A Scene plugin that provides a Phaser.GameObjects.LightsManager for the Light2D pipeline.
Available from within a Scene via this.lights
.
Add Lights using the Phaser.GameObjects.LightsManager#addLight method:
// Enable the Lights Manager because it is disabled by default
this.lights.enable();
// Create a Light at [400, 300] with a radius of 200
this.lights.addLight(400, 300, 200);
For Game Objects to be affected by the Lights when rendered, you will need to set them to use the Light2D
pipeline like so:
sprite.setPipeline('Light2D');
Note that you cannot use this pipeline on Graphics Game Objects or Shape Game Objects.
Constructor
new LightsPlugin(scene)
Parameters
name | type | optional | description |
---|---|---|---|
scene | No | The Scene that this Lights Plugin belongs to. |
Scope: static
Extends
Source: src/gameobjects/lights/LightsPlugin.js#L12
Since: 3.0.0
Public Members
active
active: boolean
Description:
Whether the Lights Manager is enabled.
Inherits: Phaser.GameObjects.LightsManager#active
Source: src/gameobjects/lights/LightsManager.js#L59
Since: 3.0.0
ambientColor
ambientColor: Phaser.Display.RGB
Description:
The ambient color.
Inherits: Phaser.GameObjects.LightsManager#ambientColor
Source: src/gameobjects/lights/LightsManager.js#L50
Since: 3.50.0
lights
lights: Array.<Phaser.GameObjects.Light>
Description:
The Lights in the Scene.
Inherits: Phaser.GameObjects.LightsManager#lights
Source: src/gameobjects/lights/LightsManager.js#L40
Since: 3.0.0
maxLights
maxLights: number
Description:
The maximum number of lights that a single Camera and the lights shader can process.
Change this via the maxLights
property in your game config, as it cannot be changed at runtime.
Inherits: Phaser.GameObjects.LightsManager#maxLights
Source: src/gameobjects/lights/LightsManager.js#L69
Since: 3.15.0
scene
scene: Phaser.Scene
Description:
A reference to the Scene that this Lights Plugin belongs to.
Source: src/gameobjects/lights/LightsPlugin.js#L52
Since: 3.0.0
systems
systems: Phaser.Scenes.Systems
Description:
A reference to the Scene's systems.
Source: src/gameobjects/lights/LightsPlugin.js#L61
Since: 3.0.0
visibleLights
visibleLights: number
Description:
The number of lights that the LightPipeline processed in the previous frame.
Inherits: Phaser.GameObjects.LightsManager#visibleLights
Source: src/gameobjects/lights/LightsManager.js#L80
Since: 3.50.0
Public Methods
addLight
<instance> addLight([x], [y], [radius], [rgb], [intensity])
Description:
Add a Light.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | Yes | 0 | The horizontal position of the Light. |
y | number | Yes | 0 | The vertical position of the Light. |
radius | number | Yes | 128 | The radius of the Light. |
rgb | number | Yes | "0xffffff" | The integer RGB color of the light. |
intensity | number | Yes | 1 | The intensity of the Light. |
Returns: Phaser.GameObjects.Light - The Light that was added.
Inherits: Phaser.GameObjects.LightsManager#addLight
Source: src/gameobjects/lights/LightsManager.js#L273
Since: 3.0.0
addPointLight
<instance> addPointLight(x, y, [color], [radius], [intensity], [attenuation])
Description:
Creates a new Point Light Game Object and adds it to the Scene.
Note: This method will only be available if the Point Light Game Object has been built into Phaser.
The Point Light Game Object provides a way to add a point light effect into your game, without the expensive shader processing requirements of the traditional Light Game Object.
The difference is that the Point Light renders using a custom shader, designed to give the impression of a point light source, of variable radius, intensity and color, in your game. However, unlike the Light Game Object, it does not impact any other Game Objects, or use their normal maps for calcuations. This makes them extremely fast to render compared to Lights and perfect for special effects, such as flickering torches or muzzle flashes.
For maximum performance you should batch Point Light Game Objects together. This means ensuring they follow each other consecutively on the display list. Ideally, use a Layer Game Object and then add just Point Lights to it, so that it can batch together the rendering of the lights. You don't have to do this, and if you've only a handful of Point Lights in your game then it's perfectly safe to mix them into the dislay list as normal. However, if you're using a large number of them, please consider how they are mixed into the display list.
The renderer will automatically cull Point Lights. Those with a radius that does not intersect with the Camera will be skipped in the rendering list. This happens automatically and the culled state is refreshed every frame, for every camera.
