mirror of
https://github.com/wassname/phaser.git
synced 2026-08-12 12:20:38 +08:00
Updated Filter resolution to a 2f and added Blur and Marble filters.
This commit is contained in:
@@ -5,7 +5,7 @@ Phaser 1.1
|
|||||||
|
|
||||||
Phaser is a fast, free and fun open source game framework for making desktop and mobile browser HTML5 games. It uses [Pixi.js](https://github.com/GoodBoyDigital/pixi.js/) internally for fast 2D Canvas and WebGL rendering.
|
Phaser is a fast, free and fun open source game framework for making desktop and mobile browser HTML5 games. It uses [Pixi.js](https://github.com/GoodBoyDigital/pixi.js/) internally for fast 2D Canvas and WebGL rendering.
|
||||||
|
|
||||||
Version: 1.1.3 - Released: November 28th 2013
|
Version: 1.1.3 - Released: November 29th 2013
|
||||||
|
|
||||||
By Richard Davey, [Photon Storm](http://www.photonstorm.com)
|
By Richard Davey, [Photon Storm](http://www.photonstorm.com)
|
||||||
|
|
||||||
@@ -39,7 +39,7 @@ Phaser is everything we ever wanted from an HTML5 game framework. It powers all
|
|||||||
Change Log
|
Change Log
|
||||||
----------
|
----------
|
||||||
|
|
||||||
Version 1.1.3 - November 28th 2013
|
Version 1.1.3 - November 29th 2013
|
||||||
|
|
||||||
* New: Added a .jshintrc so contributions can be run through JSHint to help retain formatting across the library (thanks kevinthompson)
|
* New: Added a .jshintrc so contributions can be run through JSHint to help retain formatting across the library (thanks kevinthompson)
|
||||||
* New: The entire Phaser library has been updated to match the new JSHint configuration.
|
* New: The entire Phaser library has been updated to match the new JSHint configuration.
|
||||||
@@ -228,7 +228,7 @@ Using a locally installed web server browse to the examples folder:
|
|||||||
|
|
||||||
examples/index.html
|
examples/index.html
|
||||||
|
|
||||||
Alternatively in order to start the included web server, after you've cloned the repo, run npm install to install all dependencies, then run grunt connect to start a local server. After running this command, you should be able to access your local webserver at `http://127.0.0.1:8000`. Then browse to the examples folder: `http://127.0.0.1:8000/examples/index.html`
|
Alternatively in order to start the included web server, after you've cloned the repo, run `npm install` to install all dependencies, then `grunt connect `to start a local server. After running this command you should be able to access your local webserver at `http://127.0.0.1:8000`. Then browse to the examples folder: `http://127.0.0.1:8000/examples/index.html`
|
||||||
|
|
||||||
There is a new 'Side View' example viewer as well. This loads all the examples into a left-hand frame for faster navigation.
|
There is a new 'Side View' example viewer as well. This loads all the examples into a left-hand frame for faster navigation.
|
||||||
|
|
||||||
@@ -237,8 +237,6 @@ You can also browse all [Phaser Examples](http://gametest.mobi/phaser/) online.
|
|||||||
Contributing
|
Contributing
|
||||||
------------
|
------------
|
||||||
|
|
||||||
Phaser is in early stages and although we've still got a lot to add to it, we wanted to get it out there and share it with the world.
|
|
||||||
|
|
||||||
If you find a bug (highly likely!) then please report it on github or our forum.
|
If you find a bug (highly likely!) then please report it on github or our forum.
|
||||||
|
|
||||||
If you have a feature request, or have written a small game or demo that shows Phaser in use, then please get in touch. We'd love to hear from you.
|
If you have a feature request, or have written a small game or demo that shows Phaser in use, then please get in touch. We'd love to hear from you.
