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- Add Layer Masks section with interactive demo - Create place-mask.js interactive example - Document automatic mask application for groups
Phaser bitmap masks are positioned in global space and can be shared across multiple game objects. The previous implementation created a new mask image for each child, which was inefficient and caused positioning issues. - Add applySharedMaskToGroup() that creates ONE mask for ALL children - Update place/index.ts to use shared mask approach - Update spriteSetup.ts applyMaskToGroupChildren to use shared mask
Phaser's BitmapMask uses alpha channel, but PSD layer masks export as grayscale (white=visible, black=hidden). Added convertLuminanceToAlpha() to automatically convert the mask image at runtime. - Create canvas, read pixel data, convert RGB luminance to alpha - Cache converted texture with _alpha suffix to avoid re-conversion - Fallback to original texture if conversion fails
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