Buff data

Introduction

Data manager with buffs, extends from built-in data manager.

  • Author: Rex
  • Member of scene

Usage

Sample code

Install plugin

Load minify file

  • Load plugin (minify file) in preload stage
    scene.load.plugin('rexbuffdataplugin', 'https://raw.githubusercontent.com/rexrainbow/phaser3-rex-notes/master/dist/rexbuffdataplugin.min.js', true);
    
  • Add buff data manager object
    var data = scene.plugins.get('rexbuffdataplugin').add(parent);
    

Import plugin

  • Install rex plugins from npm
    npm i phaser3-rex-plugins
    
  • Install plugin in configuration of game
    import BuffDataPlugin from 'phaser3-rex-plugins/plugins/buffdata-plugin.js';
    var config = {
        // ...
        plugins: {
            global: [{
                key: 'rexBuffData',
                plugin: BuffDataPlugin,
                start: true
            },
            // ...
            ]
        }
        // ...
    };
    var game = new Phaser.Game(config);
    
  • Add buff data manager object
    var data = scene.plugins.get('rexBuffData').add(parent);
    

Import class

  • Install rex plugins from npm
    npm i phaser3-rex-plugins
    
  • Import class
    import BuffData from 'phaser3-rex-plugins/plugins/buffdata.js';
    
  • Add buff data manager object
    var data = new BuffData(parent);
    

Create instance

var data = scene.plugins.get('rexBuffData').add(parent);
// var data = scene.plugins.get('rexBuffData').add(parent, eventEmitter);
  • data : Buff data manager
  • parent : The object (a scene, or a game object) that this DataManager belongs to.
  • eventEmitter : The DataManager's event emitter.

Extend existing data manager

var data = scene.plugins.get('rexBuffData').extend(data);
  • data : Existing data manager

Buff

A value is composed of baseValue, and some buffs, clamped by min, max values.

  • Base value

    • Set
      data.setBaseValue(key, value);
      
    • Remove
      data.removeBaseValue(key);
      
    • Get
      var baseValue = data.getBaseValue(key);
      
  • Buffs, each value can have many buffs, or no buff.

    • Add/set a buff
      data.setBuff(key, buffKey, value);
      
      • value :
        • A number
        • A string for percentage like '10%', which means that (baseValue * percentage)
    • Remove a buff of a key
      data.removeBuff(key, buffKey);
      
    • Remove all buffs of a key
      data.removeBuff(key);
      
    • Get a buff value
      var buffValue = data.getBuffs(key, buffKey).value;
      
  • Min, max bounds, optional.
    • Set
      data.setMin(key, min);
      
      data.setMax(key, max);
      
      data.setBounds(key, min, max);
      
      • min, max : Clamp buffed result value between min and max value. Set undefined to ignore it.
    • Get
      var min = data.getBounds(key).min;
      var max = data.getBounds(key).max;
      
  • Buffed result
    • Get
      var result = data.get(key);
      
    • Events