@number10/jsx-phaser 5.0.0

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Files changed (689) hide show
  1. package/LICENSE +667 -0
  2. package/README.md +44 -0
  3. package/dist/_virtual/_commonjsHelpers.cjs +7 -0
  4. package/dist/_virtual/_commonjsHelpers.cjs.map +1 -0
  5. package/dist/_virtual/_commonjsHelpers.js +7 -0
  6. package/dist/_virtual/_commonjsHelpers.js.map +1 -0
  7. package/dist/_virtual/index.cjs +7 -0
  8. package/dist/_virtual/index.cjs.map +1 -0
  9. package/dist/_virtual/index.js +8 -0
  10. package/dist/_virtual/index.js.map +1 -0
  11. package/dist/animation/index.d.ts +7 -0
  12. package/dist/animation/index.d.ts.map +1 -0
  13. package/dist/camera/index.d.ts +5 -0
  14. package/dist/camera/index.d.ts.map +1 -0
  15. package/dist/camera/use-camera-fx.cjs +49 -0
  16. package/dist/camera/use-camera-fx.cjs.map +1 -0
  17. package/dist/camera/use-camera-fx.d.ts +25 -0
  18. package/dist/camera/use-camera-fx.d.ts.map +1 -0
  19. package/dist/camera/use-camera-fx.js +49 -0
  20. package/dist/camera/use-camera-fx.js.map +1 -0
  21. package/dist/clip/index.cjs +8 -0
  22. package/dist/clip/index.cjs.map +1 -0
  23. package/dist/clip/index.d.ts +3 -0
  24. package/dist/clip/index.d.ts.map +1 -0
  25. package/dist/clip/index.js +9 -0
  26. package/dist/clip/index.js.map +1 -0
  27. package/dist/clip/stencil-clip-depth.cjs +24 -0
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  29. package/dist/clip/stencil-clip-depth.d.ts +10 -0
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  33. package/dist/clip/stencil-clip-extension.cjs +113 -0
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  39. package/dist/clip/stencil-clip-fbo-bridge.cjs +46 -0
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  41. package/dist/clip/stencil-clip-fbo-bridge.d.ts +7 -0
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  45. package/dist/clip/stencil-clip-renderer.cjs +300 -0
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  47. package/dist/clip/stencil-clip-renderer.d.ts +7 -0
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  49. package/dist/clip/stencil-clip-renderer.js +300 -0
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  51. package/dist/clip/stencil-clip-state.cjs +84 -0
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  53. package/dist/clip/stencil-clip-state.d.ts +28 -0
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  55. package/dist/clip/stencil-clip-state.js +84 -0
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  57. package/dist/clip/stencil-clip-types.d.ts +67 -0
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  59. package/dist/clip/stencil-clip.cjs +138 -0
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  61. package/dist/clip/stencil-clip.d.ts +53 -0
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  63. package/dist/clip/stencil-clip.js +122 -0
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  65. package/dist/colors/use-color-mode.cjs +28 -0
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  67. package/dist/colors/use-color-mode.d.ts +22 -0
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  73. package/dist/colors/use-colors.d.ts +36 -0
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  75. package/dist/colors/use-colors.js +45 -0
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  77. package/dist/components/DebugPanel.cjs +88 -0
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  79. package/dist/components/DebugPanel.d.ts +45 -0
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  81. package/dist/components/DebugPanel.js +71 -0
  82. package/dist/components/DebugPanel.js.map +1 -0
  83. package/dist/components/appliers/applyBackground.cjs +89 -0
  84. package/dist/components/appliers/applyBackground.cjs.map +1 -0
  85. package/dist/components/appliers/applyBackground.d.ts +18 -0
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  89. package/dist/components/appliers/applyGestures.cjs +85 -0
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  91. package/dist/components/appliers/applyGestures.d.ts +12 -0
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  101. package/dist/components/appliers/applyGraphicsLayout.cjs +18 -0
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  107. package/dist/components/appliers/applyImage.cjs +92 -0
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  109. package/dist/components/appliers/applyImage.d.ts +47 -0
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  113. package/dist/components/appliers/applyImageLayout.cjs +18 -0
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  117. package/dist/components/appliers/applyImageLayout.js +18 -0
  118. package/dist/components/appliers/applyImageLayout.js.map +1 -0
  119. package/dist/components/appliers/applyLayout.cjs +108 -0
  120. package/dist/components/appliers/applyLayout.cjs.map +1 -0
  121. package/dist/components/appliers/applyLayout.d.ts +19 -0
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  123. package/dist/components/appliers/applyLayout.js +91 -0
  124. package/dist/components/appliers/applyLayout.js.map +1 -0
  125. package/dist/components/appliers/applyNineSlice.cjs +37 -0
  126. package/dist/components/appliers/applyNineSlice.cjs.map +1 -0
  127. package/dist/components/appliers/applyNineSlice.d.ts +14 -0
  128. package/dist/components/appliers/applyNineSlice.d.ts.map +1 -0
  129. package/dist/components/appliers/applyNineSlice.js +37 -0
  130. package/dist/components/appliers/applyNineSlice.js.map +1 -0
  131. package/dist/components/appliers/applyNineSliceLayout.cjs +18 -0
  132. package/dist/components/appliers/applyNineSliceLayout.cjs.map +1 -0
  133. package/dist/components/appliers/applyNineSliceLayout.d.ts +18 -0
  134. package/dist/components/appliers/applyNineSliceLayout.d.ts.map +1 -0
  135. package/dist/components/appliers/applyNineSliceLayout.js +18 -0
  136. package/dist/components/appliers/applyNineSliceLayout.js.map +1 -0
  137. package/dist/components/appliers/applyParticles.cjs +46 -0
  138. package/dist/components/appliers/applyParticles.cjs.map +1 -0
  139. package/dist/components/appliers/applyParticles.d.ts +7 -0
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  143. package/dist/components/appliers/applyParticlesLayout.cjs +7 -0
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  145. package/dist/components/appliers/applyParticlesLayout.d.ts +11 -0
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  147. package/dist/components/appliers/applyParticlesLayout.js +7 -0
  148. package/dist/components/appliers/applyParticlesLayout.js.map +1 -0
