silver-fang-mini-game/node_modules/phaser/changelog/3.60/FX.md
2024-10-27 19:54:14 +02:00

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Phaser 3.60.0 Change Log

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New Feature - Built-in Special FX

Special FX

We have decided to bundle a selection of highly flexible special effect shaders in to Phaser 3.60 and provide access to them via an easy to use set of API calls. The FX included are:

  • Barrel - A nice pinch / bulge distortion effect.
  • Bloom - Add bloom to any Game Object, with custom offset, blur strength, steps and color.
  • Blur - 3 different levels of gaussian blur (low, medium and high) and custom distance and color.
  • Bokeh / TiltShift - A bokeh and tiltshift effect, with intensity, contrast and distance settings.
  • Circle - Add a circular ring around any Game Object, useful for masking / avatar frames, with custom color, width and background color.
  • ColorMatrix - Add a ColorMatrix to any Game Object with access to all of its methods, such as sepia, greyscale, lsd and lots more.
  • Displacement - Use a displacement texture, such as a noise texture, to drastically (or subtly!) alter the appearance of a Game Object.
  • Glow - Add a smooth inner or outer glow, with custom distance, strength and color.
  • Gradient - Draw a gradient between two colors across any Game Object, with optional 'chunky' mode for classic retro style games.
  • Pixelate - Make any Game Object appear pixelated, to a varying degree.
  • Shadow - Add a drop shadow behind a Game Object, with custom depth and color.
  • Shine - Run a 'shine' effect across a Game Object, either additively or as part of a reveal.
  • Vignette - Apply a vignette around a Game Object, with custom offset position, radius and color.
  • Wipe - Set a Game Object to 'wipe' or 'reveal' with custom line width, direction and axis of the effect.

What's more, the FX can be stacked up. You could add, for example, a Barrel followed by a Blur and then topped-off with a Circle effect. Just by adjusting the ordering you can achieve some incredible and unique effects, very quickly.

We've worked hard to make the API as easy to use as possible, too. No more messing with pipelines or importing plugins. You can simply do:

const player = this.add.sprite(x, y, texture);

player.preFX.addGlow(0xff0000, 32);

This will add a 32 pixel red glow around the player Sprite.

Each effect returns a new FX Controller instance, allowing you to easily adjust the special effects in real-time via your own code, tweens and similar:

const fx = container.postFX.addWipe();

this.tweens.add({
    targets: fx,
    progress: 1
});

This will add a Wipe Effect to a Container instance and then tween its progress value from 0 to 1, causing the wipe to play out.

All texture-based Game Objects have access to Pre FX (so that includes Images, Sprites, TileSprites, Text, RenderTexture and Video). However, all Game Objects have access to Post FX, as do cameras. The difference is just when the effect is applied. For a 'pre' effect, it is applied before the Game Object is drawn. For a 'post' effect, it's applied after it has been drawn. All of the same effects are available to both.

this.cameras.main.postFX.addTiltShift();

For example, this will apply a Tilt Shift effect to everything being rendered by the Camera. Which is a much faster way of doing it than applying the same effect to every child in a Scene. You can also apply them to Containers, allowing more fine-grained control over the display.

The full list of new methods are as follows:

Available only to texture-based Game Objects:

  • GameObject.preFX an instance of the FX Controller, which allows you to add and remove Pre FX from the Game Object. It features methods such as add, remove and clear. Plus the following:

  • GameObject.preFX.addGlow adds a Glow Pre FX effect to the Game Object.

  • GameObject.preFX.addShadow adds a Shadow Pre FX effect to the Game Object.

  • GameObject.preFX.addPixelate adds a Pixelate Pre FX effect to the Game Object.

  • GameObject.preFX.addVignette adds a Vignette Pre FX effect to the Game Object.

  • GameObject.preFX.addShine adds a Shine Pre FX effect to the Game Object.

  • GameObject.preFX.addBlur adds a Blur Pre FX effect to the Game Object.

  • GameObject.preFX.addGradient adds a Gradient Pre FX effect to the Game Object.

  • GameObject.preFX.addBloom adds a Bloom Pre FX effect to the Game Object.

  • GameObject.preFX.addColorMatrix adds a ColorMatrix Pre FX effect to the Game Object.

  • GameObject.preFX.addCircle adds a Circle Pre FX effect to the Game Object.

  • GameObject.preFX.addBarrel adds a Barrel Pre FX effect to the Game Object.

  • GameObject.preFX.addDisplacement adds a Displacement Pre FX effect to the Game Object.

  • GameObject.preFX.addWipe adds a Wipe Pre FX effect to the Game Object.

  • GameObject.preFX.addReveal adds a Reveal Pre FX effect to the Game Object.

  • GameObject.preFX.addBokeh adds a Bokeh Pre FX effect to the Game Object.

  • GameObject.preFX.addTiltShift adds a TiltShift Pre FX effect to the Game Object.