|
||||||
|
|||||||
@@ -178,6 +178,10 @@
|
|||||||
}
|
}
|
||||||
],
|
],
|
||||||
"filters": [
|
"filters": [
|
||||||
|
{
|
||||||
|
"file": "blur.js",
|
||||||
|
"title": "blur"
|
||||||
|
},
|
||||||
{
|
{
|
||||||
"file": "checker+wave.js",
|
"file": "checker+wave.js",
|
||||||
"title": "checker wave"
|
"title": "checker wave"
|
||||||
@@ -186,10 +190,6 @@
|
|||||||
"file": "fire.js",
|
"file": "fire.js",
|
||||||
"title": "fire"
|
"title": "fire"
|
||||||
},
|
},
|
||||||
{
|
|
||||||
"file": "hue+rotate.js",
|
|
||||||
"title": "hue rotate"
|
|
||||||
},
|
|
||||||
{
|
{
|
||||||
"file": "lightbeams.js",
|
"file": "lightbeams.js",
|
||||||
"title": "lightbeams"
|
"title": "lightbeams"
|
||||||
|
|||||||
@@ -0,0 +1,22 @@
|
|||||||
|
|
||||||
|
var game = new Phaser.Game(800, 600, Phaser.WEBGL, 'phaser-example', { preload: preload, create: create });
|
||||||
|
|
||||||
|
function preload() {
|
||||||
|
|
||||||
|
game.load.image('phaser', 'assets/sprites/phaser2.png');
|
||||||
|
game.load.script('filterX', '../filters/BlurX.js');
|
||||||
|
game.load.script('filterY', '../filters/BlurY.js');
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
function create() {
|
||||||
|
|
||||||
|
var logo = game.add.sprite(game.world.centerX, game.world.centerY, 'phaser');
|
||||||
|
logo.anchor.setTo(0.5, 0.5);
|
||||||
|
|
||||||
|
var blurX = game.add.filter('BlurX');
|
||||||
|
var blurY = game.add.filter('BlurY');
|
||||||
|
|
||||||
|
logo.filters = [blurX, blurY];
|
||||||
|
|
||||||
|
}
|
||||||
@@ -1,38 +0,0 @@
|
|||||||
|
|
||||||
var game = new Phaser.Game(800, 600, Phaser.WEBGL, 'phaser-example', { preload: preload, create: create, update: update });
|
|
||||||
|
|
||||||
var background;
|
|
||||||
var filter;
|
|
||||||
|
|
||||||
function preload() {
|
|
||||||
|
|
||||||
game.load.image('phaser', 'assets/sprites/phaser2.png');
|
|
||||||
game.load.script('filter', '../filters/HueRotate.js');
|
|
||||||
// game.load.image('texture', 'assets/textures/ooze.png');
|
|
||||||
game.load.image('texture', 'assets/pics/ra_einstein.png');
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
function create() {
|
|
||||||
|
|
||||||
var logo = game.add.sprite(game.world.centerX, game.world.centerY, 'texture');
|
|
||||||
logo.anchor.setTo(0.5, 0.5);
|
|
||||||
logo.texture.baseTexture._powerOf2 = true;
|
|
||||||
|
|
||||||
|
|
||||||
background = game.add.sprite(0, 0);
|
|
||||||
background.width = logo.width;
|
|
||||||
background.height = logo.height;
|
|
||||||
|
|
||||||
filter = game.add.filter('HueRotate', logo.width, logo.height, logo.texture);
|
|
||||||
// filter.alpha = 0.0;
|
|
||||||
|
|
||||||
background.filters = [filter];
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
function update() {
|
|
||||||
|
|
||||||
filter.update();
|
|
||||||
|
|
||||||
}
|
|
||||||
@@ -21,7 +21,12 @@ function create() {
|
|||||||
background.height = 600;
|
background.height = 600;
|
||||||
|
|
||||||
filter = game.add.filter('Marble', 800, 600);
|
filter = game.add.filter('Marble', 800, 600);
|
||||||
//filter.alpha = 0.0;
|
filter.alpha = 0.2;
|
||||||
|
|
||||||
|
// The following properties are available (shown at default values)
|
||||||
|
|
||||||
|
// filter.speed = 10.0;
|
||||||
|
// filter.intensity = 0.30;
|
||||||
|
|
||||||
background.filters = [filter];
|
background.filters = [filter];
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,51 @@
|
|||||||
|
/**
|
||||||
|
