Arcade Name Entry
Create a classic high-score name entry screen that supports both keyboard navigation and pointer interaction using bitmap text and grid snapping.
800 × 600
class Example extends Phaser.Scene
{
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.image('block', 'assets/input/block.png');
this.load.image('rub', 'assets/input/rub.png');
this.load.image('end', 'assets/input/end.png');
this.load.bitmapFont('arcade', 'assets/fonts/bitmap/arcade.png', 'assets/fonts/bitmap/arcade.xml');
}
create ()
{
const chars = [
[ 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J' ],
[ 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T' ],
[ 'U', 'V', 'W', 'X', 'Y', 'Z', '.', '-', '<', '>' ]
];
const cursor = { x: 0, y: 0 };
let name = '';
const input = this.add.bitmapText(130, 50, 'arcade', 'ABCDEFGHIJ\n\nKLMNOPQRST\n\nUVWXYZ.-').setLetterSpacing(20);
input.setInteractive();
const rub = this.add.image(input.x + 430, input.y + 148, 'rub');
const end = this.add.image(input.x + 482, input.y + 148, 'end');
const block = this.add.image(input.x - 10, input.y - 2, 'block').setOrigin(0);
const legend = this.add.bitmapText(80, 260, 'arcade', 'RANK SCORE NAME').setTint(0xff00ff);
this.add.bitmapText(80, 310, 'arcade', '1ST 50000 ').setTint(0xff0000);
this.add.bitmapText(80, 360, 'arcade', '2ND 40000 ICE').setTint(0xff8200);
this.add.bitmapText(80, 410, 'arcade', '3RD 30000 GOS').setTint(0xffff00);
this.add.bitmapText(80, 460, 'arcade', '4TH 20000 HRE').setTint(0x00ff00);
this.add.bitmapText(80, 510, 'arcade', '5TH 10000 ETE').setTint(0x00bfff);
const playerText = this.add.bitmapText(560, 310, 'arcade', name).setTint(0xff0000);
this.input.keyboard.on('keyup', event =>
{
if (event.keyCode === 37)
{
// left
if (cursor.x > 0)
{
cursor.x--;
block.x -= 52;
}
}
else if (event.keyCode === 39)
{
// right
if (cursor.x < 9)
{
cursor.x++;
block.x += 52;
}
}
else if (event.keyCode === 38)
{
// up
if (cursor.y > 0)
{
cursor.y--;
block.y -= 64;
}
}
else if (event.keyCode === 40)
{
// down
if (cursor.y < 2)
{
cursor.y++;
block.y += 64;
}
}
else if (event.keyCode === 13 || event.keyCode === 32)
{
// Enter or Space
if (cursor.x === 9 && cursor.y === 2 && name.length > 0)
{
// Submit
}
else if (cursor.x === 8 && cursor.y === 2 && name.length > 0)
{
// Rub
name = name.substr(0, name.length - 1);
playerText.text = name;
}
else if (name.length < 3)
{
// Add
name = name.concat(chars[cursor.y][cursor.x]);
playerText.text = name;
}
}
});
input.on('pointermove', (pointer, x, y) =>
{
const cx = Phaser.Math.Snap.Floor(x, 52, 0, true);
const cy = Phaser.Math.Snap.Floor(y, 64, 0, true);
const char = chars[cy][cx];
cursor.x = cx;
cursor.y = cy;
block.x = input.x - 10 + (cx * 52);
block.y = input.y - 2 + (cy * 64);
}, this);
input.on('pointerup', (pointer, x, y) =>
{
const cx = Phaser.Math.Snap.Floor(x, 52, 0, true);
const cy = Phaser.Math.Snap.Floor(y, 64, 0, true);
const char = chars[cy][cx];
cursor.x = cx;
cursor.y = cy;
block.x = input.x - 10 + (cx * 52);
block.y = input.y - 2 + (cy * 64);
if (char === '<' && name.length > 0)
{
// Rub
name = name.substr(0, name.length - 1);
playerText.text = name;
}
else if (char === '>' && name.length > 0)
{
// Submit
}
else if (name.length < 3)
{
// Add
name = name.concat(char);
playerText.text = name;
}
}, this);
}
}
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.AUTO,
parent: 'game-container',
width: 800,
height: 600,
pixelArt: true,
scene: Example
};
const game = new Phaser.Game(config);