phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.
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JavaScript
/**
* @author Richard Davey <rich@phaser.io>
* @copyright 2013-2025 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../utils/Class');
var Controller = require('./Controller');
var FX_CONST = require('./const');
/**
* @classdesc
* The Blur FX Controller.
*
* This FX controller manages the blur effect for a Game Object.
*
* A Gaussian blur is the result of blurring an image by a Gaussian function. It is a widely used effect,
* typically to reduce image noise and reduce detail. The visual effect of this blurring technique is a
* smooth blur resembling that of viewing the image through a translucent screen, distinctly different
* from the bokeh effect produced by an out-of-focus lens or the shadow of an object under usual illumination.
*
* A Blur effect is added to a Game Object via the FX component:
*
* ```js
* const sprite = this.add.sprite();
*
* sprite.preFX.addBlur();
* sprite.postFX.addBlur();
* ```
*
* @class Blur
* @extends Phaser.FX.Controller
* @memberof Phaser.FX
* @constructor
* @since 3.60.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - A reference to the Game Object that has this fx.
* @param {number} [quality=0] - The quality of the blur effect. Can be either 0 for Low Quality, 1 for Medium Quality or 2 for High Quality.
* @param {number} [x=2] - The horizontal offset of the blur effect.
* @param {number} [y=2] - The vertical offset of the blur effect.
* @param {number} [strength=1] - The strength of the blur effect.
* @param {number} [color=0xffffff] - The color of the blur, as a hex value.
* @param {number} [steps=4] - The number of steps to run the blur effect for. This value should always be an integer.
*/
var Blur = new Class({
Extends: Controller,
initialize:
function Blur (gameObject, quality, x, y, strength, color, steps)
{
if (quality === undefined) { quality = 0; }
if (x === undefined) { x = 2; }
if (y === undefined) { y = 2; }
if (strength === undefined) { strength = 1; }
if (steps === undefined) { steps = 4; }
Controller.call(this, FX_CONST.BLUR, gameObject);
/**
* The quality of the blur effect.
*
* This can be:
*
* 0 for Low Quality
* 1 for Medium Quality
* 2 for High Quality
*
* The higher the quality, the more complex shader is used
* and the more processing time is spent on the GPU calculating
* the final blur. This value is used in conjunction with the
* `steps` value, as one has a direct impact on the other.
*
* Keep this value as low as you can, while still achieving the
* desired effect you need for your game.
*
* @name Phaser.FX.Blur#quality
* @type {number}
* @since 3.60.0
*/
this.quality = quality;
/**
* The horizontal offset of the blur effect.
*
* @name Phaser.FX.Blur#x
* @type {number}
* @since 3.60.0
*/
this.x = x;
/**
* The vertical offset of the blur effect.
*
* @name Phaser.FX.Blur#y
* @type {number}
* @since 3.60.0
*/
this.y = y;
/**
* The number of steps to run the Blur effect for.
*
* This value should always be an integer.
*
* It defaults to 4. The higher the value, the smoother the blur,
* but at the cost of exponentially more gl operations.
*
* Keep this to the lowest possible number you can have it, while
* still looking correct for your game.
*
* @name Phaser.FX.Blur#steps
* @type {number}
* @since 3.60.0
*/
this.steps = steps;
/**
* The strength of the blur effect.
*
* @name Phaser.FX.Blur#strength
* @type {number}
* @since 3.60.0
*/
this.strength = strength;
/**
* The internal gl color array.
*
* @name Phaser.FX.Blur#glcolor
* @type {number[]}
* @since 3.60.0
*/
this.glcolor = [ 1, 1, 1 ];
if (color !== undefined && color !== null)
{
this.color = color;
}
},
/**
* The color of the blur as a number value.
*
* @name Phaser.FX.Blur#color
* @type {number}
* @since 3.60.0
*/
color: {
get: function ()
{
var color = this.glcolor;
return (((color[0] * 255) << 16) + ((color[1] * 255) << 8) + (color[2] * 255 | 0));
},
set: function (value)
{
var color = this.glcolor;
color[0] = ((value >> 16) & 0xFF) / 255;
color[1] = ((value >> 8) & 0xFF) / 255;
color[2] = (value & 0xFF) / 255;
}
}
});
module.exports = Blur;