Name value label
Introduction¶
A container with name text, value text in a row, with a horizontal line progress bar, and an icon, background.
- Author: Rex
- Game object
Live demos¶
Usage¶
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 label object
var label = scene.rexUI.add.nameValueLabel(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 label object
var label = scene.rexUI.add.nameValueLabel(config);
Import class¶
- Install rex plugins from npm
npm i phaser3-rex-plugins
- Import class
import { NameValueLabel } from 'phaser3-rex-plugins/templates/ui/ui-components.js';
- Add label object
var label = new NameValueLabel(scene, config); scene.add.existing(label);
Add label object¶
var label = scene.rexUI.add.nameValueLabel({
// 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,
},
// 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'
.
- Percentage of visible width/height :
width
,height
: Set size (invokeonResizeCallback
) based on visible window, which composed of- Percentage of visible width/height :
'p%'
, p:0
~100
. - Padding :
'+n'
, or'-n'
.
- Percentage of visible width/height :
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'
, or0
: Put icon at left side, and text at right side.'top-to-bottom'
,'vertical'
,'v'
,'y'
, or1
: 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 label.icon
: Game object of icon, optional.iconMask
: Set true to add a circle mask on icon game object.- Phaser 3 engine does not support nested mask, uses circle mask image instead.
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.
- OriginX of nameText will be set to
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.
- OriginX of nameText will be set to
valueTextFormatCallback
: Callback to return a string set tovalueText
game object when invokeinglabel.setValue(value, min, max)
method.- A callback
function(value, min, max) { return `${value}/${max}`; }
null
, orfalse
: Don't setvalueText
game object.
- A callback
barShape
:'line'
or'circle'
.bar
: Game object of bar, or config of horizontal line progress bar, or config of circular progress bar orundefined
.- 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 bybarColor2
.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.barColor
,bar.barColor2
: Fill color of circular bar, in number or css string value. Assign gradient start color bybarColor2
.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 is0.2
(0.2*radius
)bar.startAngle
: Start angle of circular bar, in radians. Default value is270
degrees.bar.endAngle
: End angle of circular bar, in radians. Default value is270+360
degrees.bar.anticlockwise
: Settrue
to put anticlockwise circular bar. Default value isfalse
.
- (CustomProgress) Game object.
undefined
: No bar game object.
- Config of horizontal line progress bar
action
: Game object of action icon, optional.actionMask
: Set true to add a circle mask on action icon game object.- Phaser 3 engine does not support nested mask, uses circle mask image instead.
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.
name
: Set name of this game object.draggable
: Settrue
to drag top-most object.sizerEvents
: Settrue
to fire sizer events. Default value isfalse
.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 MyNameValueLabel extends RexPlugins.UI.NameValueLabel { constructor(scene, config) { super(scene, config); // ... scene.add.existing(this); } // ... }
- Create instance
var label = new MyNameValueLabel(scene, config);
Layout children¶
Arrange position of all elements.
label.layout();
See also - dirty
Name text¶
- Get nameText string
var s = label.nameText;
- Set nameText string
or
label.setNameText(s);
label.nameText = s;
Value text¶
- Get valueText string
var s = label.valueText;
- Set valueText string
or
label.setValueText(s);
label.valueText = s;
Bar¶
- Get bar value
var s = label.barValue;
- Set bar value
or
label.setBarValue(value); // 0~1
orlabel.setBarValue(value, min, max); // min~max
label.barValue = t; // 0~1
- Ease bar value
or
label.easeBarValueTo(value); // 0~1
label.easeBarValueTo(value, min, max); // min~max
Icon texture¶
- Set texture
label.setTexture(key); // label.setTexture(key, frame);
- Set texture via texture object
label.setTexture(texture); // label.setTexture(texture, frame);
- Get texture, frame.
var texture = label.texture; var frame = label.frame;
- Get texture key, frame name.
var textureKey = label.texture.key; var frameName = label.frame.name;
Set value¶
- Set valueText game object and bar game object.
or
label.setValue(value, min, max); // label.setValue(value); // min, max are not changed
Will invokelabel.setValue(value); // min, max are not changed
valueTextFormatCallback
callback. - Ease valueText game object and bar game object.
or
label .setEaseValueDuration(duration) .easeValueTo(value, min, max);
Will invokelabel .setEaseValueDuration(duration) .easeValueTo(value); // min, max are not changed
valueTextFormatCallback
callback. - Get values
var value = label.value; var max = label.maxValue; var min = label.minValue;
value
will ease duringlabel.easeValueTo()
task.
Get element¶
- Get element
- Background game object
var background = label.getElement('background');
- Icon game object
var icon = label.getElement('icon');
- NameText game object
var nameTextObject = label.getElement('name');
- ValueText game object
var valueTextObject = label.getElement('value');
- Bar game object
var textObject = label.getElement('bar');
- Action icon game object
var action = label.getElement('action');
- Background game object
- Get by name
or
var gameObject = label.getElement('#' + name); // var gameObject = label.getElement('#' + name, recursive);
var gameObject = label.getByName(name); // var gameObject = label.getByName(name, recursive);
recursive
: Settrue
to search all children recursively.