(function() {
"use strict";
Filter_Controller.filterNameMap["tiltshift"] = PIXI.filters.TiltShiftFilter;
Filter_Controller.defaultFilterParam["tiltshift"] = [0,0,0,0,]
Filter_Controller.updateFilterHandler["tiltshift"] = function(filter, params) {
filter.blur = params[0];
filter.gradientBlur = params[1];
filter.direction = params[2];
filter.direction = params[3];
}
Filter_Controller.filterSpecialInit["tiltshift"] = function(filter) {
}
})();
Anybody know how I can add the independent filters like tilt shift? I know I'm doing something wrong here in the code:
Code:(function() { "use strict"; Filter_Controller.filterNameMap["tiltshift"] = PIXI.filters.TiltShiftFilter; Filter_Controller.defaultFilterParam["tiltshift"] = [0,0,0,0,] Filter_Controller.updateFilterHandler["tiltshift"] = function(filter, params) { filter.blur = params[0]; filter.gradientBlur = params[1]; filter.direction = params[2]; filter.direction = params[3]; } Filter_Controller.filterSpecialInit["tiltshift"] = function(filter) { } })();
Did you manage to get this to work? I would love to experiment with a tilt shift effect in my game.
Hello! Can anyone help me, I want to make it so the the Godray Filter does not show up during Fade Out and Fade In command.
I think by default the Godray Filter is highter in Layer priority than the Fade Out and Fade In command. How can I change it so that it will be below, because it is always showing up on top of black screen!
There is a way to overcome this issue with the Fade In/Out function.Hello! Can anyone help me, I want to make it so the the Godray Filter does not show up during Fade Out and Fade In command
createFilter godrays godray 0
setFilter godrays A B C 0
moveFilter godrays A B C X Y
"Fade In command"
moveFilter godrays A B C 0 Y
"Fade Out command"
There is a way to overcome this issue with the Fade In/Out function.
A B C - These are Angle, Gain and Lacunarity values (default = "30 0.5 2.5"), set these to what values you want to use.
X - Brightness value (default = "1.0")
Y - Number of frames to use for the moveFilter (eg = "60" equals 1 second).
The third value for the shockwave filter is pixel based. MV's default tilesize is 48x48 so if you only need it to reach two tiles, you need to set it to 96.Im failing at making the shockwave only last about a couple of tiles. I must have tried 50 combinations. Am I missing something?
createFilter shock shockwave 0
setFilter shock 408 312 96 30 160 1