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Canvas frame manager

Introduction

Generate bitmapfont from text game object, or bbcode text game object.

  • Author: Rex
  • Member of scene

Live demos

Usage

Sample code

Install plugin

Load minify file

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

Import plugin

  • Install rex plugins from npm
    npm i phaser3-rex-plugins
    
  • Install plugin in configuration of game
    import CanvasFrameManagerPlugin from 'phaser3-rex-plugins/plugins/canvasframemanager-plugin.js';
    var config = {
        // ...
        plugins: {
            global: [{
                key: 'rexCanvasFrameManager',
                plugin: CanvasFrameManagerPlugin,
                start: true
            },
            // ...
            ]
        }
        // ...
    };
    var game = new Phaser.Game(config);
    
  • Add canvas-frame-manager object
    var canvasFrames = scene.plugins.get('rexCanvasFrameManager').add(scene, config);
    

Import class

  • Install rex plugins from npm
    npm i phaser3-rex-plugins
    
  • Import class
    import CanvasFrameManager from 'phaser3-rex-plugins/plugins/canvasframemanager.js';
    
  • Add canvas-frame-manager object
    var canvasFrames = new CanvasFrameManager(scene, config);
    

Create instance

var canvasFrames = scene.plugins.get('rexCanvasFrameManager').add(scene, {
    key: '',
    width: 4096,
    height: 4096,
    cellWidth: 64,
    cellHeight: 64,
    fillColor: undefined
});
  • key : Texture key in texture manager
  • width, height : Size of canvas.
  • cellWidth, cellHeight : Maximum frame size.
  • fillColor : Fill an initial color, in css color string.
    • undefined : Don't fill color.

or

var canvasFrames = scene.plugins.get('rexCanvasFrameManager').add(scene, key, width, height, cellWidth, cellHeight, fillColor);

Steps of generating bitmapfont :

  1. Add frames :
    canvasFrames.paste(frameName, gameObject);
    
  2. Update texture
    canvasFrames.updateTexture();
    
  3. Export frame data to bitmapfont
    canvasFrames.addToBitmapFont();
    

Add frame

From game object

After rendering content on text, bbcode text, canvas

canvasFrames.paste(frameName, gameObject);

Custom drawing

canvasFrames.draw(frameName, callback, scope)
  • frameName : Frame name.
  • callback :
    function(canvas, context, frameSize) {
        // The maximum frame size
        var cellWidth = frameSize.width;
        var cellHeight = frameSize.height;
    
        // Draw content in area of (0, 0) - (cellWidth, cellHeight)
    
        // Update frame size
        // frameSize.width = ...
        // frameSize.height = ...
    }
    

Empty frame

canvasFrames.addEmptyFrame(frameName);
// canvasFrames.addEmptyFrame(frameName, width, height);
  • frameName : Frame name.
  • width : Frame width, default value is cellWidth
  • height : Frame height, default value is cellHeight

Update texture

Update texture after adding frames.

canvasFrames.updateTexture();

Remove frame

canvasFrames.remove(frameName);
  • frameName : Frame name.

Export to bitmapfont

canvasFrames.addToBitmapFont();

Destroy instance

canvasFrames.destroy();