class Example extends Phaser.Scene { constructor () { super(); this.rope; this.count = 0; } preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.glsl('bundle', 'assets/rope/bundle6.glsl.js'); } create () { // Create our Shader const shader = this.add.shader('RayTracer', 0, 0, 700, 500); // Set it to render to a texture shader.setRenderToTexture('shaderTexture'); // Create our Rope, using the shader texture const rope = this.add.rope(400, 300, 'shaderTexture', null, 16); // Some shaders require us to flipY, like this one: rope.setFlipY(true); this.rope = rope; this.add.text(10, 10, 'Rope using a Shader for a texture', { font: '16px Courier', fill: '#ffffff' }).setShadow(1, 1); } update () { this.count += 0.1; let points = this.rope.points; for (let i = 0; i < points.length; i++) { if (this.rope.horizontal) { points[i].y = Math.sin(i * 0.5 + this.count) * 10; } else { points[i].x = Math.sin(i * 0.5 + this.count) * 10; } } this.rope.setDirty(); } } const config = { type: Phaser.AUTO, width: 800, height: 600, backgroundColor: '#2d2d2d', parent: 'phaser-example', scene: Example }; let game = new Phaser.Game(config);
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class Example extends Phaser.Scene { constructor () { super(); this.rope; this.count = 0; } preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.glsl('bundle', 'assets/rope/bundle6.glsl.js'); } create () { // Create our Shader const shader = this.add.shader('RayTracer', 0, 0, 700, 500); // Set it to render to a texture shader.setRenderToTexture('shaderTexture'); // Create our Rope, using the shader texture const rope = this.add.rope(400, 300, 'shaderTexture', null, 16); // Some shaders require us to flipY, like this one: rope.setFlipY(true); this.rope = rope; this.add.text(10, 10, 'Rope using a Shader for a texture', { font: '16px Courier', fill: '#ffffff' }).setShadow(1, 1); } update () { this.count += 0.1; let points = this.rope.points; for (let i = 0; i < points.length; i++) { if (this.rope.horizontal) { points[i].y = Math.sin(i * 0.5 + this.count) * 10; } else { points[i].x = Math.sin(i * 0.5 + this.count) * 10; } } this.rope.setDirty(); } } const config = { type: Phaser.AUTO, width: 800, height: 600, backgroundColor: '#2d2d2d', parent: 'phaser-example', scene: Example }; let game = new Phaser.Game(config);