phaser
Version:
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 Barrel FX Controller.
*
* This FX controller manages the barrel distortion effect for a Game Object.
*
* A barrel effect allows you to apply either a 'pinch' or 'expand' distortion to
* a Game Object. The amount of the effect can be modified in real-time.
*
* A Barrel effect is added to a Game Object via the FX component:
*
* ```js
* const sprite = this.add.sprite();
*
* sprite.preFX.addBarrel();
* sprite.postFX.addBarrel();
* ```
*
* @class Barrel
* @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} [amount=1] - The amount of distortion applied to the barrel effect. A value of 1 is no distortion. Typically keep this within +- 1.
*/
var Barrel = new Class({
Extends: Controller,
initialize:
function Barrel (gameObject, amount)
{
if (amount === undefined) { amount = 1; }
Controller.call(this, FX_CONST.BARREL, gameObject);
/**
* The amount of distortion applied to the barrel effect.
*
* Typically keep this within the range 1 (no distortion) to +- 1.
*
* @name Phaser.FX.Barrel#amount
* @type {number}
* @since 3.60.0
*/
this.amount = amount;
}
});
module.exports = Barrel;