This project contains a collection of scripts to use with a Phaser Editor project. The scripts cover different areas of a game development, like animations, timer, random functions, audio, camera, and others. We name this "Quick" because it is focused on provide scripts that help the user to build simple behaviors in a faster way. We think this library is more suitable to prototype projects or for using in specific areas of the game, like UI navigation.
This library is in active development and experimental.
Install this package in your game:
npm install @phaserjs/editor-scripts-quick
Also, you should add this package to the phasereditor2d.config.json
file in your project, in the scripts
section:
{
"scripts": [
"@phaserjs/editor-scripts-base",
"@phaserjs/editor-scripts-quick"
]
}
As you can see, this library depends on the @phaserjs/editor-scripts-base
library, that is usually installed in the project templates.
- Get the files in the browser folder and copy them into your JavaScript project. It includes Phaser Editor files and JavaScript files.
The scripts split in groups:
Each group contains script nodes and user components. The script nodes can be classified in Actions and Events.
An Action script performs that, an action, a call to a method, like destroying an object, or shaking the camera, or playing a sound, or iterate the children nodes and execute them. An Event is a script that under certain circumstances executes it's children nodes, which are action scripts. The common events are input-related events, like "pointer down", or "key pressed". If you need to execute an action just right away, then you can use the "on awake event" to trigger the action.
This package provides a couple of general-purpose user components.
-
Assignment Operator - to specify an operator (
=
,+=
, or=
) in the context of an assignment action.
Contains basic/abstract functionality. Often, you will create prefab variants of them (extend them).
- Sprite Base Script - base prefab for script nodes accessing sprite objects.
- Root Base Script - a script node that registers itself into the game object and can be used as a container of other scripts.
These scripts listen to certain events. When the event is emitted, then executes the children, which are actions.
-
On General Event - registers to the given
eventEmitter
and listens to the giveneventName
event. -
On Awake Event - listens to the
scene-awake
event of the scene. -
On Pointer Down Event - listens to the
pointerdown
event of the game object.
Actions are scripts that are executed manually or by other nodes, like triggers or other actions.
-
Callback Action - executes the given
callback
expression. -
Start Scene Action - starts the given
sceneKey
scene. -
Exec Action - executes the given
targetAction
. -
Emit Event Action - the given
eventEmitter
emits the giveneventName
. -
Alert Action - shows the browser's alert dialog, with the given
message
. -
Console Log Action - logs the given
message
to the browser's console. - Destroy Action - destroys the game object.
- Add To Parent Action - adds the game object to the given parent.
- Exec Random Action - executes a random child node.
- Exec Children Action - executes all children nodes.
- Play Sprite Animation - plays the given sprite animation.
- Set Angle Action - sets the angle to the game object.
- Set Scale X/Y Action - set the X or Y of the game object's scale.
- Set X/Y Action - set the scale X/Y of the game object's position.
- Set Flip Action - flips the game object vertically or horizontally.
- Spawn Object Action - spawns an object in the world.
There are script actions about to set a value to the game object. Like the case of the Set X Action.
With the Assignment Operator, you can specify the operator to use in the assignment: =
, +=
, or *=
.
A base script for all the scripts accessing sprite objects. It just overrides the gameObject
property and sets its type to Phaser.GameObjects.Sprite
. This helps IDE auto-completion and type-checking.
A base script that you can use to register the script node into the game object. In this way you can access the scripts associated to a game object.
When you create a RootScript, it registers itself to the game object in this way:
gameObject["RootScript__scripts"] = this;
You can use the key
parameter to register the root script node using another attribute. If the key
parameter is "anotherScripts"
, then it registers the root node like this:
gameObject["RootScript__anotherScripts"] = this;
The RootScript class contains utility methods for accessing the root script of a game object.
The static getRoot()
method can be used for getting the root script:
const script = RootScript.getRoot(someGameObject);
const otherScript = RootScript.getRoot(someGameObject, "anotherScripts");
The static hasRoot()
method tells if the game object is a root script:
if (RootScript.hasRoot(gameObject, "myScripts")) {
....
}
The static getChildren()
method returns the children of the root script:
const children = RootScript.getChildren(gameObject, "myScripts");
You can create variants of the RootScript and use different keys.
