I would like to override the default link behaviour. I have a function that deals with connecting a link to a target following a certain set of rules. For example, LinkTypeA will can only connect to ObjectType1 and ObjectType2, and LinkTypeB will only connect with ObjectType3.
In the case that the user is creating LinkTypeA, and terminates when clicking on ObjectType3, a point (x, y) is created for the links target.
This is because ObjectType1 and ObjectType2 are often embedded above a ObjectType3.
I have that behaviour working correctly, but when you grab a links end and drag it, when letting go, it runs an internal function instead, which allows it to connect to ObjectType3.
I would like to override this and have it call my custom function. How can I do this?
linkValidation function should handle it even if the link is being dragged. In the example below only shapes with a same type can be linked (rect with rect, circle with circle).
var paper = new joint.dia.Paper({
el: $('#paper'),
width: 650,
height: 400,
model: graph,
linkPinning: false,
validateConnection: function(cellViewS, magnetS, cellViewT, magnetT, end, linkView) {
var source = cellViewS.model.get('type');
var target = cellViewT.model.get('type');
return source && source === target;
}
});
https://jsfiddle.net/vtalas/65uteht9/
Related
Can you please show me how the dom can communicate mouse pointer movement events as an input to a phaser scene. I've seen how mouse movement can be tracked within the scene area; but once the mouse leaves and goes to other areas of the DOM, that data is not tracked. I figure if perhaps there was a way to have an input to communicate data from "the outside world" then this could be possible. I am very grateful for help and direction you could share.
All you need to do is add an event listener to the DOM object you also want to track movement in using plain JavaScript. Then, you tie the event listener to the game method you want to execute when the event is triggered.
const body = document.querySelector('body');
body.onmousemove = (pointer) => {
updatePoint(pointer);
};
And then setup your game as normal:
const config = {
type: Phaser.CANVAS,
height: 400,
width: 400,
parent: 'gameContainer',
scene: {
create: create
}
};
const game = new Phaser.Game(config);
let dataText;
function create() {
this.input.on('pointermove', (pointer) => {
updatePoint(pointer);
});
dataText = this.add.text (10, 10, 'x, y');
}
function updatePoint(pointer) {
dataText.text = 'x: ' + pointer.offsetX + ', y: ' + pointer.offsetY;
}
You may have to refactor your code a little bit to get this to work, because the event listener on your DOM element needs to be able to access the game methods. I created a quick codepen showing the setup that worked for me.
I'm trying to implement svg.js to make a map of a clickable floorplan.
But I cannot make this work properly, or this works but doesn't work like I expected:
const map = SVG.get('mysvg');
map.click(function( event ) {
this.fill({ color: '#000' });
console.log(this);
console.log(event.target);
});
When I try to click on some area on the map, instead of change fill color I get nothing.
Actually svgjs triggers 'create' as you can see in console with inspector.
Not sure what am I doing wrong here?
I would expect that the area will change fill color?
https://codepen.io/bobz-zg/pen/LdyXBe
You can use the select function as described here to create a Set. You'd then use the each() method from Set to iterate over each entry and apply the click event handler. For example:
const map = SVG.get("mysvg");
var restaurants = map.select('[id*="restaurant"]:not(g)'); // Create an svg.js Set, but do not capture the group in the set
restaurants.each(function() {
this.click(function(event) {
this.fill({ color: "#000" });
});
});
If you can edit the svg that you are using as an input, I would suggest adding a class to each of the clickable elements to use that as the reference for select. Otherwise, you'll have to do something like selecting all element id 'types' (i.e. restaurant, retail etc.) separately and concatenating the Sets using Set.add() before you do the loop to add the click listener, but that could get messy.
I am making an app that involves shapes like cylinders and boxes, and need to be able to do this with fabric.js. I know about three.js but for my purposes, it must be in 2D.
Initially I thought I would just create them in 3D software and render images which can then be added to the canvas, which I did successfully...
However, I have run into a hurdle where fabric only allows patterns to be filled onto paths or objects (rect, circle etc.)....not images (png).
Since I absolutely need patterns, I now need to create these cylinders in SVG. I have gotten as far as making the cylinders in Illustrator, saving them as SVG's and then using them on the canvas, then adding fill patterns on them. So far so good.
Now I want to be able to fill a different pattern for the top of the cylinder, and a different pattern to the side BUT still have it as one object.
So...How can I select and manipulate particular paths within a path group? Is there anyway to give each path within the group a custom attribute (eg. name) which I can then target? Do I need to create two seperate SVG files and then add them seperately, and if so, how can I do this and still have it as one object?
