Performance issues using images with arbor.js - javascript

I've been working on adapting arbor.js to use images.
However, being a relative JS noob what I have is totally un-optimised.
As far as I can tell, the way I've set it up is recreating the image object for every image and every frame, resulting in tons of flicker.
Can anyone suggest a way to move the new Image() stuff out of the redraw function into the initiation? As far as I know this is a basic OOP issue, but totally stuck.
Thanks!
Pastebin of where I'm up to on the output script
Current status.

Apologies all! There's a few steps. I'll highlight the key stages, the rest is from the tutorial.
First, add the relevant information to your JSON, for example:
nodes:{
innovation:{ 'color':colour.darkblue,
'shape':'dot',
'radius':30,
'image': 'innovation.png',
'image_w':130,
'image_h':24,
'alpha':1 },
participation:{ 'color':colour.purple,
'shape':'dot',
'radius':40,
'image':'participation.png',
'image_w':130,
'image_h':24,
'alpha':1 },
...
Cache all your images when the thing loads.
init:function(system){
// Normal initialisation
particleSystem = system
particleSystem.screenSize(canvas.width, canvas.height)
particleSystem.screenPadding(25, 50)
that.initMouseHandling()
// Preload all images into the node object
particleSystem.eachNode(function(node, pt) {
if(node.data.image) {
node.data.imageob = new Image()
node.data.imageob.src = imagepath + node.data.image
}
})
...
Then, for moving the images themselves...
particleSystem.eachNode(function(node, pt){
...
// Image info from JSON
var imageob = node.data.imageob
var imageH = node.data.image_h
var imageW = node.data.image_w
...
// Draw the object
if (node.data.shape=='dot'){
// Check if it's a dot
gfx.oval(pt.x-w/2, pt.y-w/2, w,w, {fill:ctx.fillStyle, alpha:node.data.alpha})
nodeBoxes[node.name] = [pt.x-w/2, pt.y-w/2, w,w]
// Does it have an image?
if (imageob){
// Images are drawn from cache
ctx.drawImage(imageob, pt.x-(imageW/2), pt.y+radius/2, imageW, imageH)
}
}else {
// If none of the above, draw a rectangle
gfx.rect(pt.x-w/2, pt.y-10, w,20, 4, {fill:ctx.fillStyle, alpha:node.data.alpha})
nodeBoxes[node.name] = [pt.x-w/2, pt.y-11, w, 22]
}
...

