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Class DropShadowFilter

The DropShadowFilter class lets you add a drop shadow to display objects. To create the shadow, the class internally uses the BlurFilter.

Hierarchy

Index

Constructors

constructor

  • new DropShadowFilter(distance?: number, angle?: number, color?: number, alpha?: number, blur?: number, quality?: number): DropShadowFilter
  • Creates a new DropShadowFilter instance with the specified parameters.

    Parameters

    • Optional distance: number

      the offset distance of the shadow, in points.

    • Optional angle: number

      the angle with which the shadow is offset, in radians.

    • Optional color: number

      the color of the shadow.

    • Optional alpha: number

      the alpha value of the shadow. Values between 0 and 1 modify the opacity; values > 1 will make it stronger, i.e. produce a harder edge.

    • Optional blur: number

      the amount of blur with which the shadow is created. Note that high values will cause the number of render passes to grow.

    • Optional quality: number

      the quality of the shadow blur, '1' being the best (range 0.1 - 1.0)

    Returns DropShadowFilter

Properties

alpha

alpha: number

The alpha value of the shadow. Values between 0 and 1 modify the opacity; values > 1 will make it stronger, i.e. produce a harder edge. @default 0.5

alwaysDrawToBackBuffer

alwaysDrawToBackBuffer: boolean

Indicates if the last filter pass is always drawn directly to the back buffer.

Per default, the filter tries to automatically render in a smart way: objects that are currently moving are rendered to the back buffer, objects that are static are rendered into a texture first, which allows the filter to be drawn directly from the render cache in the next frame (in case the object remains static).

However, this fails when filters are added to an object that does not support the render cache, or to a container with such a child (e.g. a Sprite3D object or a masked display object). In such a case, enable this property for maximum performance.

@default false

angle

angle: number

The angle with which the shadow is offset, in radians. @default Math.PI / 4

antiAliasing

antiAliasing: number

The anti-aliasing level. This is only used for rendering the target object into a texture, not for the filter passes. 0 - none, 4 - maximum. @default 0

blur

blur: number

The amount of blur with which the shadow is created. The number of required passes will be Math.ceil(value) × 2. @default 1.0

color

color: number

The color of the shadow. @default 0x0

distance

distance: number

The offset distance for the shadow, in points. @default 4.0

isCached

isCached: boolean

Indicates if the filter is cached (via the cache method).

Protected maintainResolutionAcrossPasses

maintainResolutionAcrossPasses: boolean

Indicates if the filter requires all passes to be processed with the exact same resolution.

Some filters must use the same resolution for input and output; e.g. the blur filter is very sensitive to changes of pixel / texel sizes. When the filter is used as part of a filter chain, or if its last pass is drawn directly to the back buffer, such a filter produces artifacts. In that case, the filter author must set this property to true.

@default false

padding

padding: Padding

Padding can extend the size of the filter texture in all directions. That's useful when the filter "grows" the bounds of the object in any direction.

quality

quality: number

The quality used for blurring the shadow. Forwarded to the internally used BlurFilter.

resolution

resolution: number

The resolution of the filter texture. "1" means stage resolution, "0.5" half the stage resolution. A lower resolution saves memory and execution time, but results in a lower output quality. Values greater than 1 are allowed; such values might make sense for a cached filter when it is scaled up. @default 1

textureFormat

textureFormat: string

The format of the filter texture. @default BGRA

textureSmoothing

textureSmoothing: string

The smoothing mode of the filter texture. @default bilinear

Methods

Protected addEventListener

  • addEventListener(type: string, listener: Function): void

cache

  • cache(): void
  • Caches the filter output into a texture.

    An uncached filter is rendered every frame (except if it can be rendered from the global render cache, which happens if the target object does not change its appearance or location relative to the stage). A cached filter is only rendered once; the output stays unchanged until you call cache again or change the filter settings.

    Beware: you cannot cache filters on 3D objects; if the object the filter is attached to is a Sprite3D or has a Sprite3D as (grand-) parent, the request will be silently ignored. However, you can cache a 2D object that has 3D children!

    Returns void

clearCache

  • clearCache(): void

dispatchEvent

  • dispatchEvent(event: Event): void
  • Dispatches an event to all objects that have registered listeners for its type. If an event with enabled 'bubble' property is dispatched to a display object, it will travel up along the line of parents, until it either hits the root object or someone stops its propagation manually.

    Parameters

    Returns void

dispatchEventWith

  • dispatchEventWith(type: string, bubbles?: boolean, data?: any): void

dispose

  • dispose(): void

Protected get_alpha

  • get_alpha(): number

Protected get_alwaysDrawToBackBuffer

  • get_alwaysDrawToBackBuffer(): boolean

Protected get_angle

  • get_angle(): number

Protected get_antiAliasing

  • get_antiAliasing(): number

Protected get_blur

  • get_blur(): number

Protected get_color

  • get_color(): number

Protected get_distance

  • get_distance(): number

Protected get_isCached

  • get_isCached(): boolean

Protected get_maintainResolutionAcrossPasses

  • get_maintainResolutionAcrossPasses(): boolean

Protected get_padding

Protected get_quality

  • get_quality(): number

Protected get_resolution

  • get_resolution(): number

Protected get_textureFormat

  • get_textureFormat(): string

Protected get_textureSmoothing

  • get_textureSmoothing(): string

hasEventListener

  • hasEventListener(type: string, listener?: any): boolean

Protected process

Protected removeEventListener

  • removeEventListener(type: string, listener: Function): void

removeEventListeners

  • removeEventListeners(type?: string): void

render

Protected set_alpha

  • set_alpha(value: number): number

Protected set_alwaysDrawToBackBuffer

  • set_alwaysDrawToBackBuffer(value: boolean): boolean

Protected set_angle

  • set_angle(value: number): number

Protected set_antiAliasing

  • set_antiAliasing(value: number): number

Protected set_blur

  • set_blur(value: number): number

Protected set_color

  • set_color(value: number): number

Protected set_distance

  • set_distance(value: number): number

Protected set_maintainResolutionAcrossPasses

  • set_maintainResolutionAcrossPasses(value: boolean): boolean

Protected set_padding

Protected set_quality

  • set_quality(value: number): number

Protected set_resolution

  • set_resolution(value: number): number

Protected set_textureFormat

  • set_textureFormat(value: string): string

Protected set_textureSmoothing

  • set_textureSmoothing(value: string): string

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