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Overlap sizer

Introduction

Layout children game objects overlapped.

  • 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 sizer object
    var sizer = scene.rexUI.add.overlapSizer(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 sizer object
    var sizer = scene.rexUI.add.overlapSizer(config);
    

Import class

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

Add sizer object

var sizer = scene.rexUI.add.overlapSizer({
    // x: 0,
    // y: 0,
    // anchor: undefined,
    // width: undefined,
    // height: undefined,    
    // origin: 0.5
    // originX:
    // originY:
    // space: { left: 0, right:0, top:0, bottom:0 },

    // name: '',
    // draggable: false,
    // sizerEvents: false,
    // enableLayer: false,
});

or

var sizer = scene.rexUI.add.overlapSizer(x, y, {
    // width: undefined,
    // height: undefined,
    // anchor: undefined,    
    // origin: 0.5
    // originX:
    // originY:
    // space: { left: 0, right:0, top:0, bottom:0 },

    // name: '',
    // draggable: false,
    // sizerEvents: false,
    // enableLayer: false,
});

or

var sizer = scene.rexUI.add.overlapSizer(x, y, width, height, {
    // anchor: undefined,
    // origin: 0.5
    // originX:
    // originY:
    // space: { left: 0, right:0, top:0, bottom: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).
  • space : Pads spaces.
    • space.left, space.right, space.top, space.bottom : Space of bounds.
  • 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 MySizer extends RexPlugins.UI.OverlapSizer {
        constructor(scene, x, y, minWidth, minHeight, config) {
            super(scene, x, y, minWidth, minHeight, config);
            // ...
            scene.add.existing(this);
        }
        // ...
    }
    
  • Create instance
    var sizer = new MySizer(scene, x, y, minWidth, minHeight, config);
    

Add background

sizer.addBackground(child);

or

sizer.addBackground(child, {left: 0, right: 0, top: 0, bottom: 0}, key);
  • left, right, top, bottom : Extra padded space. Default is 0.
  • key : Add this child into childMap, which could be read back by sizer.getElement(key).
    • undefined : Don't add this child. Default value.
    • items is a reserved key, which is used to store all children.

Add child

Add a game obejct to sizer

sizer.add(child);

or

sizer.add(child,
    {
        key: undefined,
        align: 'center',     
        offsetX: 0,
        offsetY: 0,
        offsetOriginX: 0,
        offsetOriginY: 0,
        padding: {left: 0, right: 0, top: 0, bottom: 0},
        expand: true,        // expand: {width, height}
        minWidth: undefined,
        minHeight: undefined,
        aspectRatio: 0,
    }
);

or

sizer.add(child, key, align, padding, expand, minWidth, minHeight, offsetX, offsetY);
  • child : A game object.
  • key : Add this child into childMap, which could be read back by sizer.getElement(key).
    • undefined : Use current timestamp as key.
    • items is a reserved key, which is used to store all children.
  • align :
    • 'center', or Phaser.Display.Align.CENTER : Align game object at center. Default value.
    • 'left', or Phaser.Display.Align.LEFT_CENTER : Align game object at left-center.
    • 'right', or Phaser.Display.Align.RIGHT_CENTER : Align game object at right-center.
    • 'top', or Phaser.Display.Align.RIGHT_CENTER : Align game object at top-center.
    • 'bottom', or Phaser.Display.Align.BOTTOM_CENTER : Align game object at bottom-center.
    • 'left-top' , or Phaser.Display.Align.TOP_LEFT : Align game object at left-top.
    • 'left-center' , or Phaser.Display.Align.LEFT_CENTER : Align game object at left-center.
    • 'left-bottom' , or Phaser.Display.Align.BOTTOM_LEFT : Align game object at left-bottom.
    • 'center-top' , or Phaser.Display.Align.TOP_CENTER : Align game object at center-top.
    • 'center-center' , or Phaser.Display.Align.CENTER : Align game object at center-center.
    • 'center-bottom' , or Phaser.Display.Align.BOTTOM_CENTER : Align game object at center-bottom.
    • 'right-top' , or Phaser.Display.Align.TOP_RIGHT : Align game object at right-top.
    • 'right-center' , or Phaser.Display.Align.RIGHT_CENTER : Align game object at right-center.
    • 'right-bottom' , or Phaser.Display.Align.BOTTOM_RIGHT : Align game object at right-bottom.
  • offsetX, offsetOriginX : Apply offset offsetX + offsetOriginY * width to x coordinate after alignment.
  • offsetY, offsetOriginY : Apply offset offsetY + offsetOriginY * height to y coordinate after alignment.
  • padding : Extra padded space. Default is 0.
    • A number for left/right/top/bottom bounds,
    • Or a plain object.
      {
          left: 0,
          right: 0,
          top: 0,
          bottom: 0
      }
      
  • expand :
    • Boolean value
      • true : Expand width and height of child. Default value.
      • false : Don't expand width or height of child.
    • A plain object
      • {width: true} : Only expand width of child.
      • {height: true} : only expand height of child.
      • {width: true, height: true} : Expand width and height of child.
  • minWidth : Minimum width of normal (non-sizer) game object, used when expand width mode. Default value is current display width.
  • minHeight : Minimum height of normal (non-sizer) game object, used when expand height mode. Default value is current display height.
  • aspectRatio : Keep aspect ratio after layout.
    • 0 : Don't keep aspect ratio. Default behavior.
    • true : Keep aspect ratio via current size.
    • A number : Keep aspect ratio via given value.

Add multiple

sizer.add(gameObjects, config);

Layout children

Arrange position of all children.

sizer.layout();

See also - dirty

Hide

  • Set invisible, won't layout it
    sizer.hide();
    
    or
    sizer.hide(gameObject);
    
  • Set visible, will layout it
    sizer.show();
    
    or
    sizer.show(gameObject);
    

Remove child

  • Remove a child
    sizer.remove(child);
    
    or
    sizer.remove(key);
    
  • Remove and destroy a child
    sizer.remove(child, true);
    
    or
    sizer.remove(key, true);
    
  • Remove all children
    sizer.removeAll();
    
  • Remove and destroy all children
    sizer.removeAll(true);
    
  • Remove all children and backgrounds
    sizer.clear();
    
  • Remove and destroy all children and backgrounds
    sizer.clear(true);
    
  • Remove from parent sizer
    sizer.removeFromParentSizer();
    

Get element

  • Get element
  • A child
    var item = sizer.getElement(key);
    
    or
    var item = sizer.getElement('items[' + key + ']');
    
    • All children items
      var items = sizer.getElement('items');
      
  • Get by name
    var gameObject = sizer.getElement('#' + name);
    // var gameObject = sizer.getElement('#' + name, recursive);
    
    or
    var gameObject = sizer.getByName(name);
    // var gameObject = sizer.getByName(name, recursive);
    
    • recursive : Set true to search all children recursively.

Get child index

var index = sizer.getChildIndex(child);
  • index : A number, string, or null.

Other properties

See base sizer object, container-lite.