  149. package/dist/components/appliers/applyPhaser.cjs +40 -0
  150. package/dist/components/appliers/applyPhaser.cjs.map +1 -0
  151. package/dist/components/appliers/applyPhaser.d.ts +24 -0
  152. package/dist/components/appliers/applyPhaser.d.ts.map +1 -0
  153. package/dist/components/appliers/applyPhaser.js +40 -0
  154. package/dist/components/appliers/applyPhaser.js.map +1 -0
  155. package/dist/components/appliers/applySprite.cjs +124 -0
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  157. package/dist/components/appliers/applySprite.d.ts +13 -0
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  161. package/dist/components/appliers/applySpriteLayout.cjs +7 -0
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  167. package/dist/components/appliers/applyText.cjs +142 -0
  168. package/dist/components/appliers/applyText.cjs.map +1 -0
  169. package/dist/components/appliers/applyText.d.ts +32 -0
  170. package/dist/components/appliers/applyText.d.ts.map +1 -0
  171. package/dist/components/appliers/applyText.js +142 -0
  172. package/dist/components/appliers/applyText.js.map +1 -0
  173. package/dist/components/appliers/applyTextLayout.cjs +16 -0
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  179. package/dist/components/appliers/applyTooltip.cjs +247 -0
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  181. package/dist/components/appliers/applyTooltip.d.ts +16 -0
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  682. package/dist/vector/PhaserVectorDrawContext.cjs.map +1 -0
  683. package/dist/vector/PhaserVectorDrawContext.d.ts +27 -0
  684. package/dist/vector/PhaserVectorDrawContext.d.ts.map +1 -0
  685. package/dist/vector/PhaserVectorDrawContext.js +97 -0
  686. package/dist/vector/PhaserVectorDrawContext.js.map +1 -0
  687. package/dist/vector/index.d.ts +2 -0
  688. package/dist/vector/index.d.ts.map +1 -0
  689. package/package.json +96 -0
@@ -0,0 +1,20 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
+ const createBlurFX = (obj, config, type = "internal") => {
4
+ const { quality = 0, x = 2, y = 2, strength = 1, color = 16777215, steps = 4 } = config;
5
+ obj.enableFilters();
6
+ const filters = obj.filters;
7
+ if (!filters) {
8
+ console.warn("[createBlurFX] Filters not available on this GameObject");
9
+ return null;
10
+ }
11
+ const pipeline = type === "internal" ? filters.internal : filters.external;
12
+ if (!pipeline) {
13
+ console.warn("[createBlurFX] FX pipeline not available on this GameObject");
14
+ return null;
15
+ }
16
+ const blur = pipeline.addBlur(quality, x, y, strength, color, steps);
17
+ return blur;
18
+ };
19
+ exports.createBlurFX = createBlurFX;
20
+ //# sourceMappingURL=blur.cjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"blur.cjs","sources":["../../../src/fx/fx-creators/blur.ts"],"sourcesContent":["/**\n * Blur FX creator (Box & Gaussian Blur)\n */\nimport type { FXConfig, FXCreatorFn } from '../use-fx'\n\n/**\n * Blur FX configuration\n */\nexport interface BlurFXConfig extends FXConfig {\n /** The quality of the blur effect. Can be either 0 for Low Quality, 1 for Medium Quality or 2 for High Quality */\n quality?: number\n /** The horizontal offset of the blur effect */\n x?: number\n /** The vertical offset of the blur effect */\n y?: number\n /** The strength of the blur effect */\n strength?: number\n /** The color of the blur, as a hex value */\n color?: number\n /** The number of steps to run the blur effect for. This value should always be an integer */\n steps?: number\n}\n\n/**\n * Create blur FX\n * @param obj - GameObject\n * @param config - Blur configuration\n * @param type - 'post' or 'pre' FX\n * @returns Blur controller\n *\n * @example\n * ```tsx\n * applyFX(createBlurFX, {\n * quality: 1,\n * x: 4,\n * y: 4,\n * strength: 2\n * })\n * ```\n */\nexport const createBlurFX: FXCreatorFn<BlurFXConfig> = (obj, config, type = 'internal') => {\n const { quality = 0, x = 2, y = 2, strength = 1, color = 0xffffff, steps = 4 } = config\n\n obj.enableFilters()\n const filters = obj.filters\n if (!filters) {\n console.warn('[createBlurFX] Filters not available on this GameObject')\n return null\n }\n\n const pipeline = type === 'internal' ? filters.internal : filters.external\n if (!pipeline) {\n console.warn('[createBlurFX] FX pipeline not available on this GameObject')\n return null\n }\n\n // Phaser API: addBlur(quality, x, y, strength, color, steps)\n const blur = pipeline.addBlur(quality, x, y, strength, color, steps)\n\n return blur\n}\n"],"names":[],"mappings":";;AAwCO,MAAM,eAA0C,CAAC,KAAK,QAAQ,OAAO,eAAe;AACzF,QAAM,EAAE,UAAU,GAAG,IAAI,GAAG,IAAI,GAAG,WAAW,GAAG,QAAQ,UAAU,QAAQ,MAAM;AAEjF,MAAI,cAAA;AACJ,QAAM,UAAU,IAAI;AACpB,MAAI,CAAC,SAAS;AACZ,YAAQ,KAAK,yDAAyD;AACtE,WAAO;AAAA,EACT;AAEA,QAAM,WAAW,SAAS,aAAa,QAAQ,WAAW,QAAQ;AAClE,MAAI,CAAC,UAAU;AACb,YAAQ,KAAK,6DAA6D;AAC1E,WAAO;AAAA,EACT;AAGA,QAAM,OAAO,SAAS,QAAQ,SAAS,GAAG,GAAG,UAAU,OAAO,KAAK;AAEnE,SAAO;AACT;;"}
@@ -0,0 +1,37 @@
1
+ import { FXConfig, FXCreatorFn } from '../use-fx';
2
+ /**
3
+ * Blur FX configuration
4
+ */
5
+ export interface BlurFXConfig extends FXConfig {
6
+ /** The quality of the blur effect. Can be either 0 for Low Quality, 1 for Medium Quality or 2 for High Quality */
7
+ quality?: number;
8
+ /** The horizontal offset of the blur effect */
9
+ x?: number;
10
+ /** The vertical offset of the blur effect */
11
+ y?: number;
12
+ /** The strength of the blur effect */
13
+ strength?: number;
14
+ /** The color of the blur, as a hex value */
15
+ color?: number;
16
+ /** The number of steps to run the blur effect for. This value should always be an integer */
17
+ steps?: number;
18
+ }
19
+ /**
20
+ * Create blur FX
21
+ * @param obj - GameObject
22
+ * @param config - Blur configuration
23
+ * @param type - 'post' or 'pre' FX
24
+ * @returns Blur controller
25
+ *
26
+ * @example
27
+ * ```tsx
28
+ * applyFX(createBlurFX, {
29
+ * quality: 1,
30
+ * x: 4,
31
+ * y: 4,
32
+ * strength: 2
33
+ * })
34
+ * ```
35
+ */
36
+ export declare const createBlurFX: FXCreatorFn<BlurFXConfig>;
37
+ //# sourceMappingURL=blur.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"blur.d.ts","sourceRoot":"","sources":["../../../src/fx/fx-creators/blur.ts"],"names":[],"mappings":"AAAA;;GAEG;AACH,OAAO,KAAK,EAAE,QAAQ,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AAEtD;;GAEG;AACH,MAAM,WAAW,YAAa,SAAQ,QAAQ;IAC5C,kHAAkH;IAClH,OAAO,CAAC,EAAE,MAAM,CAAA;IAChB,+CAA+C;IAC/C,CAAC,CAAC,EAAE,MAAM,CAAA;IACV,6CAA6C;IAC7C,CAAC,CAAC,EAAE,MAAM,CAAA;IACV,sCAAsC;IACtC,QAAQ,CAAC,EAAE,MAAM,CAAA;IACjB,4CAA4C;IAC5C,KAAK,CAAC,EAAE,MAAM,CAAA;IACd,6FAA6F;IAC7F,KAAK,CAAC,EAAE,MAAM,CAAA;CACf;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,eAAO,MAAM,YAAY,EAAE,WAAW,CAAC,YAAY,CAoBlD,CAAA"}
