/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * Phaser Blend Modes. * * @namespace Phaser.BlendModes * @since 3.0.0 */ module.exports = { /** * Skips the Blend Mode check in the renderer. * * @name Phaser.BlendModes.SKIP_CHECK * @type {integer} * @const * @since 3.0.0 */ SKIP_CHECK: -1, /** * Normal blend mode. For Canvas and WebGL. * This is the default setting and draws new shapes on top of the existing canvas content. * * @name Phaser.BlendModes.NORMAL * @type {integer} * @const * @since 3.0.0 */ NORMAL: 0, /** * Add blend mode. For Canvas and WebGL. * Where both shapes overlap the color is determined by adding color values. * * @name Phaser.BlendModes.ADD * @type {integer} * @const * @since 3.0.0 */ ADD: 1, /** * Multiply blend mode. For Canvas and WebGL. * The pixels are of the top layer are multiplied with the corresponding pixel of the bottom layer. A darker picture is the result. * * @name Phaser.BlendModes.MULTIPLY * @type {integer} * @const * @since 3.0.0 */ MULTIPLY: 2, /** * Screen blend mode. For Canvas and WebGL. * The pixels are inverted, multiplied, and inverted again. A lighter picture is the result (opposite of multiply) * * @name Phaser.BlendModes.SCREEN * @type {integer} * @const * @since 3.0.0 */ SCREEN: 3, /** * Overlay blend mode. For Canvas only. * A combination of multiply and screen. Dark parts on the base layer become darker, and light parts become lighter. * * @name Phaser.BlendModes.OVERLAY * @type {integer} * @const * @since 3.0.0 */ OVERLAY: 4, /** * Darken blend mode. For Canvas only. * Retains the darkest pixels of both layers. * * @name Phaser.BlendModes.DARKEN * @type {integer} * @const * @since 3.0.0 */ DARKEN: 5, /** * Lighten blend mode. For Canvas only. * Retains the lightest pixels of both layers. * * @name Phaser.BlendModes.LIGHTEN * @type {integer} * @const * @since 3.0.0 */ LIGHTEN: 6, /** * Color Dodge blend mode. For Canvas only. * Divides the bottom layer by the inverted top layer. * * @name Phaser.BlendModes.COLOR_DODGE * @type {integer} * @const * @since 3.0.0 */ COLOR_DODGE: 7, /** * Color Burn blend mode. For Canvas only. * Divides the inverted bottom layer by the top layer, and then inverts the result. * * @name Phaser.BlendModes.COLOR_BURN * @type {integer} * @const * @since 3.0.0 */ COLOR_BURN: 8, /** * Hard Light blend mode. For Canvas only. * A combination of multiply and screen like overlay, but with top and bottom layer swapped. * * @name Phaser.BlendModes.HARD_LIGHT * @type {integer} * @const * @since 3.0.0 */ HARD_LIGHT: 9, /** * Soft Light blend mode. For Canvas only. * A softer version of hard-light. Pure black or white does not result in pure black or white. * * @name Phaser.BlendModes.SOFT_LIGHT * @type {integer} * @const * @since 3.0.0 */ SOFT_LIGHT: 10, /** * Difference blend mode. For Canvas only. * Subtracts the bottom layer from the top layer or the other way round to always get a positive value. * * @name Phaser.BlendModes.DIFFERENCE * @type {integer} * @const * @since 3.0.0 */ DIFFERENCE: 11, /** * Exclusion blend mode. For Canvas only. * Like difference, but with lower contrast. * * @name Phaser.BlendModes.EXCLUSION * @type {integer} * @const * @since 3.0.0 */ EXCLUSION: 12, /** * Hue blend mode. For Canvas only. * Preserves the luma and chroma of the bottom layer, while adopting the hue of the top layer. * * @name Phaser.BlendModes.HUE * @type {integer} * @const * @since 3.0.0 */ HUE: 13, /** * Saturation blend mode. For Canvas only. * Preserves the luma and hue of the bottom layer, while adopting the chroma of the top layer. * * @name Phaser.BlendModes.SATURATION * @type {integer} * @const * @since 3.0.0 */ SATURATION: 14, /** * Color blend mode. For Canvas only. * Preserves the luma of the bottom layer, while adopting the hue and chroma of the top layer. * * @name Phaser.BlendModes.COLOR * @type {integer} * @const * @since 3.0.0 */ COLOR: 15, /** * Luminosity blend mode. For Canvas only. * Preserves the hue and chroma of the bottom layer, while adopting the luma of the top layer. * * @name Phaser.BlendModes.LUMINOSITY * @type {integer} * @const * @since 3.0.0 */ LUMINOSITY: 16, /** * Alpha erase blend mode. For Canvas and WebGL. * * @name Phaser.BlendModes.ERASE * @type {integer} * @const * @since 3.0.0 */ ERASE: 17, /** * Source-in blend mode. For Canvas only. * The new shape is drawn only where both the new shape and the destination canvas overlap. Everything else is made transparent. * * @name Phaser.BlendModes.SOURCE_IN * @type {integer} * @const * @since 3.0.0 */ SOURCE_IN: 18, /** * Source-out blend mode. For Canvas only. * The new shape is drawn where it doesn't overlap the existing canvas content. * * @name Phaser.BlendModes.SOURCE_OUT * @type {integer} * @const * @since 3.0.0 */ SOURCE_OUT: 19, /** * Source-out blend mode. For Canvas only. * The new shape is only drawn where it overlaps the existing canvas content. * * @name Phaser.BlendModes.SOURCE_ATOP * @type {integer} * @const * @since 3.0.0 */ SOURCE_ATOP: 20, /** * Destination-over blend mode. For Canvas only. * New shapes are drawn behind the existing canvas content. * * @name Phaser.BlendModes.DESTINATION_OVER * @type {integer} * @const * @since 3.0.0 */ DESTINATION_OVER: 21, /** * Destination-in blend mode. For Canvas only. * The existing canvas content is kept where both the new shape and existing canvas content overlap. Everything else is made transparent. * * @name Phaser.BlendModes.DESTINATION_IN * @type {integer} * @const * @since 3.0.0 */ DESTINATION_IN: 22, /** * Destination-out blend mode. For Canvas only. * The existing content is kept where it doesn't overlap the new shape. * * @name Phaser.BlendModes.DESTINATION_OUT * @type {integer} * @const * @since 3.0.0 */ DESTINATION_OUT: 23, /** * Destination-out blend mode. For Canvas only. * The existing canvas is only kept where it overlaps the new shape. The new shape is drawn behind the canvas content. * * @name Phaser.BlendModes.DESTINATION_ATOP * @type {integer} * @const * @since 3.0.0 */ DESTINATION_ATOP: 24, /** * Lighten blend mode. For Canvas only. * Where both shapes overlap the color is determined by adding color values. * * @name Phaser.BlendModes.LIGHTER * @type {integer} * @const * @since 3.0.0 */ LIGHTER: 25, /** * Copy blend mode. For Canvas only. * Only the new shape is shown. * * @name Phaser.BlendModes.COPY * @type {integer} * @const * @since 3.0.0 */ COPY: 26, /** * Xor blend mode. For Canvas only. * Shapes are made transparent where both overlap and drawn normal everywhere else. * * @name Phaser.BlendModes.XOR * @type {integer} * @const * @since 3.0.0 */ XOR: 27 };