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| .gitpod.yml | 2 years ago | |
| LICENSE | 4 years ago | |
| README.md | 2 years ago | |
| events.txt | 2 years ago | |
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| phasereditor2d.config.json | 2 years ago | |
| tsconfig.json | 2 years ago | |
| webpack.config.js | 2 years ago | |
A project template for Phaser 3, Webpack 5, TypeScript, and Phaser Editor 2D v3. It also includes a workflow for deploying the game to GitHub Pages.
This project requires Node.js and NPM.js. It is recommended that you learn the basics of Webpack.js.
Install dependencies:
npm install
npm update
Run the development server:
npm start
Open the browser at http://127.0.0.1:8080.
Make a production build:
npm run build
It is generated in the /dist folder.
This repository is ready for start coding in Gitpod, a Cloud Development Environment. You only need to click on this link for starting a new workspace.
This is what Gitpod does:
8080.1959.In the Ports panel in VS Code, it shows the links for opening the game (port 8080) & the editor (port 1959). It gives you the options of copy the URL, open the URL in a preview panel, or open the URL in a new tab.
If you are looking for a hosting for you game, GitHub Pages is a very nice and free option. This repository includes a workflow for publishing the game into GitHub Pages automatically.
Just follow these steps:
main branch it will run the workflow and deploy the game automatically.If you don't want to deploy your game to GitHub Pages, then you can remove the .github/workflows/main.yml file.
In this video I explain many of these concepts: Start making a game in the cloud. GitHub + VS Code + Phaser Editor 2D [Tutorial]
You can run the editor using the editor NPM script, defined in the package.json file:
$ npm run editor
If you are in a remote environment (like the Gitpod.io IDE), then run the editor like this:
$ npm run editor-remote
If you want to see all the editor options, run:
$ npx phasereditor2d-launcher -help
If Phaser Editor 2D Core is globally installed, you can run:
$ PhaserEditor2D -project .
There are a lot of files present in the project that are not relevant to Phaser Editor 2D. For example, the whole node_modules folder should be excluded from the editor's project.
The /.skip file lists the folders and files to exclude from the editor's project.
Learn more about resource filtering in Phaser Editor 2D
The /static folder contains the assets (images, audio, atlases) used by the game. Webpack copies it to the distribution folder and makes it available as a root path. For example, http://127.0.0.1:8080/assets points to the /static/assets folder.
By default, Phaser Editor 2D uses the project's root as the start path for the assets. You can change it by creating an empty publicroot file. That is the case of the /static/publicroot file, which allows adding files to the Asset Pack file (/static/assets/asset-pack.json) using correct URLs.
Webpack is configured to include the content hash of a file defined in an asset pack editor:
For loading a pack file in code, import it as a resource:
import assetPackUrl from "../static/assets/asset-pack.json";
...
this.load.pack("pack1", assetPackUrl);
Webpack will add the asset-pack.json file into the distribution files, in the folder dist/asset-packs/.
Because Webpack automatically imports the pack files, those are excluded in the CopyPlugin configuration. By convention, name the pack files like this [any name]-pack.json.
The NPM build script calls the phaser-asset-pack-hashing tool. It parses all pack files in the dist/ folder and transform the internal URL, adding the content-hash to the query string. It also parses files referenced by the pack. For example, a multi-atlas file is parsed and the name of the image's file will be changed to use a content-hash.
Learn more about the phaser-asset-pack-hashing tool.
The /src folder contains all the TypeScript code, including the scene and user component files, in addition to the Phaser Editor 2D compilers output.
We recommend using Visual Studio Code for editing the code files.
In many tutorials about Phaser Editor 2D, the JavaScript files are loaded using the Asset Pack editor. When using Webpack this is not needed. Just use the Asset Pack editor for loading the art assets.
The Scenes, User Components, and ScriptNodes are configured to compile to TypeScript ES modules. Also, the compilers auto-import the classes used in the generated code.
The project requires the following script libraries:
You can add your script nodes to the src/script-nodes folder.
This project template was created by the Phaser Editor 2D team.