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 Benjamin D. Richards <benjamindrichards@gmail.com>
* @copyright 2013-2026 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var GameObjectCreator = require('../GameObjectCreator');
var GetAdvancedValue = require('../../utils/object/GetAdvancedValue');
var CaptureFrame = require('./CaptureFrame');
/**
* Creates a new CaptureFrame Game Object and returns it.
*
* A CaptureFrame is a special Game Object that captures the current state of the WebGL framebuffer
* at the point it is rendered in the display list. Objects rendered before it are captured to a
* named texture; objects rendered after it are not. This is useful for full-scene post-processing
* effects such as a layer of water or a distortion overlay. The captured texture can then be
* referenced by key and used on other Game Objects or filters.
*
* This is a WebGL-only feature and has no effect in Canvas mode. The Camera must have
* `forceComposite` enabled, or the CaptureFrame must be used within a framebuffer context
* (such as a Filter, DynamicTexture, or a Camera with alpha between 0 and 1).
*
* Note: This method will only be available if the CaptureFrame Game Object has been built into Phaser.
*
* @method Phaser.GameObjects.GameObjectCreator#captureFrame
* @since 4.0.0
*
* @param {Phaser.Types.GameObjects.GameObjectConfig} config - The configuration object this Game Object will use to create itself. CaptureFrame only uses the `key`, `visible`, `depth`, and `add` properties.
* @param {boolean} [addToScene] - Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object.
*
* @return {Phaser.GameObjects.CaptureFrame} The Game Object that was created.
*/
GameObjectCreator.register('captureFrame', function (config, addToScene)
{
if (config === undefined) { config = {}; }
var depth = GetAdvancedValue(config, 'depth', 0);
var key = GetAdvancedValue(config, 'key', null);
var visible = GetAdvancedValue(config, 'visible', true);
var captureFrame = new CaptureFrame(this.scene, key);
if (addToScene !== undefined)
{
config.add = addToScene;
}
// This method does not use BuildGameObject, because most of the properties
// are not settable on a CaptureFrame, and it doesn't render.
captureFrame
.setDepth(depth)
.setVisible(visible);
if (config.add)
{
this.scene.sys.displayList.add(captureFrame);
}
return captureFrame;
});
// When registering a factory function 'this' refers to the GameObjectCreator context.