PokéRogue
    Preparing search index...

    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.

    GeometryMask is only supported in the Canvas Renderer. If you want to use geometry to mask objects in WebGL, see Phaser.GameObjects.Components.FilterList#addMask.

    Index
    • Parameters

      • scene: Scene

        This parameter is not used.

      • graphicsGeometry: Graphics

        The Graphics Game Object to use for the Geometry Mask. Doesn't have to be in the Display List.

      Returns GeometryMask

    geometryMask: Graphics

    The Graphics object which describes the Geometry Mask.

    • 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.

      Returns void

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

      Parameters

      • renderer: CanvasRenderer

        The Canvas Renderer instance being restored.

      Returns void

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

      Parameters

      • renderer: CanvasRenderer

        The Canvas Renderer instance to set the clipping path on.

      • mask: GameObject

        The Game Object being rendered.

      • camera: Camera

        The camera the Game Object is being rendered through.

      Returns void

    • Sets a new Graphics object for the Geometry Mask.

      Parameters

      • graphicsGeometry: Graphics

        The Graphics object which will be used for the Geometry Mask.

      Returns this

      This Geometry Mask