* A horizontal blur filter by Mat Groves http://matgroves.com/ @Doormat23
|
||||||
|
*/
|
||||||
|
Phaser.Filter.BlurX = function (game) {
|
||||||
|
|
||||||
|
Phaser.Filter.call(this, game);
|
||||||
|
|
||||||
|
this.uniforms.blur = { type: '1f', value: 1 / 512 };
|
||||||
|
|
||||||
|
this.fragmentSrc = [
|
||||||
|
|
||||||
|
"precision mediump float;",
|
||||||
|
"varying vec2 vTextureCoord;",
|
||||||
|
"varying float vColor;",
|
||||||
|
"uniform float blur;",
|
||||||
|
"uniform sampler2D uSampler;",
|
||||||
|
|
||||||
|
"void main(void) {",
|
||||||
|
"vec4 sum = vec4(0.0);",
|
||||||
|
|
||||||
|
"sum += texture2D(uSampler, vec2(vTextureCoord.x - 4.0*blur, vTextureCoord.y)) * 0.05;",
|
||||||
|
"sum += texture2D(uSampler, vec2(vTextureCoord.x - 3.0*blur, vTextureCoord.y)) * 0.09;",
|
||||||
|
"sum += texture2D(uSampler, vec2(vTextureCoord.x - 2.0*blur, vTextureCoord.y)) * 0.12;",
|
||||||
|
"sum += texture2D(uSampler, vec2(vTextureCoord.x - blur, vTextureCoord.y)) * 0.15;",
|
||||||
|
"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * 0.16;",
|
||||||
|
"sum += texture2D(uSampler, vec2(vTextureCoord.x + blur, vTextureCoord.y)) * 0.15;",
|
||||||
|
"sum += texture2D(uSampler, vec2(vTextureCoord.x + 2.0*blur, vTextureCoord.y)) * 0.12;",
|
||||||
|
"sum += texture2D(uSampler, vec2(vTextureCoord.x + 3.0*blur, vTextureCoord.y)) * 0.09;",
|
||||||
|
"sum += texture2D(uSampler, vec2(vTextureCoord.x + 4.0*blur, vTextureCoord.y)) * 0.05;",
|
||||||
|
|
||||||
|
"gl_FragColor = sum;",
|
||||||
|
|
||||||
|
"}"
|
||||||
|
];
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
Phaser.Filter.BlurX.prototype = Object.create(Phaser.Filter.prototype);
|
||||||
|
Phaser.Filter.BlurX.prototype.constructor = Phaser.Filter.BlurX;
|
||||||
|
|
||||||
|
Object.defineProperty(Phaser.Filter.BlurX.prototype, 'blur', {
|
||||||
|
|
||||||
|
get: function() {
|
||||||
|
return this.uniforms.blur.value / (1/7000);
|
||||||
|
},
|
||||||
|
|
||||||
|
set: function(value) {
|
||||||
|
this.uniforms.blur.value = (1/7000) * value;
|
||||||
|
}
|
||||||
|
|
||||||
|
});
|
||||||
@@ -0,0 +1,52 @@
|
|||||||
|
/**
|
||||||
|
* A vertical blur filter by Mat Groves http://matgroves.com/ @Doormat23
|
||||||
|
*/
|
||||||
|
Phaser.Filter.BlurY = function (game) {
|
||||||
|
|
||||||
|
Phaser.Filter.call(this, game);
|
||||||
|
|
||||||
|
this.uniforms.blur = { type: '1f', value: 1 / 512 };
|
||||||
|
|
||||||
|
this.fragmentSrc = [
|
||||||
|
|
||||||
|
"precision mediump float;",
|
||||||
|
"varying vec2 vTextureCoord;",
|
||||||
|
"varying float vColor;",
|
||||||
|
"uniform float blur;",
|
||||||
|
"uniform sampler2D uSampler;",
|
||||||
|
|
||||||
|
"void main(void) {",
|
||||||
|
"vec4 sum = vec4(0.0);",
|
||||||
|
|
||||||
|
"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 4.0*blur)) * 0.05;",
|
||||||
|
"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 3.0*blur)) * 0.09;",
|
||||||
|
"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 2.0*blur)) * 0.12;",
|
||||||
|
"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - blur)) * 0.15;",
|
||||||
|
"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * 0.16;",
|
||||||
|
"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + blur)) * 0.15;",
|
||||||
|
"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 2.0*blur)) * 0.12;",
|
||||||
|
"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 3.0*blur)) * 0.09;",
|
||||||
|
"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 4.0*blur)) * 0.05;",
