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  • License MIT

A helper library for Phaser image manipulation

Package Exports

    This package does not declare an exports field, so the exports above have been automatically detected and optimized by JSPM instead. If any package subpath is missing, it is recommended to post an issue to the original package (@telazer/phaser-image-helper) to support the "exports" field. If that is not possible, create a JSPM override to customize the exports field for this package.

    Readme

    Telazer - Phaser Image Helper

    GitHub

    A TypeScript utility library for Phaser 4 that simplifies image handling and manipulation. It offers powerful helpers for:

    • Efficient image loading and caching
    • Nine-slice scaling support
    • Image-to-DataURL conversion
    • Grid-based sprite sheet slicing
    • Texture extrusion and normal map support

    Installation

    npm install @telazer/phaser-image-helper

    Getting Started

    Import ImageHelper into your Phaser scenes. It's recommended to initialize it in a dedicated loading scene that handles all asset preloading.

    Key Features

    • One-time initialization
    • Global access via static API
    • Automatic texture caching and optimization

    Usage

    Initialization (Loader Scene)

    import ImageHelper from "@telazer/phaser-image-helper";
    
    export class InitScene extends Phaser.Scene {
      constructor() {
        super({ key: SCENE_KEYS.INIT });
      }
    
      async preload() {
        // This can be called later on again for more images if needed.
        await ImageHelper.load(this, [
          { key: "ball", url: "assets/ball.png" },
          { key: "hero", url: "assets/hero.png" },
        ]);
      }
    
      async create() {
        await ImageHelper.isReady();
        this.scene.start("game-scene");
      }
    }

    Access in Other Scenes

    import ImageHelper from "@telazer/phaser-image-helper";
    
    export class GameScene extends Phaser.Scene {
      constructor() {
        super({ key: SCENE_KEYS.GAME });
      }
    
      init() {
        ImageHelper.updateScene(this);
      }
    }

    Adding Images

    // Add an image to the scene
    this.add.image(0, 0, "ball");
    
    // Get the image as a base64 data URL for use in the DOM
    const image = document.createElement("img");
    image.src = ImageHelper.url("ball");

    Spritesheet Slicing

    You can slice a spritesheet into individual images using a defined grid and pos.

    await ImageHelper.load(scene, [
      {
        key: "spritesheet",
        url: "assets/spritesheet.png",
        grid: [16, 16],
        parse: [
          { key: "sprite_1", slice: { pos: 0 } },
          { key: "sprite_2", slice: { pos: 1 } },
          { key: "sprite_3", slice: { pos: 2 } },
        ],
      },
    ]);

    Extracting a Rectangular Area

    Use a start and end pos range:

    await ImageHelper.load(scene, [
      {
        key: "spritesheet",
        url: "assets/spritesheet.png",
        grid: [16, 16],
        parse: [{ key: "area", slice: { pos: [5, 10] } }],
      },
    ]);

    Or use exact rectangle coordinates:

    await ImageHelper.load(scene, [
      {
        key: "spritesheet",
        url: "assets/spritesheet.png",
        parse: [{ key: "custom", rect: { x: 16, y: 16, width: 32, height: 32 } }],
      },
    ]);

    Nine-Slice Support

    await ImageHelper.load(scene, [
      {
        key: "nineslice_button",
        url: "assets/nineslice_button.png",
        nineSlice: {
          topHeight: 3,
          centerHeight: 1,
          bottomHeight: 6,
          leftWidth: 2,
          centerWidth: 1,
          rightWidth: 2,
          fill: "repeat",
          scale: "10px",
          pixelated: true,
        },
      },
    ]);
    
    ImageHelper.nineSlice("nineslice_button", {
      x: 600,
      y: 100,
      width: 100,
      height: 50,
    });

    Get the underlying data:

    const config = ImageHelper.nineSliceData("nineslice_button");

    Nine-Slice from Spritesheet

    {
      key: "ns_all",
      url: "assets/ns_all.png",
      nineSlice: {
        topHeight: 3,
        centerHeight: 1,
        bottomHeight: 6,
        leftWidth: 2,
        centerWidth: 1,
        rightWidth: 2,
      },
      grid: [5, 10],
      parse: [
        { key: "ns_green", slice: { pos: 0 }, nineSlice: true },
        {
          key: "ns_blue",
          slice: { pos: 0 },
          nineSlice: {
            topHeight: 3,
            centerHeight: 1,
            bottomHeight: 6,
            leftWidth: 2,
            centerWidth: 1,
            rightWidth: 2,
            pixelated: true,
          },
        },
      ],
    }

    SafeZone and DeadZone Data

    This will keep safeZone and deadZone data inside the image just to provide for other API's As default the safeZone and deadZone will return as eg: calc(${topHeight} * scale), if it's defined, it'll override as calc(${safeZone.top * scale}). This way, css padding can be automatically can be used from the image data.

    await ImageHelper.load(scene, [
      {
        key: "nineslice_frame",
        url: "assets/nineslice_frame.png",
        nineSlice: {
          topHeight: 10,
          centerHeight: 30,
          bottomHeight: 10,
          leftWidth: 10,
          centerWidth: 30,
          rightWidth: 10,
          fill: "repeat",
          scale: "10px",
          safeZone: {
            top: 1,
            left: 1,
            right: 1,
            bottom: 1,
          }
          deadZone: {
            top: 5,
            left: 5,
            right: 5,
            bottom: 5,
          }
        },
      },
    ]);

    Extruded & Normal Maps

    Link extruded and normal maps directly to the same asset key:

    await ImageHelper.load(scene, [
      {
        key: "spritesheet",
        url: "assets/spritesheet.png",
        extruded: "assets/spritesheet_extruded.png",
        normal: "assets/spritesheet_normal.png",
      },
    ]);

    This will automatically generate spritesheet_extruded and spritesheet_normal keys for use.

    Removing an image

    // Remove an image by the key
    ImageHelper.remove("image_key");
    
    // Clear all images and the cache
    ImageHelper.clear();

    Features Summary

    • ⚡ Async image loading with caching
    • 🧩 Nine-slice layout system
    • 📦 Grid-based spritesheet slicing
    • 🧠 Normal and extruded texture support
    • 🖼️ DOM-compatible image data URLs

    Development

    # Clone the repo and
    # Install dependencies
    npm install
    
    # Build the library
    npm run build

    License

    MIT License

    Copyright (c) 2025 Telazer LLC.

    Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rightsto use, copy, modify, merge, publish, distribute, sublicense, and/or sellcopies of the Software, and to permit persons to whom the Software isfurnished to do so, subject to the following conditions:

    The above copyright notice and this permission notice shall be included in allcopies or substantial portions of the Software.

    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS ORIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THEAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHERLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THESOFTWARE.