Camera External Filter Scanline
Demonstrates applying an external shader filter to a camera and updating the shader's uniform values based on mouse input.
800 × 600
// #module
import Scanline from './assets/rendernodes/FilterScanline.js';
export default class Example extends Phaser.Scene
{
constructor()
{
super();
}
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.image('volcano', 'assets/pics/bw-face.png');
this.load.image('hotdog', 'assets/sprites/hotdog.png');
}
create ()
{
this.add.image(400, 300, 'volcano').setAlpha(0.5);
this.add.image(400, 300, 'hotdog').setScrollFactor(0);
const scanline = this.cameras.main.filters.external.add(new Scanline.Controller(this.cameras.main));
this.input.on('pointermove', pointer =>
{
scanline.mouseX = pointer.x;
scanline.mouseY = pointer.y;
});
const cursors = this.input.keyboard.createCursorKeys();
const controlConfig = {
camera: this.cameras.main,
left: cursors.left,
right: cursors.right,
up: cursors.up,
down: cursors.down,
acceleration: 0.06,
drag: 0.0005,
maxSpeed: 1.0
};
this.controls = new Phaser.Cameras.Controls.SmoothedKeyControl(controlConfig);
}
update (time, delta)
{
this.controls.update(delta);
}
}
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.AUTO,
parent: 'game-container',
width: 800,
height: 600,
backgroundColor: '#000000',
scene: Example,
renderNodes: {
FilterScanline: Scanline.Filter
},
};
const game = new Phaser.Game(config);