Related

Clipping mask using fabricjs

I'm currently working on web app for photo editing using FabricJS and one of features I need to implement is something like Clipping masks from Photoshop.
For example I have this assets: frame, mask and image. I need to insert image inside frame and clip it with mask. Most tricky part is in requirements:
User should be able to modify image inside frame, e.g. move, rotate, skew... Frame itself also can be moved inside canvas.
Number of layers is not limited so user can add objects under or above masked image.
Masks, frames and images is not predefined, user should be able to upload and use new assets.
My current solution is this:
Load assets
Set globalCompositeOperation of image to source-out
Set clipTo function for image.
Add assets on canvas as a group
In this solution clipTo function preserve image inside rectangular area of frame and with help of globalCompositeOperation I'm clipping image to actual mask. At first sight it works fine but if I add new layer above this newly added group it will be cutted off because of globalCompositeOperation="source-out" rule. I've created JSFiddle to show this.
So, that else could I try? I've seen some posts on StackOverflow with advices to use SVGs for clipping mask, but if I understand it correctly SVG must contain only one path. This could be a problem because of third requirement of my app.
Any advice in right direction will help, because right now I'm totally stuck with this problem.
You can do this by using ClipPath property of Img Object which you want to mask. With this, you can Mask Any Type of Object. and also you need to add some Ctx Configuration in ClipTo function of Img Object.
check this link https://jsfiddle.net/naimsajjad/8w7hye2v/8/
(function() {
var img01URL = 'http://fabricjs.com/assets/printio.png';
var img02URL = 'http://fabricjs.com/lib/pug.jpg';
var img03URL = 'http://fabricjs.com/assets/ladybug.png';
var img03URL = 'http://fabricjs.com/assets/ladybug.png';
var canvas = new fabric.Canvas('c');
canvas.backgroundColor = "red";
canvas.setHeight(500);
canvas.setWidth(500);
canvas.setZoom(1)
var circle = new fabric.Circle({radius: 40, top: 50, left: 50, fixed: true, fill: '', stroke: '1' });
canvas.add(circle);
canvas.renderAll();
fabric.Image.fromURL(img01URL, function(oImg) {
oImg.scale(.25);
oImg.left = 10;
oImg.top = 10;
oImg.clipPath = circle;
oImg.clipTo = function(ctx) {
clipObject(this,ctx)
}
canvas.add(oImg);
canvas.renderAll();
});
var bili = new fabric.Path('M85.6,606.2c-13.2,54.5-3.9,95.7,23.3,130.7c27.2,35-3.1,55.2-25.7,66.1C60.7,814,52.2,821,50.6,836.5c-1.6,15.6,19.5,76.3,29.6,86.4c10.1,10.1,32.7,31.9,47.5,54.5c14.8,22.6,34.2,7.8,34.2,7.8c14,10.9,28,0,28,0c24.9,11.7,39.7-4.7,39.7-4.7c12.4-14.8-14-30.3-14-30.3c-16.3-28.8-28.8-5.4-33.5-11.7s-8.6-7-33.5-35.8c-24.9-28.8,39.7-19.5,62.2-24.9c22.6-5.4,65.4-34.2,65.4-34.2c0,34.2,11.7,28.8,28.8,46.7c17.1,17.9,24.9,29.6,47.5,38.9c22.6,9.3,33.5,7.8,53.7,21c20.2,13.2,62.2,10.9,62.2,10.9c18.7,6.2,36.6,0,36.6,0c45.1,0,26.5-15.6,10.1-36.6c-16.3-21-49-3.1-63.8-13.2c-14.8-10.1-51.4-25.7-70-36.6c-18.7-10.9,0-30.3,0-48.2c0-17.9,14-31.9,14-31.9h72.4c0,0,56-3.9,70.8,26.5c14.8,30.3,37.3,36.6,38.1,52.9c0.8,16.3-13.2,17.9-13.2,17.9c-31.1-8.6-31.9,41.2-31.9,41.2c38.1,50.6,112-21,112-21c85.6-7.8,79.4-133.8,79.4-133.8c17.1-12.4,44.4-45.1,62.2-74.7c17.9-29.6,68.5-52.1,113.6-30.3c45.1,21.8,52.9-14.8,52.9-14.8c15.6,2.3,20.2-17.9,20.2-17.9c20.2-22.6-15.6-28-16.3-84c-0.8-56-47.5-66.1-45.1-82.5c2.3-16.3,49.8-68.5,38.1-63.8c-10.2,4.1-53,25.3-63.7,30.7c-0.4-1.4-1.1-3.4-2.5-6.6c-6.2-14-74.7,30.3-74.7,30.3s-108.5,64.2-129.6,68.9c-21,4.7-18.7-9.3-44.3-7c-25.7,2.3-38.5,4.7-154.1-44.4c-115.6-49-326,29.8-326,29.8s-168.1-267.9-28-383.4C265.8,13,78.4-83.3,32.9,168.8C-12.6,420.9,98.9,551.7,85.6,606.2z',{top: 0, left: 180, fixed: true, fill: 'white', stroke: '', scaleX: 0.2, scaleY: 0.2 });
canvas.add(bili);
canvas.renderAll();
fabric.Image.fromURL(img02URL, function(oImg) {
oImg.scale(0.5);
oImg.left = 180;
oImg.top = 0;
oImg.clipPath = bili;
oImg.clipTo = function(ctx) {
clipObject(this,ctx)
}
canvas.add(oImg);
canvas.renderAll();
});
function clipObject(thisObj,ctx)
{
if (thisObj.clipPath) {
ctx.save();
if (thisObj.clipPath.fixed) {
var retina = thisObj.canvas.getRetinaScaling();
ctx.setTransform(retina, 0, 0, retina, 0, 0);
// to handle zoom
ctx.transform.apply(ctx, thisObj.canvas.viewportTransform);
thisObj.clipPath.transform(ctx);
}
thisObj.clipPath._render(ctx);
ctx.restore();
ctx.clip();
var x = -thisObj.width / 2, y = -thisObj.height / 2, elementToDraw;
if (thisObj.isMoving === false && thisObj.resizeFilter && thisObj._needsResize()) {
thisObj._lastScaleX = thisObj.scaleX;
thisObj._lastScaleY = thisObj.scaleY;
thisObj.applyResizeFilters();
}
elementToDraw = thisObj._element;
elementToDraw && ctx.drawImage(elementToDraw,
0, 0, thisObj.width, thisObj.height,
x, y, thisObj.width, thisObj.height);
thisObj._stroke(ctx);
thisObj._renderStroke(ctx);
}
}
})();
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/3.6.3/fabric.min.js"></script>
<canvas id="c" width="400" height="400"></canvas>
Not sure what you want.
If you want the last image loaded (named img2), the one you send to the back to not effect the layers above do the following.
You have mask,frame,img, and img2;
Put them in the following order and with the following comp settings.
img2, source-over
img, source-over
mask, destination-out
frame, source-over
If you want something else you will have to explain it in more detail.
Personally when I provide masking to the client I give them full access to all the composite methods and allow them to work out what they need to do to achieve a desired effect. Providing a UI that allows you to change the comp setting, and layer order makes it a lot easier to sort out the sometimes confusing canvas composite rules.
I'd suggest looking at this solution.
Multiple clipping areas on Fabric.js canvas
You end up with a shape layer that is used to define the mask shape. That shape then gets applied as a clipTo to your image.
The one limitation I can think off though that you might run into is when you start to rotate various shapes. I know I have it working great with a rectangle and a circle, however ran into some issues with polygons from what I recall... This was all setup under and older version of FabricJS however, so there may have been some improvements there that I'm not experienced with.
The other issue I ran into was drop shadows didn't render correctly when passed to a NodeJS server running FabricJS.