@@ -0,0 +1,20 @@
1
+ const createBlurFX = (obj, config, type = "internal") => {
2
+ const { quality = 0, x = 2, y = 2, strength = 1, color = 16777215, steps = 4 } = config;
3
+ obj.enableFilters();
4
+ const filters = obj.filters;
5
+ if (!filters) {
6
+ console.warn("[createBlurFX] Filters not available on this GameObject");
7
+ return null;
8
+ }
9
+ const pipeline = type === "internal" ? filters.internal : filters.external;
10
+ if (!pipeline) {
11
+ console.warn("[createBlurFX] FX pipeline not available on this GameObject");
12
+ return null;
13
+ }
14
+ const blur = pipeline.addBlur(quality, x, y, strength, color, steps);
15
+ return blur;
16
+ };
17
+ export {
18
+ createBlurFX
19
+ };
20
+ //# sourceMappingURL=blur.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"blur.js","sources":["../../../src/fx/fx-creators/blur.ts"],"sourcesContent":["/**\n * Blur FX creator (Box & Gaussian Blur)\n */\nimport type { FXConfig, FXCreatorFn } from '../use-fx'\n\n/**\n * Blur FX configuration\n */\nexport interface BlurFXConfig extends FXConfig {\n /** The quality of the blur effect. Can be either 0 for Low Quality, 1 for Medium Quality or 2 for High Quality */\n quality?: number\n /** The horizontal offset of the blur effect */\n x?: number\n /** The vertical offset of the blur effect */\n y?: number\n /** The strength of the blur effect */\n strength?: number\n /** The color of the blur, as a hex value */\n color?: number\n /** The number of steps to run the blur effect for. This value should always be an integer */\n steps?: number\n}\n\n/**\n * Create blur FX\n * @param obj - GameObject\n * @param config - Blur configuration\n * @param type - 'post' or 'pre' FX\n * @returns Blur controller\n *\n * @example\n * ```tsx\n * applyFX(createBlurFX, {\n * quality: 1,\n * x: 4,\n * y: 4,\n * strength: 2\n * })\n * ```\n */\nexport const createBlurFX: FXCreatorFn<BlurFXConfig> = (obj, config, type = 'internal') => {\n const { quality = 0, x = 2, y = 2, strength = 1, color = 0xffffff, steps = 4 } = config\n\n obj.enableFilters()\n const filters = obj.filters\n if (!filters) {\n console.warn('[createBlurFX] Filters not available on this GameObject')\n return null\n }\n\n const pipeline = type === 'internal' ? filters.internal : filters.external\n if (!pipeline) {\n console.warn('[createBlurFX] FX pipeline not available on this GameObject')\n return null\n }\n\n // Phaser API: addBlur(quality, x, y, strength, color, steps)\n const blur = pipeline.addBlur(quality, x, y, strength, color, steps)\n\n return blur\n}\n"],"names":[],"mappings":"AAwCO,MAAM,eAA0C,CAAC,KAAK,QAAQ,OAAO,eAAe;AACzF,QAAM,EAAE,UAAU,GAAG,IAAI,GAAG,IAAI,GAAG,WAAW,GAAG,QAAQ,UAAU,QAAQ,MAAM;AAEjF,MAAI,cAAA;AACJ,QAAM,UAAU,IAAI;AACpB,MAAI,CAAC,SAAS;AACZ,YAAQ,KAAK,yDAAyD;AACtE,WAAO;AAAA,EACT;AAEA,QAAM,WAAW,SAAS,aAAa,QAAQ,WAAW,QAAQ;AAClE,MAAI,CAAC,UAAU;AACb,YAAQ,KAAK,6DAA6D;AAC1E,WAAO;AAAA,EACT;AAGA,QAAM,OAAO,SAAS,QAAQ,SAAS,GAAG,GAAG,UAAU,OAAO,KAAK;AAEnE,SAAO;AACT;"}
@@ -0,0 +1,47 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
+ const createColorMatrixFX = (obj, config, type = "internal") => {
4
+ const { effect = "grayscale", amount = 1 } = config;
5
+ obj.enableFilters();
6
+ const filters = obj.filters;
7
+ if (!filters) {
8
+ console.warn("[createColorMatrixFX] Filters not available on this GameObject");
9
+ return null;
10
+ }
11
+ const pipeline = type === "internal" ? filters.internal : filters.external;
12
+ if (!pipeline) {
13
+ console.warn("[createColorMatrixFX] FX pipeline not available on this GameObject");
14
+ return null;
15
+ }
16
+ const colorMatrixFilter = pipeline.addColorMatrix();
17
+ const cm = colorMatrixFilter.colorMatrix;
18
+ switch (effect) {
19
+ case "grayscale":
20
+ cm.grayscale(amount);
21
+ break;
22
+ case "sepia":
23
+ cm.sepia();
24
+ break;
25
+ case "negative":
26
+ cm.negative();
27
+ break;
28
+ case "blackWhite":
29
+ cm.blackWhite();
30
+ break;
31
+ case "brown":
32
+ cm.brown();
33
+ break;
34
+ case "kodachrome":
35
+ cm.kodachrome();
36
+ break;
37
+ case "technicolor":
38
+ cm.technicolor();
39
+ break;
40
+ case "polaroid":
41
+ cm.polaroid();
42
+ break;
43
+ }
44
+ return colorMatrixFilter;
45
+ };
46
+ exports.createColorMatrixFX = createColorMatrixFX;
47
+ //# sourceMappingURL=color-matrix.cjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"color-matrix.cjs","sources":["../../../src/fx/fx-creators/color-matrix.ts"],"sourcesContent":["/**\n * Color Matrix FX creator (Grayscale, Sepia, Negative, etc.)\n */\nimport type { FXConfig, FXCreatorFn } from '../use-fx'\n\n/**\n * Color Matrix effect types\n */\nexport type ColorMatrixEffect =\n | 'grayscale'\n | 'sepia'\n | 'negative'\n | 'blackWhite'\n | 'brown'\n | 'kodachrome'\n | 'technicolor'\n | 'polaroid'\n\n/**\n * Color Matrix FX configuration\n */\nexport interface ColorMatrixFXConfig extends FXConfig {\n /** Effect type */\n effect?: ColorMatrixEffect\n /** Effect amount (0-1, for effects that support it like grayscale) */\n amount?: number\n}\n\n/**\n * Create color matrix FX\n * @param obj - GameObject\n * @param config - Color matrix configuration\n * @param type - 'post' or 'pre' FX\n * @returns Color matrix controller\n *\n * @example\n * ```tsx\n * applyFX(createColorMatrixFX, {\n * effect: 'grayscale',\n * amount: 1\n * })\n * ```\n */\nexport const createColorMatrixFX: FXCreatorFn<ColorMatrixFXConfig> = (\n obj,\n config,\n type = 'internal'\n) => {\n const { effect = 'grayscale', amount = 1 } = config\n\n obj.enableFilters()\n const filters = obj.filters\n if (!filters) {\n console.warn('[createColorMatrixFX] Filters not available on this GameObject')\n return null\n }\n\n const pipeline = type === 'internal' ? filters.internal : filters.external\n if (!pipeline) {\n console.warn('[createColorMatrixFX] FX pipeline not available on this GameObject')\n return null\n }\n\n const colorMatrixFilter = pipeline.addColorMatrix()\n const cm = colorMatrixFilter.colorMatrix\n\n // Apply the selected effect\n switch (effect) {\n case 'grayscale':\n cm.grayscale(amount)\n break\n case 'sepia':\n cm.sepia()\n break\n case 'negative':\n cm.negative()\n break\n case 'blackWhite':\n cm.blackWhite()\n break\n case 'brown':\n cm.brown()\n break\n case 'kodachrome':\n cm.kodachrome()\n break\n case 'technicolor':\n cm.technicolor()\n break\n case 'polaroid':\n cm.polaroid()\n break\n }\n\n return colorMatrixFilter\n}\n"],"names":[],"mappings":";;AA2CO,MAAM,sBAAwD,CACnE,KACA,QACA,OAAO,eACJ;AACH,QAAM,EAAE,SAAS,aAAa,SAAS,MAAM;AAE7C,MAAI,cAAA;AACJ,QAAM,UAAU,IAAI;AACpB,MAAI,CAAC,SAAS;AACZ,YAAQ,KAAK,gEAAgE;AAC7E,WAAO;AAAA,EACT;AAEA,QAAM,WAAW,SAAS,aAAa,QAAQ,WAAW,QAAQ;AAClE,MAAI,CAAC,UAAU;AACb,YAAQ,KAAK,oEAAoE;AACjF,WAAO;AAAA,EACT;AAEA,QAAM,oBAAoB,SAAS,eAAA;AACnC,QAAM,KAAK,kBAAkB;AAG7B,UAAQ,QAAA;AAAA,IACN,KAAK;AACH,SAAG,UAAU,MAAM;AACnB;AAAA,IACF,KAAK;AACH,SAAG,MAAA;AACH;AAAA,IACF,KAAK;AACH,SAAG,SAAA;AACH;AAAA,IACF,KAAK;AACH,SAAG,WAAA;AACH;AAAA,IACF,KAAK;AACH,SAAG,MAAA;AACH;AAAA,IACF,KAAK;AACH,SAAG,WAAA;AACH;AAAA,IACF,KAAK;AACH,SAAG,YAAA;AACH;AAAA,IACF,KAAK;AACH,SAAG,SAAA;AACH;AAAA,EAAA;AAGJ,SAAO;AACT;;"}
