Mask
Introduction¶
Apply mask on game object.
- Author: Phaser Team
Usage¶
WEBGL render mode¶
Shared mask¶
- Create mask game object, from graphics (Graphics), image (image, sprite, bitmap text, particles, text),or shader
var maskGameObject = new Phaser.GameObjects.Graphics(scene); - Create shared mask object
var maskObject = new Phaser.Filters.Mask(maskGameObject.scene.cameras.main, maskGameObject); maskObject.ignoreDestroy = true; - Apply shared mask object to game object
gameObject .enableFilters() .filters.external.add(maskObject) - clear mask object
gameObject.filters.external.remove(maskObject)
Private mask¶
- Create mask game object, from graphics (Graphics), image (image, sprite, bitmap text, particles, text),or shader
var maskGameObject = new Phaser.GameObjects.Graphics(scene); - Enable filter list
gameObject.enableFilters(); - Create mask object
var maskObject = gameObject .filters.external.addMask(maskGameObject) // .filters.external.addMask(maskGameObject, invert, viewCamera, 'world', scaleFactor)var maskObject = gameObject .filters.internal.addMask(maskGameObject, undefined, undefined, 'local', undefined) // .filters.internal.addMask(maskGameObject, invert, viewCamera, 'local', scaleFactor) - clear mask object
gameObject.filters.external.remove(maskObject)gameObject.filters.internal.remove(maskObject)
CANVAS render mode¶
- Create mask game object, from Graphics game object
var maskGameObject = new Phaser.GameObjects.Graphics(scene); - Create shared mask object
var maskObject = maskGameObject.createGeometryMask(); - Apply shared mask object to game object
gameObject.setMask(maskObject); // gameObject.mask = maskObject; - clear mask object
gameObject.clearMask(); // gameObject.mask = null;