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 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.