class Example extends Phaser.Scene
{
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
this.load.glsl('bundle', 'assets/shaders/bundle2.glsl.js');
}
create ()
{
// Here we create our shader. It has a size of 128 x 128.
const shader = this.add.shader('Marble', 0, 0, 128, 128);
// Now we tell it to render to a texture, instead of on the display list.
// The string given here is the key that is used when saving it to the Texture Manager:
shader.setRenderToTexture('wibble');
// And now some images that use the texture
this.add.image(200, 300, 'wibble');
// A scaled image
this.add.image(400, 300, 'wibble').setScale(2);
// A tweened image
const mover = this.add.image(600, 100, 'wibble');
this.tweens.add({
targets: mover,
angle: 180,
y: 500,
ease: 'Sine.easeInOut',
repeat: -1,
yoyo: true,
duration: 2000
});
}
}
const config = {
type: Phaser.WEBGL,
parent: 'phaser-example',
width: 800,
height: 600,
scene: Example
};
const game = new Phaser.Game(config);
class Example extends Phaser.Scene
{
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
this.load.glsl('bundle', 'assets/shaders/bundle2.glsl.js');
}
create ()
{
// Here we create our shader. It has a size of 128 x 128.
const shader = this.add.shader('Marble', 0, 0, 128, 128);
// Now we tell it to render to a texture, instead of on the display list.
// The string given here is the key that is used when saving it to the Texture Manager:
shader.setRenderToTexture('wibble');
// And now some images that use the texture
this.add.image(200, 300, 'wibble');
// A scaled image
this.add.image(400, 300, 'wibble').setScale(2);
// A tweened image
const mover = this.add.image(600, 100, 'wibble');
this.tweens.add({
targets: mover,
angle: 180,
y: 500,
ease: 'Sine.easeInOut',
repeat: -1,
yoyo: true,
duration: 2000
});
}
}
const config = {
type: Phaser.WEBGL,
parent: 'phaser-example',
width: 800,
height: 600,
scene: Example
};
const game = new Phaser.Game(config);