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:
- Creates a workspace for this project.
- Opens VS Code to edit this repo.
- Installs & updates the dependencies of this repo.
- Runs the Webpack development server in port
8080
. - Runs Phaser Editor 2D Core server in port
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:
- Create a GitHub repository with the project (something that probably you already did).
- In GitHub, open the repository and go to Settings > GitHub Pages.
- In the Build and deployment section, set the GitHub Actions option in the Source parameter.
- Run the Build game with webpack workflow in the Actions section on the repository.
- When the workflow completes, return to the Settings > GitHub Pages section and check the address for the deployed game. It should show a message like Your site is live at https://<USERNAME>.github.io/<REPOSITORY_NAME>/.
- Next time you push changes to the
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 thepackage.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 folderdist/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 thephaser-asset-pack-hashing
tool. It parses all pack files in thedist/
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 src/script-nodes-basic
folder contains the script nodes from the script-nodes-basic project.
You can add your own script nodes to the src/script-nodes
folder.
This project template was created by the Phaser Editor 2D team.