Reputation: 18097
I have searched the whole documents in fact i downloaded them and searched manually. All i found was filter method which allows one to use webgl shadders which you have to write.
What i want is sort of blending as you would see in photoshop light blend for layers etc.
On internet i find examples in pixijs and talk about supporting it in future that happened half year ago. So please anyone who has been following phaserjs and know about filter/blendMode please let me know.
Upvotes: 3
Views: 6728
Reputation: 99
you can simply use :
spriteName.blendMode = PIXI.blendModes.TypeOfBlendMode;
where:
spriteName is the name of the sprite( let's say player / enemy) and TypeOfBlendMode is the type of blend you want to use (which can be one of the following: NORMAL, ADD, MULTIPLY, SCREEN, OVERLAY, DARKEN, LIGHTEN, COLOR_DODGE, COLOR_BURN, HARD_LIGHT, SOFT_LIGHT, DIFFERENCE, EXCLUSION, HUE, SATURATION, COLOR, LUMINOSITY ).
Example: let's say the sprite name is player and i want to set the blend mode to MULTIPLY then i will write:
player.blendMode = PIXI.blendModes.MULTIPLY;
Upvotes: 1
Reputation: 535
New Phaser 2.0 introduces blendMode
property for Sprite object. And there is a PIXI enumration for identifying one:
PIXI.blendModes = {
NORMAL:0,
ADD:1,
MULTIPLY:2,
SCREEN:3,
OVERLAY:4,
DARKEN:5,
LIGHTEN:6,
COLOR_DODGE:7,
COLOR_BURN:8,
HARD_LIGHT:9,
SOFT_LIGHT:10,
DIFFERENCE:11,
EXCLUSION:12,
HUE:13,
SATURATION:14,
COLOR:15,
LUMINOSITY:16
};
So, you can simply write
sprite.blendMode = PIXI.blendModes.ADD;
And here it is.
Upvotes: 9