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phaser/src/gameobjects/components/BlendMode.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var BlendModes = require('../../renderer/BlendModes');
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/**
* Provides methods used for setting the blend mode of a Game Object.
* Should be applied as a mixin and not used directly.
*
* @name Phaser.GameObjects.Components.BlendMode
* @since 3.0.0
*/
var BlendMode = {
_blendMode: BlendModes.NORMAL,
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/**
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* Sets the Blend Mode being used by this Game Object.
*
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay)
*
* Under WebGL only the following Blend Modes are available:
*
* * ADD
* * MULTIPLY
* * SCREEN
*
* Canvas has more available depending on browser support.
*
* You can also create your own custom Blend Modes in WebGL.
*
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes
* are used.
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*
* @name Phaser.GameObjects.Components.BlendMode#blendMode
* @type {integer|string}
* @since 3.0.0
*/
blendMode: {
get: function ()
{
return this._blendMode;
},
set: function (value)
{
if (typeof value === 'string')
{
value = BlendModes[value];
}
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value |= 0;
if (value >= 0)
{
this._blendMode = value;
}
}
},
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/**
* Sets the Blend Mode being used by this Game Object.
*
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay)
*
* Under WebGL only the following Blend Modes are available:
*
* * ADD
* * MULTIPLY
* * SCREEN
*
* Canvas has more available depending on browser support.
*
* You can also create your own custom Blend Modes in WebGL.
*
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* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes
* are used.
*
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* @method Phaser.GameObjects.Components.BlendMode#setBlendMode
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* @since 3.0.0
*
* @param {string|integer} value - The BlendMode value. Either a string or a CONST.
*
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
*/
setBlendMode: function (value)
{
this.blendMode = value;
return this;
}
};
module.exports = BlendMode;