Neutron Polarization Manipulator
    Wondering what’s next for npm?Check out our public roadmap! »

    phaser3-scrolling-camera
    TypeScript icon, indicating that this package has built-in type declarations

    2.0.2 • Public • Published

    GitHub tag (latest by date) GitHub license

    PHASER3 - SCROLLING CAMERA CLASS

    ScrollingCamera extends the class Phaser.Cameras.Scene2D.Camera of Phaser 3 framework, adding the capacity of vertical and horizontal scrolling by dragging or using the mouse wheel, with optional snap system.
    The scroll is customizable.

    Live demo: https://jjcapellan.github.io/Phaser3-ScrollingCamera/

    Features

    • Vertical or horizontal scroll
    • Natural snap effect (customizable)
    • Snap event (sends the snap position)
    • Interactive, even behind other cameras.
    • Accepts dragging and mouse wheel as input (keyboard supported via setSpeed()).

    Table of contents


    Installation

    Browser

    There are two alternatives:

    • Download the file scrollcam.umd.js to your proyect folder and add a reference in your html:
    <script src = "scrollcam.umd.js"></script>
    • Point a script tag to the CDN link:
    <script src = "https://cdn.jsdelivr.net/gh/jjcapellan/Phaser3-ScrollingCamera@2.0.2/dist/scrollcam.umd.js"></script>

    Important: the class is exposed as ScrollingCamera

    From NPM

    npm i phaser3-scrolling-camera
    

    Then you can acces the class as:

    • CommonJS module:
    const Phaser = require('phaser');
    const ScrollingCamera = require('phaser3-scrolling-camera').default;
     
    // In scene.create function
    const config = { ... }
    const myScrollCam = new ScrollingCamera(this, config);
    • ES6 module:
    import Phaser from 'phaser';
    import ScrollingCamera from 'phaser3-scrolling-camera';
     
    // In scene.create function
    const config = { ... }
    const myScrollCam = new ScrollingCamera(this, config);

    How to use

    This is the simplest case (uses the default parameters):

    // In create function ...
    let myCamera = new ScrollingCamera(this);

    The constructor of ScrollingCamera only needs as argument a scene object. All the other arguments are optionals.
    And this is the opposite case with all possible customizations:

    // In create function ...
    let cameraOptions = {
          x: 50,             // x position of the camera (default = 0)
          y: 50,             // y position of the camera (default = 0)
          width: 300,        // Width of the camera (default = game.config.width)
          height: 500,       // Height of the camera (default = game.config.height)
          contentBounds: {   // Determines the limits of the area where the camera is looking. (optional)
            x: 400,          // x position of contents from top-left origin (default = cameraOptions.x)
            y: 10,           // y position of contents from top-left origin (default = cameraOptions.y)
            length: 1200     // Distance measured in pixels along the camera main axis
          }
          wheel: {           // Mouse wheel params (optional)
            enable: true,    // Does this camera use the mouse wheel? (default = false)
            delta: 60        // Variation of scroll in pixels with each wheel change (default = 55)
          }
          drag: 0.90,        // Reduces the scroll speed per game step in 10%. (default = 0.95)      
          snap: {
            enable: false,   // Does this camera use snap effect? (default = false)
            padding: 20,     // Gap in pixels between snaps (default = 20)
            bounces: 3       // Number of bounces on target before the snap (default = 3)
          }
          horizontal: true   // Does this camera use horizontal scroll (default = false)
        };
    const myCamera = new ScrollingCamera(this, cameraOptions);

    In this image the content for the ScrollingCamera camera is positioned out of screen, in this way we haven't to hide it to the main camera of the scene (camera.ignore(...)):

    ScrollingCamera example


    Snap event

    In the code bellow, the event snap returns the last snap position (snapIndex) where the camera was stopped.
    This position is not in pixels, is an index representing the first snap, the second snap, ... (0, 1, ...).
    This is usefull to extract a numeric value like in the demo.

    const myCamera = new ScrollingCamera(this, configObject)
     
    myCamera.on('snap', (snapIndex) => {
      console.log(snapIndex);
    });

    Public methods

    Besides the functions inherited from the parent class, ScrollingCamera only have one public method:

    setSpeed(speed: number)

    Params:

    • speed : scroll speed in pixels/second

    This method can be usefull, for example, to implement keyboard control:

    // In create function ...
    let myCamera = new ScrollingCamera(this);
    let cursors = this.input.keyboard.createCursorKeys();
    cursors.down.on('down', () => myCamera.setSpeed(50));
    cursors.up.on('down', () => myCamera.setSpeed(-50));

    Public properties

    Besides inherited properties and the properties declared in the constructor, there are only one public property:

    • snapIndex {number}: Stores the snap position in function of gap beteen snaps (0 ,1 , 2, ...). This property is send with the event snap as argument.

    License

    ScrollingCamera is licensed under the terms of the MIT open source license.

    Install

    npm i phaser3-scrolling-camera

    DownloadsWeekly Downloads

    16

    Version

    2.0.2

    License

    MIT

    Unpacked Size

    198 kB

    Total Files

    9

    Last publish

    Collaborators

    • avatar