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Version: Phaser v3.88.2

GeometryMask

A Geometry Mask can be applied to a Game Object to hide any pixels of it which don't intersect

a visible pixel from the geometry mask. The mask is essentially a clipping path which can only

make a masked pixel fully visible or fully invisible without changing its alpha (opacity).

A Geometry Mask uses a Graphics Game Object to determine which pixels of the masked Game Object(s)

should be clipped. For any given point of a masked Game Object's texture, the pixel will only be displayed

if the Graphics Game Object of the Geometry Mask has a visible pixel at the same position. The color and

alpha of the pixel from the Geometry Mask do not matter.

The Geometry Mask's location matches the location of its Graphics object, not the location of the masked objects.

Moving or transforming the underlying Graphics object will change the mask (and affect the visibility

of any masked objects), whereas moving or transforming a masked object will not affect the mask.

You can think of the Geometry Mask (or rather, of its Graphics object) as an invisible curtain placed

in front of all masked objects which has its own visual properties and, naturally, respects the camera's

visual properties, but isn't affected by and doesn't follow the masked objects by itself.

Constructor

new GeometryMask(scene, graphicsGeometry)

Parameters

nametypeoptionaldescription
scenePhaser.SceneNoThis parameter is not used.
graphicsGeometryPhaser.GameObjects.GraphicsNoThe Graphics Game Object to use for the Geometry Mask. Doesn't have to be in the Display List.

Scope: static

Source: src/display/mask/GeometryMask.js#L9
Since: 3.0.0

Public Members

geometryMask

geometryMask: Phaser.GameObjects.Graphics

Description:

The Graphics object which describes the Geometry Mask.

Source: src/display/mask/GeometryMask.js#L41
Since: 3.0.0


invertAlpha

invertAlpha: boolean

Description:

Similar to the BitmapMasks invertAlpha setting this to true will then hide all pixels

drawn to the Geometry Mask.

This is a WebGL only feature.

Source: src/display/mask/GeometryMask.js#L50
Since: 3.16.0


isStencil

isStencil: boolean

Description:

Is this mask a stencil mask?

Source: src/display/mask/GeometryMask.js#L62
Since: 3.17.0


level

level: boolean

Description:

The current stencil level. This can change dynamically at runtime

and is set in the applyStencil method.

Source: src/display/mask/GeometryMask.js#L72
Since: 3.17.0


Public Methods

applyStencil

<instance> applyStencil(renderer, camera, inc)

Description:

Applies the current stencil mask to the renderer.

Parameters:

nametypeoptionaldescription
rendererPhaser.Renderer.WebGL.WebGLRendererNoThe WebGL Renderer instance to draw to.
cameraPhaser.Cameras.Scene2D.CameraNoThe camera the Game Object is being rendered through.
incbooleanNoIs this an INCR stencil or a DECR stencil?

Source: src/display/mask/GeometryMask.js#L160
Since: 3.17.0


destroy

<instance> destroy()

Description:

Destroys this GeometryMask and nulls any references it holds.

Note that if a Game Object is currently using this mask it will not automatically detect you have destroyed it,

so be sure to call clearMask on any Game Object using it, before destroying it.

Source: src/display/mask/GeometryMask.js#L293
Since: 3.7.0


postRenderCanvas

<instance> postRenderCanvas(renderer)

Description:

Restore the canvas context's previous clipping path, thus turning off the mask for it.

Parameters:

nametypeoptionaldescription
rendererPhaser.Renderer.Canvas.CanvasRendererNoThe Canvas Renderer instance being restored.

Source: src/display/mask/GeometryMask.js#L280
Since: 3.0.0


postRenderWebGL

<instance> postRenderWebGL(renderer)

Description:

Flushes all rendered pixels and disables the stencil test of a WebGL context, thus disabling the mask for it.

Parameters:

nametypeoptionaldescription
rendererPhaser.Renderer.WebGL.WebGLRendererNoThe WebGL Renderer instance to draw flush.

Source: src/display/mask/GeometryMask.js#L213
Since: 3.0.0


preRenderCanvas

<instance> preRenderCanvas(renderer, mask, camera)

Description:

Sets the clipping path of a 2D canvas context to the Geometry Mask's underlying Graphics object.

Parameters:

nametypeoptionaldescription
rendererPhaser.Renderer.Canvas.CanvasRendererNoThe Canvas Renderer instance to set the clipping path on.
maskPhaser.GameObjects.GameObjectNoThe Game Object being rendered.
cameraPhaser.Cameras.Scene2D.CameraNoThe camera the Game Object is being rendered through.

Source: src/display/mask/GeometryMask.js#L259
Since: 3.0.0


preRenderWebGL

<instance> preRenderWebGL(renderer, child, camera)

Description:

Renders the Geometry Mask's underlying Graphics object to the OpenGL stencil buffer and enables the stencil test, which clips rendered pixels according to the mask.

Parameters:

nametypeoptionaldescription
rendererPhaser.Renderer.WebGL.WebGLRendererNoThe WebGL Renderer instance to draw to.
childPhaser.GameObjects.GameObjectNoThe Game Object being rendered.
cameraPhaser.Cameras.Scene2D.CameraNoThe camera the Game Object is being rendered through.

Source: src/display/mask/GeometryMask.js#L123
Since: 3.0.0


setInvertAlpha

<instance> setInvertAlpha([value])

Description:

Sets the invertAlpha property of this Geometry Mask.

Inverting the alpha essentially flips the way the mask works.

This is a WebGL only feature.

Parameters:

nametypeoptionaldefaultdescription
valuebooleanYestrueInvert the alpha of this mask?

Returns: Phaser.Display.Masks.GeometryMask - This Geometry Mask

Source: src/display/mask/GeometryMask.js#L100
Since: 3.17.0


setShape

<instance> setShape(graphicsGeometry)

Description:

Sets a new Graphics object for the Geometry Mask.

Parameters:

nametypeoptionaldescription
graphicsGeometryPhaser.GameObjects.GraphicsNoThe Graphics object which will be used for the Geometry Mask.

Returns: Phaser.Display.Masks.GeometryMask - This Geometry Mask

Source: src/display/mask/GeometryMask.js#L83
Since: 3.0.0