Skip to content

Mini board

Introduction

Chess Container, to rotate/mirror/drag chess together.

  • Author: Rex
  • Container Game object of chess group

Live demos

Usage

Sample code

Install plugin

Load minify file

  • Load plugin (minify file) in preload stage
    scene.load.scenePlugin('rexboardplugin', 'https://raw.githubusercontent.com/rexrainbow/phaser3-rex-notes/master/dist/rexboardplugin.min.js', 'rexBoard', 'rexBoard');
    
  • Add container
    var miniBoard = scene.rexBoard.add.miniBoard(x, y, config);
    

Import plugin

  • Install rex plugins from npm
    npm i phaser3-rex-plugins
    
  • Install plugin in configuration of game
    import BoardPlugin from 'phaser3-rex-plugins/plugins/board-plugin.js';
    var config = {
        // ...
        plugins: {
            scene: [{
                key: 'rexBoard',
                plugin: BoardPlugin,
                mapping: 'rexBoard'
            },
            // ...
            ]
        }
        // ...
    };
    var game = new Phaser.Game(config);
    
  • Add container
    var miniBoard = scene.rexBoard.add.miniBoard(x, y, config);
    

Import class

  • Install rex plugins from npm
    npm i phaser3-rex-plugins
    
  • Import class
    import { MiniBoard } from 'phaser3-rex-plugins/plugins/board-components.js';
    
  • Add match object
    var miniBoard = new MiniBoard(scene, x, y, config);
    

Add Container

var miniBoard = scene.rexBoard.add.miniBoard(x, y, {
    grid: grid,
    draggable: undefined,
});

Add chess

miniBoard.addChess(gameObject, tileX, tileY, tileZ);
  • chess : A game object.
  • tileX , tileY , tileZ : Tile position.
    • tileX , tileY : Number.
    • tileZ : Number or string.

Chess and tile position

  • Any chess has a (tileX, tileY, tileZ) index
  • Any (tileX, tileY, tileZ) index contains only 1 chess.
  • (tileX, tileY) could have more then 1 chess with different tileZ index.
  • tileZ is not equal to depth.

These world properties of chess will be changed with container.

  • Position/Angle/Scale
  • Visible
  • Alpha
  • Scroll factor
  • Mask

Bounds and origin will change after adding chess.

Remove chess

  • Remove chess object from board
    miniBoard.removeChess(chess, null, null, null, destroy);
    
    • chess : A game object
    • destroy : Set true to desrtoy chess object.
  • Remove chess at (tileX, tileY, tileZ) from board
    miniBoard.removeChess(null, tileX, tileY, tileZ, destroy);
    
    • tileX, tileY, tileZ : Tile position
    • destroy : Set true to desrtoy chess object.
  • Remove all chess
    miniBoard.removeAllChess(destroy);
    
    • destroy : Set true to desrtoy chess object.

Bounds and origin will change after removing chess.

Set origin

  • Set origin tileXY by offset tileXY of all chess.
    miniBoard.setOrigin(origin);
    // miniBoard.setOrigin(originX, originY);
    
    • originX, originY: 0~1.
      • 0 : Left/top.
      • 0.5 : Center.
      • 1 : Right/bottom.
  • Set origin tileXY to center by offset tileXY of all chess.
    miniBoard.setOrigin();
    // miniBoard.setOrigin('center');
    
  • Set origin tileXY to top-left.
    miniBoard.setOrigin('top-left');
    

Position of this miniboard will change

Get all chess

var gameObjects = miniBoard.getAllChess();
// var out = miniBoard.getAllChess(out);

Get bounds

A rectangle bounds contains all chess.

var rect = miniBoard.getBounds();
// var out = miniBoard.getBounds(out);

Main board

Put chess to a main-board (Board object) with the same tile position in mini-board, or pull chess out from main-board.

Put on main-board

miniBoard.putOnMainBoard(mainBoard, tileX, tileY);
// miniBoard.putOnMainBoard(mainBoard, tileX, tileY, align);
  • mainBoard : Board object.
  • tileX, tileY : Tile position to put on.
  • align : Set true to align world position of each chess Game object to grid of main-board. Default is true.

or

miniBoard.putOnMainBoard(mainBoard);

To put this mini-board to nearest grid of main-board.

Pull out from main-board

miniBoard.pullOutFromMainBoard();

Remove all chess from main-board.

