Drag rotate
Introduction¶
Get dragging angle around a specific point.
- Author: Rex
- Member of scene
Live demos¶
Usage¶
Install plugin¶
Load minify file¶
- Load plugin (minify file) in preload stage
scene.load.plugin('rexdragrotateplugin', 'https://raw.githubusercontent.com/rexrainbow/phaser3-rex-notes/master/dist/rexdragrotateplugin.min.js', true); - Add drag-rotate input
var dragRotate = scene.plugins.get('rexdragrotateplugin').add(scene, config);
Import plugin¶
- Install rex plugins from npm
npm i phaser3-rex-plugins - Install plugin in configuration of game
import DragRotatePlugin from 'phaser3-rex-plugins/plugins/dragrotate-plugin.js'; var config = { // ... plugins: { global: [{ key: 'rexDragRotate', plugin: DragRotatePlugin, start: true }, // ... ] } // ... }; var game = new Phaser.Game(config); - Add drag-rotate input
var dragRotate = scene.plugins.get('rexDragRotate').add(scene, config);
Import class¶
- Install rex plugins from npm
npm i phaser3-rex-plugins - Import class
import DragRotate from 'phaser3-rex-plugins/plugins/dragrotate.js'; - Add drag-rotate input
var dragRotate = new DragRotate(scene, config);
Create instance¶
var dragRotate = scene.plugins.get('rexDragRotate').add(scene, {
origin: undefined,
x: 0,
y: 0,
maxRadius: undefined
minRadius: 0,
// enable: true,
});
origin: Use game object's position as origin point.undefined: Use fixed origin position.
x,y: Fixed orgin point, in world position.maxRadius,minRadius: Dragging is valid when distance between touch pointer and origin position is larger thenminRadiusand less thenmaxRadius.enable: Setfalseto disable input events.
Enable¶
- Get
var enable = dragRotate.enable; // enable: true, or false - Set
dragRotate.setEnable(enable); // enable: true, or false // dragRotate.enable = enable; - Toggle
dragRotate.toggleEnable();
Origin point¶
- Use game object's position as origin point.
dragRotate.setOrigin(gameObject); - Fixed orgin point
- Get
var x = dragRotate.x; var y = dragRotate.y; - Set
or
dragRotate.setOrigin(x, y);dragRotate.setOrigin(pointer); // pointer: {x, y}
- Get
Note
Parameter (x,y) is world position, not camera position.
Radius¶
- Get
var maxRadius = dragRotate.maxRadius; var minRadius = dragRotate.minRadius; - Set
dragRotate.setRadius(maxRadius, minRadius);
Get dragging state¶
var state = dragRotate.state;
0: No touch pointer1: Catch touch pointer- Fire
'dragstart'event when catching touch pointers. - Fire
'drag'event when any catched touch pointer moved. - Fire
'dragend'event when releasing catched touch pointer.
- Fire
Is drag¶
var isDrag = dragRotate.isDrag;
Return true if (dragRotate.state === 1) and catched touch pointer just moved.
Drag cancel¶
dragRotate.dragCancel();
Events¶
On dragging¶
- On dragging
dragRotate.on('drag', function(dragRotate) { // gameObject.rotation += dragRotate.deltaRotation; }, scope);dragRotate.deltaRotation: Dragging angle around origin position, in radians.- Add to
gameObject.rotationto spin target game object.gameObject.rotation += dragRotate.deltaRotation;
- Add to
dragRotate.deltaAngle: Dragging angle around origin position, in degrees.- Add to
gameObject.angleto spin target game object.gameObject.angle += dragRotate.deltAangle;
- Add to
dragRotate.cw: Returntrueif dragging is dragrotate-wise.dragRotate.ccw: Returntrueif dragging is counter-dragrotate-wise.
On drag start, on drag end¶
- On drag touch pointer start, fired when catching touch pointer.
dragRotate.on('dragstart', function(dragRotate) { }, scope); - On drag touch pointer end, fired when releasing the catched touch pointer.
dragRotate.on('dragend', function(dragRotate) { }, scope);
Catched touch pointer¶
- Pointer, available when state is
1var pointer = dragRotate.pointer;- World position of pointer
var x = pointer.worldX; var y = pointer.worldY;
- World position of pointer