Optional
deprecatedLegacyContext: anyOptional
contextOptional
defaultUsed to define default values for the props accepted by the component.
Optional
displayUsed in debugging messages. You might want to set it explicitly if you want to display a different name for debugging purposes.
Optional
propUsed to declare the types of the props accepted by the component. These types will be checked during rendering and in development only.
We recommend using TypeScript instead of checking prop types at runtime.
A Nine Slice Game Object allows you to display a texture-based object that can be stretched both horizontally and vertically, but that retains fixed-sized corners. The dimensions of the corners are set via the parameters to this class.
This is extremely useful for UI and button like elements, where you need them to expand to accommodate the content without distorting the texture.
The texture you provide for this Game Object should be based on the following layout structure:
When changing this objects width and / or height:
You can also create a 3 slice Game Object:
This works in a similar way, except you can only stretch it horizontally. Therefore, it requires less configuration:
When changing this objects width (you cannot change its height)
The above configuration concept is adapted from the Pixi NineSlicePlane.
To specify a 3 slice object instead of a 9 slice you should only provide the
leftWidth
andrightWidth
parameters. To create a 9 slice you must supply all parameters.The minimum width this Game Object can be is the total of
leftWidth
+rightWidth
. The minimum height this Game Object can be is the total oftopHeight
+bottomHeight
. If you need to display this object at a smaller size, you can scale it.In terms of performance, using a 3 slice Game Object is the equivalent of having 3 Sprites in a row. Using a 9 slice Game Object is the equivalent of having 9 Sprites in a row. The vertices of this object are all batched together and can co-exist with other Sprites and graphics on the display list, without incurring any additional overhead.
As of Phaser 3.60 this Game Object is WebGL only.
As of Phaser 3.70 this Game Object can now populate its values automatically if they have been set within Texture Packer 7.1.0 or above and exported with the atlas json. If this is the case, you can just call this method without specifying anything more than the texture key and frame and it will pull the area data from the atlas.