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camerahaxehaxeflixel

Is there a way to apply an alpha mask to a FlxCamera?


I'm trying to implement this camera but one of the obstacles I'm facing right now, is the merging of two cameras (what he describes here).

At first I tried to make a non-rectangular camera, but I don't think it's possible without changing a lot of things in the way HaxeFlixel renders.

And then I found the alphaMask() function in the FlxSpriteUtil package and I think it would be a better solution. Not only would it solve my problem, it would actually permit all kinds of funky-shaped cameras, you just have to create the right mask!

But the new problem is that I don't know how to (and again, if it's possible without changing a bit the FlxCamera) apply it to the camera.

Internally, the FlxCamera might use a FlxSprite, but only in blit render mode, and I am in tiles render mode (haven't found how to change, not good enough solution in my opinion), which uses a Flash Sprite instead and I don't know what to do with it.

So in short, do you have an idea how to apply an AlphaMask to a FlxCamera? Or another way to achieve what I'm trying to do?

PS: If you want to have a look at the (ugly and frenchly commented) code, it's over here!


Solution

  • You can render the contents of a FlxCamera to a FlxSprite (though it does require conditional code based on the render mode). The TurnBasedRPG tutorial game uses this for the wave effect in the combat screen, see CombatHUD.hx:

    if (FlxG.renderBlit)
        screenPixels.copyPixels(FlxG.camera.buffer, FlxG.camera.buffer.rect, new Point());
    else
        screenPixels.draw(FlxG.camera.canvas, new Matrix(1, 0, 0, 1, 0, 0));
    

    Here's a code example that uses this to create a HaxeFlixel-shaped camera:

    package;
    
    import flixel.tweens.FlxTween;
    import flash.geom.Matrix;
    import flixel.FlxCamera;
    import flixel.FlxG;
    import flixel.FlxSprite;
    import flixel.FlxState;
    import flixel.graphics.FlxGraphic;
    import flixel.system.FlxAssets;
    import flixel.util.FlxColor;
    import openfl.geom.Point;
    using flixel.util.FlxSpriteUtil;
    
    class PlayState extends FlxState
    {
        static inline var CAMERA_SIZE = 100;
    
        var maskedCamera:FlxCamera;
        var cameraSprite:FlxSprite;
        var mask:FlxSprite;
    
        override public function create():Void
        {
            super.create();
    
            maskedCamera = new FlxCamera(0, 0, CAMERA_SIZE, CAMERA_SIZE);
            maskedCamera.bgColor = FlxColor.WHITE;
            maskedCamera.scroll.x = 50;
            FlxG.cameras.add(maskedCamera);
    
            // this is a bit of a hack - we need this camera to be rendered so we can copy the content
            // onto the sprite, but we don't want to actually *see* it, so just move it off-screen
            maskedCamera.x = FlxG.width;
    
            cameraSprite = new FlxSprite();
            cameraSprite.makeGraphic(CAMERA_SIZE, CAMERA_SIZE, FlxColor.WHITE, true);
            cameraSprite.x = 50;
            cameraSprite.y = 100;
            cameraSprite.cameras = [FlxG.camera];
            add(cameraSprite);
    
            mask = new FlxSprite(FlxGraphic.fromClass(GraphicLogo));
    
            var redSquare = new FlxSprite(0, 25);
            redSquare.makeGraphic(50, 50, FlxColor.RED);
            add(redSquare);
            FlxTween.tween(redSquare, {x: 150}, 1, {type: FlxTween.PINGPONG});
        }
    
        override public function update(elapsed:Float):Void
        {
            super.update(elapsed);
    
            var pixels = cameraSprite.pixels;
            if (FlxG.renderBlit)
                pixels.copyPixels(maskedCamera.buffer, maskedCamera.buffer.rect, new Point());
            else
                pixels.draw(maskedCamera.canvas);
    
            cameraSprite.alphaMaskFlxSprite(mask, cameraSprite);
        }
    }