phaser
Version:
A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.
60 lines (53 loc) • 1.87 kB
JavaScript
/**
* @author Benjamin D. Richards <benjamindrichards@gmail.com>
* @copyright 2013-2026 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../utils/Class');
var Controller = require('./Controller');
/**
* @classdesc
* The Barrel Filter Controller.
*
* This filter controller manages the barrel distortion effect for a Camera.
* A barrel effect allows you to apply either a 'pinch' or 'expand' distortion to
* the view. The amount of the effect can be modified in real-time.
*
* A Barrel effect is added to a Camera via the FilterList component:
*
* ```js
* const camera = this.cameras.main;
*
* camera.filters.internal.addBarrel();
* camera.filters.external.addBarrel();
* ```
*
* @class Barrel
* @extends Phaser.Filters.Controller
* @memberof Phaser.Filters
* @constructor
* @since 4.0.0
* @param {Phaser.Cameras.Scene2D.Camera} camera - The camera that owns this filter.
* @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 (camera, amount)
{
if (amount === undefined) { amount = 1; }
Controller.call(this, camera, 'FilterBarrel');
/**
* The amount of distortion applied to the barrel effect.
*
* A value of 1 applies no distortion. Values above 1 expand the view outward
* (barrel distortion), while values below 1 pinch the view inward (pincushion
* distortion). Typically keep this within ±1 of the default value of 1.
*
* @name Phaser.Filters.Barrel#amount
* @type {number}
* @since 4.0.0
*/
this.amount = amount;
}
});
module.exports = Barrel;