|
||||||
|
|
||||||
|
"gl_FragColor = sum;",
|
||||||
|
|
||||||
|
"}"
|
||||||
|
|
||||||
|
];
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
Phaser.Filter.BlurY.prototype = Object.create(Phaser.Filter.prototype);
|
||||||
|
Phaser.Filter.BlurY.prototype.constructor = Phaser.Filter.BlurY;
|
||||||
|
|
||||||
|
Object.defineProperty(Phaser.Filter.BlurY.prototype, 'blur', {
|
||||||
|
|
||||||
|
get: function() {
|
||||||
|
return this.uniforms.blur.value / (1/7000);
|
||||||
|
},
|
||||||
|
|
||||||
|
set: function(value) {
|
||||||
|
this.uniforms.blur.value = (1/7000) * value;
|
||||||
|
}
|
||||||
|
|
||||||
|
});
|
||||||
@@ -14,7 +14,7 @@ Phaser.Filter.CheckerWave = function (game) {
|
|||||||
this.fragmentSrc = [
|
this.fragmentSrc = [
|
||||||
|
|
||||||
"precision mediump float;",
|
"precision mediump float;",
|
||||||
"uniform vec3 resolution;",
|
"uniform vec2 resolution;",
|
||||||
"uniform float time;",
|
"uniform float time;",
|
||||||
"uniform float alpha;",
|
"uniform float alpha;",
|
||||||
"uniform vec3 vrp;",
|
"uniform vec3 vrp;",
|
||||||
@@ -122,7 +122,7 @@ Phaser.Filter.CheckerWave.prototype.setColor2 = function (red, green, blue) {
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Object.defineProperty(Phaser.Filter.HueRotate.prototype, 'alpha', {
|
Object.defineProperty(Phaser.Filter.CheckerWave.prototype, 'alpha', {
|
||||||
|
|
||||||
get: function() {
|
get: function() {
|
||||||
return this.uniforms.alpha.value;
|
return this.uniforms.alpha.value;
|
||||||
@@ -134,7 +134,7 @@ Object.defineProperty(Phaser.Filter.HueRotate.prototype, 'alpha', {
|
|||||||
|
|
||||||
});
|
});
|
||||||
|
|
||||||
Object.defineProperty(Phaser.Filter.HueRotate.prototype, 'cameraX', {
|
Object.defineProperty(Phaser.Filter.CheckerWave.prototype, 'cameraX', {
|
||||||
|
|
||||||
get: function() {
|
get: function() {
|
||||||
return this.uniforms.vrp.value.x;
|
return this.uniforms.vrp.value.x;
|
||||||
@@ -146,7 +146,7 @@ Object.defineProperty(Phaser.Filter.HueRotate.prototype, 'cameraX', {
|
|||||||
|
|
||||||
});
|
});
|
||||||
|
|
||||||
Object.defineProperty(Phaser.Filter.HueRotate.prototype, 'cameraY', {
|
Object.defineProperty(Phaser.Filter.CheckerWave.prototype, 'cameraY', {
|
||||||
|
|
||||||
get: function() {
|
get: function() {
|
||||||
return this.uniforms.vrp.value.y;
|
return this.uniforms.vrp.value.y;
|
||||||
@@ -158,7 +158,7 @@ Object.defineProperty(Phaser.Filter.HueRotate.prototype, 'cameraY', {
|
|||||||
|
|
||||||
});
|
});
|
||||||
|
|
||||||
Object.defineProperty(Phaser.Filter.HueRotate.prototype, 'cameraZ', {
|
Object.defineProperty(Phaser.Filter.CheckerWave.prototype, 'cameraZ', {
|
||||||
|
|
||||||
get: function() {
|
get: function() {
|
||||||
return this.uniforms.vrp.value.z;
|
return this.uniforms.vrp.value.z;
|
||||||
|
|||||||
+1
-1
@@ -13,7 +13,7 @@ Phaser.Filter.Fire = function (game) {
|
|||||||
this.fragmentSrc = [
|
this.fragmentSrc = [
|
||||||
|
|
||||||
"precision mediump float;",
|
"precision mediump float;",
|
||||||
"uniform vec3 resolution;",
|
"uniform vec2 resolution;",
|
||||||
"uniform float time;",
|
"uniform float time;",
|
||||||
"uniform float alpha;",
|
"uniform float alpha;",
|
||||||
"uniform vec2 speed;",
|
"uniform vec2 speed;",
|
||||||
|
|||||||
@@ -13,7 +13,7 @@ Phaser.Filter.HueRotate = function (game) {
|
|||||||
this.fragmentSrc = [
|
this.fragmentSrc = [
|
||||||
|
|
||||||
"precision mediump float;",
|
"precision mediump float;",
|
||||||
