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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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/** * @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 Glow FX Controller. * * This FX controller manages the glow effect for a Game Object. * * The glow effect is a visual technique that creates a soft, luminous halo around game objects, * characters, or UI elements. This effect is used to emphasize importance, enhance visual appeal, * or convey a sense of energy, magic, or otherworldly presence. The effect can also be set on * the inside of the Game Object. The color and strength of the glow can be modified. * * A Glow effect is added to a Game Object via the FX component: * * ```js * const sprite = this.add.sprite(); * * sprite.preFX.addGlow(); * sprite.postFX.addGlow(); * ``` * * @class Glow * @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} [color=0xffffff] - The color of the glow effect as a number value. * @param {number} [outerStrength=4] - The strength of the glow outward from the edge of the Sprite. * @param {number} [innerStrength=0] - The strength of the glow inward from the edge of the Sprite. * @param {boolean} [knockout=false] - If `true` only the glow is drawn, not the texture itself. */ var Glow = new Class({ Extends: Controller, initialize: function Glow (gameObject, color, outerStrength, innerStrength, knockout) { if (outerStrength === undefined) { outerStrength = 4; } if (innerStrength === undefined) { innerStrength = 0; } if (knockout === undefined) { knockout = false; } Controller.call(this, FX_CONST.GLOW, gameObject); /** * The strength of the glow outward from the edge of the Sprite. * * @name Phaser.FX.Glow#outerStrength * @type {number} * @since 3.60.0 */ this.outerStrength = outerStrength; /** * The strength of the glow inward from the edge of the Sprite. * * @name Phaser.FX.Glow#innerStrength * @type {number} * @since 3.60.0 */ this.innerStrength = innerStrength; /** * If `true` only the glow is drawn, not the texture itself. * * @name Phaser.FX.Glow#knockout * @type {number} * @since 3.60.0 */ this.knockout = knockout; /** * A 4 element array of gl color values. * * @name Phaser.FX.Glow#glcolor * @type {number[]} * @since 3.60.0 */ this.glcolor = [ 1, 1, 1, 1 ]; if (color !== undefined) { this.color = color; } }, /** * The color of the glow as a number value. * * @name Phaser.FX.Glow#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 = Glow;