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Exp bar

Introduction

Disply experience bar on NameValueLabel.

  • Author: Rex
  • Game object

Live demos

Usage

Sample code

Install plugin

Load minify file

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

Import plugin

  • Install rex plugins from npm
    npm i phaser3-rex-plugins
    
  • Install plugin in configuration of game
    import UIPlugin from 'phaser3-rex-plugins/templates/ui/ui-plugin.js';
    var config = {
        // ...
        plugins: {
            scene: [{
                key: 'rexUI',
                plugin: UIPlugin,
                mapping: 'rexUI'
            },
            // ...
            ]
        }
        // ...
    };
    var game = new Phaser.Game(config);
    
  • Add expBar object
    var expBar = scene.rexUI.add.expBar(config);
    

Import class

  • Install rex plugins from npm
    npm i phaser3-rex-plugins
    
  • Import class
    import { ExpBar } from 'phaser3-rex-plugins/templates/ui/ui-components.js';
    
  • Add expBar object
    var expBar = new ExpBar(scene, config);
    scene.add.existing(expBar);
    

Add expBar object

var expBar = scene.rexUI.add.expBar({
    // x: 0,
    // y: 0,
    // anchor: undefined,
    // width: undefined,
    // height: undefined,
    // origin: 0.5
    // originX:
    // originY:

    orientation: 0,
    // rtl: false,

    background: backgroundGameObject,
    icon: iconGameObject,
    iconMask: false,

    nameText: nameTextGameObject,
    valueText: valueTextGameObject,
    // valueTextFormatCallback: function(value, min, max) {
    //     return `${value}/${max}`;
    // },
    // valueTextFormatCallback: null,

    // barShape: 'line',   // 'line', or 'circle'

    // line bar
    bar: {
        trackColor: undefined,
        trackThickness: 2,
        trackStrokeColor: undefined,
        barColor: undefined,
        barColor2: undefined,

        skewX: 0,

        rtl: false,

        easeValue: {
            duration: 0,
            ease: 'linear'
        },
    }, 

    // circle bar
    /*
    bar: {
        barColor: undefined,
        barColor2: undefined,
        trackColor: undefined,
        centerColor: undefined,
        thickness: 0.2,
        startAngle: Phaser.Math.DegToRad(270),
        endAngle: Phaser.Math.DegToRad(270+360),
        anticlockwise: false,
    }
    */

    // bar: CustomProgressGameObject,

    // bar: undefined,

    action: actionGameObject,
    actionMask: false,

    align: {        
        text: 'bottom',  // 'top', 'center', 'bottom'
    },

    space: {
        left: 0,
        right: 0,
        top: 0,
        bottom: 0,

        icon: 0, iconTop: 0, iconBottom: 0,
        name: 0, value: 0,
        bar:0, barBottom: 0, barLeft: 0, barRight: 0,
        text: 0,
        actionTop: 0, actionBottom: 0,
    },

    // easeDuration: 1000,

    levelCounter: {
        table: function(level) { return level * 100; },
        // table: [0, 100, 200, 300,],        
        // maxLevel: -1,        
        // exp: 0,
    },

    // name: '',
    // draggable: false,
    // sizerEvents: false,
    // enableLayer: false,

});
  • x, y : Position of this object, it is valid when this object is the top object.
  • anchor : See anchor.
    • left, right, centerX, x, top, bottom, centerY, y : Position based on visible window, which composed of
      • Percentage of visible width/height : 'p%', p: 0 ~ 100.
        • 'left'(=0%), 'center'(=50%), 'right'(=100%)
        • 'top'(=0%), 'center'(=50%), 'bottom'(=100%)
      • Offset : '+n', or '-n'.
    • width, height : Set size (invoke onResizeCallback) based on visible window, which composed of
      • Percentage of visible width/height : 'p%', p: 0 ~ 100.
      • Padding : '+n', or '-n'.
    • onResizeCallback : A default resize callback will be assigned interanlly.
  • width, height : Minimum width, minimum height.
  • origin, originX, originY : Set origin of this sizer. Default value is (0.5, 0.5).
  • orientation :
    • 'left-to-right', 'horizontal','h', 'x', or 0 : Put icon at left side, and text at right side.
    • 'top-to-bottom', 'vertical','v', 'y', or 1 : Put icon at top side, and text at bottom side.
  • rtl :
    • true : Layout children from right to left.
    • false : Layout children from left to right. Default behavior.
  • background : Game object of background, optional. This background game object will be resized to fit the size of expBar.
  • icon : Game object of icon, optional.
  • iconMask : Set true to add a circle mask on icon game object.
  • nameText : Game object of nameText.
    • OriginX of nameText will be set to 0.
    • Empty text will be set to a space character ' '. To preserve height of this text game object.
  • valueText : Game object of valueText.
    • OriginX of nameText will be set to 1.
    • Empty text will be set to a space character ' '. To preserve height of this text game object.
  • valueTextFormatCallback : Callback to return a string set to valueText game object when invokeing label.setValue(value, min, max) method.
    • A callback
      function(value, min, max) {
          return `${value}/${max}`;
      }
      
