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phaser-ui-components

phaser.io UI component library for use in browser games using the Phaser3 game engine

Code Demo and UI Example: npmjs sandbox

UI Interactive Components

  • Text Button: a Phaser.GameObjects.Container that can contain a centre-aligned text string and a background with either rounded or square corners.
  • Card: an object that can contain a header, image, title, and description similar to a HTML card. the Card object is comprised of separate CardHeader, CardImage, and CardBody objects allowing for individual use as needed.
    • CardHeader: the card header can have a text value and a background which can include rounded upper corners. options for the header are similar to those for a TextButton as the two are nearly identical in looks with the main difference being that the CardHeader will only round the top corners if a non-zero cornerRadius is supplied in the CardHeaderOptions
    • CardImage: the card image can have a Phaser.GameObjects.Sprite image and a background. the sprite will be scaled to fill the specified width and height of the CardImage object while maintaining it's aspect ratio.
    • CardBody: the card body contains a title, description and area for buttons (all of which are optional). the button area makes use of a FlexLayout so buttons will wrap once they've filled the width available.

UI Layout Components

GridLayout

a UI layout that divides the screen area into rows and columns and provides control over the alignment and positioning of items placed within each GridCell of the GridLayout.

you must add content to each GridCell of the GridLayout by calling new GridLayout(scene).getGridCell(0, 0).setContent(new TextButton(scene, TextButtonOptions.primary({text: 'foo'}))) where getGridCell(0, 0) returns the top-left cell and getGridCell(0, 11) returns the top-right cell

LinearLayout

a UI layout that centre aligns all contents in either a horizontal or vertical orientataion based on the option specified (default is horizontal).

FlexLayout

a UI layout that places as many LayoutContent items on the same row as will fit based on the layout's width and padding before wrapping to the next row and continuing the process.

NOTE: Phaser.GameObjects.Graphics objects do not report their width properly so they should be placed inside a Phaser.GameObjects.Container who's size is set before being added to this layout for proper placement

UI Utilities

Colors module

provides functions to convert between hexidecimal strings and numbers as well as for determining if a colour is dark. also contains a set of predefined colours like Colors.primary, Colors.info, and Colors.danger and can generate random colours.

  • Colors.isDark(color: string | number): boolean - returns true if 50% or more of the colour's hexidecimal values are between 0 and 7
  • Colors.toHexString(color: number): string - converts a number like 0xfc5a6d to a string like #fc5a6d
  • Colors.toHexNumber(color: string): number - converts a string like #fc5a6d to a number like 0xfc5a6d
  • Colors.random(): string - generates a random colour string like #fc5a6d

Styles module

provides preset text and graphics styles that can be used with your UI components. for example: Styles.primary().text contains preset values for use as a Phaser.Types.GameObjects.Text.TextStyle object that will work well with a background of Styles.primary().graphics that contains preset values for use as a Phaser.Types.GameObjects.Graphics.Styles object