wip/blendmodes
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
// var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('bg', 'assets/pics/color_wheel_swirl.png');
game.load.image('pic', 'assets/pics/questar.png');
game.load.image('mask1', 'assets/pics/mask-test.png');
game.load.image('mask2', 'assets/pics/mask-test2.png');
}
var pic;
var mask;
function create() {
var bmd = game.make.bitmapData(320, 200);
// bmd.draw('pic');
bmd.alphaMask('pic', 'mask2');
pic = game.add.sprite(0, 0, bmd);
// game.add.image(-200, 0, 'bg');
// mask = game.add.sprite(0, 0, 'mask1');
// pic = game.add.sprite(0, 0, 'pic');
// mask.addChild(pic);
// pic.blendMode = Phaser.blendModes.NORMAL;
// pic.blendMode = Phaser.blendModes.ADD;
// pic.blendMode = Phaser.blendModes.MULTIPLY;
// pic.blendMode = Phaser.blendModes.SCREEN;
// mask.blendMode = Phaser.blendModes.OVERLAY;
// pic.blendMode = Phaser.blendModes.DARKEN;
// pic.blendMode = Phaser.blendModes.LIGHTEN;
// pic.blendMode = Phaser.blendModes.COLOR_DODGE;
// pic.blendMode = Phaser.blendModes.COLOR_BURN;
// pic.blendMode = Phaser.blendModes.HARD_LIGHT;
// pic.blendMode = Phaser.blendModes.SOFT_LIGHT;
// pic.blendMode = Phaser.blendModes.DIFFERENCE;
// pic.blendMode = Phaser.blendModes.EXCLUSION;
// pic.blendMode = Phaser.blendModes.HUE;
// pic.blendMode = PIXI.blendModes.SATURATION;
// pic.blendMode = Phaser.blendModes.COLOR;
// pic.blendMode = Phaser.blendModes.LUMINOSITY;
}
function update() {
}
function render() {
}