@@ -0,0 +1,31 @@
1
+ import { FXConfig, FXCreatorFn } from '../use-fx';
2
+ /**
3
+ * Color Matrix effect types
4
+ */
5
+ export type ColorMatrixEffect = 'grayscale' | 'sepia' | 'negative' | 'blackWhite' | 'brown' | 'kodachrome' | 'technicolor' | 'polaroid';
6
+ /**
7
+ * Color Matrix FX configuration
8
+ */
9
+ export interface ColorMatrixFXConfig extends FXConfig {
10
+ /** Effect type */
11
+ effect?: ColorMatrixEffect;
12
+ /** Effect amount (0-1, for effects that support it like grayscale) */
13
+ amount?: number;
14
+ }
15
+ /**
16
+ * Create color matrix FX
17
+ * @param obj - GameObject
18
+ * @param config - Color matrix configuration
19
+ * @param type - 'post' or 'pre' FX
20
+ * @returns Color matrix controller
21
+ *
22
+ * @example
23
+ * ```tsx
24
+ * applyFX(createColorMatrixFX, {
25
+ * effect: 'grayscale',
26
+ * amount: 1
27
+ * })
28
+ * ```
29
+ */
30
+ export declare const createColorMatrixFX: FXCreatorFn<ColorMatrixFXConfig>;
31
+ //# sourceMappingURL=color-matrix.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"color-matrix.d.ts","sourceRoot":"","sources":["../../../src/fx/fx-creators/color-matrix.ts"],"names":[],"mappings":"AAAA;;GAEG;AACH,OAAO,KAAK,EAAE,QAAQ,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AAEtD;;GAEG;AACH,MAAM,MAAM,iBAAiB,GACzB,WAAW,GACX,OAAO,GACP,UAAU,GACV,YAAY,GACZ,OAAO,GACP,YAAY,GACZ,aAAa,GACb,UAAU,CAAA;AAEd;;GAEG;AACH,MAAM,WAAW,mBAAoB,SAAQ,QAAQ;IACnD,kBAAkB;IAClB,MAAM,CAAC,EAAE,iBAAiB,CAAA;IAC1B,sEAAsE;IACtE,MAAM,CAAC,EAAE,MAAM,CAAA;CAChB;AAED;;;;;;;;;;;;;;GAcG;AACH,eAAO,MAAM,mBAAmB,EAAE,WAAW,CAAC,mBAAmB,CAoDhE,CAAA"}
@@ -0,0 +1,47 @@
1
+ const createColorMatrixFX = (obj, config, type = "internal") => {
2
+ const { effect = "grayscale", amount = 1 } = config;
3
+ obj.enableFilters();
4
+ const filters = obj.filters;
5
+ if (!filters) {
6
+ console.warn("[createColorMatrixFX] Filters not available on this GameObject");
7
+ return null;
8
+ }
9
+ const pipeline = type === "internal" ? filters.internal : filters.external;
10
+ if (!pipeline) {
11
+ console.warn("[createColorMatrixFX] FX pipeline not available on this GameObject");
12
+ return null;
13
+ }
14
+ const colorMatrixFilter = pipeline.addColorMatrix();
15
+ const cm = colorMatrixFilter.colorMatrix;
16
+ switch (effect) {
17
+ case "grayscale":
18
+ cm.grayscale(amount);
19
+ break;
20
+ case "sepia":
21
+ cm.sepia();
22
+ break;
23
+ case "negative":
24
+ cm.negative();
25
+ break;
26
+ case "blackWhite":
27
+ cm.blackWhite();
28
+ break;
29
+ case "brown":
30
+ cm.brown();
31
+ break;
32
+ case "kodachrome":
33
+ cm.kodachrome();
34
+ break;
35
+ case "technicolor":
36
+ cm.technicolor();
37
+ break;
38
+ case "polaroid":
39
+ cm.polaroid();
40
+ break;
41
+ }
42
+ return colorMatrixFilter;
43
+ };
44
+ export {
45
+ createColorMatrixFX
46
+ };
47
+ //# sourceMappingURL=color-matrix.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"color-matrix.js","sources":["../../../src/fx/fx-creators/color-matrix.ts"],"sourcesContent":["/**\n * Color Matrix FX creator (Grayscale, Sepia, Negative, etc.)\n */\nimport type { FXConfig, FXCreatorFn } from '../use-fx'\n\n/**\n * Color Matrix effect types\n */\nexport type ColorMatrixEffect =\n | 'grayscale'\n | 'sepia'\n | 'negative'\n | 'blackWhite'\n | 'brown'\n | 'kodachrome'\n | 'technicolor'\n | 'polaroid'\n\n/**\n * Color Matrix FX configuration\n */\nexport interface ColorMatrixFXConfig extends FXConfig {\n /** Effect type */\n effect?: ColorMatrixEffect\n /** Effect amount (0-1, for effects that support it like grayscale) */\n amount?: number\n}\n\n/**\n * Create color matrix FX\n * @param obj - GameObject\n * @param config - Color matrix configuration\n * @param type - 'post' or 'pre' FX\n * @returns Color matrix controller\n *\n * @example\n * ```tsx\n * applyFX(createColorMatrixFX, {\n * effect: 'grayscale',\n * amount: 1\n * })\n * ```\n */\nexport const createColorMatrixFX: FXCreatorFn<ColorMatrixFXConfig> = (\n obj,\n config,\n type = 'internal'\n) => {\n const { effect = 'grayscale', amount = 1 } = config\n\n obj.enableFilters()\n const filters = obj.filters\n if (!filters) {\n console.warn('[createColorMatrixFX] Filters not available on this GameObject')\n return null\n }\n\n const pipeline = type === 'internal' ? filters.internal : filters.external\n if (!pipeline) {\n console.warn('[createColorMatrixFX] FX pipeline not available on this GameObject')\n return null\n }\n\n const colorMatrixFilter = pipeline.addColorMatrix()\n const cm = colorMatrixFilter.colorMatrix\n\n // Apply the selected effect\n switch (effect) {\n case 'grayscale':\n cm.grayscale(amount)\n break\n case 'sepia':\n cm.sepia()\n break\n case 'negative':\n cm.negative()\n break\n case 'blackWhite':\n cm.blackWhite()\n break\n case 'brown':\n cm.brown()\n break\n case 'kodachrome':\n cm.kodachrome()\n break\n case 'technicolor':\n cm.technicolor()\n break\n case 'polaroid':\n cm.polaroid()\n break\n }\n\n return colorMatrixFilter\n}\n"],"names":[],"mappings":"AA2CO,MAAM,sBAAwD,CACnE,KACA,QACA,OAAO,eACJ;AACH,QAAM,EAAE,SAAS,aAAa,SAAS,MAAM;AAE7C,MAAI,cAAA;AACJ,QAAM,UAAU,IAAI;AACpB,MAAI,CAAC,SAAS;AACZ,YAAQ,KAAK,gEAAgE;AAC7E,WAAO;AAAA,EACT;AAEA,QAAM,WAAW,SAAS,aAAa,QAAQ,WAAW,QAAQ;AAClE,MAAI,CAAC,UAAU;AACb,YAAQ,KAAK,oEAAoE;AACjF,WAAO;AAAA,EACT;AAEA,QAAM,oBAAoB,SAAS,eAAA;AACnC,QAAM,KAAK,kBAAkB;AAG7B,UAAQ,QAAA;AAAA,IACN,KAAK;AACH,SAAG,UAAU,MAAM;AACnB;AAAA,IACF,KAAK;AACH,SAAG,MAAA;AACH;AAAA,IACF,KAAK;AACH,SAAG,SAAA;AACH;AAAA,IACF,KAAK;AACH,SAAG,WAAA;AACH;AAAA,IACF,KAAK;AACH,SAAG,MAAA;AACH;AAAA,IACF,KAAK;AACH,SAAG,WAAA;AACH;AAAA,IACF,KAAK;AACH,SAAG,YAAA;AACH;AAAA,IACF,KAAK;AACH,SAAG,SAAA;AACH;AAAA,EAAA;AAGJ,SAAO;AACT;"}
@@ -0,0 +1,27 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
+ const createGlowFX = (obj, config, type = "internal") => {
4
+ const {
5
+ color = 16777215,
6
+ outerStrength = 4,
7
+ innerStrength = 0,
8
+ knockout = false,
9
+ quality = 0.1,
10
+ distance = 10
11
+ } = config;
12
+ obj.enableFilters();
13
+ const filters = obj.filters;
14
+ if (!filters) {
15
+ console.warn("[createGlowFX] Filters not available on this GameObject");
16
+ return null;
17
+ }
18
