GradientFXPipeline
The Gradient FX Pipeline.
The gradient overlay effect is a visual technique where a smooth color transition is applied over Game Objects,
such as sprites or UI components. This effect is used to enhance visual appeal, emphasize depth, or create
stylistic and atmospheric variations. It can also be utilized to convey information, such as representing
progress or health status through color changes.
A Gradient effect is added to a Game Object via the FX component:
const sprite = this.add.sprite();
sprite.postFX.addGradient();
Constructor
new GradientFXPipeline(game)
Parameters
| name | type | optional | description |
|---|---|---|---|
| game | Phaser.Game | No | A reference to the Phaser Game instance. |
Scope: static
Extends
Source: src/renderer/webgl/pipelines/fx/GradientFXPipeline.js#L11
Since: 3.60.0
Inherited Members
From Phaser.Renderer.WebGL.Pipelines.PostFXPipeline:
From Phaser.Renderer.WebGL.WebGLPipeline:
- active
- activeBuffer
- activeTextures
- batch
- bytes
- config
- currentBatch
- currentRenderTarget
- currentShader
- currentTexture
- currentUnit
- forceZero
- game
- gl
- glReset
- hasBooted
- height
- isPostFX
- isPreFX
- manager
- name
- projectionHeight
- projectionMatrix
- projectionWidth
- renderer
- renderTargets
- resizeUniform
- shaders
- topology
- vertexBuffer
- vertexCapacity
- vertexCount
- vertexData
- vertexViewF32
- vertexViewU32
- view
- width
Public Members
alpha
alpha: number
Description:
The alpha value of the gradient effect.
Source: src/renderer/webgl/pipelines/fx/GradientFXPipeline.js#L49
Since: 3.60.0
fromX
fromX: number
Description:
The horizontal position the gradient will start from. This value is normalized, between 0 and 1 and is not in pixels.
Source: src/renderer/webgl/pipelines/fx/GradientFXPipeline.js#L70
Since: 3.60.0
fromY
fromY: number
Description:
The vertical position the gradient will start from. This value is normalized, between 0 and 1 and is not in pixels.
Source: src/renderer/webgl/pipelines/fx/GradientFXPipeline.js#L79
Since: 3.60.0
glcolor1
glcolor1: Array.<number>
Description:
The internal gl color array for the starting color.
Source: src/renderer/webgl/pipelines/fx/GradientFXPipeline.js#L106
Since: 3.60.0
glcolor2
glcolor2: Array.<number>
Description:
The internal gl color array for the ending color.
Source: src/renderer/webgl/pipelines/fx/GradientFXPipeline.js#L115
Since: 3.60.0
size
size: number
Description:
Sets how many 'chunks' the gradient is divided in to, as spread over the
entire height of the texture. Leave this at zero for a smooth gradient,
or set to a higher number to split the gradient into that many sections, giving
a more banded 'retro' effect.
Source: src/renderer/webgl/pipelines/fx/GradientFXPipeline.js#L58
Since: 3.60.0
toX
toX: number
Description:
The horizontal position the gradient will end. This value is normalized, between 0 and 1 and is not in pixels.
Source: src/renderer/webgl/pipelines/fx/GradientFXPipeline.js#L88
Since: 3.60.0
toY
toY: number
Description:
The vertical position the gradient will end. This value is normalized, between 0 and 1 and is not in pixels.
Source: src/renderer/webgl/pipelines/fx/GradientFXPipeline.js#L97
Since: 3.60.0
Inherited Methods
From Phaser.Events.EventEmitter:
- addListener
- emit
- eventNames
- listenerCount
- listeners
- off
- on
- once
- removeAllListeners
- removeListener
- shutdown
From Phaser.Renderer.WebGL.Pipelines.PostFXPipeline:
- bindAndDraw
- blendFrames
- blendFramesAdditive
- blitFrame
- bootFX
- clearFrame
- copyFrame
- copyFrameRect
- copySprite
- copyToGame
- destroy
- drawFrame
- getController
- postBatch
From Phaser.Renderer.WebGL.WebGLPipeline:
- addTextureToBatch
- batchQuad
- batchTri
- batchVert
- bind
- bindRenderTarget
- bindTexture
- boot
- createBatch
- drawFillRect
- flipProjectionMatrix
- flush
- getShaderByName
- onActive
- onAfterFlush
- onBatch
- onBeforeFlush
- onBind
- onBoot
- onDraw
- onPostBatch
- onPostRender
- onPreBatch
- onPreRender
- onRebind
- onRender
- onResize
- preBatch
- pushBatch
- rebind
- resize
- restoreContext
- set1f
- set1fv
- set1i
- set1iv
- set2f
- set2fv
- set2i
- set2iv
- set3f
- set3fv
- set3i
- set3iv
- set4f
- set4fv
- set4i
- set4iv
- setBoolean
- setGameObject
- setMatrix2fv
- setMatrix3fv
- setMatrix4fv
- setProjectionMatrix
- setShader
- setShadersFromConfig
- setTexture2D
- setTime
- setVertexBuffer
- shouldFlush
- unbind
- updateProjectionMatrix
- vertexAvailable