"uniform vec3 resolution;",
|
"uniform vec2 resolution;",
|
||||||
"uniform float time;",
|
"uniform float time;",
|
||||||
"uniform float alpha;",
|
"uniform float alpha;",
|
||||||
"uniform sampler2D iChannel0;",
|
"uniform sampler2D iChannel0;",
|
||||||
|
|||||||
@@ -16,7 +16,7 @@ Phaser.Filter.LightBeam = function (game) {
|
|||||||
this.fragmentSrc = [
|
this.fragmentSrc = [
|
||||||
|
|
||||||
"precision mediump float;",
|
"precision mediump float;",
|
||||||
"uniform vec3 resolution;",
|
"uniform vec2 resolution;",
|
||||||
"uniform float time;",
|
"uniform float time;",
|
||||||
"uniform float alpha;",
|
"uniform float alpha;",
|
||||||
"uniform float thickness;",
|
"uniform float thickness;",
|
||||||
|
|||||||
+59
-14
@@ -1,25 +1,32 @@
|
|||||||
/**
|
/**
|
||||||
* A sample demonstrating how to create new Phaser Filters.
|
* Original shader from http://glsl.heroku.com/e#9213.0
|
||||||
|
* Tweaked, uniforms added and converted to Phaser/PIXI by Richard Davey
|
||||||
*/
|
*/
|
||||||
Phaser.Filter.Marble = function (game) {
|
Phaser.Filter.Marble = function (game) {
|
||||||
|
|
||||||
Phaser.Filter.call(this, game);
|
Phaser.Filter.call(this, game);
|
||||||
|
|
||||||
//this.uniforms.divisor = { type: '1f', value: 0.5 };
|
this.uniforms.alpha = { type: '1f', value: 1.0 }
|
||||||
|
|
||||||
|
// Drives speed, higher number will make it slower.
|
||||||
|
this.uniforms.fluid_speed = { type: '1f', value: 10.0 }
|
||||||
|
|
||||||
|
this.uniforms.color_intensity = { type: '1f', value: 0.30 }
|
||||||
|
|
||||||
// The fragment shader source
|
// The fragment shader source
|
||||||
this.fragmentSrc = [
|
this.fragmentSrc = [
|
||||||
|
|
||||||
"precision mediump float;",
|
"precision mediump float;",
|
||||||
"uniform vec3 resolution;",
|
"uniform vec2 resolution;",
|
||||||
"uniform float time;",
|
"uniform float time;",
|
||||||
"//uniform vec2 mouse;",
|
"uniform vec2 mouse;",
|
||||||
|
"uniform float alpha;",
|
||||||
|
"uniform float fluid_speed;",
|
||||||
|
"uniform float color_intensity;",
|
||||||
|
|
||||||
"const int complexity = 40; // More points of color.",
|
"const int complexity = 40; // More points of color.",
|
||||||
"const float mouse_factor = 25.0; // Makes it more/less jumpy.",
|
"const float mouse_factor = 25.0; // Makes it more/less jumpy.",
|
||||||
"const float mouse_offset = 5.0; // Drives complexity in the amount of curls/cuves. Zero is a single whirlpool.",
|
"const float mouse_offset = 5.0; // Drives complexity in the amount of curls/cuves. Zero is a single whirlpool.",
|
||||||
"const float fluid_speed = 45.0; // Drives speed, higher number will make it slower.",
|
|
||||||
"const float color_intensity = 0.30;",
|
|
||||||
|
|
||||||
"const float Pi = 3.14159;",
|
"const float Pi = 3.14159;",
|
||||||
|
|
||||||
@@ -32,22 +39,18 @@ Phaser.Filter.Marble = function (game) {
|
|||||||
"return sinApprox(x + 0.5 * Pi);",
|
"return sinApprox(x + 0.5 * Pi);",
|
||||||
"}",
|
"}",
|
||||||
|
|
||||||
"//vec3 mouse = vec3(0,0,0);",
|
|
||||||
|
|
||||||
"void main()",
|
"void main()",
|
||||||
"{",
|
"{",
|
||||||
"vec2 p=(2.0*gl_FragCoord.xy-resolution)/max(resolution.x,resolution.y);",
|
"vec2 p=(2.0*gl_FragCoord.xy-resolution)/max(resolution.x,resolution.y);",
|
||||||
"for(int i=1;i<complexity;i++)",
|
"for(int i=1;i<complexity;i++)",
|
||||||
"{",
|
"{",
|
||||||
"vec2 newp=p;",
|
"vec2 newp=p;",
|
||||||
"//newp.x+=0.6/float(i)*sin(float(i)*p.y+time/fluid_speed+0.3*float(i))+mouse.y/mouse_factor+mouse_offset;",