Put back to previous main-board

miniBoard.putBack();

Previous main-board and tile position will be remembered for putting back.

Is overlapping to main-board

Return true if any chess is overlapping to main-board.

miniBoard.isOverlapping(mainBoard);

or

miniBoard.isOverlapping(mainBoard, tileZ);

Align world position to grid of main-board

miniBoard.alignToMainBoard(mainBoard, tileX, tileY);
  • mainBoard : Board object
  • tileX, tileY : Tile position on main-board

or

miniBoard.alignToMainBoard(mainBoard);

to align this mini-board to nearest grid of main-board.

Get current main-board

var board = miniBoard.mainBoard;

Return null if this mini-board is not at any main-board.

Rotate

Can rotate

miniBoard.canRotate(n);
  • n : Rotate to direction current direction + n

or

miniBoard.canRotateTo(direction);

Always return true if this mini-board is not on a main-board.

Rotate

miniBoard.rotate(n);
  • n : Rotate direction to current direction + n

or

miniBoard.rotateTo(direction);

Return true if this rotating request is accepted.

var isSuccess = miniBoard.lastTransferResult;

Mirror

Can mirror

miniBoard.canMirror(mode);
  • mode :
    • 0, or 'x' : Set tileX to -tileX
    • 1, or 'y' : Set tileY to -tileY
    • 3, or 'x&y' : Set tileX to -tileX, and tileY to -tileY

Always return true if this mini-board is not on a main-board.

Mirror

miniBoard.mirror(mode);
  • mode :
    • 0, or 'x' : Set tileX to -tileX
    • 1, or 'y' : Set tileY to -tileY
    • 3, or 'x&y' : Set tileX to -tileX, and tileY to -tileY

Return true if this mirroring request is accepted.

var isSuccess = miniBoard.lastTransferResult;

Touch events

Set interactive

  • Enable
    miniBoard.setInteractive();
    
  • Disable
    miniBoard.setInteractive(false);
    

Set drag-able

  • Enable
    miniBoard.setDragEnable();
    
  • Disable
    miniBoard.setDragEnable(false);
    

Touch event

Pointer down
  • Pointer down at any chess
    miniBoard.on('pointerdown', function(pointer, miniBoard) {
    })
    
  • Pointer down at a chess
    miniBoard.on('gameobjectdown', function(pointer, gameObject) {
    })
    
    or
    gameObject.on('miniboard.pointerdown', function(pointer) {
    })
    
    • pointer : Touch pointer
    • gameObject : Game object at touched (tileX, tileY)
Pointer up
  • Pointer up
    miniBoard.on('pointerup', function(pointer, miniBoard) {
    })
    
  • Pointer up at a chess
    miniBoard.on('gameobjectup', function(pointer, gameObject) {
    })
    
    or
    gameObject.on('miniboard.pointerup', function(pointer) {
    })
    
    • pointer : Touch pointer
    • gameObject : Game object at touched (tileX, tileY)
Pointer move
  • Pointer move
    miniBoard.on('pointermove', function(pointer, miniBoard) {
    })
    
  • Pointer move to another chess
    miniBoard.on('gameobjectmove', function(pointer, gameObject) {
    })
    
    or
    gameObject.on('miniboard.pointermove', function(pointer) {
    })
    
    • pointer : Touch pointer
    • gameObject : Game object at touched (tileX, tileY)

Drag events

  • Drag-start
    miniBoard.on('dragstart', function(pointer, dragX, dragY){
        /*
        miniBoard.pullOutFromMainBoard();
        */
    }, scope);
    
    Pull out from main-board for dragging.
  • Dragging
    miniBoard.on('drag', function(pointer, dragX, dragY){
        /*
        miniBoard.setPosition(dragX, dragY);
        if (miniBoard.isOverlapping(mainBoard)) {
            miniBoard.alignToMainBoard(mainBoard);
        }
        */
    }, scope);
    
    Set world position of mini-board via (dragX, dragY), align to nearest grid of main-board if overlapping with that main-board.
  • Drag-end
    miniBoard.on('dragend', function(pointer, dragX, dragY){
        /*
        miniBoard.putOnMainBoard(mainBoard);
        if (miniBoard.mainBoard) {
        }
        */
    }, scope);
    
    Put chess on main-board at nearest grid.