+ const pipeline = type === "internal" ? filters.internal : filters.external;
19
+ if (!pipeline) {
20
+ console.warn("[createGlowFX] FX pipeline not available on this GameObject");
21
+ return null;
22
+ }
23
+ const glow = pipeline.addGlow(color, outerStrength, innerStrength, 1, knockout, quality, distance);
24
+ return glow;
25
+ };
26
+ exports.createGlowFX = createGlowFX;
27
+ //# sourceMappingURL=glow.cjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"glow.cjs","sources":["../../../src/fx/fx-creators/glow.ts"],"sourcesContent":["/**\n * Glow FX creator (Outer Glow)\n */\nimport type { FXConfig, FXCreatorFn } from '../use-fx'\n\n/**\n * Glow FX configuration\n */\nexport interface GlowFXConfig extends FXConfig {\n /** Glow color (hex number) */\n color?: number\n /** The strength of the glow outward from the edge */\n outerStrength?: number\n /** The strength of the glow inward from the edge */\n innerStrength?: number\n /** If true, only the glow is drawn, not the texture itself */\n knockout?: boolean\n /** Sets the quality of this Glow effect (PostFX only, cannot be changed post-creation) */\n quality?: number\n /** Sets the distance of this Glow effect (PostFX only, cannot be changed post-creation) */\n distance?: number\n}\n\n/**\n * Create glow FX\n * @param obj - GameObject\n * @param config - Glow configuration\n * @param type - 'post' or 'pre' FX\n * @returns Glow controller\n *\n * @example\n * ```tsx\n * applyFX(createGlowFX, {\n * color: 0xff6600,\n * outerStrength: 6,\n * innerStrength: 2\n * })\n * ```\n */\nexport const createGlowFX: FXCreatorFn<GlowFXConfig> = (obj, config, type = 'internal') => {\n const {\n color = 0xffffff,\n outerStrength = 4,\n innerStrength = 0,\n knockout = false,\n quality = 0.1,\n distance = 10,\n } = config\n\n obj.enableFilters()\n const filters = obj.filters\n if (!filters) {\n console.warn('[createGlowFX] Filters not available on this GameObject')\n return null\n }\n\n const pipeline = type === 'internal' ? filters.internal : filters.external\n if (!pipeline) {\n console.warn('[createGlowFX] FX pipeline not available on this GameObject')\n return null\n }\n\n // Phaser 4 API: addGlow(color, outerStrength, innerStrength, scale, knockout, quality, distance)\n const glow = pipeline.addGlow(color, outerStrength, innerStrength, 1, knockout, quality, distance)\n\n return glow\n}\n"],"names":[],"mappings":";;AAuCO,MAAM,eAA0C,CAAC,KAAK,QAAQ,OAAO,eAAe;AACzF,QAAM;AAAA,IACJ,QAAQ;AAAA,IACR,gBAAgB;AAAA,IAChB,gBAAgB;AAAA,IAChB,WAAW;AAAA,IACX,UAAU;AAAA,IACV,WAAW;AAAA,EAAA,IACT;AAEJ,MAAI,cAAA;AACJ,QAAM,UAAU,IAAI;AACpB,MAAI,CAAC,SAAS;AACZ,YAAQ,KAAK,yDAAyD;AACtE,WAAO;AAAA,EACT;AAEA,QAAM,WAAW,SAAS,aAAa,QAAQ,WAAW,QAAQ;AAClE,MAAI,CAAC,UAAU;AACb,YAAQ,KAAK,6DAA6D;AAC1E,WAAO;AAAA,EACT;AAGA,QAAM,OAAO,SAAS,QAAQ,OAAO,eAAe,eAAe,GAAG,UAAU,SAAS,QAAQ;AAEjG,SAAO;AACT;;"}
@@ -0,0 +1,36 @@
1
+ import { FXConfig, FXCreatorFn } from '../use-fx';
2
+ /**
3
+ * Glow FX configuration
4
+ */
5
+ export interface GlowFXConfig extends FXConfig {
6
+ /** Glow color (hex number) */
7
+ color?: number;
8
+ /** The strength of the glow outward from the edge */
9
+ outerStrength?: number;
10
+ /** The strength of the glow inward from the edge */
11
+ innerStrength?: number;
12
+ /** If true, only the glow is drawn, not the texture itself */
13
+ knockout?: boolean;
14
+ /** Sets the quality of this Glow effect (PostFX only, cannot be changed post-creation) */
15
+ quality?: number;
16
+ /** Sets the distance of this Glow effect (PostFX only, cannot be changed post-creation) */
17
+ distance?: number;
18
+ }
19
+ /**
20
+ * Create glow FX
21
+ * @param obj - GameObject
22
+ * @param config - Glow configuration
23
+ * @param type - 'post' or 'pre' FX
24
+ * @returns Glow controller
25
+ *
26
+ * @example
27
+ * ```tsx
28
+ * applyFX(createGlowFX, {
29
+ * color: 0xff6600,
30
+ * outerStrength: 6,
31
+ * innerStrength: 2
32
+ * })
33
+ * ```
34
+ */
35
+ export declare const createGlowFX: FXCreatorFn<GlowFXConfig>;
36
+ //# sourceMappingURL=glow.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"glow.d.ts","sourceRoot":"","sources":["../../../src/fx/fx-creators/glow.ts"],"names":[],"mappings":"AAAA;;GAEG;AACH,OAAO,KAAK,EAAE,QAAQ,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AAEtD;;GAEG;AACH,MAAM,WAAW,YAAa,SAAQ,QAAQ;IAC5C,8BAA8B;IAC9B,KAAK,CAAC,EAAE,MAAM,CAAA;IACd,qDAAqD;IACrD,aAAa,CAAC,EAAE,MAAM,CAAA;IACtB,oDAAoD;IACpD,aAAa,CAAC,EAAE,MAAM,CAAA;IACtB,8DAA8D;IAC9D,QAAQ,CAAC,EAAE,OAAO,CAAA;IAClB,0FAA0F;IAC1F,OAAO,CAAC,EAAE,MAAM,CAAA;IAChB,2FAA2F;IAC3F,QAAQ,CAAC,EAAE,MAAM,CAAA;CAClB;AAED;;;;;;;;;;;;;;;GAeG;AACH,eAAO,MAAM,YAAY,EAAE,WAAW,CAAC,YAAY,CA2BlD,CAAA"}
@@ -0,0 +1,27 @@
1
+ const createGlowFX = (obj, config, type = "internal") => {
2
+ const {
3
+ color = 16777215,
4
+ outerStrength = 4,
5
+ innerStrength = 0,
6
+ knockout = false,
7
+ quality = 0.1,
8
+ distance = 10
9
+ } = config;
10
+ obj.enableFilters();
11
+ const filters = obj.filters;
12
+ if (!filters) {
13
+ console.warn("[createGlowFX] Filters not available on this GameObject");
14
+ return null;
15
+ }
16
+ const pipeline = type === "internal" ? filters.internal : filters.external;
17
+ if (!pipeline) {
18
+ console.warn("[createGlowFX] FX pipeline not available on this GameObject");
19
+ return null;
20
+ }
21
+ const glow = pipeline.addGlow(color, outerStrength, innerStrength, 1, knockout, quality, distance);
22
+ return glow;
23
+ };
24
+ export {
25
+ createGlowFX
26
+ };
27
+ //# sourceMappingURL=glow.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"glow.js","sources":["../../../src/fx/fx-creators/glow.ts"],"sourcesContent":["/**\n * Glow FX creator (Outer Glow)\n */\nimport type { FXConfig, FXCreatorFn } from '../use-fx'\n\n/**\n * Glow FX configuration\n */\nexport interface GlowFXConfig extends FXConfig {\n /** Glow color (hex number) */\n color?: number\n /** The strength of the glow outward from the edge */\n outerStrength?: number\n /** The strength of the glow inward from the edge */\n innerStrength?: number\n /** If true, only the glow is drawn, not the texture itself */\n knockout?: boolean\n /** Sets the quality of this Glow effect (PostFX only, cannot be changed post-creation) */\n quality?: number\n /** Sets the distance of this Glow effect (PostFX only, cannot be changed post-creation) */\n distance?: number\n}\n\n/**\n * Create glow FX\n * @param obj - GameObject\n * @param config - Glow configuration\n * @param type - 'post' or 'pre' FX\n * @returns Glow controller\n *\n * @example\n * ```tsx\n * applyFX(createGlowFX, {\n * color: 0xff6600,\n * outerStrength: 6,\n * innerStrength: 2\n * })\n * ```\n */\nexport const createGlowFX: