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Image carousel

Introduction

Display list of images.

  • 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.rexPerspectiveImageCarousel(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.rexPerspectiveImageCarousel(config);
    

Import class

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

Create instance

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

    images: [],  // Array of {key, frame}
    // index: 0,
    // rtl: false,
    // repeat: true,

    // width,
    // height,
    // faceCount: 4,

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

    // roll : {
    //     duration: 1000,
    //     ease: 'Cubic',
    //     delay: 0,
    // }
});
  • images : Array of textures {key, frame}
    • Assume that all textures have the same size
  • index : Index of current image.
  • rtl
    • false : Place images from left to right. Default behavior.
    • true : Place images from right to left.
  • repeat : Set true to roll to first image from last, or last to first.
  • width, height : Specific width and height of this carousel container.
    • undefined : Use width and height of first image.
  • faceCount : Faces count of this carousel. A integer which >=3.
  • 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 perspectiveimage from JSON

var perspectiveimage = scene.make.rexPerspectiveImageCarousel({
    x: 0,
    y: 0,

    images: [],  // Array of {key, frame}
    // index: 0,
    // rtl: false,
    // repeat: true,

    // width,
    // height,
    // faceCount: 4,

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

    // roll : {
    //     duration: 1000,
    //     ease: 'Cubic',
    //     delay: 0,
    // }

    add: true
});

Custom class

  • Define class
    class MyPerspectiveImageCarousel extends PerspectiveImageCarousel {
        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 MyPerspectiveImageCarousel(scene, config);
    

Roll behavior

Start rolling

  • Roll to next image
    carousel.roll.toNext(duration);
    
    • duration : Overwrite default duration value.
  • Roll to previous image
    carousel.roll.toPrevious(duration);
    
    • duration : Overwrite default duration value.
  • Roll to right image
    carousel.roll.toRight(duration);
    
    • duration : Overwrite default duration value.
  • Roll to left image
    carousel.roll.toLeft(duration);
    
    • duration : Overwrite default duration value.
  • Roll to image
    carousel.roll.to(faceIndex, duration);
    
    • faceIndex :
      • A number : Index of image.
    • duration : Overwrite default duration value.

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;
    

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

Compare with Plane game object

  • Size
    • Size of Plane is equal to current render size.
    • Size of PerspectiveImage is equak to texture size, like normal Image game object.
  • Animation
  • Checkerboard