Why wont my sprite appear on top of my background?

I have been practicing using sprites for a game I am going to make and have watched and read a few tutorials, I thought I was close to getting my sprite to appear so I could finally start my game but while practicing I cant get it to work, I have dont 2 seperate tutorials where I can get the sprite and the background to appear by themselfs but cannot get them to work together, I have been using EaselJS too. some of the sprite animation code has been copied from tutorials too.
<!DOCTYPE HTML>
<html>
<head>
<meta charset="UTF-8">
<title>sprite prac<title>
<!-- EaselJS library -->
<script src="lib/easel.js"></script>
<script>
// Initialize on start up so game runs smoothly
function init() {
canvas = document.getElementById("canvas");
stage = new Stage(canvas);
bg = new Image();
bg.src = "img/grassbg.jpg";
bg.onload = setBG;
stage.addChild(background);
imgMonsterARun = new Image();
imgMonsterARun.onload = handleImageLoad;
imgMonsterARun.onerror = handleImageError;
imgMonsterARun.src = "img/MonsterARun.png";
stage.update();
}
function handleImageLoad(e) {
startGame();
}
// Simple function for setting up the background
function setBG(event){
var bgrnd = new Bitmap(bg);
stage.addChild(bgrnd);
stage.update();
}
function startGame() {
// create a new stage and point it at our canvas:
stage = new createjs.Stage(canvas);
// grab canvas width and height for later calculations:
screen_width = canvas.width;
screen_height = canvas.height;
// create spritesheet and assign the associated data.
var spriteSheet = new createjs.SpriteSheet({
// image to use
images: [imgMonsterARun],
// width, height & registration point of each sprite
frames: {width: 64, height: 64, regX: 32, regY: 32},
animations: {
walk: [0, 9, "walk"]
}
});
// create a BitmapAnimation instance to display and play back the sprite sheet:
bmpAnimation = new createjs.BitmapAnimation(spriteSheet);
// start playing the first sequence:
bmpAnimation.gotoAndPlay("walk"); //animate
// set up a shadow. Note that shadows are ridiculously expensive. You could display hundreds
// of animated rats if you disabled the shadow.
bmpAnimation.shadow = new createjs.Shadow("#454", 0, 5, 4);
bmpAnimation.name = "monster1";
bmpAnimation.direction = 90;
bmpAnimation.vX = 4;
bmpAnimation.x = 16;
bmpAnimation.y = 32;
// have each monster start at a specific frame
bmpAnimation.currentFrame = 0;
stage.addChild(bmpAnimation);
// we want to do some work before we update the canvas,
// otherwise we could use Ticker.addListener(stage);
createjs.Ticker.addListener(window);
createjs.Ticker.useRAF = true;
createjs.Ticker.setFPS(60);
}
//called if there is an error loading the image (usually due to a 404)
function handleImageError(e) {
console.log("Error Loading Image : " + e.target.src);
}
function tick() {
// Hit testing the screen width, otherwise our sprite would disappear
if (bmpAnimation.x >= screen_width - 16) {
// We've reached the right side of our screen
// We need to walk left now to go back to our initial position
bmpAnimation.direction = -90;
}
if (bmpAnimation.x < 16) {
// We've reached the left side of our screen
// We need to walk right now
bmpAnimation.direction = 90;
}
// Moving the sprite based on the direction & the speed
if (bmpAnimation.direction == 90) {
bmpAnimation.x += bmpAnimation.vX;
}
else {
bmpAnimation.x -= bmpAnimation.vX;
}
// update the stage:
stage.update();
}
</script>
</head>
<body onload="init();">
<canvas id="canvas" width="500" height="500" style="border: thin black solid;" ></canvas>
</body>
</html>
There are a few places where you are using some really old APIs, which may or may not be supported depending on your version of EaselJS. Where did you get the easel.js script you reference?
Assuming you have a version of EaselJS that matches the APIs you are using, there are a few issues:
You add background to the stage. There is no background, so you are probably getting an error when you add it. You already add bgrnd in the setBackground method, which should be fine. If you get an error here, then this could be your main issue.
You don't need to update the stage any time you add something, just when you want the stage to "refresh". In your code, you update after setting the background, and again immediately at the end of your init(). These will fire one after the other.
Are you getting errors in your console? That would be a good place to start debugging. I would also recommend posting code if you can to show an actual demo if you continue to have issues, which will help identify what is happening.
If you have a newer version of EaselJS:
BitmapAnimation is now Sprite, and doesn't support direction. To flip Sprites, use scaleX=-1
Ticker no longer uses addListener. Instead it uses the EventDispatcher. createjs.Ticker.addEventListener("tick", tickFunction);
You can get new versions of the CreateJS libraries at http://code.createjs.com, and you can get updated examples and code on the website and GitHub.

