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Carousel

Introduction

A container with cards.

  • Author: Rex
  • Game object

WebGL only

It only works in WebGL render mode.

Live demos

Usage

Sample code

Install plugin

Load minify file

  • Load plugin (minify file) in preload stage
    scene.load.plugin('rexperspectiveimageplugin', 'https://raw.githubusercontent.com/rexrainbow/phaser3-rex-notes/master/dist/rexperspectiveimageplugin.min.js', true);
    
  • Add carousel object
    var carousel = scene.add.rexPerspectiveCarousel(config);
    

Import plugin

  • Install rex plugins from npm
    npm i phaser3-rex-plugins
    
  • Install plugin in configuration of game
    import PerspectiveImagePlugin from 'phaser3-rex-plugins/plugins/perspectiveimage-plugin.js';
    var config = {
        // ...
        plugins: {
            global: [{
                key: 'rexPerspectiveImagePlugin',
                plugin: PerspectiveImagePlugin,
                start: true
            },
            // ...
            ]
        }
        // ...
    };
    var game = new Phaser.Game(config);
    
  • Add carousel object
    var carousel = scene.add.rexPerspectiveCarousel(config);
    

Import class

  • Install rex plugins from npm
    npm i phaser3-rex-plugins
    
  • Import class
    import { PerspectiveCarousel } from 'phaser3-rex-plugins/plugins/perspectiveimage.js';
    
  • Add carousel object
    var carousel = new PerspectiveCarousel(scene, config);
    scene.add.existing(carousel);
    

Create instance

var carousel = scene.add.rexPerspectiveCarousel({
    x: 0, y: 0,

    faces: [],
    // face: 0,
    // rtl: false,

    // width,
    // height,

    // faceWidth,
    // faceSpace: 0,

    // z: 1,
    // zEnd: 0,

    // roll : {
    //     duration: 1000,
    //     ease: 'Cubic',
    //     delay: 0,
    // }
});
  • faces : Array of perspective-card, perspective-rendertexture, perspective-image, or null.
    • Assume that all faces have the same size
  • face : Index or name of current face (face at angle 0).
  • rtl
    • false : Place faces from left to right. Default behavior.
    • true : Place faces from right to left.
  • width, height : Specific width and height of this carousel container.
    • undefined : Use width and height of first face.
  • faceWidth : Width of face.
    • undefined : Use width of face. Assume that all faces have the same size.
  • faceSpace : Extra space of face width. Used when faceWidth is undefined.
  • z, zEnd : Range of faces' z-index. Default value is 1/0.
  • roll : Configuration of rolling behavior.
    • roll.duration : Duration of rolling, in millisecond.
    • roll.delay : Initial delay.
    • roll.ease : Ease function. Default value is 'Cubic'.
    • false : Don't add rolling behavior.

Add carousel from JSON

var carousel = scene.make.rexPerspectiveCarousel({
    x: 0,
    y: 0,

    faces: [],

    // width,
    // height,

    // faceWidth,
    // faceSpace: 0,

    // z: 1,
    // zEnd: 0,

    add: true
});

Custom class

  • Define class
    class MyPerspectiveCarousel extends PerspectiveCarousel {
        constructor(scene, config) {
            super(scene, config);
            // ...
            scene.add.existing(this);
        }
        // ...
    
        // preUpdate(time, delta) {
        //     super.preUpdate(time, delta);
        // }
    }
    
    • scene.add.existing(gameObject) : Adds an existing Game Object to this Scene.
      • If the Game Object renders, it will be added to the Display List.
      • If it has a preUpdate method, it will be added to the Update List.
  • Create instance
    var carousel = new MyPerspectiveCarousel(scene, config);
    

Face instances

var faces = carousel.faces;
  • faces : Array of face instances.

Face

  • Get
    var face = carousel.face;
    
    • face: Index of carousel.faces.
  • Set
    carousel.setFace(face)
    
    • face : Index or name of current face (face at angle 0).

Roll behavior

Start rolling

  • Roll to next face
    carousel.roll.toNext(duration);
    
    • duration : Overwrite default duration value.
  • Roll to previous face
    carousel.roll.toPrevious(duration);
    
    • duration : Overwrite default duration value.
  • Roll to right face
    carousel.roll.toRight(duration);
    
    • duration : Overwrite default duration value.
  • Roll to left face
    carousel.roll.toLeft(duration);
    
    • duration : Overwrite default duration value.
  • Roll to face
    carousel.roll.to(faceIndex, duration);
    
    • faceIndex :
      • A number : Index of face in carousel.faces
      • A string : Name of face (face.setName(name))
    • duration : Overwrite default duration value.

Stop flipping

carousel.roll.stop();

Set duration

carousel.roll.setDuration(duration);
// carousel.roll.duration = duration;

Set ease

carousel.roll.setEase(ease);
// carousel.roll.ease = ease;

Events

  • On rolling complete
    carousel.roll.on('complete', function(){
        // ...
    });
    

Status

  • Is rolling
    var isRunning = carousel.roll.isRunning;
    

Rotation

  • Get rotation angle
    var angleY = carousel.angleY; // Angle in degrees
    
    or
    var rotationY = carousel.rotationY; // Angle in radians
    
  • Set rotation angle
    carousel.angleY = angleY; // Angle in degrees
    
    or
    carousel.rotationY = rotationY; // Angle in radians
    

Other properties

See container, Mesh game object, game object

Create mask

var mask = carousel.createBitmapMask();

See mask

Shader effects

Support postFX effects

Note

No preFX effect support