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BitmapData.alphaMask will draw the given image onto a BitmapData using an image as an alpha mask.
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@@ -1,10 +1,9 @@
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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// var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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// var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('bg', 'assets/pics/color_wheel_swirl.png');
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game.load.image('pic', 'assets/pics/questar.png');
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game.load.image('mask1', 'assets/pics/mask-test.png');
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game.load.image('mask2', 'assets/pics/mask-test2.png');
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@@ -12,34 +11,16 @@ function preload() {
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}
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var pic;
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var mask;
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function create() {
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game.add.image(-200, 0, 'bg');
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var bmd = game.make.bitmapData(320, 256);
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pic = game.add.sprite(0, 0, 'mask1');
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// pic = game.add.sprite(0, 0, 'pic');
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bmd.alphaMask('pic', 'mask2');
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// mask.addChild(pic);
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pic = game.add.sprite(0, 0, bmd);
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// pic.blendMode = Phaser.blendModes.NORMAL;
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// pic.blendMode = Phaser.blendModes.ADD;
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// mask.blendMode = Phaser.blendModes.MULTIPLY;
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// pic.blendMode = Phaser.blendModes.SCREEN;
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// mask.blendMode = Phaser.blendModes.OVERLAY;
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// pic.blendMode = Phaser.blendModes.DARKEN;
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// pic.blendMode = Phaser.blendModes.LIGHTEN;
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// pic.blendMode = Phaser.blendModes.COLOR_DODGE;
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// pic.blendMode = Phaser.blendModes.COLOR_BURN;
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// pic.blendMode = Phaser.blendModes.HARD_LIGHT;
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// pic.blendMode = Phaser.blendModes.SOFT_LIGHT;
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// pic.blendMode = Phaser.blendModes.DIFFERENCE;
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// pic.blendMode = Phaser.blendModes.EXCLUSION;
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// pic.blendMode = Phaser.blendModes.HUE;
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// pic.blendMode = PIXI.blendModes.SATURATION;
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pic.blendMode = Phaser.blendModes.COLOR;
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// pic.blendMode = Phaser.blendModes.LUMINOSITY;
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pic.scale.set(2);
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}
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@@ -0,0 +1,62 @@
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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// var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('bg', 'assets/pics/color_wheel_swirl.png');
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game.load.image('pic', 'assets/pics/questar.png');
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game.load.image('mask1', 'assets/pics/mask-test.png');
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game.load.image('mask2', 'assets/pics/mask-test2.png');
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}
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var pic;
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var mask;
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function create() {
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var bmd = game.make.bitmapData(320, 200);
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// bmd.draw('pic');
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bmd.alphaMask('pic', 'mask2');
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pic = game.add.sprite(0, 0, bmd);
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// game.add.image(-200, 0, 'bg');
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// mask = game.add.sprite(0, 0, 'mask1');
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// pic = game.add.sprite(0, 0, 'pic');
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// mask.addChild(pic);
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// pic.blendMode = Phaser.blendModes.NORMAL;
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// pic.blendMode = Phaser.blendModes.ADD;
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// pic.blendMode = Phaser.blendModes.MULTIPLY;
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// pic.blendMode = Phaser.blendModes.SCREEN;
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// mask.blendMode = Phaser.blendModes.OVERLAY;
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// pic.blendMode = Phaser.blendModes.DARKEN;
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// pic.blendMode = Phaser.blendModes.LIGHTEN;
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// pic.blendMode = Phaser.blendModes.COLOR_DODGE;
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// pic.blendMode = Phaser.blendModes.COLOR_BURN;
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// pic.blendMode = Phaser.blendModes.HARD_LIGHT;
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// pic.blendMode = Phaser.blendModes.SOFT_LIGHT;
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// pic.blendMode = Phaser.blendModes.DIFFERENCE;
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// pic.blendMode = Phaser.blendModes.EXCLUSION;
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// pic.blendMode = Phaser.blendModes.HUE;
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// pic.blendMode = PIXI.blendModes.SATURATION;
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// pic.blendMode = Phaser.blendModes.COLOR;
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// pic.blendMode = Phaser.blendModes.LUMINOSITY;
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}
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function update() {
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}
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function render() {
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}
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