Drawing on canvas after megapix rendering is reversed

I have a page which allows you to browse in an image, then draw on it and save both the original and the annotated version. I am leveraging megapix-image.js and exif.js to help in rendering images from multiple mobile devices properly. It works great, except in certain orientations. For example, a vertical photo taken on an iPhone4s is considered orientation 6 by exif and gets flipped accordingly by megapix-image so it's rendered nicely on the canvas. For some reason, when I draw on it afterward, it seems like the drawing is reversed. Mouse and touch both behave the same way. The coordinates look right to me (meaning they match a working horizontal pic and a non-working vertical pic), as does the canvas height and width when megapix-image.js flips it. This leads me to believe it has something to do with the context, but honestly, I am not really sure. I have a JS fiddle of the part of my work that shows the behavior. Just browse in a vertically taken pic from a mobile device or take a pic in vertical format on a mobile device and use it. I think all will show this same behavior.
The final rendering is done like this:
function RenderImage(file2) {
if (typeof file2[0].files[0] != 'undefined') {
EXIF.getData(file2[0].files[0], function () {
orientation = EXIF.getTag(this, "Orientation");
var file = file2[0].files[0];
var mpImg = new MegaPixImage(file);
var resCanvas1 = document.getElementById('annoCanvas');
mpImg.render(resCanvas1, {
maxWidth: 700,
maxHeight: 700,
orientation: orientation
});
});
}
}
But the full jsfiddle is here:
http://jsfiddle.net/awebster28/Tq3qU/6/
Does anyone have any clues for me?
If you look at the lib you are using there is a transformCoordinate function that is used to set the right transform before drawing.
And they don't save/restore the canvas (boooo!!!) so it remains with this transform after-wise.
Solution for you is to do what the lib should do : save the context before the render and restore it after :
function RenderImage(file2) {
// ... same code ...
var mpImg = new MegaPixImage(file);
var eData = EXIF.pretty(this);
// Render resized image into canvas element.
var resCanvas1 = document.getElementById('annoCanvas');
var ctx = resCanvas1.getContext('2d');
ctx.save();
//setting the orientation flips it
mpImg.render(resCanvas1, {
maxWidth: 700,
maxHeight: 700,
orientation: orientation
});
ctx.restore();
//...
}
I ended up fixing this by adding another canvas to my html (named "annoCanvas2"). Then, I updated megapix-image.js to include this function, which draws the contents of the new canvas to a fresh one:
function drawTwin(sourceCanvas)
{
var id = sourceCanvas.id + "2";
var destCanvas = document.getElementById(id);
if (destCanvas !== null) {
var twinCtx = destCanvas.getContext("2d");
destCanvas.width = sourceCanvas.width;
destCanvas.height = sourceCanvas.height;
twinCtx.drawImage(sourceCanvas, 0, 0, sourceCanvas.width, sourceCanvas.height);
}
}
Then, just after the first is rotated and flipped and rendered, I rendered the resulting canvas to my "twin". Then I had a nice canvas, with my updated image that I could then draw on and also save!
var tagName = target.tagName.toLowerCase();
if (tagName === 'img') {
target.src = renderImageToDataURL(this.srcImage, opt, doSquash);
} else if (tagName === 'canvas') {
renderImageToCanvas(this.srcImage, target, opt, doSquash);
//------I added this-----------
drawTwin(target);
}
I was glad to have it fixed so I met my deadline, but I am still not sure why I had to do this. If anyone out there can explain it, I'd love to know why.

