enum flash.display.BlendMode
Available on all platforms
A class that provides constant values for visual blend mode effects. These * constants are used in the following: *
-
*
- The
blendMode
property of the * flash.display.DisplayObject class.
* - The
blendMode
parameter of thedraw()
* method of the flash.display.BitmapData class
*
Constructors
ADD
Adds the values of the constituent colors of the display object to the * colors of its background, applying a ceiling of 0xFF. This setting is * commonly used for animating a lightening dissolve between two objects. * *
For example, if the display object has a pixel with an RGB value of * 0xAAA633, and the background pixel has an RGB value of 0xDD2200, the * resulting RGB value for the displayed pixel is 0xFFC833(because 0xAA + * 0xDD > 0xFF, 0xA6 + 0x22 = 0xC8, and 0x33 + 0x00 = 0x33).
ALPHA
Applies the alpha value of each pixel of the display object to the
* background. This requires the blendMode
property of the
* parent display object be set to
* flash.display.BlendMode.LAYER
.
*
*
Not supported under GPU rendering.
DARKEN
Selects the darker of the constituent colors of the display object and the
* colors of the background(the colors with the smaller values). This
* setting is commonly used for superimposing type.
* For example, if the display object has a pixel with an RGB value of
* 0xFFCC33, and the background pixel has an RGB value of 0xDDF800, the
* resulting RGB value for the displayed pixel is 0xDDCC00(because 0xFF >
* 0xDD, 0xCC < 0xF8, and 0x33 > 0x00 = 33).
Not supported under GPU rendering.
DIFFERENCE
Compares the constituent colors of the display object with the colors of * its background, and subtracts the darker of the values of the two * constituent colors from the lighter value. This setting is commonly used * for more vibrant colors. * *
For example, if the display object has a pixel with an RGB value of * 0xFFCC33, and the background pixel has an RGB value of 0xDDF800, the * resulting RGB value for the displayed pixel is 0x222C33(because 0xFF - * 0xDD = 0x22, 0xF8 - 0xCC = 0x2C, and 0x33 - 0x00 = 0x33).
ERASE
Erases the background based on the alpha value of the display object. This
* process requires that the blendMode
property of the parent
* display object be set to flash.display.BlendMode.LAYER
.
*
*
Not supported under GPU rendering.
HARDLIGHT
Adjusts the color of each pixel based on the darkness of the display * object. If the display object is lighter than 50% gray, the display object * and background colors are screened, which results in a lighter color. If * the display object is darker than 50% gray, the colors are multiplied, * which results in a darker color. This setting is commonly used for shading * effects. * *
Not supported under GPU rendering.
INVERT
Inverts the background.
LAYER
Forces the creation of a transparency group for the display object. This
* means that the display object is precomposed in a temporary buffer before
* it is processed further. The precomposition is done automatically if the
* display object is precached by means of bitmap caching or if the display
* object is a display object container that has at least one child object
* with a blendMode
setting other than "normal"
.
*
*
Not supported under GPU rendering.
LIGHTEN
Selects the lighter of the constituent colors of the display object and
* the colors of the background(the colors with the larger values). This
* setting is commonly used for superimposing type.
* For example, if the display object has a pixel with an RGB value of
* 0xFFCC33, and the background pixel has an RGB value of 0xDDF800, the
* resulting RGB value for the displayed pixel is 0xFFF833(because 0xFF >
* 0xDD, 0xCC < 0xF8, and 0x33 > 0x00 = 33).
Not supported under GPU rendering.
MULTIPLY
Multiplies the values of the display object constituent colors by the * constituent colors of the background color, and normalizes by dividing by * 0xFF, resulting in darker colors. This setting is commonly used for * shadows and depth effects. * *
For example, if a constituent color(such as red) of one pixel in the * display object and the corresponding color of the pixel in the background * both have the value 0x88, the multiplied result is 0x4840. Dividing by * 0xFF yields a value of 0x48 for that constituent color, which is a darker * shade than the color of the display object or the color of the * background.
NORMAL
The display object appears in front of the background. Pixel values of the * display object override the pixel values of the background. Where the * display object is transparent, the background is visible.
OVERLAY
Adjusts the color of each pixel based on the darkness of the background. * If the background is lighter than 50% gray, the display object and * background colors are screened, which results in a lighter color. If the * background is darker than 50% gray, the colors are multiplied, which * results in a darker color. This setting is commonly used for shading * effects. * *
Not supported under GPU rendering.
SCREEN
Multiplies the complement(inverse) of the display object color by the * complement of the background color, resulting in a bleaching effect. This * setting is commonly used for highlights or to remove black areas of the * display object.
SHADER
Uses a shader to define the blend between objects.
* Setting the blendShader
property to a Shader instance
* automatically sets the display object's blendMode
property to
* BlendMode.SHADER
. If the blendMode
property is
* set to BlendMode.SHADER
without first setting the
* blendShader
property, the blendMode
property is
* set to BlendMode.NORMAL
instead. If the
* blendShader
property is set(which sets the
* blendMode
property to BlendMode.SHADER
), then
* later the value of the blendMode
property is changed, the
* blend mode can be reset to use the blend shader simply by setting the
* blendMode
property to BlendMode.SHADER
. The
* blendShader
property does not need to be set again except to
* change the shader that's used to define the blend mode.
Not supported under GPU rendering.
SUBTRACT
Subtracts the values of the constituent colors in the display object from * the values of the background color, applying a floor of 0. This setting is * commonly used for animating a darkening dissolve between two objects. * *
For example, if the display object has a pixel with an RGB value of * 0xAA2233, and the background pixel has an RGB value of 0xDDA600, the * resulting RGB value for the displayed pixel is 0x338400(because 0xDD - * 0xAA = 0x33, 0xA6 - 0x22 = 0x84, and 0x00 - 0x33 < 0x00).