Table of Contents
VTT offers the following widgets (in alphabetical order):
- BasicWidget
- Button
- Canvas
- Card
- Deck
- Holder
- Label
- Pile
- Spinner
- Timer
See the Widget Properties page for more details.
Introduction to Widgets
VTT uses widgets as a visual representation of objects you need for playing a particular game. To better illustrate their usage, it's helpful to consider typical pieces you find in a game box:
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Boards. A board is typically represented as a BasicWidget as it's mostly just a background image. Many boards have designated areas to place cards on. Represent these areas with Holders, which are drop-zones that automatically align cards dragged onto them. They can be configured with a background image, but also be made transparent or invisible as needed.
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Tokens (e.g. "flat" game pieces made out of cardboard or plastic). A token is typically represented as a BasicWidget or a Card. Use BasicWidgets if all you need is to display an image and/or text. Use Cards when you need the tokens to be stackable in a pile, so players can see how many are stacked together and move them as a group.
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Writeable objects (e.g. paper/cardboard with blank areas to write on). A writeable object is typically represented by a Label because this widget type allows players to write and update the label text.
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3D objects (e.g. meeples, chess pieces, etc.). A 3D object is typically represented as a BasicWidget, a Card or a Holder. Use Cards when you need the object to be stackable in a pile, so players can see how many are stacked together and move them as a group. Use a Holder when you need the object to have one or more "slots" where other game pieces can be placed in or taken out (e.g. a card holder).
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Randomizer objects (e.g. dice, spin wheels, "tossable" figures, etc.). Anything that is used to determine a random value is typically represented as a Spinner or a Card. Use Cards if you need the object to be stackable in a pile, so players can see how many are stacked together and move them as a group. Note that Cards in VTT can have more than two sides/faces, so a typical die could be represented by a 6-sided Card which can be flipped to a random side using Buttons.
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Cards are typically represented by Cards. However, you may want to look at the other widget types to see which type is most appropriate for your game.
Note that Cards are related to two other widget types:
- Pile. A Pile represents a momentary group of stacked Cards and is visually represented by a circular handle displaying the amount of Cards contained. The handle can be used to move the cards as a group. Clicking on the handle also allows players to shuffle or flip the Cards within the Pile.
- Deck. In contrast to Piles, a Deck doesn't "contain" Cards, it "defines" them. Think of Cards as blank pieces of cardboard. The Deck defines what image is shown on the card sides and how many cards of the same type should exist in the game. A standard deck with 52 playing cards has 52 individual card definitions, but many game boxes come with multiple cards of identical look, and that's where Deck definitions become useful.
Last but not least, VTT offers Button widgets which can be configured to execute one or more functions, such as moving Cards, updating a Label, performing math calculations or working with arrays.
Quick Links
Home
1. Basics
2. Developer Documentation
- Widgets
- Functions, automation, and routines
- Dynamic Expressions and using variables
- Math, string, array, color, JSON functions
- Cards and Decks
- Editing JSON
- Using CSS
- Fonts and Symbols
3. Available Resources
- Publicly available games
- Tutorials
- Demonstration Features
- Useful Code Snippets
- Useful Global CSS Snippets
4. Usage Guidelines and Copyrights
5. Other Technical Information
- Download Repository
- Using GitHub and creating Pull Requests
- Internals Overview
- Testing with TestCafé
- URL-addressing rooms
- Using Docker containers
- Config.json file