Phaser API Documentation

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The Bloom FX Controller.

This FX controller manages the bloom effect for a Game Object.

Bloom is an effect used to reproduce an imaging artifact of real-world cameras. The effect produces fringes of light extending from the borders of bright areas in an image, contributing to the illusion of an extremely bright light overwhelming the camera or eye capturing the scene.

A Bloom effect is added to a Game Object via the FX component:

const sprite = this.add.sprite();

sprite.preFX.addBloom();
sprite.postFX.addBloom();

Constructor:

new Bloom(gameObject, [color], [offsetX], [offsetY], [blurStrength], [strength], [steps])

Parameters:

name type arguments Default description
gameObject Phaser.GameObjects.GameObject

A reference to the Game Object that has this fx.

color number <optional> 0xffffff

The color of the Bloom, as a hex value.

offsetX number <optional> 1

The horizontal offset of the bloom effect.

offsetY number <optional> 1

The vertical offset of the bloom effect.

blurStrength number <optional> 1

The strength of the blur process of the bloom effect.

strength number <optional> 1

The strength of the blend process of the bloom effect.

steps number <optional> 4

The number of steps to run the Bloom effect for. This value should always be an integer.

Since: 3.60.0
Source: src/fx/Bloom.js (Line 11)

Extends


Members

active: boolean
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Description:

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

Only works for Pre FX.

Post FX are always active.

Type:
boolean
Inherited from: Phaser.FX.Controller#active
Since: 3.60.0
Source: src/fx/Controller.js (Line 47)
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blurStrength: number
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Description:

The strength of the blur process of the bloom effect.

Type:
number
Since: 3.60.0
Source: src/fx/Bloom.js (Line 96)
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color: number
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Description:

The color of the bloom as a number value.

Type:
number
Since: 3.60.0
Source: src/fx/Bloom.js (Line 129)
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Description:

A reference to the Game Object that owns this effect.

Type:
Inherited from: Phaser.FX.Controller#gameObject
Since: 3.60.0
Source: src/fx/Controller.js (Line 38)
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glcolor: Array.<number>
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Description:

The internal gl color array.

Type:
Array.<number>
Since: 3.60.0
Source: src/fx/Bloom.js (Line 114)
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offsetX: number
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Description:

The horizontal offset of the bloom effect.

Type:
number
Since: 3.60.0
Source: src/fx/Bloom.js (Line 78)
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offsetY: number
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Description:

The vertical offset of the bloom effect.

Type:
number
Since: 3.60.0
Source: src/fx/Bloom.js (Line 87)
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steps: number
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Description:

The number of steps to run the Bloom effect for.

This value should always be an integer.

It defaults to 4. The higher the value, the smoother the Bloom, but at the cost of exponentially more gl operations.

Keep this to the lowest possible number you can have it, while still looking correct for your game.

Type:
number
Since: 3.60.0
Source: src/fx/Bloom.js (Line 61)
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strength: number
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Description:

The strength of the blend process of the bloom effect.

Type:
number
Since: 3.60.0
Source: src/fx/Bloom.js (Line 105)
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type: number
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Description:

The FX_CONST type of this effect.

Type:
number
Inherited from: Phaser.FX.Controller#type
Since: 3.60.0
Source: src/fx/Controller.js (Line 29)
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Methods

destroy()
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Description:

Destroys this FX Controller.

Inherited from: Phaser.FX.Controller#destroy
Since: 3.60.0
Source: src/fx/Controller.js (Line 81)
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setActive(value)
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Description:

Sets the active state of this FX Controller.

A disabled FX Controller will not be updated.

Parameters:

name type description
value boolean

true to enable this FX Controller, or false to disable it.

Returns:
Description:

This FX Controller instance.

Inherited from: Phaser.FX.Controller#setActive
Since: 3.60.0
Source: src/fx/Controller.js (Line 62)
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