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
name | type | optional | description |
---|---|---|---|
scene | No | This parameter is not used. | |
graphicsGeometry | No | The 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:
name | type | optional | description |
---|---|---|---|
renderer | No | The WebGL Renderer instance to draw to. | |
camera | No | The camera the Game Object is being rendered through. | |
inc | boolean | No | Is 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:
name | type | optional | description |
---|---|---|---|
renderer | No | The 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:
name | type | optional | description |
---|---|---|---|
renderer | No | The 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:
name | type | optional | description |
---|---|---|---|
renderer | No | The Canvas Renderer instance to set the clipping path on. | |
mask | No | The Game Object being rendered. | |
camera | No | The 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:
name | type | optional | description |
---|---|---|---|
renderer | No | The WebGL Renderer instance to draw to. | |
child | No | The Game Object being rendered. | |
camera | No | The 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:
name | type | optional | default | description |
---|---|---|---|---|
value | boolean | Yes | true | Invert 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:
name | type | optional | description |
---|---|---|---|
graphicsGeometry | No | The 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