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  31. Phaser Editor 2D
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  49. <li class="toctree-l1 current"><a class="current reference internal" href="#">Asset Pack Editor</a><ul>
  50. <li class="toctree-l2"><a class="reference internal" href="create-asset-pack-file.html">Create a new Asset Pack file</a></li>
  51. <li class="toctree-l2"><a class="reference internal" href="asset-pack-file.html">Asset Pack File</a></li>
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  86. <section id="asset-pack-editor">
  87. <h1>Asset Pack Editor<a class="headerlink" href="#asset-pack-editor" title="Link to this heading"></a></h1>
  88. <div class="toctree-wrapper compound">
  89. <ul>
  90. <li class="toctree-l1"><a class="reference internal" href="create-asset-pack-file.html">Create a new Asset Pack file</a></li>
  91. <li class="toctree-l1"><a class="reference internal" href="asset-pack-file.html">Asset Pack File</a></li>
  92. <li class="toctree-l1"><a class="reference internal" href="editor-content-layout.html">Editor content layout</a></li>
  93. <li class="toctree-l1"><a class="reference internal" href="add-file.html">Importing files</a><ul>
  94. <li class="toctree-l2"><a class="reference internal" href="add-file-with-add-button.html">Importing using the Main toolbar</a></li>
  95. <li class="toctree-l2"><a class="reference internal" href="import-from-blocks-view.html">Importing from the Blocks view</a><ul>
  96. <li class="toctree-l3"><a class="reference internal" href="import-from-blocks-view.html#showing-all-files-in-the-blocks-view">Showing all files in the Blocks view</a></li>
  97. </ul>
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  99. <li class="toctree-l2"><a class="reference internal" href="import-from-files-view.html">Importing from the Files view</a></li>
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  104. <li class="toctree-l2"><a class="reference internal" href="public-root.html">Setting the root folder for the asset files</a></li>
  105. </ul>
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  107. <li class="toctree-l1"><a class="reference internal" href="organizing-the-assets.html">Organizing the Asset Pack files</a></li>
  108. <li class="toctree-l1"><a class="reference internal" href="outline-view.html">Outline view integration</a></li>
  109. <li class="toctree-l1"><a class="reference internal" href="inspector-view.html">Inspector view integration</a></li>
  110. </ul>
  111. </div>
  112. <p>In a <a class="reference external" href="https://phaser.io">Phaser</a> game, you load the files using the methods of the <a class="reference external" href="https://photonstorm.github.io/phaser3-docs/Phaser.Loader.LoaderPlugin.html">Phaser.Loader.LoaderPlugin</a> class. This is how you can <a class="reference external" href="https://photonstorm.github.io/phaser3-docs/Phaser.Loader.LoaderPlugin.html#spritesheet__anchor">load a sprite-sheet</a> file:</p>
  113. <div class="highlight-javascript notranslate"><div class="highlight"><pre><span></span><span class="k">this</span><span class="p">.</span><span class="nx">load</span><span class="p">.</span><span class="nx">spritesheet</span><span class="p">(</span><span class="s1">&#39;bot&#39;</span><span class="p">,</span><span class="w"> </span><span class="s1">&#39;images/robot.png&#39;</span><span class="p">,</span><span class="w"> </span><span class="p">{</span><span class="w"> </span><span class="nx">frameWidth</span><span class="o">:</span><span class="w"> </span><span class="mf">32</span><span class="p">,</span><span class="w"> </span><span class="nx">frameHeight</span><span class="o">:</span><span class="w"> </span><span class="mf">38</span><span class="w"> </span><span class="p">});</span>
  114. </pre></div>
  115. </div>
  116. <p>You pass a key (<code class="docutils literal notranslate"><span class="pre">'bot'</span></code>) to identify the file in the <a class="reference external" href="https://photonstorm.github.io/phaser3-docs/Phaser.Cache.CacheManager.html">game cache</a>, the URL of the file (<code class="docutils literal notranslate"><span class="pre">'images/robot.png'</span></code>) and a sprite-sheet configuration object, with other information like the frame size.</p>
