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  31. Phaser Editor 2D
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  50. <li class="toctree-l1 current"><a class="current reference internal" href="#">Scene Editor</a><ul>
  51. <li class="toctree-l2"><a class="reference internal" href="create-new-scene-file.html">Create a new Scene file</a></li>
  52. <li class="toctree-l2"><a class="reference internal" href="add-object.html">Adding an object to the scene</a></li>
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  99. <section id="scene-editor">
  100. <h1>Scene Editor<a class="headerlink" href="#scene-editor" title="Link to this heading"></a></h1>
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  102. <ul>
  103. <li class="toctree-l1"><a class="reference internal" href="create-new-scene-file.html">Create a new Scene file</a></li>
  104. <li class="toctree-l1"><a class="reference internal" href="add-object.html">Adding an object to the scene</a></li>
  105. <li class="toctree-l1"><a class="reference internal" href="inspector-view.html">Inspector view</a></li>
  106. <li class="toctree-l1"><a class="reference internal" href="game-objects.html">Game Object types</a></li>
  107. <li class="toctree-l1"><a class="reference internal" href="scene-properties.html">Scene properties</a></li>
  108. <li class="toctree-l1"><a class="reference internal" href="arcade-physics.html">Arcade Physics</a></li>
  109. <li class="toctree-l1"><a class="reference internal" href="sprite-animations.html">Sprite animations</a></li>
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  120. <li class="toctree-l1"><a class="reference internal" href="scene-compiler.html">The scene compiler</a></li>
  121. <li class="toctree-l1"><a class="reference internal" href="misc.html">Miscellaneous</a></li>
  122. <li class="toctree-l1"><a class="reference internal" href="troubleshooting.html">Troubleshooting</a></li>
  123. </ul>
  124. </div>
  125. <p>The <a class="reference external" href="../scene-editor/index.html">Scene Editor</a> is the most important editor of the IDE, it provides the visual tools to create scenes (or levels).</p>
  126. <img alt="Scene Editor screenshot." src="../_images/scene-editor-04102020.webp" />
  127. <p>The <a class="reference external" href="../scene-editor/index.html">Scene Editor</a> is similar to other scene maker tools. The most peculiar characteristic is that this editor <a class="reference external" href="scene-compiler.html">compiles the scene</a> into readable <a class="reference external" href="https://phaser.io">Phaser</a> code.</p>
  128. <p><a class="reference external" href="https://phaser.io">Phaser</a> provides support for certain file formats like the <a class="reference external" href="../asset-pack-editor/asset-pack-file.html">Asset Pack file</a> (edited by the <a class="reference external" href="../asset-pack-editor/index.html">Asset Pack Editor</a>), but it lacks a full-feature Scene file format suitable for level editors. Maybe it should be that way because <a class="reference external" href="https://phaser.io">Phaser</a> is a framework and you may use it in very different ways and very different contexts.</p>
  129. <p>How can we develop a scene editor? We know we need to save the scene in a custom format. We have two main options:</p>
  130. <ol class="arabic simple">
  131. <li><p>We can create a custom runtime, or plugin, to load the scene files in the game and create the objects in the fly.</p></li>
  132. <li><p>We can create a scene compiler, that translates the scene data file into <a class="reference external" href="https://phaser.io">Phaser</a> code.</p></li>
  133. </ol>
  134. <p>The second option plays much better with the <a class="reference external" href="https://phasereditor2d.com">Phaser Editor 2D</a> philosophy of being fully compatible with a vanilla <a class="reference external" href="https://phaser.io">Phaser</a> runtime. So this compiler gets a scene data file (<code class="docutils literal notranslate"><span class="pre">.scene</span></code>) and generates a clean, readable, hand-writing-like <a class="reference external" href="https://phaser.io">Phaser</a> code. Even this option has other advantages: it is very easy to debug the scene and knowing exactly how the objects are created and modified.</p>
  135. <p>In previous desktop-based versions of <a class="reference external" href="https://phasereditor2d.com">Phaser Editor 2D</a>, the <a class="reference external" href="../scene-editor/index.html">Scene Editor</a> used a custom renderer to build the scene. This render was based on desktop UI toolkits. In this version, we use <a class="reference external" href="https://phaser.io">Phaser</a> and the browser to render the scene in the editor. It is a huge advantage, now what you see in the <a class="reference external" href="../scene-editor/index.html">Scene Editor</a> is what you get in the game.</p>
  136. <p>This chapter covers in-depth the <a class="reference external" href="../scene-editor/index.html">Scene Editor</a> tools and concepts, if you want a quick tutorial to create a scene, read the <a class="reference external" href="../first-steps/index.html">First steps chapter</a>.</p>
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