How do I scale the scene to fullscreen? - phaser-framework

I'm currently learning Phaser 3. However, all the documentation I can find is about Phaser2.
When you create a game you have to set the width and height in the config:
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
};
How can I scale the scene to fullscreen?

UPDATE
Phaser 3.16 is released on now (Feb, 2019), which has inbuilt Scale Manager. It provide various methods to scale your game. Check it out before trying the code below.
Phaser.Scale Docs
Notes on Scale Manager
Old Answer
You can resize the canvas element using resize function mentioned in code snippet and execute that function before starting game and whenever screen is resized. This way you can maintain the aspect ratio of 800:600(4:3) and fit the canvas element to full-screen according to screen ratio.
Run code snippet in Full Page Mode and resize your browser to see how canvas element is resized. Size of blue rectangle is the size of your canvas(game).
var game;
var gameWidth = 800;
var gameHeight = 600;
window.onload = function() {
var config = {
type: Phaser.CANVAS,
width: gameWidth,
height: gameHeight,
scene: [intro]
};
game = new Phaser.Game(config);
resize();
window.addEventListener("resize", resize, false);
};
function resize() {
var canvas = document.querySelector("canvas");
var windowWidth = window.innerWidth;
var windowHeight = window.innerHeight;
var windowRatio = windowWidth / windowHeight;
var gameRatio = game.config.width / game.config.height;
if (windowRatio < gameRatio) {
canvas.style.width = windowWidth + "px";
canvas.style.height = (windowWidth / gameRatio) + "px";
} else {
canvas.style.width = (windowHeight * gameRatio) + "px";
canvas.style.height = windowHeight + "px";
}
}
var intro = new Phaser.Scene('intro');
intro.create = function() {
var rect = new Phaser.Geom.Rectangle(0, 0, 800, 600);
var graphics = this.add.graphics({
fillStyle: {
color: 0x0000ff
}
});
graphics.fillRectShape(rect);
};
<!DOCTYPE html>
<html>
<head>
<style type="text/css">
body {
background: #000000;
padding: 0px;
margin: 0px;
}
canvas {
display: block;
margin: 0;
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
}
</style>
<script src="https://cdn.jsdelivr.net/npm/phaser#3.6.0/dist/phaser.min.js"></script>
</head>
<body>
</body>
</html>
You should check out this post. It explains this code in detail.

css style (in index.html) should be as simple as
body { margin:0; padding:0; overflow:hidden }
body>canvas { width:100%!important; height:100%!important;
position:fixed; top:0; left:0 }
!important suffix is needed to override the dynamic html style
for example
<canvas width="800" height="600"
style="width: 681.778px; height: 511.333px;
margin-left: 0px; margin-top: 0px;"></canvas>
phaser config in index.js
const config = {
parent: "phaser-example",
type: Phaser.AUTO,
width: 800,
height: 600,
scene: {
preload: preload,
create: create
},
// https://rexrainbow.github.io/phaser3-rex-notes/docs/site/scalemanager/
scale: {
// ignore aspect ratio:
mode: Phaser.Scale.RESIZE,
// keep aspect ratio:
//mode: Phaser.Scale.FIT,
//mode: Phaser.Scale.ENVELOP, // larger than Scale.FIT
//mode: Phaser.Scale.HEIGHT_CONTROLS_WIDTH, // auto width
//mode: Phaser.Scale.WIDTH_CONTROLS_HEIGHT, // auto height
autoCenter: Phaser.Scale.NO_CENTER,
//autoCenter: Phaser.Scale.CENTER_BOTH,
//autoCenter: Phaser.Scale.CENTER_HORIZONTALLY,
//autoCenter: Phaser.Scale.CENTER_VERTICALLY,
},
autoRound: false,
};

Related

How to make canvas responsive using Phaser 3?