Available to all Game Objects:

  • GameObject.clearFX removes both Pre and Post FX from the Game Object.

  • GameObject.postFX an instance of the FX Controller, which allows you to add and remove Post FX from the Game Object. It features methods such as add, remove and clear. Plus the following:

  • GameObject.postFX.addGlow adds a Glow Post FX effect to the Game Object.

  • GameObject.postFX.addShadow adds a Shadow Post FX effect to the Game Object.

  • GameObject.postFX.addPixelate adds a Pixelate Post FX effect to the Game Object.

  • GameObject.postFX.addVignette adds a Vignette Post FX effect to the Game Object.

  • GameObject.postFX.addShine adds a Shine Post FX effect to the Game Object.

  • GameObject.postFX.addBlur adds a Blur Post FX effect to the Game Object.

  • GameObject.postFX.addGradient adds a Gradient Post FX effect to the Game Object.

  • GameObject.postFX.addBloom adds a Bloom Post FX effect to the Game Object.

  • GameObject.postFX.addColorMatrix adds a ColorMatrix Post FX effect to the Game Object.

  • GameObject.postFX.addCircle adds a Circle Post FX effect to the Game Object.

  • GameObject.postFX.addBarrel adds a Barrel Post FX effect to the Game Object.

  • GameObject.postFX.addDisplacement adds a Displacement Post FX effect to the Game Object.

  • GameObject.postFX.addWipe adds a Wipe Post FX effect to the Game Object.

  • GameObject.postFX.addReveal adds a Reveal Post FX effect to the Game Object.

  • GameObject.postFX.addBokeh adds a Bokeh Post FX effect to the Game Object.

  • GameObject.postFX.addTiltShift adds a TiltShift Post FX effect to the Game Object.

New Feature - Pre FX Pipeline

  • When defining the renderTargets in a WebGL Pipeline config, you can now set optional width and height properties, which will create a Render Target of that exact size, ignoring the scale value (if also given).
  • WebGLPipeline.isPreFX is a new boolean property that defines if the pipeline is a Sprite FX Pipeline, or not. The default is false.
  • GameObjects.Components.FX is a new component that provides access to FX specific properties and methods. The Image and Sprite Game Objects have this component by default.
  • fxPadding and its related method setFXPadding allow you to set extra padding to be added to the texture the Game Object renders with. This is especially useful for Pre FX shaders that modify the sprite beyond its bounds, such as glow or shadow effects.
  • The WebGLPipeline.setShader method has a new optional parameter buffer that allows you to set the vertex buffer to be bound before the shader is activated.
  • The WebGLPipeline.setVertexBuffer method has a new optional parameter buffer that allows you to set the vertex buffer to be bound if you don't want to bind the default one.
  • The WebGLRenderer.createTextureFromSource method has a new optional boolean parameter forceClamp that will for the clamp wrapping mode even if the texture is a power-of-two.
  • RenderTarget will now automatically set the wrapping mode to clamp.
  • WebGLPipeline.flipProjectionMatrix is a new method that allows you to flip the y and bottom projection matrix values via a parameter.
  • PipelineManager.renderTargets is a new property that holds an array of RenderTarget objects that all PreFX pipelines can share, to keep texture memory as low as possible.
  • PipelineManager.maxDimension is a new property that holds the largest possible target dimension.
  • PipelineManager.frameInc is a new property that holds the amount the RenderTargets will increase in size in each iteration. The default value is 32, meaning it will create targets of size 32, 64, 96, etc. You can control this via the pipeline config object.
  • PipelineManager.targetIndex is a new property that holds the internal target array offset index. Treat it as read-only.
  • The Pipeline Manager will now create a bunch of RenderTarget objects during its boot method. These are sized incrementally from 32px and up (use the frameInc value to alter this). These targets are shared by all Sprite FX Pipelines.
  • PipelineManager.getRenderTarget is a new method that will return the a RenderTarget that best fits the dimensions given. This is typically called by Pre FX Pipelines, rather than directly.
  • PipelineManager.getSwapRenderTarget is a new method that will return a 'swap' RenderTarget that matches the size of the main target. This is called by Pre FX pipelines and not typically called directly.
  • PipelineManager.getAltSwapRenderTarget is a new method that will return a 'alternative swap' RenderTarget that matches the size of the main target. This is called by Pre FX pipelines and not typically called directly.
  • The WebGLPipeline.setTime method has a new optional parameter shader, which allows you to control the shader on which the time value is set.
  • If you add #define SHADER_NAME to the start of your shader then it will be picked up as the WebGLShader name during the setShadersFromConfig process within WebGLPipeline.
  • Calling setPostPipeline on a Game Object will now pass the pipelineData configuration object (if provided) to the pipeline instance being created.
  • PipelineManager.getPostPipeline now has an optional 3rd parameter, a config object that is passed to the pipeline instance in its constructor, which can be used by the pipeline during its set-up.

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