2018-02-12 16:01:20 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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2017-07-04 00:59:31 +00:00
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var BlendModes = require('../../renderer/BlendModes');
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2017-02-23 03:10:48 +00:00
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2018-02-01 00:04:45 +00:00
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/**
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* Provides methods used for setting the blend mode of a Game Object.
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* Should be applied as a mixin and not used directly.
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2018-03-20 14:56:31 +00:00
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*
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2018-02-01 00:04:45 +00:00
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* @name Phaser.GameObjects.Components.BlendMode
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* @since 3.0.0
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*/
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2017-02-23 03:10:48 +00:00
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var BlendMode = {
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2017-02-24 01:45:15 +00:00
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_blendMode: BlendModes.NORMAL,
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2018-02-01 00:04:45 +00:00
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/**
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2018-02-06 16:15:22 +00:00
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* Sets the Blend Mode being used by this Game Object.
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2018-03-20 14:56:31 +00:00
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*
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2018-02-06 16:15:22 +00:00
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* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay)
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2018-03-20 14:56:31 +00:00
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*
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2018-02-06 16:15:22 +00:00
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* Under WebGL only the following Blend Modes are available:
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2018-03-20 14:56:31 +00:00
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*
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2018-02-06 16:15:22 +00:00
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* * ADD
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* * MULTIPLY
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* * SCREEN
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*
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* Canvas has more available depending on browser support.
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*
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* You can also create your own custom Blend Modes in WebGL.
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*
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* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending
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* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these
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* reasons try to be careful about the construction of your Scene and the frequency of which blend modes
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* are used.
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2018-03-20 14:56:31 +00:00
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*
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2018-02-01 00:04:45 +00:00
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* @name Phaser.GameObjects.Components.BlendMode#blendMode
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2018-03-20 14:56:31 +00:00
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* @type {(integer|string)}
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2018-02-01 00:04:45 +00:00
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* @since 3.0.0
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*/
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2017-02-23 03:10:48 +00:00
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blendMode: {
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get: function ()
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{
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2017-02-24 01:45:15 +00:00
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return this._blendMode;
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2017-02-23 03:10:48 +00:00
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},
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set: function (value)
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{
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2017-10-20 13:12:58 +00:00
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if (typeof value === 'string')
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{
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value = BlendModes[value];
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}
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2018-03-17 17:03:30 +00:00
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value |= 0;
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2017-02-23 03:10:48 +00:00
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2017-08-03 01:09:59 +00:00
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if (value >= 0)
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2017-02-23 03:10:48 +00:00
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{
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2017-02-24 01:45:15 +00:00
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this._blendMode = value;
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2017-02-23 03:10:48 +00:00
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}
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}
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2017-04-21 02:12:25 +00:00
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},
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2018-02-01 00:04:45 +00:00
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/**
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* Sets the Blend Mode being used by this Game Object.
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2018-03-20 14:56:31 +00:00
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*
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2018-02-01 00:04:45 +00:00
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* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay)
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2018-03-20 14:56:31 +00:00
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*
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2018-02-01 00:04:45 +00:00
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* Under WebGL only the following Blend Modes are available:
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2018-03-20 14:56:31 +00:00
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*
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2018-02-01 00:04:45 +00:00
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* * ADD
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* * MULTIPLY
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* * SCREEN
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*
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* Canvas has more available depending on browser support.
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*
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* You can also create your own custom Blend Modes in WebGL.
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*
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2018-02-06 16:15:22 +00:00
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* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending
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* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these
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* reasons try to be careful about the construction of your Scene and the frequency of which blend modes
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* are used.
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2018-03-20 14:56:31 +00:00
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*
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2018-02-01 01:36:52 +00:00
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* @method Phaser.GameObjects.Components.BlendMode#setBlendMode
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2018-02-01 00:04:45 +00:00
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* @since 3.0.0
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*
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2018-03-20 14:56:31 +00:00
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* @param {(string|integer)} value - The BlendMode value. Either a string or a CONST.
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*
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2018-02-01 00:04:45 +00:00
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* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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*/
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2017-04-21 02:12:25 +00:00
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setBlendMode: function (value)
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{
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this.blendMode = value;
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return this;
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2017-02-23 03:10:48 +00:00
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}
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};
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module.exports = BlendMode;
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