FXCreatorFn<GlowFXConfig> = (obj, config, type = 'internal') => {\n const {\n color = 0xffffff,\n outerStrength = 4,\n innerStrength = 0,\n knockout = false,\n quality = 0.1,\n distance = 10,\n } = config\n\n obj.enableFilters()\n const filters = obj.filters\n if (!filters) {\n console.warn('[createGlowFX] Filters not available on this GameObject')\n return null\n }\n\n const pipeline = type === 'internal' ? filters.internal : filters.external\n if (!pipeline) {\n console.warn('[createGlowFX] FX pipeline not available on this GameObject')\n return null\n }\n\n // Phaser 4 API: addGlow(color, outerStrength, innerStrength, scale, knockout, quality, distance)\n const glow = pipeline.addGlow(color, outerStrength, innerStrength, 1, knockout, quality, distance)\n\n return glow\n}\n"],"names":[],"mappings":"AAuCO,MAAM,eAA0C,CAAC,KAAK,QAAQ,OAAO,eAAe;AACzF,QAAM;AAAA,IACJ,QAAQ;AAAA,IACR,gBAAgB;AAAA,IAChB,gBAAgB;AAAA,IAChB,WAAW;AAAA,IACX,UAAU;AAAA,IACV,WAAW;AAAA,EAAA,IACT;AAEJ,MAAI,cAAA;AACJ,QAAM,UAAU,IAAI;AACpB,MAAI,CAAC,SAAS;AACZ,YAAQ,KAAK,yDAAyD;AACtE,WAAO;AAAA,EACT;AAEA,QAAM,WAAW,SAAS,aAAa,QAAQ,WAAW,QAAQ;AAClE,MAAI,CAAC,UAAU;AACb,YAAQ,KAAK,6DAA6D;AAC1E,WAAO;AAAA,EACT;AAGA,QAAM,OAAO,SAAS,QAAQ,OAAO,eAAe,eAAe,GAAG,UAAU,SAAS,QAAQ;AAEjG,SAAO;AACT;"}
@@ -0,0 +1,10 @@
1
+ /**
2
+ * FX Creators - Individual effect creator functions
3
+ */
4
+ export { createBlurFX, type BlurFXConfig } from './blur';
5
+ export { createColorMatrixFX, type ColorMatrixEffect, type ColorMatrixFXConfig, } from './color-matrix';
6
+ export { createGlowFX, type GlowFXConfig } from './glow';
7
+ export { createPixelateFX, type PixelateFXConfig } from './pixelate';
8
+ export { createShadowFX, type ShadowFXConfig } from './shadow';
9
+ export { createVignetteFX, type VignetteFXConfig } from './vignette';
10
+ //# sourceMappingURL=index.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../src/fx/fx-creators/index.ts"],"names":[],"mappings":"AAAA;;GAEG;AACH,OAAO,EAAE,YAAY,EAAE,KAAK,YAAY,EAAE,MAAM,QAAQ,CAAA;AACxD,OAAO,EACL,mBAAmB,EACnB,KAAK,iBAAiB,EACtB,KAAK,mBAAmB,GACzB,MAAM,gBAAgB,CAAA;AACvB,OAAO,EAAE,YAAY,EAAE,KAAK,YAAY,EAAE,MAAM,QAAQ,CAAA;AACxD,OAAO,EAAE,gBAAgB,EAAE,KAAK,gBAAgB,EAAE,MAAM,YAAY,CAAA;AACpE,OAAO,EAAE,cAAc,EAAE,KAAK,cAAc,EAAE,MAAM,UAAU,CAAA;AAC9D,OAAO,EAAE,gBAAgB,EAAE,KAAK,gBAAgB,EAAE,MAAM,YAAY,CAAA"}
@@ -0,0 +1,20 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
+ const createPixelateFX = (obj, config, type = "internal") => {
4
+ const { amount = 1 } = config;
5
+ obj.enableFilters();
6
+ const filters = obj.filters;
7
+ if (!filters) {
8
+ console.warn("[createPixelateFX] Filters not available on this GameObject");
9
+ return null;
10
+ }
11
+ const pipeline = type === "internal" ? filters.internal : filters.external;
12
+ if (!pipeline) {
13
+ console.warn("[createPixelateFX] FX pipeline not available on this GameObject");
14
+ return null;
15
+ }
16
+ const pixelate = pipeline.addPixelate(amount);
17
+ return pixelate;
18
+ };
19
+ exports.createPixelateFX = createPixelateFX;
20
+ //# sourceMappingURL=pixelate.cjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"pixelate.cjs","sources":["../../../src/fx/fx-creators/pixelate.ts"],"sourcesContent":["/**\n * Pixelate FX creator\n */\nimport type { FXConfig, FXCreatorFn } from '../use-fx'\n\n/**\n * Pixelate FX configuration\n */\nexport interface PixelateFXConfig extends FXConfig {\n /** The amount of pixelation to apply */\n amount?: number\n}\n\n/**\n * Create pixelate FX\n * @param obj - GameObject\n * @param config - Pixelate configuration\n * @param type - 'post' or 'pre' FX\n * @returns Pixelate controller\n *\n * @example\n * ```tsx\n * applyFX(createPixelateFX, {\n * amount: 8\n * })\n * ```\n */\nexport const createPixelateFX: FXCreatorFn<PixelateFXConfig> = (obj, config, type = 'internal') => {\n const { amount = 1 } = config\n\n obj.enableFilters()\n const filters = obj.filters\n if (!filters) {\n console.warn('[createPixelateFX] Filters not available on this GameObject')\n return null\n }\n\n const pipeline = type === 'internal' ? filters.internal : filters.external\n if (!pipeline) {\n console.warn('[createPixelateFX] FX pipeline not available on this GameObject')\n return null\n }\n\n // Phaser API: addPixelate(amount)\n const pixelate = pipeline.addPixelate(amount)\n\n return pixelate\n}\n"],"names":[],"mappings":";;AA2BO,MAAM,mBAAkD,CAAC,KAAK,QAAQ,OAAO,eAAe;AACjG,QAAM,EAAE,SAAS,EAAA,IAAM;AAEvB,MAAI,cAAA;AACJ,QAAM,UAAU,IAAI;AACpB,MAAI,CAAC,SAAS;AACZ,YAAQ,KAAK,6DAA6D;AAC1E,WAAO;AAAA,EACT;AAEA,QAAM,WAAW,SAAS,aAAa,QAAQ,WAAW,QAAQ;AAClE,MAAI,CAAC,UAAU;AACb,YAAQ,KAAK,iEAAiE;AAC9E,WAAO;AAAA,EACT;AAGA,QAAM,WAAW,SAAS,YAAY,MAAM;AAE5C,SAAO;AACT;;"}
@@ -0,0 +1,24 @@
1
+ import { FXConfig, FXCreatorFn } from '../use-fx';
2
+ /**
3
+ * Pixelate FX configuration
4
+ */
5
+ export interface PixelateFXConfig extends FXConfig {
6
+ /** The amount of pixelation to apply */
7
+ amount?: number;
8
+ }
9
+ /**
10
+ * Create pixelate FX
11
+ * @param obj - GameObject
12
+ * @param config - Pixelate configuration
13
+ * @param type - 'post' or 'pre' FX
14
+ * @returns Pixelate controller
15
+ *
16
+ * @example
17
+ * ```tsx
18
+ * applyFX(createPixelateFX, {
19
+ * amount: 8
20
+ * })
21
+ * ```
22
+ */
23
+ export declare const createPixelateFX: FXCreatorFn<PixelateFXConfig>;
24
+ //# sourceMappingURL=pixelate.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"pixelate.d.ts","sourceRoot":"","sources":["../../../src/fx/fx-creators/pixelate.ts"],"names":[],"mappings":"AAAA;;GAEG;AACH,OAAO,KAAK,EAAE,QAAQ,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AAEtD;;GAEG;AACH,MAAM,WAAW,gBAAiB,SAAQ,QAAQ;IAChD,wCAAwC;IACxC,MAAM,CAAC,EAAE,MAAM,CAAA;CAChB;AAED;;;;;;;;;;;;;GAaG;AACH,eAAO,MAAM,gBAAgB,EAAE,WAAW,CAAC,gBAAgB,CAoB1D,CAAA"}
@@ -0,0 +1,20 @@
1
+ const createPixelateFX = (obj, config, type = "internal") => {
2
+ const { amount = 1 } = config;
3
+ obj.enableFilters();
4
+ const filters = obj.filters;
5
+ if (!filters) {
6
+ console.warn("[createPixelateFX] Filters not available on this GameObject");
7
+ return null;
8
+ }
9
+ const pipeline = type === "internal" ? filters.internal : filters.external;
10
+ if (!pipeline) {
11
+ console.warn("[createPixelateFX] FX pipeline not available on this GameObject");
12
+ return null;
13
+ }
14
+ const pixelate = pipeline.addPixelate(amount);
15
+ return pixelate;
16
+ };
17
+ export {
18
+ createPixelateFX
19
+ };
20
