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Image

Introduction

Image with 4 or 9 vertex control points.

  • 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('rexquadimageplugin', 'https://raw.githubusercontent.com/rexrainbow/phaser3-rex-notes/master/dist/rexquadimageplugin.min.js', true);
    
  • Add image object
    var image = scene.add.rexQuadImage(x, y, texture, frame, config);
    

Import plugin

  • Install rex plugins from npm
    npm i phaser3-rex-plugins
    
  • Install plugin in configuration of game
    import QuadImagePlugin from 'phaser3-rex-plugins/plugins/quadimage-plugin.js';
    var config = {
        // ...
        plugins: {
            global: [{
                key: 'rexQuadImagePlugin',
                plugin: QuadImagePlugin,
                start: true
            },
            // ...
            ]
        }
        // ...
    };
    var game = new Phaser.Game(config);
    
  • Add image object
    var image = scene.add.rexQuadImage(x, y, texture, frame, config);
    

Import class

  • Install rex plugins from npm
    npm i phaser3-rex-plugins
    
  • Import class
    import { QuadImage } from 'phaser3-rex-plugins/plugins/quadimage.js';
    
  • Add image object
    var image = new QuadImage(scene, x, y, texture, frame, config);
    scene.add.existing(image);
    

Create instance

var image = scene.add.rexQuadImage(x, y, texture, frame, {
    // ninePointMode: false,
});

or

var image = scene.add.rexQuadImage({
    // x: 0,
    // y: 0,
    key,
    // frame: null,
    // ninePointMode: false,
    // rtl: false
});
  • ninePointMode :
    • true : Add 9 vertex control points.
    • false : Add 4 vertex control points. Default behavior.
  • rtl : Diagonal direction in 4 vertices mode.
    • true : Diagonal from right to left
    • false : Diagonal from left to right. Default behavior.

Add quadimage from JSON

var quadimage = scene.make.rexQuadImage({
    x: 0,
    y: 0,

    key: null,
    frame: null,

    // ninePointMode: false,
    // rtl: false

    add: true
});

Custom class

  • Define class
    class MyQuadImage extends QuadImage {
        constructor(scene, x, y, texture, frame, config) {
            super(scene, x, y, texture, frame, 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 image = new MyQuadImage(scene, x, y, texture, frame, config);
    

Vertex control points

  • Array of vertex control points
    var controlPoints = image.controlPoints;
    
    • 4, or 9 vertex control points
  • 4 vertex control points
    var topLeftPoint = image.topLeft;         // image.controlPoints[0]
    var topRightPoint = image.topRight;       // image.controlPoints[1]
    var bottomLeftPoint = image.bottomLeft;   // image.controlPoints[2]
    var bottomRightPoint = image.bottomRight; // image.controlPoints[3]
    
  • 9 vertex control points
    var topLeft = image.topLeft;               // image.controlPoints[0]
    var topCenter = image.topCenter;           // image.controlPoints[1]
    var topRight = image.topRight;             // image.controlPoints[2]
    var centerLeft = image.centerLeft;         // image.controlPoints[3]
    var center = image.center;                 // image.controlPoints[4]
    var centerRight = image.centerRight;       // image.controlPoints[5]
    var bottomLeft = image.bottomLeft;         // image.controlPoints[6]
    var bottomCenter = image.bottomCenter;     // image.controlPoints[7]
    var bottomRight = image.bottomRight;       // image.controlPoints[8]
    

Position

  • Get
    var worldXY = controlPoint.getWorldXY();
    var x = worldXY.x;
    var y = worldXY.y;
    
    or
    var x = controlPoint.x;
    var y = controlPoint.y;
    
  • Set
    controlPoint.setPosition(x, y);
    // controlPoint.setWorldXY(x, y);
    
    or
    controlPoint.x = x;
    controlPoint.y = y;
    

Tint color

  • Get
    var color = image.tint;
    
  • Set
    image.tint = color;
    
    or
    image.setTint(color);
    

Other properties

See Mesh game object, game object

Create mask

var mask = image.createBitmapMask();

See mask

Shader effects

Support postFX effects

Note

No preFX effect support