  117. <p>Or you can load the file by passing a single argument, a <a class="reference external" href="https://photonstorm.github.io/phaser3-docs/Phaser.Types.Loader.FileTypes.html#.SpriteSheetFileConfig__anchor">SpriteSheetFileConfig</a> configuration object:</p>
  118. <div class="highlight-javascript notranslate"><div class="highlight"><pre><span></span><span class="k">this</span><span class="p">.</span><span class="nx">load</span><span class="p">.</span><span class="nx">spritesheet</span><span class="p">({</span>
  119. <span class="w"> </span><span class="nx">key</span><span class="o">:</span><span class="w"> </span><span class="s1">&#39;bot&#39;</span><span class="p">,</span>
  120. <span class="w"> </span><span class="nx">url</span><span class="o">:</span><span class="w"> </span><span class="s1">&#39;images/robot.png&#39;</span><span class="p">,</span>
  121. <span class="w"> </span><span class="nx">frameConfig</span><span class="o">:</span><span class="w"> </span><span class="p">{</span>
  122. <span class="w"> </span><span class="nx">frameWidth</span><span class="o">:</span><span class="w"> </span><span class="mf">32</span><span class="p">,</span>
  123. <span class="w"> </span><span class="nx">frameHeight</span><span class="o">:</span><span class="w"> </span><span class="mf">38</span>
  124. <span class="w"> </span><span class="p">}</span>
  125. <span class="p">});</span>
  126. </pre></div>
  127. </div>
  128. <p>Every file type can be loaded using its configuration object, that is just a JSON object. Following this logic, <a class="reference external" href="https://phaser.io">Phaser</a> has a special type of files that contains the configurations of other files: the <a class="reference external" href="../asset-pack-editor/asset-pack-file.html">Asset Pack file</a>.</p>
  129. <p>You can load an <a class="reference external" href="../asset-pack-editor/asset-pack-file.html">Asset Pack file</a> using the <code class="docutils literal notranslate"><span class="pre">pack(...)</span></code> method of the loader:</p>
  130. <div class="highlight-javascript notranslate"><div class="highlight"><pre><span></span><span class="k">this</span><span class="p">.</span><span class="nx">load</span><span class="p">.</span><span class="nx">pack</span><span class="p">(</span><span class="s2">&quot;level1&quot;</span><span class="p">,</span><span class="w"> </span><span class="s2">&quot;assets/pack.json&quot;</span><span class="p">);</span>
  131. </pre></div>
  132. </div>
  133. <p>The Asset Pack Editor allows you to edit an <a class="reference external" href="../asset-pack-editor/asset-pack-file.html">Asset Pack file</a>, making it very easy to load the assets in your game. Instead of spending precious time writing the JSON file by hand, with the <a class="reference external" href="../asset-pack-editor/index.html">Asset Pack Editor</a> you can load your assets with a visual tool and smart operations.</p>
  134. <img alt="Asset Pack Editor." src="../_images/asset-pack-editor-overview-01012022.webp" />
  135. <p>The <a class="reference external" href="../asset-pack-editor/asset-pack-file.html">Asset Pack file</a> is relevant in the IDE for two main reasons:</p>
  136. <ul class="simple">
  137. <li><p>It is a <a class="reference external" href="https://phaser.io">Phaser</a> built-in format. This means you can create an <a class="reference external" href="../asset-pack-editor/asset-pack-file.html">Asset Pack file</a> with <a class="reference external" href="https://phasereditor2d.com">Phaser Editor 2D</a> and use it in any <a class="reference external" href="https://phaser.io">Phaser</a> project, even if you are using another IDE.</p></li>
  138. <li><p>The <a class="reference external" href="../scene-editor/index.html">Scene Editor</a> and eventually other tools provided by the IDE are based on <a class="reference external" href="https://phaser.io">Phaser</a>. This means that the IDE can reuse the <a class="reference external" href="../asset-pack-editor/asset-pack-file.html">Asset Pack file</a> information to load the assets into its internal tools.</p></li>
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