Pixi GrayFilter ported over (thanks nickryall #404)

Fixed Time.totalElapsedSeconds, which gets the other filters working again too.
This commit is contained in:
photonstorm
2014-02-27 22:35:06 +00:00
parent a8bd5db7ba
commit 3568dc4ff1
5 changed files with 75 additions and 0 deletions
+1
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@@ -122,6 +122,7 @@ New features:
* Loader.script now has callback (and callbackContext) parameters, so you can specify a function to run once the JS has been injected into the body.
* Phaser.Timer.stop has a new parameter: clearEvents (default true), if true all the events in Timer will be cleared, otherwise they will remain (fixes #383)
* All GameObjects now have a 'destroyChildren' boolean as a parameter to their destroy method. It's default is true and the value propogates down its children.
* Pixi GrayFilter ported over (thanks nickryall #404)
Updates:
+4
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@@ -252,6 +252,10 @@
"file": "fire.js",
"title": "fire"
},
{
"file": "gray.js",
"title": "gray"
},
{
"file": "lightbeams.js",
"title": "lightbeams"
+19
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@@ -0,0 +1,19 @@
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('gray', '../filters/Gray.js');
}
function create() {
var logo = game.add.sprite(game.world.centerX, game.world.centerY, 'phaser');
logo.anchor.setTo(0.5, 0.5);
var gray = game.add.filter('Gray');
logo.filters = [gray];
}
+50
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@@ -0,0 +1,50 @@
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* This turns your displayObjects to grayscale.
* @class Gray
* @contructor
*/
Phaser.Filter.Gray = function (game) {
Phaser.Filter.call(this, game);
this.uniforms.gray = { type: '1f', value: 1.0 };
this.fragmentSrc = [
"precision mediump float;",
"varying vec2 vTextureCoord;",
"varying vec4 vColor;",
"uniform sampler2D uSampler;",
"uniform float gray;",
"void main(void) {",
"gl_FragColor = texture2D(uSampler, vTextureCoord);",
"gl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(0.2126 * gl_FragColor.r + 0.7152 * gl_FragColor.g + 0.0722 * gl_FragColor.b), gray);",
"}"
];
};
Phaser.Filter.Gray.prototype = Object.create(Phaser.Filter.prototype);
Phaser.Filter.Gray.prototype.constructor = Phaser.Filter.Gray;
/**
* The strength of the gray. 1 will make the object black and white, 0 will make the object its normal color
* @property gray
*/
Object.defineProperty(Phaser.Filter.Gray.prototype, 'gray', {
get: function() {
return this.uniforms.gray.value;
},
set: function(value) {
this.uniforms.gray.value = value;
}
});
+1
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@@ -160,6 +160,7 @@ Phaser.Time.prototype = {
*/
boot: function () {
this._started = Date.now();
this.events.start();
},