phaser - v4.0.0-rc.4
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    Enumeration BlendModes

    Phaser Blend Modes.

    Index

    Enumeration Members

    ADD: number

    Add blend mode. For Canvas and WebGL. Where both shapes overlap the color is determined by adding color values.

    COLOR: number

    Color blend mode. For Canvas only. Preserves the luma of the bottom layer, while adopting the hue and chroma of the top layer.

    COLOR_BURN: number

    Color Burn blend mode. For Canvas only. Divides the inverted bottom layer by the top layer, and then inverts the result.

    COLOR_DODGE: number

    Color Dodge blend mode. For Canvas only. Divides the bottom layer by the inverted top layer.

    COPY: number

    Copy blend mode. For Canvas only. Only the new shape is shown.

    DARKEN: number

    Darken blend mode. For Canvas only. Retains the darkest pixels of both layers.

    DESTINATION_ATOP: number

    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.

    DESTINATION_IN: number

    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.

    DESTINATION_OUT: number

    Destination-out blend mode. For Canvas only. The existing content is kept where it doesn't overlap the new shape.

    DESTINATION_OVER: number

    Destination-over blend mode. For Canvas only. New shapes are drawn behind the existing canvas content.

    DIFFERENCE: number

    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.

    ERASE: number

    Alpha erase blend mode. For Canvas and WebGL.

    EXCLUSION: number

    Exclusion blend mode. For Canvas only. Like difference, but with lower contrast.

    HARD_LIGHT: number

    Hard Light blend mode. For Canvas only. A combination of multiply and screen like overlay, but with top and bottom layer swapped.

    HUE: number

    Hue blend mode. For Canvas only. Preserves the luma and chroma of the bottom layer, while adopting the hue of the top layer.

    LIGHTEN: number

    Lighten blend mode. For Canvas only. Retains the lightest pixels of both layers.

    LIGHTER: number

    Lighten blend mode. For Canvas only. Where both shapes overlap the color is determined by adding color values.

    LUMINOSITY: number

    Luminosity blend mode. For Canvas only. Preserves the hue and chroma of the bottom layer, while adopting the luma of the top layer.

    MULTIPLY: number

    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.

    NORMAL: number

    Normal blend mode. For Canvas and WebGL. This is the default setting and draws new shapes on top of the existing canvas content.

    OVERLAY: number

    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.

    SATURATION: number

    Saturation blend mode. For Canvas only. Preserves the luma and hue of the bottom layer, while adopting the chroma of the top layer.

    SCREEN: number

    Screen blend mode. For Canvas and WebGL. The pixels are inverted, multiplied, and inverted again. A lighter picture is the result (opposite of multiply)

    SKIP_CHECK: number

    Skips the Blend Mode check in the renderer.

    SOFT_LIGHT: number

    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.

    SOURCE_ATOP: number

    Source-out blend mode. For Canvas only. The new shape is only drawn where it overlaps the existing canvas content.

    SOURCE_IN: number

    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.

    SOURCE_OUT: number

    Source-out blend mode. For Canvas only. The new shape is drawn where it doesn't overlap the existing canvas content.

    XOR: number

    Xor blend mode. For Canvas only. Shapes are made transparent where both overlap and drawn normal everywhere else.