    • null, or false : Don't set valueText game object.
  • barShape : 'line' or 'circle'.
  • bar : Game object of bar, or config of horizontal line progress bar, or config of circular progress bar or undefined.
    • Config of horizontal line progress bar
      • bar.trackColor : Fill color of bar's track, in number or css string value.
      • bar.trackStrokeColor : Stroke color of bar's track, in number or css string value.
      • bar.trackThickness : Stroke line width of bar's track.
      • bar.barColor, bar.barColor2 : Fill color of bar, in number or css string value. Assign gradient start color by barColor2.
      • bar.skewX : Horizontal skew of track and bar.
      • bar.rtl :
        • false : Bar starts from left side. Default behavior.
        • true : Bar starts from right side.
    • Config of circular progress bar
      • bar.shape : 'circle'
      • bar.barColor, bar.barColor2 : Fill color of circular bar, in number or css string value. Assign gradient start color by barColor2.
      • bar.trackColor : Color of circular track, in number or css string value.
      • bar.centerColor : Color of center circle, in number or css string value.
      • bar.thickness : 0 ~ 1, thickness of circular bar. Default value is 0.2 (0.2*radius)
      • bar.startAngle : Start angle of circular bar, in radians. Default value is 270 degrees.
      • bar.endAngle : End angle of circular bar, in radians. Default value is 270+360 degrees.
      • bar.anticlockwise : Set true to put anticlockwise circular bar. Default value is false.
    • (CustomProgress) Game object.
    • undefined : No bar game object.
  • action : Game object of action icon, optional.
  • actionMask : Set true to add a circle mask on action icon game object.
  • align :
    • align.text : Alignment of nameText, valueText game objects.
      • 'top', 'center', or 'bottom'. Default value is 'bottom'.
  • space : Pads spaces.
    • space.left, space.right, space.top, space.bottom : Space of bounds.
    • space.icon : Space between icon game object and text game object.
    • space.iconTop, space.iconBottom : Space around icon game object.
    • space.name : Left space of nameText game object.
    • space.value : Right space of valueText game object.
    • space.bar, space.barLeft, space.barRight, space.barBottom : Space around bar game object.
    • space.text : Space between text game object and action icon game object.
    • space.actionTop, space.actionBottom : Space around action game object.
  • easeDuration : Total duration of easing value from level-start to level-end. Default value is 1000 ms.
  • levelCounter : Config of level-counter
    • levelCounter.table : Level table, return experience value from level value. Level value starts from 0.
      • A callback
        function(level) {
            return experience;
        }
        
      • A number array : Experience value of each level.
    • levelCounter.maxLevel :
      • undefined : Default value
        • No upper limit for callback level table.
        • (table.length - 1) for number array level table.
      • A number : Maximum level value
    • levelCounter.exp : Initial experience value. Default value is 0.
  • name : Set name of this game object.
  • draggable : Set true to drag top-most object.
  • sizerEvents : Set true to fire sizer events. Default value is false.
  • enableLayer :
    • false : Add child game objects into scene's display list. Default behavior.
    • true : Add child game objects into an internal layer game object. See also.

Custom class

  • Define class
    class MyExpBar extends RexPlugins.UI.ExpBar {
        constructor(scene, config) {
            super(scene, config);
            // ...
            scene.add.existing(this);
        }
        // ...
    }
    
  • Create instance
    var expBar = new MyExpBar(scene, config);
    

Layout children

Arrange position of all elements.

expBar.layout();

See also - dirty

Get element

  • Get element
    • Background game object
      var background = expBar.getElement('background');
      
    • Icon game object
      var icon = expBar.getElement('icon');
      
    • NameText game object
      var nameTextObject = expBar.getElement('name');
      
    • ValueText game object
      var valueTextObject = expBar.getElement('value');
      
    • Bar game object
      var textObject = expBar.getElement('bar');
      
    • Action icon game object
      var action = expBar.getElement('action');
      
  • Get by name
    var gameObject = expBar.getElement('#' + name);
    // var gameObject = expBar.getElement('#' + name, recursive);
    
    or
    var gameObject = expBar.getByName(name);
    // var gameObject = expBar.getByName(name, recursive);
    
    • recursive : Set true to search all children recursively.

Accumulate experience

  • Accumulate experience
    expBar.gainExp(incExp);
    // expBar.exp += incExp;
    
    • Will fire 'levelup' event
  • Reset experience value
    expBar.resetExp(exp);
    
    • Won't fire 'levelup' event.
  • Force level up
    expBar.setLevel(level);
    
    • Will fire 'levelup' event

Level and experience

  • Get current experience
    var exp = expBar.getExp();
    // var exp = expBar.exp;
    
  • Get current level
    var level = expBar.getLevel();
    // var level = expBar.level;
    
  • Get current required experience to next level
    var exp = expBar.requiredExp;
    
  • Get experience of level
    var exp = expBar.getExp(level);
    
  • Get level from experience
    var level = expBar.getLevel(exp);
    
  • Get required experience to level
    var exp = expBar.getRequiredExpToNextLevel(level);
    // var exp = expBar.getRequiredExpToNextLevel(level, exp);
    

Events

  • Easing starting of Level-up
    expBar.on('levelup.start', function(level, fromExp, toExp){        
    }, scope);
    
    • level : Current level
  • Easing end of Level-up
    expBar.on('levelup.end', function(level, fromExp, toExp){        
    }, scope);
    
    • level : Current level
  • Total easing of Level-up complete
    expBar.on('levelup.complete', function(level){        
    }, scope);
    
    • level : Current level

Other properties

See NameValueLabel, sizer object, base sizer object, container-lite.