Using canvas to create desktop notification images, only one image works from background page

I'm having an issue while using canvas in a background page to create data URLs for desktop notifications' images.
I want to use the "image" notifications which require a 3:2 ratio to display properly. The images I want to use (from hulu.com) are a different ratio, so I decided to use the canvas element to create the corresponding data URL off of these images so that the ratio is correct. It kind of works in theory, but…
…I'm having issues if I'm creating more than one canvas/notification in the background page. One image is created properly, but the rest comes out empty.
Confusingly, opening the same background page in a new tab (i.e. exact same code) makes everything works just fine: all the notifications are created with the images loaded from hulu.com. Also, just changing the dimensions from 360x240 to 300x200 makes it work. Finally, though they're similar computers with the same Chrome version (34.0.1847.116), it works without modification at work while it doesn't on my own laptop.
I made a test extension available at the bottom of this post. Basically, it only has a generated background page. The code for that page is this:
var images = ["http://ib2.huluim.com/video/60376901?size=290x160&img=1",
"http://ib2.huluim.com/video/60366793?size=290x160&img=1",
"http://ib4.huluim.com/video/60372951?size=290x160&img=1",
"http://ib1.huluim.com/video/60365336?size=290x160&img=1",
"http://ib3.huluim.com/video/60376290?size=290x160&img=1",
"http://ib4.huluim.com/video/60377231?size=290x160&img=1",
"http://ib4.huluim.com/video/60312203?size=290x160&img=1",
"http://ib1.huluim.com/video/60376972?size=290x160&img=1",
"http://ib4.huluim.com/video/60376971?size=290x160&img=1",
"http://ib1.huluim.com/video/60376616?size=290x160&img=1"];
for (var i = 0; i < 10; i++) {
getDataURL(i);
}
/*
* Gets the data URL for an image URL
*/
function getDataURL(i) {
var img = new Image();
img.onload = function() {
var canvas = document.createElement('canvas');
canvas.width = 360;
canvas.height = 240;
var ctx = canvas.getContext('2d');
ctx.drawImage(this, 0, 0);
ctx.fillStyle = "rgb(200,0,0)";
ctx.fillRect (10, 10, 55, 50);
var dataURL = canvas.toDataURL('image/png');
chrome.notifications.create('', {
type: 'image',
iconUrl: 'logo_128x128.png',
title: String(i),
message: 'message',
imageUrl: dataURL
}, function(id) {});
}
//img.src = chrome.extension.getURL('logo_128x128.png');;
img.src = images[i];
}
The commented out line for img.src = ... is a test where it loads a local file instead of a remote one. In that case, all the images are created.
The red rectangle added to the canvas is to show that it's not just the remote image that is an issue: the whole resulting canvas is empty, without any red rectangle.
If you download and add the test extension below, you should get 10 notifications but only one with an image.
Then, to open the background page in a new tab, you can inspect the background page, type this in the console:
chrome.extension.getURL('_generated_background_page.html')
and right-click the URL, and click "Open in a new Tab" (or window). Once open you should get 10 notifications that look fine.
Any idea of what is going on? I haven't been able to find any kind of limitations for background pages relevant to that. Any help would be appreciated, because this has been driving me crazy!
Files available here: https://www.dropbox.com/s/ejbh6wq0qixb7a8/canvastest.zip
edit: based on #GameAlchemist's comment, I also tried the following: same getDataURL method, but the loop wrapped inside an onload for the logo:
function loop() {
for (var i = 0; i < 10; i++) {
getDataURL(i);
}
}
var logo = new Image();
logo.onload = function () {
loop();
}
logo.src = chrome.extension.getURL('logo_128x128.png');
Remember that the create() method is asynchronous and you should use a callback with. The callback can invoke next image fetching.
I would suggest doing this in two steps:
Load all the images first
Process the image queue
The reason is that you can utilize the asynchronous image loading better this way instead of chaining the callbacks which would force you to load one and one image.
For example:
Image loader
var urls = ["http://ib2.huluim.com/video/60376901?size=290x160&img=1",
"http://ib2.huluim.com/video/60366793?size=290x160&img=1",
"http://ib4.huluim.com/video/60372951?size=290x160&img=1",
"http://ib1.huluim.com/video/60365336?size=290x160&img=1",
"http://ib3.huluim.com/video/60376290?size=290x160&img=1",
"http://ib4.huluim.com/video/60377231?size=290x160&img=1",
"http://ib4.huluim.com/video/60312203?size=290x160&img=1",
"http://ib1.huluim.com/video/60376972?size=290x160&img=1",
"http://ib4.huluim.com/video/60376971?size=290x160&img=1",
"http://ib1.huluim.com/video/60376616?size=290x160&img=1"];
var images = [], // store image objects
count = urls.length; // for loader
for (var i = 0; i < urls.length; i++) {
var img = new Image; // create image
img.onload = loader; // share loader handler
img.src = urls[i]; // start loading
images.push(img); // push image object in array
}
function loader() {
count--;
if (count === 0) process(); // all loaded, start processing
}
//TODO need error handling here as well
Fiddle with concept code for loader
Processing
Now the processing can be isolated from the loading:
function process() {
// share a single canvas (use clearRect() later if needed)
var canvas = document.createElement('canvas'),
ctx = canvas.getContext('2d'),
current = 0;
canvas.width = 360;
canvas.height = 240;
createImage(); // invoke processing for first image
function createImage() {
ctx.drawImage(images[current], 0, 0); // draw current image
ctx.fillStyle = "rgb(200,0,0)";
ctx.fillRect (10, 10, 55, 50);
chrome.notifications.create('', {
type : 'image',
iconUrl : 'logo_128x128.png',
title : String(i),
message : 'message',
imageUrl: canvas.toDataURL() // png is default
},
function(id) { // use callback
current++; // next in queue
if (current < images.length) {
createImage(); // call again if more images
}
else {
done(); // we're done -> continue to done()
}
});
}
}
Disclaimer: I don't have a test environment to test Chrome extensions so typos/errors may be present.
Hope this helps!

