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phaser-plugin-inspector

v2.4.1

Published

View and change Phaser 3 game properties

Downloads

430

Readme

Phaser 3 Inspector Plugin 🧐

View and change game properties, with Tweakpane.

Demos

You can also paste the Quick load snippet into any of the labs examples.

Install

The plugins add controls for the game and scene systems. If you don't need these, you can skip this step and use the helper functions only.

Browser / UMD

First Phaser 3 game shows this setup.

Include Phaser, Tweakpane, and the plugin UMD script in this order. You can download the scripts or use the CDN links.

<script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/phaser.js"></script>
<script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/tweakpane.js"></script>
<script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/phaser-plugin-inspector.umd.js"></script>

If this is the only plugin you're using then you can use the "default" configuration:

/* global PhaserPluginInspector */

new Phaser.Game({
  plugins: PhaserPluginInspector.DefaultPluginsConfig
});

Or you can configure the plugins individually:

/* global PhaserPluginInspector */

const { InspectorGlobalPlugin, InspectorScenePlugin } = PhaserPluginInspector;

new Phaser.Game({
  plugins: {
    global: [{ key: 'InspectorGlobalPlugin', plugin: InspectorGlobalPlugin, mapping: 'inspectorGame' }],
    scene: [{ key: 'InspectorScenePlugin', plugin: InspectorScenePlugin, mapping: 'inspectorScene' }]
  }
});

You can use any mapping, or { start: true } for no mapping. If you don't want to add any controls, you don't need any mapping.

The helper functions are on the same namespace:

/* global PhaserPluginInspector */

const { AddGameObject } = PhaserPluginInspector

Module

npm install phaser-plugin-inspector tweakpane

This package has an ES module (phaser-plugin-inspector.esm.js, marked as module) and a CommonJS-compatible UMD module(phaser-plugin-inspector.umd.js, marked as browser). You should use the ES module, but some bundlers may pick the UMD module by default. Configure your bundler to use the module field, or add an alias to the ES module file, or import the ES module file directly.

If this is the only plugin you're using then you can use the "default" configuration:

import { DefaultPluginsConfig } from 'phaser-plugin-inspector';

new Phaser.Game({
  plugins: DefaultPluginsConfig
});

Or you can configure the plugins individually:

import { InspectorGlobalPlugin, InspectorScenePlugin } from 'phaser-plugin-inspector';

new Phaser.Game({
  plugins: {
    global: [{ key: 'InspectorGlobalPlugin', plugin: InspectorGlobalPlugin, mapping: 'inspectorGame' }],
    scene: [{ key: 'InspectorScenePlugin', plugin: InspectorScenePlugin, mapping: 'inspectorScene' }]
  }
});

You can import the helper functions as well:

import { AddGameObject } from 'phaser-plugin-inspector';

Quick load

function preload() {
  this.load.scripts('inspector', [
    'https://cdn.jsdelivr.net/npm/[email protected]/dist/tweakpane.js',
    'https://cdn.jsdelivr.net/npm/[email protected]/dist/phaser-plugin-inspector.umd.js',
  ]);
  this.load.once('complete', () => {
    PhaserPluginInspector.Install(this.plugins);
  });
}

Load from console

Given a game variable:

const scene = game.scene.getScenes(true)[0];

scene.load.scripts('inspector', [
  'https://cdn.jsdelivr.net/npm/[email protected]/dist/tweakpane.js',
  'https://cdn.jsdelivr.net/npm/[email protected]/dist/phaser-plugin-inspector.umd.js',
]);
scene.load.once('complete', () => {
  PhaserPluginInspector.Install(game.plugins);
}).start();

Use

All of the “Print” buttons call console.info() or console.table().

Beware that Tweakpane inputs (checkboxes, sliders, etc.) do not update their values automatically; use the pane's Refresh button.

Tweakpane monitors are updated automatically 5 times per second. For more precise work you may want to pause a scene or its systems.

You can inspect game objects using the Display List: Inspect and Update List: Inspect buttons in each scene. The new folder is added to the end of the inspector pane. Look in the console to confirm.

To step one frame at a time, use Game → Loop → Sleep, Game → Step (repeat), Game → Loop → Wake.

Helper functions

These create a set of controls for common Phaser objects.

You can use these functions with or without the plugins.

The pane argument is the Tweakpane pane or a folder in it. The options argument is options for the folder.

Each function creates a folder and returns it.

If you've installed the plugins, then within a scene context (this)

  • this.inspectorGame.pane or this.inspectorScene.pane is the main pane
  • this.inspectorGame.folder is the “Game” folder
  • this.inspectorScene.folder is the current scene's folder

See the First Phaser 3 game demo for this setup.

If you're not using the plugins, then you should create a pane yourself:

const pane = new Tweakpane.Pane();

Some of these folders need to be disposed manually if you destroy the target object or stop the scene it belongs to. Use

folder.dispose();

AddActive(items, pane, options?) → folder

Adds a set of "active" toggles for any objects with an active property, identified by name.

AddAlpha(items, pane, options?) → folder

Adds a set of "alpha" sliders for any objects with an alpha property, identified by name.

AddAnimationState(animationState, pane, options?) → folder

Adds a folder for a sprite's animation state, e.g.,

AddAnimationState(sprite.anims, pane);

AddArcadeBody(body, pane, options?) → folder

Adds a folder for a game object's Arcade Physics body, e.g.,

AddArcadeBody(sprite.body, pane);

AddCamera(camera, pane) → folder

Adds a folder for a camera, e.g.,

AddCamera(this.cameras.main, pane);

AddChain(chain, pane, options?) → folder

Adds a folder for a tween chain.

Dispose this folder if you remove the tween chain.

AddFXComponent(component, pane, options?) → folder

Adds a folder for a game object's FX component, e.g.,

AddFXComponent(sprite.preFX, pane);

Note that Post FX controllers are always enabled.

AddFXController(controller, pane, options?) → folder

Adds a folder for a game object's FX controller, e.g.,

const barrelEffect = sprite.preFX.addBarrel();

AddFXController(barrelEffect, pane);

Note that Post FX controllers are always active.

AddGameObject(obj, pane, options?) → folder

Adds a folder for a game object (except group).

AddGroup(group, pane, options?) → folder

Adds a folder for a group.

AddInput(interactiveObject, pane, options?) → folder

Adds a folder for a game object's interactive object, e.g.,

AddInput(sprite.input, pane);

AddKey(key, pane, options?) → folder

Adds a folder for a keyboard key object.

Dispose this folder if you remove the key.

AddKeys(keys, pane, options?) → folder

Adds a folder for an object map of keyboard key objects, such as that returned by addKeys().

Dispose this folder if you remove those keys.

AddLight(light, pane, options?) → folder

Adds a folder for a light (not point light).

AddParticleEmitter(emitter, pane, options?) → folder

Adds a folder for a particle emitter.

AddScenes(scene, pane, options?) → folder

Adds a set of "visible" toggles for the scenes, e.g.,

AddScenes(this.scene.manager.getScenes(false), pane);

AddSound(sound, pane, options?) → folder

Adds a folder for a sound.

AddTimeline(timeline, pane, options?) → folder

Adds a folder for a timeline.

AddTimerEvent(timerEvent, pane, options?) → folder

Adds a folder for a timer event.

Dispose this folder if you remove the timer event.

AddTween(tween, pane, options?) → folder

Adds a folder for a tween.

AddVideo(video, pane, options?) → folder

Adds a folder for a Video game object.

AddVisible(items, pane, options?) → folder

Adds a set of "visible" toggles for any objects with an visible property, identified by name.