Here's how I am adding the svg to the canvas...
fabric.loadSVGFromURL("/shapes/50-250R.png", function(objects) {
var oImg = fabric.util.groupSVGElements(objects);
oImg.perPixelTargetFind = true;
oImg.targetFindTolerance = 4;
oImg.componentType = "Shape";
oImg.lockUniScaling = true;
oImg.lockScalingX = true;
oImg.lockScalingY = true;
oImg.setControlsVisibility({'tl': false, 'tr': false, 'bl': false, 'br': false});
canvas.add(oImg);
canvas.renderAll();
});
Here is how I am adding the pattern...
var textureIMG = new Image;
textureIMG.crossOrigin = "anonymous";
textureIMG.src = texture.image;
obj.setFill(); //For some reason, the fill doesn't happen without this line.
var pattern = new fabric.Pattern({
source: textureIMG,
repeat: 'repeat'
});
if (obj instanceof fabric.PathGroup) {
obj.getObjects().forEach(function(o) {
o.setFill(pattern);
});
} else {
obj.setFill(pattern);
}
canvas.renderAll();
Thanks in advance.
So I managed to figure this out. Each path within the path group is stored in the 'paths' array of the object.
I can now add a pattern to the top of the cylinder using...
var obj = canvas.getActiveObject();
obj.paths[0].fill = patternOne;
and to the sides using...
obj.paths[1].fill = patternTwo;
I'm new to phaser, and for the past few days I've been trying to make a really simple game, platformer-style, where the player must navigate to certain areas before being able to exit the level.
I have the basics running, but now I can't seem to figure out how to check if the player is in those areas.
The relevant part of the code so far is as follows:
var game = new Phaser.Game(800, 600, Phaser.AUTO, "mygame", {
preload: preload,
create: create,
update: update,
render: render
});
function preload() {
game.load.tilemap("questMap", "assets/quest.json", null, Phaser.Tilemap.TILED_JSON);
game.load.image("tilesheet", "assets/tilesheet.png");
game.load.image("npc", "assets/npc.png");
game.load.spritesheet("player", "assets/player.png", 64, 64);
}
var map;
var tileset;
var groundBg;
var props;
var houses;
var houseProps;
var npc;
var ground;
var areas;
var player;
function create() {
game.physics.startSystem(Phaser.Physics.ARCADE);
game.stage.backgroundColor = "#A8DBFF";
map = game.add.tilemap("questMap");
map.addTilesetImage("tilesheet");
map.addTilesetImage("npc");
ground = map.createLayer("ground");
groundBg = map.createLayer("groundbg");
props = map.createLayer("props");
houses = map.createLayer("houses");
houseProps = map.createLayer("houseprops");
npc = map.createLayer("npc");
map.setCollisionBetween(1, 5000);
ground.resizeWorld();
Not too pretty, I know.
I've created the map with tiled and there are a lot of small props and decorative tiles, hence the multiple "map.createLayer()" calls. The only one with collision is the ground layer.
Now, on my Tiled file, I've created an Object layer and drawn small rectangles on the areas I want to check if the player is in. I thought this was going to be an easy process but I can't seem to figure out how to load those areas into Phaser, and then check if the player is within bounds.
Googling has given me some results, but none seem to fit, as they usually cover how to add a sprite to an object, which in this case does not apply.
I simply need that small area to exist and check if the player is there. I've also given names to each of those rectangles in Tiled, via the custom properties tab.
I would try using a transparent image as the area you wish to check if your sprite is over and use
if(sprite1.overlap(transparentImage)){
//do something
}
I'm trying to implement my own shape class with ports. However I want the links that these shapes generate to be smooth. Right now, the only way i know to make smooth links is
link.set('smooth', true).
But how do i do that not through code? How do i get smooth links by just dragging?
I extended Link class (MyLink) but how do i tell JointJS which Link class to use when i drag on the port?
joint.shapes.myclass.Link = joint.dia.Link.extend({
defaults: {
type: 'myclass.Link',
attrs: { '.connection' : { 'stroke-width' : 5 }},
smooth:true
}
});
Links created via the UI by dragging ports are defined in the defaultLink property of the paper. It can either be an object in which case it is a link model or a function that returns a link model:
var paper = new joint.dia.Paper({
defaultLink: new joint.shapes.myclass.Link,
...
})
or:
var paper = new joint.dia.Paper({
defaultLink: function(elementView, magnet) {
if (aCondition) return new joint.dia.Link;
else return joint.shapes.myclass.Link;
}
})
The function gives you flexibility in creating different links on the fly depending on what element is underneath or what magnet (SVG element for port) is being dragged.