I wanted to mask some nodes of my DisplayObject tree. I couldn't make masking work in my big project. So I build a simple example for me and I saw it works actually pretty good. But I can't figure out why it doesn't work in my big project. All my visible objects are Sprites or from classes that extend Sprite.
- masking in big project doesn't work
- I can see the normal state of my
nodeToBeMasked
- when I add the mask to this node I can see the mask
- but when I set the mask to be the mask, I continue to see everything (pure
nodeToBeMasked
is masked but not the children - which would be much more important)
- masking in simple example works fine
How can masking stop working ?
Code: (that doesn't work, big project)
// custom class extends Sprite
override protected function onAddToStage(event:Event):void
{
trace(stage); // stage exists
var maskSprite:Sprite = new Sprite();
maskSprite.graphics.beginFill(0xffff00, 1);
maskSprite.graphics.drawCircle(0, 0, 64);
maskSprite.graphics.endFill();
maskSprite.x = 64;
maskSprite.y = 64;
if (true)
{
this.addChild(maskSprite); // doesn't help
this.mask = maskSprite; // I can see EVERYTHING here, inside and outside the cirle
}
else
addChild(maskSprite); // I can see the mask here
}
Code: (that works)
[SWF(frameRate="60",backgroundColor="0xffffff",width="128",height="128")]
public class MaskTest extends Sprite
{
public function MaskTest()
{
addEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
}
private function onAddedToStage(event: Event): void
{
trace(stage);
// this
graphics.beginFill(0x00ff00, 1);
graphics.drawRect(8, 8, 112, 112);
graphics.endFill();
// extra childs <- ^^
for (var i: int = 0; i < 100; i++)
{
var child: Sprite = new Sprite();
child.graphics.beginFill(uint(Math.random() * 0x1000000), 1);
child.graphics.drawRect(Math.random() * 64, Math.random() * 64, 64, 64);
child.graphics.endFill();
addChild(child);
}
// mask
var maskSprite: Sprite = new Sprite();
maskSprite.graphics.beginFill(0xffff00, 1);
maskSprite.graphics.drawCircle(0, 0, 64);
maskSprite.graphics.endFill();
maskSprite.x = 64;
maskSprite.y = 64;
// switch to check the mask
if (true)
this.mask = maskSprite;
else
addChild(maskSprite);
}
}
Update:
I found out that my custom class (that is the root and is only responsible for Event.ENTER_FRAME
updates) was causing the problem. I don't know why but by disabling the z update in all my project solved the children of my maskedNode
not being masked.