SetWebSurfaceTransparent
Whether the world shows through a web surface’s see-through parts.
true or "blend": soft - every pixel as see-through as the page draws it (antialiased letters, shadows, a half-clear
panel); lit by the sun and the lamps but not by the light bounced into shade, so in deep shade it reads darker than the
wall around it (a little glow evens it out). "cutout": hard-edged - a pixel shows when it is at least half opaque,
else not at all; crisp, lit like the wall, and its shadow has the page’s outline - a soft drop shadow in the page
becomes a hard copy of the letters. false: a solid board, the page on white (the default). The page itself decides which of its
parts are see-through - a page with a background of its own stays solid either way. It changes on every screen at once;
a player whose game is older than this sees a solid board.
Syntax
Section titled “Syntax”SetWebSurfaceTransparent(id, transparent)| Parameter | Type | |
|---|---|---|
id |
number | the surface |
transparent |
boolean|string | true / "blend", "cutout" or false |
Returns
Section titled “Returns”true, or false when id is no surface
Example
Section titled “Example”-- the shop's name painted on its wall; the page draws the letters alone (body { background: transparent })local sign = CreateWebSurface("painted", 1297.1, 1068.0, 29.3, 53, 2.4, 0.6)SetWebSurfaceTransparent(sign, true)See also
Section titled “See also”CreateWebSurface · SetWebSurfaceGlow · the Web surfaces group of the index
