phaser - v4.0.0-rc.4
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    The ColorMatrix Filter Controller.

    This filter controller manages the color matrix effect for a Camera.

    The color matrix effect is a visual technique that involves manipulating the colors of an image or scene using a mathematical matrix. This process can adjust hue, saturation, brightness, and contrast, allowing developers to create various stylistic appearances or mood settings within the game. Common applications include simulating different lighting conditions, applying color filters, or achieving a specific visual style.

    A ColorMatrix effect is added to a Camera via the FilterList component:

    const camera = this.cameras.main;

    const cmFilter = camera.filters.internal.addColorMatrix();
    camera.filters.external.addColorMatrix();

    // To set the matrix values:
    cmFilter.colorMatrix.sepia();

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    active: boolean

    Toggle this boolean to enable or disable this filter, without removing and adding it from the Game Object.

    allowBaseDraw: boolean

    If true, this filter will be permitted to draw to the base texture. This can be unwanted if, for example, the filter doesn't actually draw anything.

    This is an internal flag used by the renderer. You should not modify this value directly.

    A reference to the Camera that owns this filter.

    colorMatrix: Display.ColorMatrix

    The color matrix for this effect. This is where the color values are managed and set.

    currentPadding: Geom.Rectangle

    The padding currently being used by this filter. This is set and used during rendering using getPadding. It is necessary for filters being used in an external list. You should not modify this value directly.

    ignoreDestroy: boolean

    Whether this filter controller will be destroyed when the FilterList that owns it is destroyed. If you enable this, you must ensure that you clean up the filter controller at an appropriate time. This allows you to reuse a controller for multiple objects; this is not recommended unless you know what you're doing. It tends to work best with external filters.

    paddingOverride: Geom.Rectangle

    Padding override. This is on by default. If this is set, the filter will use this padding instead of calculating it. Prefer using setPaddingOverride instead of modifying this directly.

    renderNode: string

    The ID of the RenderNode that this filter uses.

    Methods

    • Returns the padding required for this filter, and sets currentPadding to the result. Most filters don't need extra padding, but some might sample beyond the texture size, such as a blur.

      The bounds are encoded as a Rectangle. To enlarge the bounds, the top and left values should be negative, and the bottom and right values should be positive.

      Returns Geom.Rectangle

    • Sets the active state of this filter.

      A disabled filter will not be used.

      Parameters

      • value: boolean

        true to enable this filter, or false to disable it.

      Returns this

    • Sets the padding override. If this is set, the filter will use this padding instead of calculating them. it Call setPaddingOverride(null) to clear the override. Call setPaddingOverride() to set the padding to 0.

      Parameters

      • Optionalleft: number

        The top padding. Default 0.

      • Optionaltop: number

        The top padding. Default 0.

      • Optionalright: number

        The right padding. Default 0.

      • Optionalbottom: number

        The bottom padding. Default 0.

      Returns void