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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

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/** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var BitmapMask = require('../../display/mask/BitmapMask'); var GeometryMask = require('../../display/mask/GeometryMask'); /** * Provides methods used for getting and setting the mask of a Game Object. * * @namespace Phaser.GameObjects.Components.Mask * @since 3.0.0 */ var Mask = { /** * The Mask this Game Object is using during render. * * @name Phaser.GameObjects.Components.Mask#mask * @type {Phaser.Display.Masks.BitmapMask|Phaser.Display.Masks.GeometryMask} * @since 3.0.0 */ mask: null, /** * Sets the mask that this Game Object will use to render with. * * The mask must have been previously created and can be either a GeometryMask or a BitmapMask. * Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas. * * If a mask is already set on this Game Object it will be immediately replaced. * * Masks are positioned in global space and are not relative to the Game Object to which they * are applied. The reason for this is that multiple Game Objects can all share the same mask. * * Masks have no impact on physics or input detection. They are purely a rendering component * that allows you to limit what is visible during the render pass. * * @method Phaser.GameObjects.Components.Mask#setMask * @since 3.6.2 * * @param {Phaser.Display.Masks.BitmapMask|Phaser.Display.Masks.GeometryMask} mask - The mask this Game Object will use when rendering. * * @return {this} This Game Object instance. */ setMask: function (mask) { this.mask = mask; return this; }, /** * Clears the mask that this Game Object was using. * * @method Phaser.GameObjects.Components.Mask#clearMask * @since 3.6.2 * * @param {boolean} [destroyMask=false] - Destroy the mask before clearing it? * * @return {this} This Game Object instance. */ clearMask: function (destroyMask) { if (destroyMask === undefined) { destroyMask = false; } if (destroyMask && this.mask) { this.mask.destroy(); } this.mask = null; return this; }, /** * Creates and returns a Bitmap Mask. This mask can be used by any Game Object, * including this one, or a Dynamic Texture. * * Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas. * * To create the mask you need to pass in a reference to a renderable Game Object. * A renderable Game Object is one that uses a texture to render with, such as an * Image, Sprite, Render Texture or BitmapText. * * If you do not provide a renderable object, and this Game Object has a texture, * it will use itself as the object. This means you can call this method to create * a Bitmap Mask from any renderable texture-based Game Object. * * @method Phaser.GameObjects.Components.Mask#createBitmapMask * @since 3.6.2 * * @generic {Phaser.GameObjects.GameObject} G * @generic {Phaser.Textures.DynamicTexture} T * @genericUse {(G|T|null)} [maskObject] * * @param {(Phaser.GameObjects.GameObject|Phaser.Textures.DynamicTexture)} [maskObject] - The Game Object or Dynamic Texture that will be used as the mask. If `null` it will generate an Image Game Object using the rest of the arguments. * @param {number} [x] - If creating a Game Object, the horizontal position in the world. * @param {number} [y] - If creating a Game Object, the vertical position in the world. * @param {(string|Phaser.Textures.Texture)} [texture] - If creating a Game Object, the key, or instance of the Texture it will use to render with, as stored in the Texture Manager. * @param {(string|number|Phaser.Textures.Frame)} [frame] - If creating a Game Object, an optional frame from the Texture this Game Object is rendering with. * * @return {Phaser.Display.Masks.BitmapMask} This Bitmap Mask that was created. */ createBitmapMask: function (maskObject, x, y, texture, frame) { if (maskObject === undefined && (this.texture || this.shader || this.geom)) { // eslint-disable-next-line consistent-this maskObject = this; } return new BitmapMask(this.scene, maskObject, x, y, texture, frame); }, /** * Creates and returns a Geometry Mask. This mask can be used by any Game Object, * including this one. * * To create the mask you need to pass in a reference to a Graphics Game Object. * * If you do not provide a graphics object, and this Game Object is an instance * of a Graphics object, then it will use itself to create the mask. * * This means you can call this method to create a Geometry Mask from any Graphics Game Object. * * @method Phaser.GameObjects.Components.Mask#createGeometryMask * @since 3.6.2 * * @generic {Phaser.GameObjects.Graphics} G * @generic {Phaser.GameObjects.Shape} S * @genericUse {(G|S)} [graphics] * * @param {Phaser.GameObjects.Graphics|Phaser.GameObjects.Shape} [graphics] - A Graphics Game Object, or any kind of Shape Game Object. The geometry within it will be used as the mask. * * @return {Phaser.Display.Masks.GeometryMask} This Geometry Mask that was created. */ createGeometryMask: function (graphics) { if (graphics === undefined && (this.type === 'Graphics' || this.geom)) { // eslint-disable-next-line consistent-this graphics = this; } return new GeometryMask(this.scene, graphics); } }; module.exports = Mask;