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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 Benjamin D. Richards <benjamindrichards@gmail.com> * @copyright 2013-2026 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var BuildGameObject = require('../BuildGameObject'); var GameObjectCreator = require('../GameObjectCreator'); var GetAdvancedValue = require('../../utils/object/GetAdvancedValue'); var Noise = require('./Noise'); /** * Creates a new Noise Game Object and returns it. * * A Noise Game Object renders procedural noise — such as Perlin or simplex noise — directly * onto a WebGL quad using a shader. It is useful for generating dynamic visual effects such * as clouds, fog, terrain previews, animated backgrounds, or any effect that benefits from * smooth, organic-looking randomness. The noise pattern is generated entirely on the GPU, * making it very efficient to animate each frame. * * Note: This method will only be available if the Noise Game Object and WebGL support have been built into Phaser. * * @method Phaser.GameObjects.GameObjectCreator#noise * @since 4.0.0 * * @param {Phaser.Types.GameObjects.Noise.NoiseConfig} config - The configuration object this Game Object will use to create itself. * @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.Noise} The Game Object that was created. */ GameObjectCreator.register('noise', function (config, addToScene) { if (config === undefined) { config = {}; } var quadConfig = GetAdvancedValue(config, 'config', null); var x = GetAdvancedValue(config, 'x', 0); var y = GetAdvancedValue(config, 'y', 0); var width = GetAdvancedValue(config, 'width', 128); var height = GetAdvancedValue(config, 'height', 128); var noise = new Noise(this.scene, quadConfig, x, y, width, height); if (addToScene !== undefined) { config.add = addToScene; } BuildGameObject(this.scene, noise, config); return noise; }); // When registering a factory function 'this' refers to the GameObjectCreator context.