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,aspectRatio: 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 :
aspectRatio:undefined, orfalse: Does not keep aspect ratio. Default behavior.true: Use the current width and height as the aspect ratio.- A number : Use given number as the aspect ratio.
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 tovalueTextgame object when invokeinglabel.setValue(value, min, max)method.- A callback
function(value, min, max) { return `${value}/${max}`; } null, orfalse: Don't setvalueTextgame 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 is270degrees.bar.endAngle: End angle of circular bar, in radians. Default value is270+360degrees.bar.anticlockwise: Settrueto 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: Settrueto drag top-most object.sizerEvents: Settrueto 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); // 0~1orlabel.setBarValue(value, min, max); // min~maxlabel.barValue = t; // 0~1 - Ease bar value
or
label.easeBarValueTo(value); // 0~1label.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 changedWill invokelabel.setValue(value); // min, max are not changedvalueTextFormatCallbackcallback. - 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 changedvalueTextFormatCallbackcallback. - Get values
var value = label.value; var max = label.maxValue; var min = label.minValue;valuewill 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: Settrueto search all children recursively.