phasereditor2d-ninepatch-plugin
v1.2.0
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NinePatch plugin for Phaser Editor 2D.
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Phaser Editor 2D v3 - NinePatch plugin
This repository contains NinePatch plugin for Phaser Editor 2D v3.
This plugin requires Phaser Editoe 2D v3.33.2 or a newer version.
Install
The plugin is distributed as a NodeJS package:
$ npm i --save-dev phasereditor2d-ninepatch-plugin
It is important that you install the package as a development dependency (--save-dev
), because Phaser Editor 2D only searches for plugins in that section. Also, the package.json
file should be in the root of the project.
Creating a NinePatch object
For creating a NinePatch object, you can drag the NinePatch type from the Built-In section of the Blocks view and drop it in the scene.
Because the default NinePatch object doesn't have a texture, it shows a blank image:
You can set a texture to the object in the Texture section:
Another way of creating a NinePatch object is converting an Image object into a NinePatch object.
NinePatch parameters
The NinePatch objects are rendering by taking frames of the original texture. These frames are created using margins. You can change the margin values in the NinePatch section of the Inspector view.
This section also includes the parameters for changing the size and disabling the rendering of the object's center:
There are other properties common to the Image object, like those in the sections Transform, Origin, Visible, Texture, etc...
Size manipulators
You can resize the NinePatch object with the Size Tool. Press the Z
key or select this tool in the context menu Tools > Resize Tool.
Code generation
The NinePatch object is not available in the Phaser built-in API. Phaser Editor 2D uses an internal implementation of this object, and provides the source code of a NinePatch game object that you can use in your project.
To get the source code of the NinePatch game object, execute the command Create Nine Patch User Files:
You can open the Command Palette in the main menu or by pressing the Ctrl+K
keys.
Look you there are four different commands:
- For creating JavaScript files as ES modules.
- For creating simple JavaScript files.
- For creating TypeScript files as ES modules.
- For creating simple TypeScript files.
These commands create a series of files with the source code of the NinePatch object. The files are copied in the folder selected in the Files view.
The files are following:
NinePatch.ts
Contains the implementation of the NinePatch game object.
You can create a new instance like this:
const obj = new NinePatch(scene, 10, 10, 100, 100, "atlas", "green-button");
scene.add.existing(obj);
In addition to the NinePatch.ts
file, the NinePatchImage.ts
& NinePatchContainer.ts
files are generated, with a similar format.
registerNinePatchFactory.ts
Contains the registerNinePatchFactory()
function.
You should use it for registering a GameObjectFactory
method. It allows you creating new NinePatch objects like this:
const obj = this.add.ninePatch(10, 10, 100, 100, "nine-patch-texture");
Before, you need to register the factory:
const game = new Phaser.Game(...);
...
registerNinePatchFactory();
...
In addition to the registerNinePatchFactory.ts
file, the registerNinePatchImageFactory.ts
& registerNinePatchContainerFactory.ts
files are generated, with a similar format.
ninepatch.d.ts
Contains the TypeScript definitions. Maybe you should move it to the types
folder of your project. Or you should configure the tsconfig.json
file finding the definitions.
Same interface, different implementations
The NinePatch class extends the Phaser.GameObjects.RenderTexture
class. A RenderTexture
may consume a lot of memory and could affect the performance of your game. But you can use one of the following alternatives:
NinePatchImage
The NinePatchImage class extends the Phaser.GameObjects.Image
class. The idea is to draw the nine-patch in a texture and set this texture to the image object. It saves the generated texture in the textures cache, so if different objects share the same nine-patch properties (like margins), they will use the same texture from the cache.
Generating a new texture for an NinePatchImage object is expensive, but if you have a lot of nine-patch objects with the same properties, the dynamically generated texture is cached and generated once. This may boost the performance of your game and could be a much better alternative to the NinePatch class.
If you use the NinePatchImage class in your game, you should register its factory like this:
const game = new Phaser.Game(...);
...
registerNinePatchImageFactory();
...
NinePatchContainer
The NinePatchContainer class extends the Phaser.GameObjects.Container
class. The idea is to group the nine patches inside a container. This implementation has the advantage of a low memory consumption and a fast rendering. Each patch is an image with a frame of the main texture.
I recommend this implementation if:
- The ninepatch object's properties are changing a lot in your game.
- The ninepatch objects have a huge size.
- Basically, don't use this implementation if generating & caching textures is too expensive in terms of memory & processing.
If you use the NinePatchContainer class in your game, you should register its factory like this:
const game = new Phaser.Game(...);
...
registerNinePatchContainerFactory();
...
The NinePatchContainer "simulates" some properties that are common to the other nine-patch implementations but are not available in the Phaser Container class. It is the case of the origin & tint. These "simulated" properties are shown in the Nine Patch Container section:
Code customization
You are free to change the code of the generated NinePatch files, however, take in consideration that the scene's code generated by the editor uses always the same public interface of the NinePatch object.
What's next
We should work on other NinePatch properties like the Axis Stretch (Stretch, Tile, Tile Fit). Yes, it is inspired by the Godot's NinePatch object.