@candywings/phaser3-i18n-plugin
v1.0.4
Published
Simple I18n plugin for Phaser 3
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Description
This is i18n plugin for phaser 3 (https://github.com/photonstorm/phaser) It works only with phaser, because it uses jsons, that must be loaded into phaser game cache.
This plugin doesn't mutate original Phaser.GameObjects.Text
, Phaser.GameObjects.BitmapText
and Phaser.GameObjects.DynamicBitmapText
types. It bring it's own text types for each of these types ExtendedText
, ExtendedBitmapText
, ExtendedDynamicBitmapText
.
This plugin adds factory and creator methods in Scene
class for added types.
It doesn't load json files again and again, it doesn't copy something or change something.
It works automatically when I18nPlugin language is being chnaged. Every added game object type will emit I18nPlugin.LANGUAGE_CHANGED_EVENT
event, when updates language.
How to use
I18nPlugin game objects will try to translate a value given to text
property, if there's no translation given value will be shown.
this.make.extBitmapText(
{
...other params,
text: 'word-hello'.
},
true // addToScene?: boolean
)
// returns object of type ExtendedBitmapText that extends Phaser.GameObjects.BitmapText
// English: hello
// Russian: привет
You can use dynamic translations, for example you can have a json like this
// en.json
{
"word-hello": "hello",
"phrase-my-name": "my name is {{playerName}}"
}
// ru.json
{
"word-hello": "привет",
"phrase-my-name": "меня зовут {{playerName}}"
}
and you can concate the translations
this.make.extText(
{
...other params,
text: this.scene.i18n.translate('word-hello') + ', ', + this.scene.i18n.translate('phrase-my-name', {
playerName: "Rollin Safary",
}).
},
true // addToScene?: boolean
)
// returns object of type ExtendedText that extends Phaser.GameObjects.Text
// English: hello, my name is Rollin Safary
// Russian: привет, меня зовут Rollin Safary
npm install @candywings/phaser3-i18n-plugin
##Setup Example codes are provided on TypeScript.
Game
import { I18nGame, I18nPlugin } from '@candywings/phaser3-i18n-plugin';
export default class Game extends I18nGame {
constructor(config: Phaser.Core.Config) {
super(generateGameConfiguration());
this.setupI18n();
}
public setupI18n(): void {
this.i18n = new I18nPlugin(this, {
languages: [
{ key: 'en', keyJSON: 'translation-en' },
{ key: 'ru', keyJSON: 'translation-ru' },
],
language: 'en',
valueInjectorOpener: '{{',
valueInjectorCloser: '}}',
fontMappings: [] // More info in CHANGELOG v1.0.1
bitmapFontMappings: [] // More info in CHANGELOG v1.0.1
});
}
}
BaseScene
(if you aren't using other plugin that adds something to scene's factory and creator)
import { I18nScene } from '@candywings/phaser3-i18n-plugin';
export default class BaseScene extends I18nScene {
public init():void {
this.i18n = this.game.i18n;
}
}
(if you are using other plugin that adds something to scene's factory and creator, for example "@koreez/phaser3-ninepatch@^1.2.5 plugin)
import { I18nCreator, I18nFactory, I18nPlugin } from '@candywings/phaser3-i18n-plugin';
import { INinePatchCreator, INinePatchFactory } from '@koreez/phaser3-ninepatch';
export default class BootScene extends Phaser.Scene {
public add: INinePatchFactory & I18nFactory;
public make: INinePatchCreator & I18nCreator;
public i18n: I18nPlugin
public init():void {
this.i18n = this.game.i18n;
}
}
BootScene
import { I18nCreator, I18nFactory, I18nScene } from '@candywings/phaser3-i18n-plugin';
export default class BootScene extends BaseScene {
public preload():void {
// load your translation jsons here via phaser loader
}
public create():void {
this.i18n.init();
}
}
All scenes extended from I18nScene have i18n
proeprty, but that's not a copy of plugin instance, it's just a reference to Game
's i18n
property.
Change language
To change game language you need just call to call
from scene: this.i18n.changeLanguage(languageToSwitch)
or this.game.i18n.changeLanguage(languageToSwitch)
,
from gameObject: this.scene.i18n.changeLanguage(languageToSwitch)
. Don't forget that your gameObject's scene must be extended from I18nScene
, to have property i18n
in it.
Possible mistakes in usage
- If you have original text object, it won't listen language change event and won't translate it's text.
- Plugin config
fontMappings
applies only onExtendedText
objects and notExtendedBitmapText
orExtendedDynamicBitmapText
objects. Same forbitmapFontMappings
.
Best practice
- If you want to use concated translations, the best way is to use original text object and listen for
I18nPlugin.LANGUAGE_CHANGED_EVENT
onthis.i18n
(if you're in scene) orthis.scene.i18n
. - For typescript users: if you have custom gameObject, and logic in it, to say that it's scene is
I18nScene
extended just add in you class
protected scene: I18nScene
example
Method 1:
export class MyCustomGameObject extends Phaser.GameObjects.GameObject {
protected scene: I18nScene
}
Method 2:
export class MyCustomGameObject extends Phaser.GameObjects.GameObject {
constructor(protected scene: I18nScene, ...args){
super(scene, ...args)
}
}