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  31. Phaser Editor 2D
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  34. <div class="version">
  35. v3.67.0
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  51. <li class="toctree-l3"><a class="reference internal" href="#asset-pack-editor">Asset Pack Editor</a></li>
  52. <li class="toctree-l3"><a class="reference internal" href="#scene-editor">Scene Editor</a></li>
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  57. <li class="toctree-l3"><a class="reference internal" href="#extensible">Extensible</a></li>
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  97. <section id="main-features">
  98. <h1>Main features<a class="headerlink" href="#main-features" title="Link to this heading"></a></h1>
  99. <p>The current version of <a class="reference external" href="https://phasereditor2d.com">Phaser Editor 2D</a> is pretty new. We released it with a few basic features.</p>
  100. <section id="asset-pack-editor">
  101. <h2>Asset Pack Editor<a class="headerlink" href="#asset-pack-editor" title="Link to this heading"></a></h2>
  102. <p>The <a class="reference external" href="../asset-pack-editor/index.html">Asset Pack Editor</a> allows you to import the asset files into an <a class="reference external" href="../asset-pack-editor/asset-pack-file.html">Asset Pack file</a>. This pack file is used by other components of the IDE, like the <a class="reference external" href="../scene-editor/index.html">Scene Editor</a> and is a built-in <a class="reference external" href="https://phaser.io">Phaser</a> format. This means, that you can load it in any <a class="reference external" href="https://phaser.io">Phaser</a> game, no matter if it was created by <a class="reference external" href="https://phasereditor2d.com">Phaser Editor 2D</a> or another tool.</p>
  103. <p>Often, <a class="reference external" href="https://phaser.io">Phaser</a> game developers have to write by hand the code to load the asset files. With the <a class="reference external" href="../asset-pack-editor/index.html">Asset Pack Editor</a> this process is fully visual and assisted.</p>
  104. <p><a class="reference external" href="../asset-pack-editor/index.html">Learn more about the Asset Pack Editor</a></p>
  105. <img alt="Asset Pack Editor." src="../_images/asset-pack-editor-overview-04072020.webp" />
  106. </section>
  107. <section id="scene-editor">
  108. <h2>Scene Editor<a class="headerlink" href="#scene-editor" title="Link to this heading"></a></h2>
  109. <p>The <a class="reference external" href="../scene-editor/index.html">Scene Editor</a> is a visual tool to create <a class="reference external" href="https://phaser.io">Phaser</a> scenes or levels by positioning images and other types of objects.</p>
  110. <p>The images can be taken from different sources like single images, sprite-sheets, or texture maps. You can create a different type of objects like sprites, images, tile sprites, bitmap texts, texts, containers, and lists. Also, you can create your custom type of object using <a class="reference external" href="../scene-editor/prefabs.html">prefabs</a> and create reusable <a class="reference external" href="../scene-editor/user-components.html">user components</a>.</p>
  111. <p>The <a class="reference external" href="../scene-editor/index.html">Scene Editor</a> uses a custom format, but the editor files are compiled into perfect readable <a class="reference external" href="https://phaser.io">Phaser</a> code, compatible with any <a class="reference external" href="https://phaser.io">Phaser</a> game, and using only <a class="reference external" href="https://phaser.io">Phaser</a> built-in API.</p>
  112. <p><a class="reference external" href="../scene-editor/index.html">Learn more about the Scene Editor</a></p>
  113. <img alt="Scene Editor." src="../_images/scene-editor-04102020.webp" />
  114. </section>
  115. <section id="animations-editor">
  116. <h2>Animations Editor<a class="headerlink" href="#animations-editor" title="Link to this heading"></a></h2>
  117. <p>The <a class="reference external" href="../animations-editor/index.html">Animations Editor</a> helps to create sprite-based animations. It creates a JSON file that can be loaded into the game using the <a class="reference external" href="https://photonstorm.github.io/phaser3-docs/Phaser.Loader.LoaderPlugin#__animation">Phaser Loader API</a> or using the <a class="reference external" href="../asset-pack-editor/index.html">Asset Pack Editor</a>.</p>
  118. <p>A handy tool provided by the <a class="reference external" href="../animations-editor/index.html">Animations Editor</a> is the <a class="reference external" href="../animations-editor/auto-build-animations.html">automatic creation of the animations</a>.</p>
  119. <img alt="Animations Editor" src="../_images/features-animations-editor-09302020.webp" />
  120. </section>
  121. <section id="code-editor">
  122. <h2>Code Editor<a class="headerlink" href="#code-editor" title="Link to this heading"></a></h2>
  123. <p>An advanced coding tool is out of the scope of this version of the IDE. There are free and commercial third-party coding editors that work pretty well, with special mention of <a class="reference external" href="https://code.visualstudio.com">Visual Studio Code</a>.</p>
  124. <p><a class="reference external" href="https://phasereditor2d.com">Phaser Editor 2D</a> can be integrated very well with <a class="reference external" href="https://code.visualstudio.com">Visual Studio Code</a>. The <a class="reference external" href="../workbench/projects.html#project-templates">project templates</a> include the <a class="reference external" href="https://code.visualstudio.com">Visual Studio Code</a> the configuration and type files required to get a project ready for <a class="reference external" href="https://code.visualstudio.com">Visual Studio Code</a>.</p>