|
"newp.x+=0.6/float(i)*sin(float(i)*p.y+time/fluid_speed+0.3*float(i))+mouse.y/mouse_factor+mouse_offset;",
|
||||||
"//newp.y+=0.6/float(i)*sin(float(i)*p.x+time/fluid_speed+0.3*float(i+10))-mouse.x/mouse_factor+mouse_offset;",
|
"newp.y+=0.6/float(i)*sin(float(i)*p.x+time/fluid_speed+0.3*float(i+10))-mouse.x/mouse_factor+mouse_offset;",
|
||||||
"newp.x+=0.6/float(i)*sin(float(i)*p.y+time/fluid_speed+0.3*float(i));",
|
|
||||||
"newp.y+=0.6/float(i)*sin(float(i)*p.x+time/fluid_speed+0.3*float(i+10));",
|
|
||||||
"p=newp;",
|
"p=newp;",
|
||||||
"}",
|
"}",
|
||||||
"vec3 col=vec3(color_intensity*sin(3.0*p.x)+color_intensity,color_intensity*sin(3.0*p.y)+color_intensity,color_intensity*sin(p.x+p.y)+color_intensity);",
|
"vec3 col=vec3(color_intensity*sin(3.0*p.x)+color_intensity,color_intensity*sin(3.0*p.y)+color_intensity,color_intensity*sin(p.x+p.y)+color_intensity);",
|
||||||
"gl_FragColor=vec4(col, 1.0);",
|
"gl_FragColor=vec4(col, alpha);",
|
||||||
"}"
|
"}"
|
||||||
];
|
];
|
||||||
|
|
||||||
@@ -56,8 +59,50 @@ Phaser.Filter.Marble = function (game) {
|
|||||||
Phaser.Filter.Marble.prototype = Object.create(Phaser.Filter.prototype);
|
Phaser.Filter.Marble.prototype = Object.create(Phaser.Filter.prototype);
|
||||||
Phaser.Filter.Marble.prototype.constructor = Phaser.Filter.Marble;
|
Phaser.Filter.Marble.prototype.constructor = Phaser.Filter.Marble;
|
||||||
|
|
||||||
Phaser.Filter.Marble.prototype.init = function (width, height) {
|
Phaser.Filter.Marble.prototype.init = function (width, height, speed, intensity) {
|
||||||
|
|
||||||
this.setResolution(width, height);
|
this.setResolution(width, height);
|
||||||
|
|
||||||
|
if (typeof speed === 'undefined') { speed = 10.0; }
|
||||||
|
if (typeof intensity === 'undefined') { intensity = 0.30; }
|
||||||
|
|
||||||
|
this.uniforms.fluid_speed.value = speed;
|
||||||
|
this.uniforms.color_intensity.value = intensity;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Object.defineProperty(Phaser.Filter.Marble.prototype, 'alpha', {
|
||||||
|
|
||||||
|
get: function() {
|
||||||
|
return this.uniforms.alpha.value;
|
||||||
|
},
|
||||||
|
|
||||||
|
set: function(value) {
|
||||||
|
this.uniforms.alpha.value = value;
|
||||||
|
}
|
||||||
|
|
||||||
|
});
|
||||||
|
|
||||||
|
Object.defineProperty(Phaser.Filter.Marble.prototype, 'speed', {
|
||||||
|
|
||||||
|
get: function() {
|
||||||
|
return this.uniforms.fluid_speed.value;
|
||||||
|
},
|
||||||
|
|
||||||
|
set: function(value) {
|
||||||
|
this.uniforms.fluid_speed.value = value;
|
||||||
|
}
|
||||||
|
|
||||||
|
});
|
||||||
|
|
||||||
|
Object.defineProperty(Phaser.Filter.Marble.prototype, 'intensity', {
|
||||||
|
|
||||||
|
get: function() {
|
||||||
|
return this.uniforms.color_intensity.value;
|
||||||
|
},
|
||||||
|
|
||||||
|
set: function(value) {
|
||||||
|
this.uniforms.color_intensity.value = value;
|
||||||
|
}
|
||||||
|
|
||||||
|
});
|
||||||
|
|||||||
+1
-1
@@ -13,7 +13,7 @@ Phaser.Filter.Tunnel = function (game) {
|
|||||||
this.fragmentSrc = [
|
this.fragmentSrc = [
|
||||||
|
|
||||||
"precision mediump float;",
|
"precision mediump float;",
|
||||||
"uniform vec3 resolution;",
|
"uniform vec2 resolution;",
|
||||||
"uniform float time;",
|
"uniform float time;",
|
||||||
"uniform sampler2D iChannel0;",
|
"uniform sampler2D iChannel0;",
|
||||||
"uniform float alpha;",
|
"uniform float alpha;",
|
||||||
|
|||||||
Binary file not shown.
