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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

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 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,

    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'.
    • 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.
  • 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 label.
  • 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.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.
  • 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 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

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');
      
  • Get by name
    var gameObject = label.getElement('#' + name);
    // var gameObject = label.getElement('#' + name, recursive);
    
    or
    var gameObject = label.getByName(name);
    // var gameObject = label.getByName(name, recursive);
    
    • recursive : Set true to search all children recursively.

Name text

  • Get nameText string
    var s = label.nameText;
    
  • Set nameText string
    label.setNameText(s);
    
    or
    label.nameText = s;
    

Value text

  • Get valueText string
    var s = label.valueText;
    
  • Set valueText string
    label.setValueText(s);
    
    or
    label.valueText = s;
    

Bar

  • Get bar value
    var s = label.barValue;
    
  • Set bar value
    label.setBarValue(value);  // 0~1
    
    or
    label.setBarValue(value, min, max);  // min~max
    
    or
    label.barValue = t;  // 0~1
    
  • Ease bar value
    label.easeBarValueTo(value);  // 0~1
    
    or
    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.

label.setValue(value, min, max);

Will invoke valueTextFormatCallback callback.

Ease value

Ease valueText game object and bar game object.

label
    .setEaseValueDuration(duration)
    .easeValueTo(value, min, max);

Will invoke valueTextFormatCallback callback.

Other properties

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