The origin of a Point Light is always 0.5 and it cannot be changed.
Point Lights are a WebGL only feature and do not have a Canvas counterpart.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | No | The horizontal position of this Point Light in the world. | |
y | number | No | The vertical position of this Point Light in the world. | |
color | number | Yes | "0xffffff" | The color of the Point Light, given as a hex value. |
radius | number | Yes | 128 | The radius of the Point Light. |
intensity | number | Yes | 1 | The intensity, or color blend, of the Point Light. |
attenuation | number | Yes | 0.1 | The attenuation of the Point Light. This is the reduction of light from the center point. |
Returns: Phaser.GameObjects.PointLight - The Game Object that was created.
Inherits: Phaser.GameObjects.LightsManager#addPointLight
Source: src/gameobjects/lights/LightsManager.js#L91
Since: 3.50.0
boot
<instance> boot()
Description:
Boot the Lights Plugin.
Source: src/gameobjects/lights/LightsPlugin.js#L78
Since: 3.0.0
destroy
<instance> destroy()
Description:
Destroy the Lights Plugin.
Cleans up all references.
Overrides: Phaser.GameObjects.LightsManager#destroy
Source: src/gameobjects/lights/LightsPlugin.js#L92
Since: 3.0.0
disable
<instance> disable()
Description:
Disable the Lights Manager.
Returns: Phaser.GameObjects.LightsPlugin - This Lights Manager instance.
Inherits: Phaser.GameObjects.LightsManager#disable
Source: src/gameobjects/lights/LightsManager.js#L157
Since: 3.0.0
enable
<instance> enable()
Description:
Enable the Lights Manager.
Returns: Phaser.GameObjects.LightsPlugin - This Lights Manager instance.
Inherits: Phaser.GameObjects.LightsManager#enable
Source: src/gameobjects/lights/LightsManager.js#L137
Since: 3.0.0
getLightCount
<instance> getLightCount()
Description:
Get the number of Lights managed by this Lights Manager.
Returns: number - The number of Lights managed by this Lights Manager.
Inherits: Phaser.GameObjects.LightsManager#getLightCount
Source: src/gameobjects/lights/LightsManager.js#L260
Since: 3.0.0
getLights
<instance> getLights(camera)
Description:
Get all lights that can be seen by the given Camera.
It will automatically cull lights that are outside the world view of the Camera.
If more lights are returned than supported by the pipeline, the lights are then culled based on the distance from the center of the camera. Only those closest are rendered.
Parameters:
name | type | optional | description |
---|---|---|---|
camera | No | The Camera to cull Lights for. |
Returns: Array.<Phaser.GameObjects.Light> - The culled Lights.
Inherits: Phaser.GameObjects.LightsManager#getLights
Source: src/gameobjects/lights/LightsManager.js#L172
Since: 3.50.0
getMaxVisibleLights
<instance> getMaxVisibleLights()
Description:
Returns the maximum number of Lights allowed to appear at once.
Returns: number - The maximum number of Lights allowed to appear at once.
Inherits: Phaser.GameObjects.LightsManager#getMaxVisibleLights
Source: src/gameobjects/lights/LightsManager.js#L247
Since: 3.0.0
removeLight
<instance> removeLight(light)
Description:
Remove a Light.
Parameters:
name | type | optional | description |
---|---|---|---|
light | No | The Light to remove. |
Returns: Phaser.GameObjects.LightsPlugin - This Lights Manager instance.
Inherits: Phaser.GameObjects.LightsManager#removeLight
Source: src/gameobjects/lights/LightsManager.js#L304
Since: 3.0.0
setAmbientColor
<instance> setAmbientColor(rgb)
Description:
Set the ambient light color.
Parameters:
name | type | optional | description |
---|---|---|---|
rgb | number | No | The integer RGB color of the ambient light. |
Returns: Phaser.GameObjects.LightsPlugin - This Lights Manager instance.
Inherits: Phaser.GameObjects.LightsManager#setAmbientColor
Source: src/gameobjects/lights/LightsManager.js#L228
Since: 3.0.0
shutdown
<instance> shutdown()
Description:
Shut down the Lights Manager.
Recycles all active Lights into the Light pool, resets ambient light color and clears the lists of Lights and culled Lights.
Inherits: Phaser.GameObjects.LightsManager#shutdown
Source: src/gameobjects/lights/LightsManager.js#L326
Since: 3.0.0