Hide overflow on phaser

What I'm trying to do sounds pretty simple, but I can't do it.
I am building a game using Phaser, and on the top bar of my game want to print the picture of the player inside a circle. But I can't find a way to do this.
I find how to do a circle :
this.mask = this.game.add.graphics(0,0);
this.mask.drawCircle(50,50,50);
But I can't find a way to fill it with a picture, without the picture overflowing the circle.
Phaser has support for using an image to mask another.
See the official Alpha Mask example for an example with two images. Using an image for the mask might be the recommended method.
I've also created a JSFiddle that shows how to use a created circle:
// Create our 'main' state that will contain the game
var mainState = {
preload: function() {
// This function will be executed at the beginning
// That's where we load the images and sounds
this.load.crossOrigin = 'anonymous';
this.load.image('baseImage', 'https://placeholder.baker.com/200');
},
create: function() {
this.baseImage = this.game.add.sprite(this.world.centerX, this.world.centerY * .5, 'baseImage');
this.baseImage.anchor.setTo(0.5);
this.mask = game.add.bitmapData(this.baseImage.width, this.baseImage.height);
this.mask.circle(this.world.centerX, this.world.centerY * .5, 100, 'rgb(0,200,0)');
this.bmd = this.game.make.bitmapData(200, 200);
this.bmd.alphaMask('baseImage', this.mask);
this.game.add.image(this.game.world.centerX, this.world.centerY * 1.5, this.bmd).anchor.set(0.5);
},
};
// Initialize Phaser, and create a game
var game = new Phaser.Game(200, 400);
// Add the 'mainState' and call it 'main'
game.state.add('main', mainState);
// Start the state to actually start the game
game.state.start('main');

Categories