new Filter(game, uniforms, fragmentSrc)
This is a base Filter class to use for any Phaser filter development.
The vast majority of filters (including all of those that ship with Phaser) use fragment shaders, and therefore only work in WebGL and are not supported by Canvas at all.
Parameters
Name | Type | Description |
---|---|---|
game |
Phaser.Game | A reference to the currently running game. |
uniforms |
object | Uniform mappings object |
fragmentSrc |
Array | string | The fragment shader code. Either an array, one element per line of code, or a string. |
- Source code: core/Filter.js (Line 19)
Public Properties
-
dirty : boolean
-
Internal PIXI var.
- Default Value
- true
- Source code: core/Filter.js (Line 50)
-
fragmentSrc :array | string
-
The fragment shader code.
Type
- array | string
- Source code: core/Filter.js (Line 98)
-
game : Phaser.Game
-
A reference to the currently running game.
- Source code: core/Filter.js (Line 24)
-
height : number
-
The height (resolution uniform)
- Source code: core/Filter.js (Line 233)
-
padding : number
-
Internal PIXI var.
- Source code: core/Filter.js (Line 56)
-
prevPoint : Phaser.Point
-
The previous position of the pointer (we don't update the uniform if the same)
- Source code: core/Filter.js (Line 61)
-
type : number
-
The const type of this object, either Phaser.WEBGL_FILTER or Phaser.CANVAS_FILTER.
- Source code: core/Filter.js (Line 30)
-
uniforms : Object
-
Default uniform mappings. Compatible with ShaderToy and GLSLSandbox.
- Source code: core/Filter.js (Line 72)
-
width : number
-
The width (resolution uniform)
- Source code: core/Filter.js (Line 217)
Public Methods
-
addToWorld(x, y, width, height, anchorX, anchorY) → {Phaser.Image}
-
Creates a new Phaser.Image object using a blank texture and assigns this Filter to it. The image is then added to the world.
If you don't provide width and height values then Filter.width and Filter.height are used.
If you do provide width and height values then this filter will be resized to match those values.
Parameters
Name Type Argument Default Description x
number <optional>
0 The x coordinate to place the Image at.
y
number <optional>
0 The y coordinate to place the Image at.
width
number <optional>
The width of the Image. If not specified (or null) it will use Filter.width. If specified Filter.width will be set to this value.
height
number <optional>
The height of the Image. If not specified (or null) it will use Filter.height. If specified Filter.height will be set to this value.
anchorX
number <optional>
0 Set the x anchor point of the Image. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right.
anchorY
number <optional>
0 Set the y anchor point of the Image. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right.
Returns
The newly added Image object.
- Source code: core/Filter.js (Line 149)
-
destroy()
-
Clear down this Filter and null out references
- Source code: core/Filter.js (Line 203)
-
init()
-
Should be over-ridden.
- Source code: core/Filter.js (Line 104)
-
setResolution(width, height)
-
Set the resolution uniforms on the filter.
Parameters
Name Type Description width
number The width of the display.
height
number The height of the display.
- Source code: core/Filter.js (Line 112)
-
update(pointer)
-
Updates the filter.
Parameters
Name Type Argument Description pointer
Phaser.Pointer <optional>
A Pointer object to use for the filter. The coordinates are mapped to the mouse uniform.
- Source code: core/Filter.js (Line 125)