Files
phaser/Tests/textures/filter test.js
T
2013-07-19 17:58:00 +01:00

41 lines
1.5 KiB
JavaScript

/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
function init() {
game.load.image('backdrop', 'assets/pics/large-color-wheel.png');
game.load.image('coke', 'assets/sprites/cokecan.png');
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
game.load.start();
}
var hue = 0;
var texture;
function create() {
game.world.setSize(800, 800);
texture = game.add.dynamicTexture(800, 600);
var backdrop = game.add.sprite(0, 0, 'backdrop');
var cokecan = game.add.sprite(30, 20, 'coke');
var mushroom = game.add.sprite(600, 20, 'mushroom');
texture.assignCanvasToGameObjects([
backdrop,
cokecan,
mushroom
]);
// Rats, filters don't get applied when the canvas is drawn to another canvas. Oh well :)
texture.css3.grayscale = 100;
}
function update() {
// The value is given in degrees, so between 0 and 360, hence the wrapValue call below.
hue = game.math.wrapValue(hue, 1, 360);
// Apply a hue rotation to the stage
//game.stage.css3.hueRotate = hue;
if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
game.camera.y -= 4;
} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
game.camera.y += 4;
}
}
function render() {
texture.render();
}
})();