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ShaderCreator.js
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ShaderCreator.js
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/**
* @author Richard Davey <rich@phaser.io>
* @copyright 2013-2024 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 Shader = require('./Shader');
/**
* Creates a new Shader Game Object and returns it.
*
* Note: This method will only be available if the Shader Game Object and WebGL support have been built into Phaser.
*
* @method Phaser.GameObjects.GameObjectCreator#shader
* @since 3.17.0
*
* @param {Phaser.Types.GameObjects.Shader.ShaderConfig} 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.Shader} The Game Object that was created.
*/
GameObjectCreator.register('shader', function (config, addToScene)
{
if (config === undefined) { config = {}; }
var key = GetAdvancedValue(config, 'key', 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 shader = new Shader(this.scene, key, x, y, width, height);
if (addToScene !== undefined)
{
config.add = addToScene;
}
BuildGameObject(this.scene, shader, config);
return shader;
});
// When registering a factory function 'this' refers to the GameObjectCreator context.