An event script node. It registers to the given eventEmitter
and listens to the given `eventName``. When the event is fired, it executes the children's action nodes.
You can create handy prefab variants for different events, like the On Pointer Down Event prefab.
You can select an eventEmitter
from the following list:
game.events
scene.events
scene.loader
scene.input
scene.input.keyboard
scene.anims
-
gameObject
(by default)
An event script. It is a prefab variant of the On General Event node. It listens to the pointerdown
event of the game object and executes the children's action nodes.
If the game object's input is not set when the scene "awakes", then this script calls the gameObject.setInteractive()
method.
An action script. It executes the given callback
expression. You can use this script for executing custom methods from your prefabs or scenes.
An action script. It starts the given sceneKey
scene.
An action script. It executes the given targetAction
. You can use this script for executing an action node from the script tree.
For example, let's say you have a JumpAction for jumping a character. But you want to call this action when different events are fired:
- When you click a jump button.
- When you press the
SPACE
key. - When you press the
UP
button of an external gamepad.
So, you can use different ExecActionScript nodes in different contexts, but referencing the same JumpAction node.
An action script. It calls the emit method of the given eventEmitter
with the given eventName
. As an argument of the event, it uses the argument received in the execute()
method.
Like in the OnEventScript, you can select an eventEmitter
from a list:
game.events
scene.events
scene.loader
scene.input
scene.input.keyboard
scene.anims
-
gameObject
(by default)
An action script that shows the given message
in the browser's Alert dialog.
An action script that logs the given message
in the browser's console.
An action script that destroys the game object.
This action adds the game object to the given Parent Container.
This action allows the Action Target Config component.
This action picks a random child and executes it.
This action executes all children nodes.
The action plays the given Animation Key in the game object. You can set the Ignore If Playing parameter.
This action allows the Action Target Config component.
An action to set the given Angle to the game object.
This action allows the Action Target Config component.
An action to set the given X or Y to the game object.
This action allows the Action Target Config component.
An action to set flip the game object. It looks into the Flip Vertical and Flip Horizontal properties.
This action allows the Action Target Config component.
This action creates an instance of the given Object Prefab and adds it to the world. If the Spawn In Parent Position parameter is checked, then it sets the position of the new object to the same position as the script's game object.
Finally, it executes the children nodes and passes the new object as the first argument.
This action allows the Action Target Config component.
This library provides a couple of actions and events about the Arcade Physics system in Phaser. As a reminder, an action is executed by an event script or another action.
The events:
- On World Bounds Collide Event - Is fired when an object collides with the world bounds.
The actions:
- Set Velocity Action - Sets the velocity of the script's game object.
- Set X Velocity Action - Sets the velocity's X value to the script's game object.
- Set Y Velocity Action - Sets the velocity's Y value to the script's game object.
- Get GameObject From Body Action - Gets the game object for the given physics body.
- Make Object Collider Action - Creates a physics collider with the game object.
- Set Body Enable Action - To enable/disable physics in the game object.
- Start Flip With Velocity Action - Starts flipping the game object heading to the velocity vector.
- Start Follow Pointer Action - Starts moving the game object toward the pointer position.
- If Body Touching - A conditional action to test if the body touching state.
The base classes:
- Base Arcade Object Script - A base class for Arcade-related scripts (prefab variants).
Class: OnWorldBoundsCollideEventScript
This script listens to the worldbounds event. When the event is fired, it executes the children's scripts.
The event is fired only for objects with the body's onWorldBounds parameter set to true
.
You can configure the sides of the world this event listens to, with the UP, DOWN, LEFT, RIGHT parameters.
Class: SetVelocityActionScript
This action sets the given X and Y velocity to the game object.
Class: SetVelocityXActionScript
This action sets the given X velocity to the game object.
Class: SetVelocityXActionScript
This action sets the given X velocity to the game object.
This action gets the game object from the given body. The body is passed to this action in the first argument, and this action passes, in the first argument, the associated game object to the children. You can combine this action with the On World Bounds Collide Event event.
This action tests the game object body.touching
state. If it is touching, it executes the actions of the Then actions node, else, it executes the actions of the Else actions node.
This action provides the Left, Right, Top, and Bottom boolean parameters. If any of these parameters is true
and the body touching state of the same side is true
, then we say the object is touching and then execute the Then actions.
