Files
boardgame-phaser/packages/sts-like-viewer/src/utils/createButton.ts
T
hypercross 88d0c5bf55 Refactor: centralize config and split inventory
Move magic numbers and style constants to src/config.ts.
Decompose InventoryWidget into DragController, ItemRenderer,
and LostItemManager for better separation of concerns. Add
createButton utility and remove unused CombatUnitWidget.
Update scenes to import from centralized config.
2026-04-19 00:01:25 +08:00

87 lines
2.3 KiB
TypeScript

import Phaser from 'phaser';
import { UI_CONFIG } from '@/config';
export interface ButtonOptions {
/** The Phaser scene to create the button in */
scene: Phaser.Scene;
/** Button label text */
label: string;
/** X position (center of button) */
x: number;
/** Y position (center of button) */
y: number;
/** Button width (defaults to UI_CONFIG.BUTTON_WIDTH) */
width?: number;
/** Button height (defaults to UI_CONFIG.BUTTON_HEIGHT) */
height?: number;
/** Click handler */
onClick: () => void;
/** Phaser depth (defaults to 100) */
depth?: number;
/** Background color (defaults to UI_CONFIG.BUTTON_BG) */
bgColor?: number;
/** Hover background color (defaults to UI_CONFIG.BUTTON_BG_HOVER) */
hoverBgColor?: number;
/** Border color (defaults to UI_CONFIG.BUTTON_BORDER) */
borderColor?: number;
/** Text color (defaults to UI_CONFIG.BUTTON_TEXT_COLOR) */
textColor?: string;
/** Font size (defaults to UI_CONFIG.BUTTON_FONT_SIZE) */
fontSize?: string;
}
export interface ButtonObjects {
/** Background rectangle */
bg: Phaser.GameObjects.Rectangle;
/** Text label */
text: Phaser.GameObjects.Text;
}
/**
* Create a styled interactive button in a Phaser scene.
*
* Handles hover effects (fill color change + text scale) and click callback.
* Returns both the bg and text objects for further customization if needed.
*/
export function createButton(options: ButtonOptions): ButtonObjects {
const {
scene,
label,
x,
y,
width = UI_CONFIG.BUTTON_WIDTH,
height = UI_CONFIG.BUTTON_HEIGHT,
onClick,
depth = 100,
bgColor = UI_CONFIG.BUTTON_BG,
hoverBgColor = UI_CONFIG.BUTTON_BG_HOVER,
borderColor = UI_CONFIG.BUTTON_BORDER,
textColor = UI_CONFIG.BUTTON_TEXT_COLOR,
fontSize = UI_CONFIG.BUTTON_FONT_SIZE,
} = options;
const bg = scene.add.rectangle(x, y, width, height, bgColor)
.setStrokeStyle(2, borderColor)
.setInteractive({ useHandCursor: true })
.setDepth(depth);
const text = scene.add.text(x, y, label, {
fontSize,
color: textColor,
}).setOrigin(0.5).setDepth(depth);
bg.on('pointerover', () => {
bg.setFillStyle(hoverBgColor);
text.setScale(1.05);
});
bg.on('pointerout', () => {
bg.setFillStyle(bgColor);
text.setScale(1);
});
bg.on('pointerdown', onClick);
return { bg, text };
}