|
Before Width: | Height: | Size: 142 KiB After Width: | Height: | Size: 383 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 653 KiB |
+11
-4
@@ -52,9 +52,9 @@ Phaser.Filter = function (game, uniforms, fragmentSrc) {
|
|||||||
*/
|
*/
|
||||||
this.uniforms = {
|
this.uniforms = {
|
||||||
|
|
||||||
resolution: { type: '3f', value: { x: 256, y: 256, z: 0 }},
|
|
||||||
time: { type: '1f', value: 0 },
|
time: { type: '1f', value: 0 },
|
||||||
mouse: { type: '4fv', value: { x: 0, y: 0, z: 0, w: 0 }}
|
resolution: { type: '2f', value: { x: 256, y: 256 }},
|
||||||
|
mouse: { type: '2f', value: { x: 0.0, y: 0.0 }}
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -97,8 +97,15 @@ Phaser.Filter.prototype = {
|
|||||||
|
|
||||||
if (typeof pointer !== 'undefined')
|
if (typeof pointer !== 'undefined')
|
||||||
{
|
{
|
||||||
this.uniforms.mouse.x = pointer.x;
|
if (pointer.x > 0)
|
||||||
this.uniforms.mouse.y = pointer.y;
|
{
|
||||||
|
this.uniforms.mouse.x = pointer.x.toFixed(2);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (pointer.y > 0)
|
||||||
|
{
|
||||||
|
this.uniforms.mouse.y = pointer.y.toFixed(2);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
this.uniforms.time.value = this.game.time.totalElapsedSeconds();
|
this.uniforms.time.value = this.game.time.totalElapsedSeconds();
|
||||||
|
|||||||
@@ -67,7 +67,7 @@ Phaser.Loader = function (game) {
|
|||||||
/**
|
/**
|
||||||
* You can optionally link a sprite to the preloader.
|
* You can optionally link a sprite to the preloader.
|
||||||
* If you do so the Sprite's width or height will be cropped based on the percentage loaded.
|
* If you do so the Sprite's width or height will be cropped based on the percentage loaded.
|
||||||
* @property {Description} preloadSprite
|
* @property {Phaser.Sprite} preloadSprite
|
||||||
* @default
|
* @default
|
||||||
*/
|
*/
|
||||||
this.preloadSprite = null;
|
this.preloadSprite = null;
|
||||||
@@ -1058,7 +1058,7 @@ Phaser.Loader.prototype = {
|
|||||||
file.data = document.createElement('script');
|
file.data = document.createElement('script');
|
||||||
file.data.language = 'javascript';
|
file.data.language = 'javascript';
|
||||||
file.data.type = 'text/javascript';
|
file.data.type = 'text/javascript';
|
||||||
file.data.defer = true;
|
file.data.defer = false;
|
||||||
file.data.text = this._xhr.responseText;
|
file.data.text = this._xhr.responseText;
|
||||||
document.head.appendChild(file.data);
|
document.head.appendChild(file.data);
|
||||||
break;
|
break;
|
||||||
|
|||||||
Reference in New Issue
Block a user