This action allows the Action Target component.
This action creates a collider with the game object and the given Collide With object. If you check the Overlap Only parameter, then it uses an overlap instead of a collide method.
When there is a collision, this action executes the children nodes and passes as argument the collision event arguments.
This action allows the Action Target component.
This action updates the body's enable state with the Enable parameter's value.
This action allows the Action Target component.
This action starts monitoring the game object velocity vector and change the flip state of the game object.
If the Flip Horizontal is on, then it changes the flipX
property of the object. If the Flip Vertical is on, then it changes the flipY
property of the object.
By default, it assumes the object is facing left and top in its initial position. You can change it with the Facing Left and Facing Right parameters.
This action allows the Action Target component.
This action starts monitoring the pointer and moves the game object towards the pointer's position.
This action allows the Action Target component.
This library provides a couple of actions for animating an object. It also contains user components for adding extra configuration to some of the actions. As a reminder, an action is executed by an event script or another action.
The actions:
-
Fade Object Action - Animates the
alpha
value of an object for fading it in or out. - Move To Scene Action - Animates the object from the outside of the screen to its initial position.
- Move Out Scene Action - Animates the object outside the scene from its initial position.
- Push Action - Animates the scale of the object, with a "push" effect.
The user components:
- Delay Config - Configures the delay of an animation script.
- Duration Config - Configures the duration of an animation script.
- Ease Config - Configures the ease of an animation script.
Class: FadeActionScript
This action animates the alpha
parameter of the game object to fade it in or out.
The Fade Direction of the script indicates if it will fade "in" or "out".
You can configure the delay, duration, and ease of the animation by adding the Delay Config, Duration Config, and Ease Config components to the script.
When the animation completes, the script executes the children's scripts.
This action allows the Action Target Config user component.
Class: MoveInSceneActionScript
This script moves the game object from outside the scene to the current position. You can set the direction from where the object enters the scene, in the From property. The possible values are LEFT, RIGHT, TOP, BOTTOM, and NONE.
You can configure the delay, duration, and ease of the animation by adding the Delay Config, Duration Config, and Ease Config components to the script.
When the animation completes, the script executes the children's scripts.
This action allows the Action Target Config user component.
Class: MoveOutSceneActionScript
This script moves the game object to the outside of the scene. You can set the direction to where the object exits the scene, in the To property. The possible values are LEFT, RIGHT, TOP, BOTTOM, and NONE.
You can configure the delay, duration, and ease of the animation by adding the Delay Config, Duration Config, and Ease Config components to the script.
When the animation completes, the script executes the children's scripts.
This action allows the Action Target Config user component.
Class: PushActionScript
This script performs a push-button-like effect on the game object, scaling it down and out, and restoring the initial scale.
You can configure the duration of the animation by adding the Duration Config user component.
This action allows the Action Target Config user component.
Class: DelayConfigComp
File: Animation.components
This component contains the Delay property. You can add it to the animation scripts to change the default delay of the animations.
Class: DurationConfigComp
File: Animation.components
This component contains the Duration property. You can add it to the animation scripts to change the default duration of the animations.
Class: DurationConfigComp
File: Animation.components
This component contains the Ease property. It is an Option property to select an ease function from the Phaser Ease default constants: Power0
,..., Power4
, Linear
, Quad
, Cubic
,..., Expo.easeIn
, Expo.easeOut
, etc...
You can add this component to the animation scripts to change the default ease of the animations.
This library provides a couple of actions for playback audio files. As a reminder, an action is executed by an event script or another action.
It also contains user components for configuring the actions.
The actions:
- Play Audio Action - Plays the given audio key.
- Stop Audio Action - Stops the given audio key.
- Stop All Audios Action - Stops all playing audios.
- Pause All Audios Action - Pauses all playing audios.
- Resume All Audios Action - Resumes all paused audios.
The user components:
- Audio Loop Config - To configure the loop property in playing action scripts.
- Audio Volume Config - To configure the volume property in playing action scripts.
Class: PlayAudioActionScript
This action plays the audio you set in the Audio Key property. You can add the Audio Loop Config and Audio Volume Config components to this script for configuring the sound.
