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Transition image pack

Introduction

Transit texture to another one, with some pre-build effects, extended from TransitionImage

  • Author: Rex
  • Game object

Live demos

Usage

Sample code

Install plugin

Load minify file

  • Load plugin (minify file) in preload stage
    scene.load.plugin('rextransitionimagepackplugin', 'https://raw.githubusercontent.com/rexrainbow/phaser3-rex-notes/master/dist/rextransitionimagepackplugin.min.js', true);
    
  • Add image object
    var image = scene.add.rexTransitionImagePack(x, y, texture, frame, config);
    

Import plugin

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

Import class

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

Create instance

var image = scene.add.rexTransitionImagePack(x, y, texture, frame, {   
    // duration: 1000,
});
or

var image = scene.add.rexTransitionImagePack(x, y, texture, frame, {
    // x: 0,
    // y: 0,
    // key: 
    // frame: 
    // duration: 1000,
});
  • duration : Duration of transition.

Add transitionimage from JSON

var image = scene.make.rexTransitionImagePack({
    x: 0,
    y: 0,
    key: null,
    frame: null,

    // duration: 1000,

    // origin: {x: 0.5, y: 0.5},
    add: true
});

Custom class

  • Define class
    class MyTransitionImagePack extends TransitionImagePack {
        constructor(scene, x, y, texture, frame, config) {
            super(scene, x, y, texture, frame, config);
            // ...
            scene.add.existing(this);
        }
        // ...
    
        // 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 transitionimage = new MyTransitionImagePack(scene, x, y, texture, frame, config);
    

Transit

image
    // .setDuration(duration)
    // .setEaseFunction(ease)
    .transit(texture, frame, modeName)

or

image.transit({
    key: undefined,
    // frame: undefined,
    // duration: 1000,
    // ease: 'Linear',
    mode: modeName
})
  • duration : Override default duration setting.
  • ease : Override default ease setting.
  • mode : Pre-build effects
    • Fade effects :
      • 'fade' : Tint old image to black, then tint new image from black to origin color.
      • 'crossFade' : Ease alpha of old image from 1 to 0, and ease alpha of new image from 0 to 1 at the same time.
    • Slide effects : 'slideLeft', 'slideRight', 'slideUp', 'slideDown', 'slideAwayLeft', 'slideAwayRight', 'slideAwayUp', 'slideAwayDown', 'pushLeft', 'pushRight', 'pushUp', 'pushDown'.
    • Zoom(scale) effects : 'zoomOut', 'zoomIn', 'zoomInOut'.
    • Mask effects : 'wipeLeft', 'wipeRight', 'wipeUp', 'wipeDown', 'irisOut', 'irisIn', 'irisInOut', 'pieOut', 'pieIn', 'pieInOut', 'blinds', 'squares', 'diamonds', 'circles', 'curtain'.
    • Shader effects : 'pixellate', 'dissolve', 'revealLeft', 'revealRight', 'revealUp', 'revealDown'

Current texture

var textureKey = image.texture.key;
var frameName = image.frame.name;

Transition duration

  • Set
    image.setDuration(duration);
    
  • Get
    var duration = image.duration;
    

Ease function

  • Set
    image.setEaseFunction(ease);
    
  • Get
    var ease = image.easeFunction;
    

Pause/Resume

image.pause();
image.resume();

Stop

image.stop();

Also will fire 'complete' event.

Events

  • On complete
    image.on('complete', function(){
    })
    

Flip

  • Flip
    image.flipX(value);
    image.flipY(value);
    image.flip(x, y);
    
  • Toggle
    image.toggleFlipX();
    image.toggleFlipY();
    

Other properties

See transition image object, game object