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Pages

Introduction

A container with pages, only current page is visible.

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

Import class

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

Add pages object

var pages = scene.rexUI.add.pages({
    // x: 0,
    // y: 0,
    // anchor: undefined,
    // width: undefined,
    // height: undefined,
    // space: { left: 0, right:0, top:0, bottom:0 },
    // swapMode: 0,
    // fadeIn: 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.
  • space : Pads spaces.
    • space.left, space.right, space.top, space.bottom : Space of bounds.
  • swapMode : Set to invisible or destroy swapped page.
    • 0, 'invisible' : Set swapped page to invisible.
    • 1, 'destroy' : Destroy swapped page.
  • fadeIn : Fade-in duration of current page.
    • 0 : No fade-in effect. Default behavior.
  • 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 MyPages extends RexPlugins.UI.Pages {
        constructor(scene, config) {
            super(scene, config);
            // ...
            scene.add.existing(this);
        }
        // ...
    }
    
  • Create instance
    var pages = new MyPages(scene, config);
    

Add background

pages.addBackground(child);

or

pages.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.

Add page

pages.addPage(child, key, align, padding, expand);
// pages.add(child, key, align, padding, expand);

or

pages.addPage(child, 
    {
        key: 0,
        align: Phaser.Display.Align.TOP_LEFT,
        padding: {left: 0, right: 0, top: 0, bottom: 0}, 
        expand: true
    }
);
// pages.add(child, config);
  • child : A game object.
  • key : Unique name of this page.
  • align :
    • 'left-top', or Phaser.Display.Align.TOP_LEFT : Align game object at left-top. Default value.
    • 'left-center', or Phaser.Display.Align.LEFT_CENTER : Align game object at left-center.
    • 'left-bottom', or Phaser.Display.Align.LEFT_BOTTOM : 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.RIGHT_BOTTOM : Align game object at right-bottom.
  • padding : Add space between bounds. Default is 0.
    • A number for left/right/top/bottom bounds,
    • Or a plain object.
      {
          left: 0,
          right: 0,
          top: 0,
          bottom: 0
      }
      
  • expand : Expand width and height of the page.
    • true : Expand width and height.
    • false : Don't expand width or height.
    • A plain object, to expand width or height
      {
          width: true,
          height: true
      }
      
      • expand.width : Expand width.
      • expand.height : Expand height.

Swap to page

pages.swapPage(key);
// pages.swapPage(key, fadeInDuration);
  • key : Unique name of this page.

Note

This method will run pages.layout() to arrange position of current page.

Page name

  • Current page name

    var pageName = pages.currentKey;
    

  • Previous page name

    var pageName = pages.previousKey;
    

  • Name of all pages
    var names = pages.keys;
    

Page object

  • Get page object
    var pageObject = pages.getPage(key);
    
    • pageObject : A game object or null.
  • Current page object
    var pageObject = pages.currentPage;
    
  • Previous page object
    var pageObject = pages.previousPage;
    

Fade in duration

pages.setFadeInDuration(duration);
  • 0 : No fade-in effect.

Get element

  • Get element
    • All page game objects
      var gameObjects = pages.getElement('items');
      
  • Get by name
    var gameObject = pages.getElement('#' + name);
    // var gameObject = pages.getElement('#' + name, recursive);
    
    or
    var gameObject = pages.getByName(name);
    // var gameObject = pages.getByName(name, recursive);
    
    • recursive : Set true to search all children recursively.

Other properties

See base sizer object, container-lite.

Events

  • Set page invisible, triggered when page is swapped out.
    pages.on('pageinvisible', function(pageObject, key, pages) {
        // ...
    }, scope);
    
    • pageObject : Game object of page.
    • key : Page name.
    • pages : Pages object
  • Set page visible, triggered when page is shown.
    pages.on('pagevisible', function(pageObject, key, pages) {
        // ...
    }, scope);
    
    • pageObject : Game object of page.
    • key : Page name.
    • pages : Pages object