+ //# sourceMappingURL=pixelate.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"pixelate.js","sources":["../../../src/fx/fx-creators/pixelate.ts"],"sourcesContent":["/**\n * Pixelate FX creator\n */\nimport type { FXConfig, FXCreatorFn } from '../use-fx'\n\n/**\n * Pixelate FX configuration\n */\nexport interface PixelateFXConfig extends FXConfig {\n /** The amount of pixelation to apply */\n amount?: number\n}\n\n/**\n * Create pixelate FX\n * @param obj - GameObject\n * @param config - Pixelate configuration\n * @param type - 'post' or 'pre' FX\n * @returns Pixelate controller\n *\n * @example\n * ```tsx\n * applyFX(createPixelateFX, {\n * amount: 8\n * })\n * ```\n */\nexport const createPixelateFX: FXCreatorFn<PixelateFXConfig> = (obj, config, type = 'internal') => {\n const { amount = 1 } = config\n\n obj.enableFilters()\n const filters = obj.filters\n if (!filters) {\n console.warn('[createPixelateFX] Filters not available on this GameObject')\n return null\n }\n\n const pipeline = type === 'internal' ? filters.internal : filters.external\n if (!pipeline) {\n console.warn('[createPixelateFX] FX pipeline not available on this GameObject')\n return null\n }\n\n // Phaser API: addPixelate(amount)\n const pixelate = pipeline.addPixelate(amount)\n\n return pixelate\n}\n"],"names":[],"mappings":"AA2BO,MAAM,mBAAkD,CAAC,KAAK,QAAQ,OAAO,eAAe;AACjG,QAAM,EAAE,SAAS,EAAA,IAAM;AAEvB,MAAI,cAAA;AACJ,QAAM,UAAU,IAAI;AACpB,MAAI,CAAC,SAAS;AACZ,YAAQ,KAAK,6DAA6D;AAC1E,WAAO;AAAA,EACT;AAEA,QAAM,WAAW,SAAS,aAAa,QAAQ,WAAW,QAAQ;AAClE,MAAI,CAAC,UAAU;AACb,YAAQ,KAAK,iEAAiE;AAC9E,WAAO;AAAA,EACT;AAGA,QAAM,WAAW,SAAS,YAAY,MAAM;AAE5C,SAAO;AACT;"}
@@ -0,0 +1,28 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
+ const createShadowFX = (obj, config, type = "internal") => {
4
+ const {
5
+ x = 0,
6
+ y = 1,
7
+ decay = 0.05,
8
+ power = 1,
9
+ color = 0,
10
+ samples = 6,
11
+ intensity = 1
12
+ } = config;
13
+ obj.enableFilters();
14
+ const filters = obj.filters;
15
+ if (!filters) {
16
+ console.warn("[createShadowFX] Filters not available on this GameObject");
17
+ return null;
18
+ }
19
+ const pipeline = type === "internal" ? filters.internal : filters.external;
20
+ if (!pipeline) {
21
+ console.warn("[createShadowFX] FX pipeline not available on this GameObject");
22
+ return null;
23
+ }
24
+ const shadow = pipeline.addShadow(x, y, decay, power, color, samples, intensity);
25
+ return shadow;
26
+ };
27
+ exports.createShadowFX = createShadowFX;
28
+ //# sourceMappingURL=shadow.cjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shadow.cjs","sources":["../../../src/fx/fx-creators/shadow.ts"],"sourcesContent":["/**\n * Shadow FX creator\n *\n * The shadow effect creates the illusion of depth by adding darker, offset silhouettes\n * beneath game objects, enhancing visual appeal and immersion.\n */\nimport type { FXConfig, FXCreatorFn } from '../use-fx'\n\n/**\n * Shadow FX configuration\n * Maps to Phaser's addShadow(x, y, decay, power, color, samples, intensity)\n */\nexport interface ShadowFXConfig extends FXConfig {\n /** Horizontal offset of the shadow effect (default: 0) */\n x?: number\n /** Vertical offset of the shadow effect (default: 0) */\n y?: number\n /** Amount of decay for shadow effect (default: 0.1) */\n decay?: number\n /** Power of the shadow effect (default: 1) */\n power?: number\n /** Color of the shadow (default: 0x000000) */\n color?: number\n /** Number of samples (1-12, higher = better quality, default: 6) */\n samples?: number\n /** Intensity of the shadow effect (default: 1) */\n intensity?: number\n}\n\n/**\n * Create shadow FX\n * @param obj - GameObject\n * @param config - Shadow configuration\n * @param type - 'post' or 'pre' FX\n * @returns Shadow controller\n *\n * @example\n * ```tsx\n * applyFX(createShadowFX, {\n * x: 0,\n * y: 0,\n * decay: 0.1,\n * power: 1,\n * color: 0x000000,\n * samples: 6,\n * intensity: 1\n * })\n * ```\n */\nexport const createShadowFX: FXCreatorFn<ShadowFXConfig> = (obj, config, type = 'internal') => {\n const {\n x = 0,\n y = 1,\n decay = 0.05,\n power = 1,\n color = 0x000000,\n samples = 6,\n intensity = 1,\n } = config\n\n obj.enableFilters()\n const filters = obj.filters\n if (!filters) {\n console.warn('[createShadowFX] Filters not available on this GameObject')\n return null\n }\n\n const pipeline = type === 'internal' ? filters.internal : filters.external\n if (!pipeline) {\n console.warn('[createShadowFX] FX pipeline not available on this GameObject')\n return null\n }\n\n // Phaser API: addShadow(x, y, decay, power, color, samples, intensity)\n const shadow = pipeline.addShadow(x, y, decay, power, color, samples, intensity)\n\n return shadow\n}\n"],"names":[],"mappings":";;AAiDO,MAAM,iBAA8C,CAAC,KAAK,QAAQ,OAAO,eAAe;AAC7F,QAAM;AAAA,IACJ,IAAI;AAAA,IACJ,IAAI;AAAA,IACJ,QAAQ;AAAA,IACR,QAAQ;AAAA,IACR,QAAQ;AAAA,IACR,UAAU;AAAA,IACV,YAAY;AAAA,EAAA,IACV;AAEJ,MAAI,cAAA;AACJ,QAAM,UAAU,IAAI;AACpB,MAAI,CAAC,SAAS;AACZ,YAAQ,KAAK,2DAA2D;AACxE,WAAO;AAAA,EACT;AAEA,QAAM,WAAW,SAAS,aAAa,QAAQ,WAAW,QAAQ;AAClE,MAAI,CAAC,UAAU;AACb,YAAQ,KAAK,+DAA+D;AAC5E,WAAO;AAAA,EACT;AAGA,QAAM,SAAS,SAAS,UAAU,GAAG,GAAG,OAAO,OAAO,OAAO,SAAS,SAAS;AAE/E,SAAO;AACT;;"}
@@ -0,0 +1,43 @@
1
+ import { FXConfig, FXCreatorFn } from '../use-fx';
2
+ /**
3
+ * Shadow FX configuration
4
+ * Maps to Phaser's addShadow(x, y, decay, power, color, samples, intensity)
5
+ */
6
+ export interface ShadowFXConfig extends FXConfig {
7
+ /** Horizontal offset of the shadow effect (default: 0) */
8
+ x?: number;
9
+ /** Vertical offset of the shadow effect (default: 0) */
10
+ y?: number;
11
+ /** Amount of decay for shadow effect (default: 0.1) */
12
+ decay?: number;
13
+ /** Power of the shadow effect (default: 1) */
14
+ power?: number;
15
+ /** Color of the shadow (default: 0x000000) */
16
+ color?: number;
17
+ /** Number of samples (1-12, higher = better quality, default: 6) */
18
+ samples?: number;
19
+ /** Intensity of the shadow effect (default: 1) */
20
+ intensity?: number;
21
+ }
22
+ /**
23
+ * Create shadow FX
24
+ * @param obj - GameObject
25
+ * @param config - Shadow configuration
26
+ * @param type - 'post' or 'pre' FX
27
+ * @returns Shadow controller
28
+ *
29
+ * @example
30
+ * ```tsx
31
+ * applyFX(createShadowFX, {
32
+ * x: 0,
33
+ * y: 0,
34
+ * decay: 0.1,
35
+ * power: 1,
36
+ * color: 0x000000,
37
+ * samples: 6,
38
+ * intensity: 1
39
+ * })
40
+ * ```
41
+ */
42
+ export declare const createShadowFX: FXCreatorFn<ShadowFXConfig>;
43
+ //# sourceMappingURL=shadow.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shadow.d.ts","sourceRoot":"","sources":["../../../src/fx/fx-creators/shadow.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AACH,OAAO,KAAK,EAAE,QAAQ,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AAEtD;;;GAGG;AACH,MAAM,WAAW,cAAe,SAAQ,QAAQ;IAC9C,0DAA0D;IAC1D,CAAC,CAAC,EAAE,MAAM,CAAA;IACV,wDAAwD;IACxD,CAAC,CAAC,EAAE,MAAM,CAAA;IACV,uDAAuD;IACvD,KAAK,CAAC,EAAE,MAAM,CAAA;IACd,8CAA8C;IAC9C,KAAK,CAAC,EAAE,MAAM,CAAA;IACd,8CAA8C;IAC9C,KAAK,CAAC,EAAE,MAAM,CAAA;IACd,oEAAoE;IACpE,OAAO,CAAC,EAAE,MAAM,CAAA;IAChB,kDAAkD;IAClD,SAAS,CAAC,EAAE,MAAM,CAAA;CACnB;AAED;;;;;;;;;;;;;;;;;;;GAmBG;AACH,eAAO,MAAM,cAAc,EAAE,WAAW,CAAC,cAAc,CA4BtD,CAAA"}