Previously I was working on Phaser 2 but now I need to switch to Phaser 3.
I tried to make the canvas responsive with ScaleManager but it is not working.
I think some of the methods changed but I didn't find any help to rescale the stage full screen.
var bSize = {
bWidth: window.innerWidth ||
root.clientWidth ||
body.clientWidth,
bHeight: window.innerHeight ||
root.clientHeight ||
body.clientHeight,
};
var game;
var canvas = document.getElementById("canvas");
function create() {
// Scaling options
game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
// Have the game centered horizontally
game.scale.pageAlignHorizontally = true;
// And vertically
game.scale.pageAlignVertically = true;
// Screen size will be set automatically
game.scale.setScreenSize(true);
}
window.onload = function() {
// Create game canvas and run some blocks
game = new Phaser.Game(
bSize.bWidth, //is the width of your canvas i guess
bSize.bHeight, //is the height of your canvas i guess
Phaser.AUTO,
'frame', { create: create });
canvas.style.position = "fixed";
canvas.style.left = 0;
canvas.style.top = 0;
}
Since v3.16.0, use the Scale Manager. For short:
var config = {
type: Phaser.AUTO,
scale: {
mode: Phaser.Scale.FIT,
parent: 'phaser-example',
autoCenter: Phaser.Scale.CENTER_BOTH,
width: 800,
height: 600
},
//... other settings
scene: GameScene
};
var game = new Phaser.Game(config);
Here is the full code and here are some useful examples using the Scale Manager.
There isn't a scale manager for Phaser 3 yet but it's in development. For now I suggest following this tutorial. It basically centres the canvas with some CSS, then calls a resize function that handles maintaining the game ratio when the resize event is emitted by the window.
Here is the code used in the tutorial linked above:
The css:
canvas {
display: block;
margin: 0;
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
}
The resize function:
function resize() {
var canvas = document.querySelector("canvas");
var windowWidth = window.innerWidth;
var windowHeight = window.innerHeight;
var windowRatio = windowWidth / windowHeight;
var gameRatio = game.config.width / game.config.height;
if(windowRatio < gameRatio){
canvas.style.width = windowWidth + "px";
canvas.style.height = (windowWidth / gameRatio) + "px";
}
else {
canvas.style.width = (windowHeight * gameRatio) + "px";
canvas.style.height = windowHeight + "px";
}
}
Then:
window.onload = function() {
//Game config here
var config = {...};
var game = new Phaser.Game(config);
resize();
window.addEventListener("resize", resize, false);
}
Try adding max-width to canvas css and then max-height based on aspect ratio. E.g:
canvas {
display: block;
margin: 0;
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
max-width: 100%;
max-height: 50vw;
}
Scale manager will handle assets(Images,Sprites,..,...) positions and size sometime?

Modify polyline

If I want to add an extra line to an existing polyline, should I remove this existing polyline from the canvas first, modify the points matrix, and add the new polyline? Or is it possible to change the existing polyline, like changing the text of a text object?
You may remove whole polyline and add a new one or else you need to calculate the dimensions(left,top and pathoffset) and set it to polyline.
DEMO
var canvas = new fabric.Canvas('c');
var points = [];
var random = fabric.util.getRandomInt;
points.push(new fabric.Point(random(100,200),random(200,300)));
points.push(new fabric.Point(random(200,300),random(100,200)));
points.push(new fabric.Point(random(200,250),random(150,200)));
var polyLine = new fabric.Polyline(points, {
stroke: 'black',
fill: ''
});
canvas.add(polyLine);
setPolyCoords();
function addPoint(){
polyLine.points.push(new fabric.Point(random(100,400),random(100,400)));
setPolyCoords();
}
function setPolyCoords(){
polyLine._calcDimensions();
polyLine.set({
top : polyLine.minY,
left : polyLine.minX,
pathOffset : {
x: polyLine.minX + polyLine.width / 2,
y: polyLine.minY + polyLine.height / 2
}
});
polyLine.dirty = true;
polyLine.setCoords();
canvas.renderAll();
}
canvas {
border: 1px solid #f00;
margin: 0px;
display: block;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.7.22/fabric.js"></script>
<button onclick='addPoint()'>Add Point</button>
<canvas id="c" width="400" height="400"></canvas>
With Fabric version 2.7.0 this is become easier then in #Durga his answer.
See the new code in the demo below.
You can also skip setting the dirty flag manually by passing objectCaching: false to your polyline during construction:
var polyLine = new fabric.Polyline(points, {
stroke: 'black',
fill: '',
objectCaching: false
});
DEMO
var canvas = new fabric.Canvas('c');
var points = [];
var random = fabric.util.getRandomInt;
points.push(new fabric.Point(random(100,200),random(200,300)));
points.push(new fabric.Point(random(200,300),random(100,200)));
points.push(new fabric.Point(random(200,250),random(150,200)));
var polyLine = new fabric.Polyline(points, {
stroke: 'black',
fill: ''
});
canvas.add(polyLine);
function addPoint(){
polyLine.points.push(new fabric.Point(random(100,400),random(100,400)));
polyLine.dirty = true;
canvas.renderAll();
}
canvas {
border: 1px solid #f00;
margin: 0px;
display: block;
}
<script src="https://rawgit.com/fabricjs/fabric.js/master/dist/fabric.min.js"></script>
<button onclick='addPoint()'>Add Point</button>
<canvas id="c" width="400" height="400"></canvas>

