Overlap sizer
Introduction¶
Layout children game objects overlapped.
- 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 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,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).space: Pads spaces.space.left,space.right,space.top,space.bottom: Space of bounds.
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 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 bysizer.getElement(key).undefined: Don't add this child. Default value.itemsis 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 bysizer.getElement(key).undefined: Use current timestamp as key.itemsis a reserved key, which is used to store all children.
align:'center', orPhaser.Display.Align.CENTER: Align game object at center. Default value.'left', orPhaser.Display.Align.LEFT_CENTER: Align game object at left-center.'right', orPhaser.Display.Align.RIGHT_CENTER: Align game object at right-center.'top', orPhaser.Display.Align.RIGHT_CENTER: Align game object at top-center.'bottom', orPhaser.Display.Align.BOTTOM_CENTER: Align game object at bottom-center.'left-top', orPhaser.Display.Align.TOP_LEFT: Align game object at left-top.'left-center', orPhaser.Display.Align.LEFT_CENTER: Align game object at left-center.'left-bottom', orPhaser.Display.Align.BOTTOM_LEFT: Align game object at left-bottom.'center-top', orPhaser.Display.Align.TOP_CENTER: Align game object at center-top.'center-center', orPhaser.Display.Align.CENTER: Align game object at center-center.'center-bottom', orPhaser.Display.Align.BOTTOM_CENTER: Align game object at center-bottom.'right-top', orPhaser.Display.Align.TOP_RIGHT: Align game object at right-top.'right-center', orPhaser.Display.Align.RIGHT_CENTER: Align game object at right-center.'right-bottom', orPhaser.Display.Align.BOTTOM_RIGHT: Align game object at right-bottom.
offsetX,offsetOriginX: Apply offsetoffsetX + offsetOriginY * widthto x coordinate after alignment.offsetY,offsetOriginY: Apply offsetoffsetY + offsetOriginY * heightto 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.
- Boolean value
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);
gameObjects: Array of child game objectsconfig: See config of add-child
Layout children¶
Arrange position of all children.
sizer.layout();
See also - dirty
Hide¶
- Set invisible, won't layout it
or
sizer.hide();sizer.hide(gameObject); - Set visible, will layout it
or
sizer.show();sizer.show(gameObject);
Remove child¶
- Remove a child
or
sizer.remove(child);sizer.remove(key); - Remove and destroy a child
or
sizer.remove(child, true);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
or
var item = sizer.getElement(key);var item = sizer.getElement('items[' + key + ']');- All children items
var items = sizer.getElement('items');
- All children items
- Get by name
or
var gameObject = sizer.getElement('#' + name); // var gameObject = sizer.getElement('#' + name, recursive);var gameObject = sizer.getByName(name); // var gameObject = sizer.getByName(name, recursive);recursive: Settrueto search all children recursively.
Get child index¶
var index = sizer.getChildIndex(child);
index: A number, string, ornull.