@@ -0,0 +1,28 @@
1
+ const createShadowFX = (obj, config, type = "internal") => {
2
+ const {
3
+ x = 0,
4
+ y = 1,
5
+ decay = 0.05,
6
+ power = 1,
7
+ color = 0,
8
+ samples = 6,
9
+ intensity = 1
10
+ } = config;
11
+ obj.enableFilters();
12
+ const filters = obj.filters;
13
+ if (!filters) {
14
+ console.warn("[createShadowFX] Filters not available on this GameObject");
15
+ return null;
16
+ }
17
+ const pipeline = type === "internal" ? filters.internal : filters.external;
18
+ if (!pipeline) {
19
+ console.warn("[createShadowFX] FX pipeline not available on this GameObject");
20
+ return null;
21
+ }
22
+ const shadow = pipeline.addShadow(x, y, decay, power, color, samples, intensity);
23
+ return shadow;
24
+ };
25
+ export {
26
+ createShadowFX
27
+ };
28
+ //# sourceMappingURL=shadow.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shadow.js","sources":["../../../src/fx/fx-creators/shadow.ts"],"sourcesContent":["/**\n * Shadow FX creator\n *\n * The shadow effect creates the illusion of depth by adding darker, offset silhouettes\n * beneath game objects, enhancing visual appeal and immersion.\n */\nimport type { FXConfig, FXCreatorFn } from '../use-fx'\n\n/**\n * Shadow FX configuration\n * Maps to Phaser's addShadow(x, y, decay, power, color, samples, intensity)\n */\nexport interface ShadowFXConfig extends FXConfig {\n /** Horizontal offset of the shadow effect (default: 0) */\n x?: number\n /** Vertical offset of the shadow effect (default: 0) */\n y?: number\n /** Amount of decay for shadow effect (default: 0.1) */\n decay?: number\n /** Power of the shadow effect (default: 1) */\n power?: number\n /** Color of the shadow (default: 0x000000) */\n color?: number\n /** Number of samples (1-12, higher = better quality, default: 6) */\n samples?: number\n /** Intensity of the shadow effect (default: 1) */\n intensity?: number\n}\n\n/**\n * Create shadow FX\n * @param obj - GameObject\n * @param config - Shadow configuration\n * @param type - 'post' or 'pre' FX\n * @returns Shadow controller\n *\n * @example\n * ```tsx\n * applyFX(createShadowFX, {\n * x: 0,\n * y: 0,\n * decay: 0.1,\n * power: 1,\n * color: 0x000000,\n * samples: 6,\n * intensity: 1\n * })\n * ```\n */\nexport const createShadowFX: FXCreatorFn<ShadowFXConfig> = (obj, config, type = 'internal') => {\n const {\n x = 0,\n y = 1,\n decay = 0.05,\n power = 1,\n color = 0x000000,\n samples = 6,\n intensity = 1,\n } = config\n\n obj.enableFilters()\n const filters = obj.filters\n if (!filters) {\n console.warn('[createShadowFX] Filters not available on this GameObject')\n return null\n }\n\n const pipeline = type === 'internal' ? filters.internal : filters.external\n if (!pipeline) {\n console.warn('[createShadowFX] FX pipeline not available on this GameObject')\n return null\n }\n\n // Phaser API: addShadow(x, y, decay, power, color, samples, intensity)\n const shadow = pipeline.addShadow(x, y, decay, power, color, samples, intensity)\n\n return shadow\n}\n"],"names":[],"mappings":"AAiDO,MAAM,iBAA8C,CAAC,KAAK,QAAQ,OAAO,eAAe;AAC7F,QAAM;AAAA,IACJ,IAAI;AAAA,IACJ,IAAI;AAAA,IACJ,QAAQ;AAAA,IACR,QAAQ;AAAA,IACR,QAAQ;AAAA,IACR,UAAU;AAAA,IACV,YAAY;AAAA,EAAA,IACV;AAEJ,MAAI,cAAA;AACJ,QAAM,UAAU,IAAI;AACpB,MAAI,CAAC,SAAS;AACZ,YAAQ,KAAK,2DAA2D;AACxE,WAAO;AAAA,EACT;AAEA,QAAM,WAAW,SAAS,aAAa,QAAQ,WAAW,QAAQ;AAClE,MAAI,CAAC,UAAU;AACb,YAAQ,KAAK,+DAA+D;AAC5E,WAAO;AAAA,EACT;AAGA,QAAM,SAAS,SAAS,UAAU,GAAG,GAAG,OAAO,OAAO,OAAO,SAAS,SAAS;AAE/E,SAAO;AACT;"}
@@ -0,0 +1,20 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
+ const createVignetteFX = (obj, config, type = "internal") => {
4
+ const { strength = 0.5, radius = 0.5, x = 0.5, y = 0.5 } = config;
5
+ obj.enableFilters();
6
+ const filters = obj.filters;
7
+ if (!filters) {
8
+ console.warn("[createVignetteFX] Filters not available on this GameObject");
9
+ return null;
10
+ }
11
+ const pipeline = type === "internal" ? filters.internal : filters.external;
12
+ if (!pipeline) {
13
+ console.warn("[createVignetteFX] FX pipeline not available on this GameObject");
14
+ return null;
15
+ }
16
+ const vignette = pipeline.addVignette(x, y, radius, strength);
17
+ return vignette;
18
+ };
19
+ exports.createVignetteFX = createVignetteFX;
20
+ //# sourceMappingURL=vignette.cjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"vignette.cjs","sources":["../../../src/fx/fx-creators/vignette.ts"],"sourcesContent":["/**\n * Vignette FX creator\n */\nimport type { FXConfig, FXCreatorFn } from '../use-fx'\n\n/**\n * Vignette FX configuration\n */\nexport interface VignetteFXConfig extends FXConfig {\n /** The horizontal offset of the vignette effect. This value is normalized to the range 0 to 1 */\n x?: number\n /** The vertical offset of the vignette effect. This value is normalized to the range 0 to 1 */\n y?: number\n /** The radius of the vignette effect. This value is normalized to the range 0 to 1 */\n radius?: number\n /** The strength of the vignette effect */\n strength?: number\n}\n\n/**\n * Create vignette FX\n * @param obj - GameObject\n * @param config - Vignette configuration\n * @param type - 'post' or 'pre' FX\n * @returns Vignette controller\n *\n * @example\n * ```tsx\n * applyFX(createVignetteFX, {\n * x: 0.5,\n * y: 0.5,\n * radius: 0.5,\n * strength: 0.7\n * })\n * ```\n */\nexport const createVignetteFX: FXCreatorFn<VignetteFXConfig> = (obj, config, type = 'internal') => {\n const { strength = 0.5, radius = 0.5, x = 0.5, y = 0.5 } = config\n\n obj.enableFilters()\n const filters = obj.filters\n if (!filters) {\n console.warn('[createVignetteFX] Filters not available on this GameObject')\n return null\n }\n\n const pipeline = type === 'internal' ? filters.internal : filters.external\n if (!pipeline) {\n console.warn('[createVignetteFX] FX pipeline not available on this GameObject')\n return null\n }\n\n // Phaser Vignette: addVignette(x, y, radius, strength)\n const vignette = pipeline.addVignette(x, y, radius, strength)\n\n return vignette\n}\n"],"names":[],"mappings":";;AAoCO,MAAM,mBAAkD,CAAC,KAAK,QAAQ,OAAO,eAAe;AACjG,QAAM,EAAE,WAAW,KAAK,SAAS,KAAK,IAAI,KAAK,IAAI,IAAA,IAAQ;AAE3D,MAAI,cAAA;AACJ,QAAM,UAAU,IAAI;AACpB,MAAI,CAAC,SAAS;AACZ,YAAQ,KAAK,6DAA6D;AAC1E,WAAO;AAAA,EACT;AAEA,QAAM,WAAW,SAAS,aAAa,QAAQ,WAAW,QAAQ;AAClE,MAAI,CAAC,UAAU;AACb,YAAQ,KAAK,iEAAiE;AAC9E,WAAO;AAAA,EACT;AAGA,QAAM,WAAW,SAAS,YAAY,GAAG,GAAG,QAAQ,QAAQ;AAE5D,SAAO;AACT;;"}