  125. <p>However, many users may want to try the editor just as it is and quickly create prototypes of games. For those users, we included in the IDE a basic code tooling for JavaScript, TypeScript, HTML, CSS, and JSON files. These tools are based on the <a class="reference external" href="https://microsoft.github.io/monaco-editor/">Monaco editor</a>, the one that is used by <a class="reference external" href="https://code.visualstudio.com">Visual Studio Code</a>.</p>
  126. <p>You can edit the code of your game and get nice features like auto-completion across multiple files, an outline of the code, documentation of the language elements, and others.</p>
  127. <p><a class="reference external" href="../code-editor/index.html">Learn more about the Code Editor</a></p>
  128. <img alt="JavaScript Editor." src="../_images/code-editor-03312020.jpg" />
  129. </section>
  130. <section id="id1">
  131. <h2>Project templates<a class="headerlink" href="#id1" title="Link to this heading"></a></h2>
  132. <p><a class="reference external" href="https://phaser.io">Phaser</a> is a framework and it does not require a particular layout for your projects. A <a class="reference external" href="https://phaser.io">Phaser</a> game is just a web application, and there are a lot of options to organize and build your game files.</p>
  133. <p><a class="reference external" href="https://phasereditor2d.com">Phaser Editor 2D</a> does not require any special project layout neither, however, it provides a couple of project templates that help you to do an initial setup of your game. For example, it adds configuration files ready to be used by <a class="reference external" href="https://code.visualstudio.com">Visual Studio Code</a> and other files commonly used by the IDE, like an <a class="reference external" href="../asset-pack-editor/asset-pack-file.html">Asset Pack file</a> or a first <a class="reference external" href="../scene-editor/index.html">Scene Editor</a> file.</p>
  134. <p>Also, you can create projects based on demos, and learn <a class="reference external" href="https://phaser.io">Phaser</a> and <a class="reference external" href="https://phasereditor2d.com">Phaser Editor 2D</a>.</p>
  135. <p><a class="reference external" href="../workbench/projects.html#project-templates">Learn more about project templates</a></p>
  136. <img alt="Project templates." src="../_images/project-templates-03312020.jpg" />
  137. </section>
  138. <section id="color-themes">
  139. <h2>Color themes<a class="headerlink" href="#color-themes" title="Link to this heading"></a></h2>
  140. <p>Since <a class="reference external" href="https://phasereditor2d.com">Phaser Editor 2D</a> is a web application, it is very easy to create color themes via CSS. The IDE includes a couple of themes and you can implement your own.</p>
  141. <p><a class="reference external" href="../workbench/color-themes.html">Learn more about color themes</a></p>
  142. <img alt="Color themes" src="../_images/color-themes-03312020.jpg" />
  143. </section>
  144. <section id="extensible">
  145. <h2>Extensible<a class="headerlink" href="#extensible" title="Link to this heading"></a></h2>
  146. <p>The IDE is built on top of <a class="reference external" href="https://github.com/PhaserEditor2D/PhaserEditor2D-v3/tree/master/source/editor/plugins/colibri">Colibri</a> (<em>hummingbird</em> in English), a small framework we did especially for <a class="reference external" href="https://phasereditor2d.com">Phaser Editor 2D</a>. This framework is inspired by the Eclipse Rich Client Platform and allows to build desktop-like applications (based on editors, views, commands, remote storage, etc…) using modules and an extension mechanism, that is used to create new editors, commands, menus, color themes, game objects, etc…</p>
  147. <p>We should write a Plugin Development Guide to target these concepts.</p>
  148. </section>
  149. <section id="lightweight-and-cross-platform">
  150. <h2>Lightweight and cross-platform<a class="headerlink" href="#lightweight-and-cross-platform" title="Link to this heading"></a></h2>
  151. <p>The IDE is available in the main Operating Systems: Windows, macOS, and Linux.</p>
  152. <p>The big part (the client application) should run in any modern browser (tested on Google Chrome, Firefox, and Opera), and is served by a small native program, available for the mentioned platforms.</p>
  153. <p>The client application is accelerated by the browser and all the I/O operations are asynchronous. It feels lightweight in terms of operability, but it may push the browser to consume an extra 150MB/300MB of memory. It depends the amount of images present in the project.</p>
  154. <p>On the desktop, it loads pretty fast. In a network, the fetching of all the resources may delay, it depends on your network speed.</p>
  155. </section>
  156. <section id="ready-for-the-desktop-and-the-cloud">
  157. <h2>Ready for the desktop and the cloud<a class="headerlink" href="#ready-for-the-desktop-and-the-cloud" title="Link to this heading"></a></h2>
  158. <p>The editor is distributed as two different products, the <a class="reference external" href="../intro/core.html">Phaser Editor 2D Core</a> and the <a class="reference external" href="../intro/all-in-one.html">Phaser Editor 2D All-in-One</a>.</p>
  159. <p>The <a class="reference external" href="../intro/core.html">Phaser Editor 2D Core</a> can be integrated into a modern web development stack and cloud-based development environments (like <a class="reference external" href="https://gitpod.io">Gitpod</a> and <a class="reference external" href="https://github.com/codespaces">GitHub Codespaces</a>).</p>
  160. <p>The <a class="reference external" href="../intro/all-in-one.html">Phaser Editor 2D All-in-One</a> is a desktop application that provides a traditional IDE-like experience.</p>
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