How to use keyboards event while editing text in fabricjs

Is there a way to listen to key events while you are editing a text? (in itext or textbox or whatever). Our goal is to be able to hit cmd-b or cmd-i to set the selected part of your text in bold or italic.
Thanks for your help!
DEMO
window.addEventListener("keydown",onKeyDown);
function onKeyDown(e){
if (event.which == 73 && event.ctrlKey ) {
//ctrl+i
makeItalic();
}
if (event.which == 66 && event.ctrlKey ) {
//ctrl+b
makeBold();
}
}
var canvas = new fabric.Canvas('canvas');
var text = 'FabricJS Is Awsome';
var itext = new fabric.IText(text, {
left: 100,
top: 100,
fontSize: 40,
fill: '#000'
})
canvas.add(itext);
canvas.setActiveObject(itext);
function makeItalic(){
itext.setSelectionStyles({fontStyle:'italic'});// set your property
canvas.renderAll();
}
function makeBold(){
itext.setSelectionStyles({fontWeight:'bold'});
canvas.renderAll();
}
.canvas-wrappter {
position: relative;
}
canvas {
border: 1px solid #000;
}
.itext {
width: 300px;
background: transparent;
position: absolute;
z-index: 2;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.7.16/fabric.min.js"></script>
<div class="canvas-wrapper">
<canvas id="canvas" width="500" height="500"></canvas>
</div>
setSelectionStyles(style) use this function to set your style.

Fabricjs background with transparent parts

I have a Fabric.js canvas with a background image that has some transparent parts. I want the transparent parts to show the color of the div behind the canvas (e.g. red). So this works:
canvas.setBackgroundColor(null);
canvas.setBackgroundImage(image, canvas.renderAll.bind(canvas), {
opacity: 1.0
});
Now say I want to to change the opacity of the image to 0.3. In this case the non-transparent parts of the image show the red underneath. But I would like the transparent parts to show red, and the non-transparent parts to be faded against a white background. Is this possible?
I'm not sure if I'm understanding you correctly, but you can just load in a .png with transparency in it and it'll show the canvas background in the transparent parts.
For example:
var canvas = new fabric.Canvas('fabric');
canvas.backgroundColor = 'green';
canvas.renderAll();
fabric.Image.fromURL("https://i.imgur.com/aSEcfuz.png", function(img){
img.left = 0;
img.top = 0;
img.width = 200;
img.height = 200;
canvas.add(img);
});
<canvas id="fabric" width="500" height="500"></canvas>
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.6.2/fabric.min.js"></script>
Workaround which places a white background behind the image and moves it along with the image:
var canvas = new fabric.Canvas('fabric');
canvas.backgroundColor = 'green';
canvas.renderAll();
var sharedProperties = {
left: 0,
top: 0,
width: 200,
height: 200
};
var image;
var rect = new fabric.Rect({
left: sharedProperties.left,
top: sharedProperties.top,
fill: 'white',
width: sharedProperties.width,
height: sharedProperties.height
});
canvas.add(rect);
fabric.Image.fromURL("https://i.imgur.com/aSEcfuz.png", function(img) {
image = img;
img.left = sharedProperties.left;
img.top = sharedProperties.top;
img.width = sharedProperties.width;
img.height = sharedProperties.height;
canvas.add(img);
image.on('moving', function(event) {
rect.set({
left: image.left,
top: image.top
});
rect.setCoords();
});
});
<canvas id="fabric" width="500" height="500"></canvas>
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.6.2/fabric.min.js"></script>

