The GameObjects.Components.Mask.createBitmapMask method can now accept the x, y, texture and frame parameters new to the BitmapMask constructor.

This commit is contained in:
Richard Davey 2022-11-10 15:09:27 +00:00
parent 51f65366d7
commit 465bf07334

View file

@ -79,7 +79,7 @@ var Mask = {
/**
* Creates and returns a Bitmap Mask. This mask can be used by any Game Object,
* including this one.
* including this one, or a Dynamic Texture.
*
* Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.
*
@ -94,19 +94,23 @@ var Mask = {
* @method Phaser.GameObjects.Components.Mask#createBitmapMask
* @since 3.6.2
*
* @param {Phaser.GameObjects.GameObject} [renderable] - A renderable Game Object that uses a texture, such as a Sprite.
* @param {(Phaser.GameObjects.GameObject|Phaser.Textures.DynamicTexture)} [maskObject] - The Game Object or Dynamic Texture that will be used as the mask. If `null` it will generate an Image Game Object using the rest of the arguments.
* @param {number} [x] - If creating a Game Object, the horizontal position in the world.
* @param {number} [y] - If creating a Game Object, the vertical position in the world.
* @param {(string|Phaser.Textures.Texture)} [texture] - If creating a Game Object, the key, or instance of the Texture it will use to render with, as stored in the Texture Manager.
* @param {(string|number|Phaser.Textures.Frame)} [frame] - If creating a Game Object, an optional frame from the Texture this Game Object is rendering with.
*
* @return {Phaser.Display.Masks.BitmapMask} This Bitmap Mask that was created.
*/
createBitmapMask: function (renderable)
createBitmapMask: function (maskObject, x, y, texture, frame)
{
if (renderable === undefined && (this.texture || this.shader))
if (maskObject === undefined && (this.texture || this.shader))
{
// eslint-disable-next-line consistent-this
renderable = this;
maskObject = this;
}
return new BitmapMask(this.scene, renderable);
return new BitmapMask(this.scene, maskObject, x, y, texture, frame);
},
/**