Interactive Spline Curve Bounds
Demonstrates how to calculate and update the bounding box of a Spline curve in real-time using interactive drag-handles to modify the curve points.
800 × 600
class Example extends Phaser.Scene
{
path;
curve;
bounds;
points;
graphics;
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.spritesheet('dragcircle', 'assets/sprites/dragcircle.png', { frameWidth: 16 });
}
create ()
{
this.path = { t: 0, vec: new Phaser.Math.Vector2() };
this.bounds = new Phaser.Geom.Rectangle();
this.curve = new Phaser.Curves.Spline([
20, 550,
260, 450,
300, 250,
550, 145,
745, 256
]);
this.points = this.curve.points;
this.curve.getBounds(this.bounds);
// Create drag-handles for each point
for (var i = 0; i < this.points.length; i++)
{
var point = this.points[i];
var handle = this.add.image(point.x, point.y, 'dragcircle', 0)
.setName(i)
.setInteractive();
handle.setData('vector', point);
this.input.setDraggable(handle, true);
}
this.input.on(Phaser.Input.Events.DRAG_START, (pointer, gameObject) => {
gameObject.setFrame(1);
});
this.input.on(Phaser.Input.Events.DRAG, (pointer, gameObject) => {
gameObject.x = pointer.x;
gameObject.y = pointer.y;
gameObject.setData('vector', { x: pointer.x, y: pointer.y });
// Update the this.curve and this.bounds
const index = gameObject.name;
this.curve.points[index].x = gameObject.getData('vector').x;
this.curve.points[index].y = gameObject.getData('vector').y;
this.curve.getBounds(this.bounds);
});
this.input.on(Phaser.Input.Events.DRAG_END, (pointer, gameObject) => {
gameObject.setFrame(0);
});
this.tweens.add({
targets: this.path,
t: 1,
ease: 'Sine.easeInOut',
duration: 2000,
yoyo: true,
repeat: -1
});
this.graphics = this.add.graphics();
}
update ()
{
this.graphics.clear();
// Draw the this.bounds
this.graphics.lineStyle(1, 0x00ff00, 1).strokeRectShape(this.bounds);
// Draw the this.curve through the this.points
this.graphics.lineStyle(2, 0xffffff, 1);
this.curve.draw(this.graphics, 64);
// Draw t
this.curve.getPoint(this.path.t, this.path.vec);
this.graphics.fillStyle(0xffff00, 1);
this.graphics.fillCircle(this.path.vec.x, this.path.vec.y, 8);
}
}
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.AUTO,
width: 800,
height: 600,
backgroundColor: '#2d2d2d',
parent: 'game-container',
scene: Example
};
const game = new Phaser.Game(config);