can't get globe to rotate in d3

I'm trying to get a d3 globe to rotate to a particular country when you click that country in a list. To start out, I'm trying to get the following example working (I got it from http://bl.ocks.org/KoGor/5994804), but it throws an error TypeError: world is undefined from line 100. Can anyone help, please?:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Earth globe</title>
<script src="./d3/d3.v3.min.js"></script>
<script src="./d3/topojson.v1.min.js"></script>
<script src="./d3/queue.v1.min.js"></script>
</head>
<style type="text/css">
.water {
fill: #00248F;
}
.land {
fill: #A98B6F;
stroke: #FFF;
stroke-width: 0.7px;
}
.land:hover {
fill:#33CC33;
stroke-width: 1px;
}
.focused {
fill: #33CC33;
}
select {
position: absolute;
top: 20px;
left: 580px;
border: solid #ccc 1px;
padding: 3px;
box-shadow: inset 1px 1px 2px #ddd8dc;
}
.countryTooltip {
position: absolute;
display: none;
pointer-events: none;
background: #fff;
padding: 5px;
text-align: left;
border: solid #ccc 1px;
color: #666;
font-size: 14px;
font-family: sans-serif;
}
</style>
<body>
<script>
var width = 600,
height = 500,
sens = 0.25,
focused;
//Setting projection
var projection = d3.geo.orthographic()
.scale(245)
.rotate([0, 0])
.translate([width / 2, height / 2])
.clipAngle(90);
var path = d3.geo.path()
.projection(projection);
//SVG container
var svg = d3.select("body").append("svg")
.attr("width", width)
.attr("height", height);
//Adding water
svg.append("path")
.datum({type: "Sphere"})
.attr("class", "water")
.attr("d", path);
var countryTooltip = d3.select("body").append("div").attr("class", "countryTooltip"),
countryList = d3.select("body").append("select").attr("name", "countries");
queue()
.defer(d3.json, "http://bl.ocks.org/KoGor/raw/5685937/world-110m.json")
.defer(d3.tsv, "http://bl.ocks.org/KoGor/raw/5685937/world-110m-country-names.tsv")
.await(ready);
//Main function
function ready(error, world, countryData) {
var countryById = {},
countries = topojson.feature(world, world.objects.countries).features;
//Adding countries to select
countryData.forEach(function(d) {
countryById[d.id] = d.name;
option = countryList.append("option");
option.text(d.name);
option.property("value", d.id);
});
//Drawing countries on the globe
var world = svg.selectAll("path.land")
.data(countries)
.enter().append("path")
.attr("class", "land")
.attr("d", path)
//Drag event
.call(d3.behavior.drag()
.origin(function() { var r = projection.rotate(); return {x: r[0] / sens, y: -r[1] / sens}; })
.on("drag", function() {
var rotate = projection.rotate();
projection.rotate([d3.event.x * sens, -d3.event.y * sens, rotate[2]]);
svg.selectAll("path.land").attr("d", path);
svg.selectAll(".focused").classed("focused", focused = false);
}))
//Mouse events
.on("mouseover", function(d) {
countryTooltip.text(countryById[d.id])
.style("left", (d3.event.pageX + 7) + "px")
.style("top", (d3.event.pageY - 15) + "px")
.style("display", "block")
.style("opacity", 1);
})
.on("mouseout", function(d) {
countryTooltip.style("opacity", 0)
.style("display", "none");
})
.on("mousemove", function(d) {
countryTooltip.style("left", (d3.event.pageX + 7) + "px")
.style("top", (d3.event.pageY - 15) + "px");
});
//Country focus on option select
d3.select("select").on("change", function() {
var rotate = projection.rotate(),
focusedCountry = country(countries, this),
p = d3.geo.centroid(focusedCountry);
svg.selectAll(".focused").classed("focused", focused = false);
//Globe rotating
(function transition() {
d3.transition()
.duration(2500)
.tween("rotate", function() {
var r = d3.interpolate(projection.rotate(), [-p[0], -p[1]]);
return function(t) {
projection.rotate(r(t));
svg.selectAll("path").attr("d", path)
.classed("focused", function(d, i) { return d.id == focusedCountry.id ? focused = d : false; });
};
})
})();
});
function country(cnt, sel) {
for(var i = 0, l = cnt.length; i < l; i++) {
if(cnt[i].id == sel.value) {return cnt[i];}
}
};
};
</script>
</body>
</html>

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