Class: StopAudioActionScript
This action stops the audio with the given Audio Key.
Class: StopAllSoundsActionScript
This action stops all playing audios.
Class: PauseAllSoundsActionScript
This action pauses all playing sounds.
Class: ResumeAllSoundsActionScript
This action resumes all paused audios.
This library provides a couple of actions for handle the camera. As a reminder, an action is executed by an event script or another action.
The actions:
- Zoom Camera Action - Executes the zoom camera effect.
- Shake Camera Action - Executes the shake camera effect.
- Flash Camera Action - Executes the flash camera effect.
- Fade Camera Action - Executes the fade camera effect.
- Camera Start Follow Action - The camera starts following the game object.
- Camera Stop Follow Action - Stops the camera follow.
Class: ZoomCameraAction
This action runs the Zoom effect of the camera.
You can change how much the camera zooms with the Zoom property.
You can configure the duration and ease of the effect by adding the Duration Config and Ease Config components of the @phaserjs/editor-scripts-simple-animations
library.
Class: ShakeCameraAction
This action runs the Shake effect of the camera.
You can tweak the effect by setting the Intensity, Force.
You can configure the duration of the effect by adding the Duration Config component of the @phaserjs/editor-scripts-simple-animations
library.
Class: FlashCameraActionScript
This action runs the Flash effect of the camera.
You can tweak the effect by setting the Color property.
You can configure the duration of the effect by adding the Duration Config component of the @phaserjs/editor-scripts-simple-animations
library.
Class: FadeCameraActionScript
This action runs the Fade effect of the camera.
You can tweak the effect by setting the Color and Fade Direction properties.
You can configure the duration of the effect by adding the Duration Config component of the @phaserjs/editor-scripts-simple-animations
library.
Class: CameraStartFollowActionScript
With this action the camera starts following the script's game object.
You can configure the moving effect with the Round Pixels, Lerp X, Lerp Y, Offset X, Offset Y parameters.
Class: CameraStopFollowActionScript
This action stops the camera following of the script's game object.
This library provides a few actions for using random values in your game. You can configure the domain of the random values by using the configuration components.
As a reminder, an action is executed by an event script or another action.
The actions:
- Set Random X Action - Set a random value to the object's X.
- Set Random Y Action - Set a random value to the object's X.
The configuration components:
- Random Between Config - To select an integer random value between two numbers.
- Random Multiple Config - To select an integer random multiple between two numbers.
- Random In Array Config - To pick a random value in an array of options.
Class: SetRandomXActionScript
This action sets a random X value to the game object. It requires that you add to this node one of the random configuration components.
It allows
Class: SetRandomYActionScript
This action sets a random Y value to the game object. It requires that you add to this node one of the random configuration components.
This user component contains the configuration for generating random integer values between the given parameters Min and Max.
This user component contains the configuration for generating random integer values between the given parameters Min and Max, but it is also a multiple of the Multiple parameters.
Eg., with a multiple of 10, the possible values between 10 and 30 are 10, 20, and 30.
This user component contains the parameters for picking a random number from an array of options. You can write the array in the Options parameters, following a JSON array format. Like this: [10, 34, 2, 89, 20]
.
This library provides a few actions for implementing timers in your game.
As a reminder, an action is executed by an event script or another action.
The actions:
- Delay Action - Delays, then executes the children's scripts.
- Delay Random Action - Delays a random time, then executes the children's
- Emit Tick Action - Emits a tick at every given delay.
- Emit Random Tick Action - Emits a tick always at a random delay.
Class: DelayActionScript
This action delays a given Delay time and then executes the children's scripts.
This action allows the Target Action Config user component.
Class: DelayRandomActionScript
This action delays a random time and then executes the children's scripts.
The delay is a random value generated by any of the random user component configurations in the @phaserjs/editor-scripts-random library.
This action allows the Target Action Config user component.
Class: EmitTickActionScript
This action emits a tick at a fixed rate, within the given Delay. At every tick, it executes the children's scripts.
This action allows the Target Action Config user component.
Class: EmitRandomTickActionScript
This action emits a tick at a random rate. At every tick, it executes the children's scripts.
The delay is a random value generated by any of the random user component configurations in the @phaserjs/editor-scripts-random library.
This action allows the Target Action Config user component.