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A plugin to create customizable juicy effects for sprites with Phaser 3

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Phaser 3 Juice

A plugin to create customizable juicy effects for sprites with Phaser 3

License: MIT

Features

  • Shake
  • Wobble
  • Flash
  • Scale Up
  • Scale Down
  • Pulse
  • Rotate
  • Bounce
  • Fade In
  • Fade Out
  • Fade In & Out
  • FlipX
  • FlipY
  • SpinX
  • SpinY
  • Reset
  • Chainable
  • Plug in and play approach
  • Customize each effect

Demo & Examples

https://retrovx.github.io/phaser3-juice-plugin/

Getting Started

Install

git clone https://github.com/RetroVX/phaser3-juice-plugin.git

Or download from Zip

Import into a Phaser scene

Use phaserJuice.js or phaserJuice.min.js

import phaserJuice from "./path/to/phaserJuice.min.js";

// pass scene instance
const juice = new phaserJuice(this);

Install As Global Scene Plugin

Use phaserJuicePlugin.js or phaserJuicePlugin.min.js

import phaserJuice from ".path/to/phaserJuicePlugin.min.js";

const config = {
  type: Phaser.AUTO,
  width: 480,
  height: 400,
  parent: "gameCanvas",
  plugins: {
    scene: [
        { key: 'phaserJuice', plugin: phaserJuice, mapping: 'juice' }
    ]
  },
  scene: basicScene,

};

const game = new Phaser.Game(config);

// you can now access the plugin in any scene using
this.juice

Basic Examples

See the docs for each effects full list of features and config parameters

const juice = new phaserJuice(this);

// shake
// .shake(target, config, destroyonComplete)
juice.shake(target);

// wobble
// .wobble(target, config, destroyonComplete)
juice.wobble(target);

// flash
// .flash(target, duration, color)
juice.flash(target);

// scale up
// .scaleUp(target, config, destroyonComplete)
juice.scaleUp(target);

// scale down
// .scaleDown(target, config, destroyonComplete)
juice.scaleDown(target);

// pulse
// .pulse(target, config, destroyonComplete)
juice.pulse(target);

// rotate
// .rotate(target, config, destroyonComplete)
juice.rotate(target);

// bounce
// .bounce(target, config, destroyonComplete)
juice.bounce(target);

// fade in
// .fadeIn(target, config, destroyonComplete)
juice.fadeIn(target);

// fade out
// .fadeOut(target, config, destroyonComplete)
juice.fadeOut(target);

// fade in and out
// .fadeInOut(target, config, destroyonComplete)
juice.fadeInOut(target);

// flipX
// .flipX(target, direction, config, destroyonComplete)
juice.flipX(target);

// flipY
// .flipY(target, direction, config, destroyonComplete)
juice.flipY(target);

// spinX
// .spinX(target, direction, config, destroyonComplete)
juice.spinX(target);

// spinY
// .spinY(target, direction, config, destroyonComplete)
juice.spinY(target);

// reset
juice.reset(target);

// add
juice.add(target);

Chain Effects

// chain the effects using .add(sprite)
juice.add(sprite)
.shake()
.fadeInOut();

ShakeY & WobbleY

// alternative helper functions to wobble and shake on the y axis instead of the x axis
juice.shakeY(target);
juice.wobbleY(target);

Small, Medium and Heavy Shake & Wobble

// small 
juice.shake(target, {x:1});
juice.wobble(target, {x:5});

// medium
juice.shake(target);
juice.wobble(target);

// heavy
juice.shake(target, {x:10});
juice.wobble(target, {x:35});

Remove An Effect Once It has Finished Playing

// the third paramter removes the tween on any effect. 
// Note: Some effects do not use tweens such as .flash();
juice.shake(target, null, true);

Start Effect Paused or Delay Effect

// if the effect is created via a tween then you can start the tween paused or delay it starting
let shake = juice.shake(target, {
    // start tween in paused state
    paused: true,
    // delay 2 seconds before starting
    delay: 2000
})

// play effect
shake.shakeTween.play();
// or
juice.shakeTween.play();

// If the effect is tweenable then the tween can be accessed by juice.{effectName}Tween
// examples
juice.shakeTween
juice.wobbleTween
juice.fadeInTween
juice.scaleUpTween

onStart and onComplete

// if the effect is created via a tween then you can use the onStart and onComplete functions
juice.shake(target, {
    onStart: function(tween, target) {
        console.log('Effect Started');
    },
    onComplete: function(tween, target) {
        console.log('Effect Finished');
    }
})

Repeat Effect

// If you need to keep the object shaking/wobbling such as mouse hovering over a button.
// This will work for all tweenable effects.
juice.shake(target, {
    repeat: -1
})

juice.wobble(target, {
    repeat: -1
})

//pulse
juice.pulse(target, {
    repeat: -1
})

Player Hit Example

// shake and flash the tween to represent the player taking damage
let sprite = this.add.sprite(100, 100, 'player');
// chain
juice.add(sprite).shake().flash();

// flash red instead
juice.flash(sprite, null, '0xff0000');

Effects That Do NOT Use Tweens

The only effects that do not use a tween are .flash(); and .reset();

Warning Using FlipX/FlipY/SpinX/SpinY

These effects scale the image to create the flip/spin effect. So they can mess with your sprites scale properties, be careful!

Todo

  • Convert to more es5 friendly code for compatibility

Made With Phaser.io

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A plugin to create customizable juicy effects for sprites with Phaser 3

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