Clears the mask that this Game Object was using.
This only works in the Canvas Renderer. In WebGL, use a Mask filter instead (see Phaser.GameObjects.Components.FilterList#addMask).
OptionaldestroyMask: booleanDestroy the mask before clearing it? Default false.
Creates and returns a Geometry Mask. This mask can be used by any Game Object, including this one.
To create the mask you need to pass in a reference to a Graphics Game Object.
If you do not provide a graphics object, and this Game Object is an instance of a Graphics object, then it will use itself to create the mask.
This means you can call this method to create a Geometry Mask from any Graphics Game Object.
This only works in the Canvas Renderer. In WebGL, use a Mask filter instead (see Phaser.GameObjects.Components.FilterList#addMask).
Optionalgraphics: GameObjects.Graphics | ShapeA Graphics Game Object, or any kind of Shape Game Object. The geometry within it will be used as the mask.
Sets the mask that this Game Object will use to render with.
The mask must have been previously created and must be a GeometryMask. This only works in the Canvas Renderer. In WebGL, use a Mask filter instead (see Phaser.GameObjects.Components.FilterList#addMask).
If a mask is already set on this Game Object it will be immediately replaced.
Masks are positioned in global space and are not relative to the Game Object to which they are applied. The reason for this is that multiple Game Objects can all share the same mask.
Masks have no impact on physics or input detection. They are purely a rendering component that allows you to limit what is visible during the render pass.
The mask this Game Object will use when rendering.
Provides methods used for getting and setting the mask of a Game Object.
This only works under the Canvas Renderer. For WebGL, see Phaser.GameObjects.Components.FilterList#addMask.