Hi everyone,
I run into a problem when using masks on sprites and at the same time using lights on (other unrelated) sprites.
As an example take this lab:
http://labs.phaser.io/edit.html?src=src\game%20objects\lights\bitmap%20text%20light.js
if you add the following four lines (a partly masked sprite not related to anything) at the start of the create function, the bitmap text is gone.
var mySprite = this.add.sprite(100, 100, 'sonic');
var myMask = this.add.rectangle(100, 100, 50, 50, 0xFFFFFF);
myMask.visible = false;
mySprite.mask = new Phaser.Display.Masks.BitmapMask(this, myMask);
Working original (without the masked sprite):
Broken, with the masked sprite:
In my actual game masking parts of the ui (for health bars) breaks lights on a dynamic tilemap layer.
I am guessing that this is related to what is happening here.
Am I doing something wrong in my masking, or is “Light2d” just not usable with masks at all?
I noticed, that the effect does not happen, when the masked sprite is “in front” the Light2d Sprite. So maybe something in the rendering does not get reset correctly?