A game with no exposition but lots of zombies.
https://thewalkingbox.herokuapp.com/
You will need to first install Node.js.
npm install
And you should now be ready to spin up a development build of your new project:
npm run dev
Your first port of call will likely be to customise the properties found in package.json
and src/js/game/properties.js
.
All of the files required to run the game will live in the src
folder, this will include any JavaScript, images, HTML (Jade), and CSS (Stylus). When the default grunt task is invoked, these files are compiled to a build
directory.
Files in the build
directory will always be generated and excluded from Git by the .gitignore
, as such these will removed without warning and should generally not be edited.
A debug module is exported to the window as window.gameDebug
.
To see all messages, write gameDebug.enable('*')
. You can filter by module. All game messages are under the
'walkingBox:*'
namespace.
Install the grunt-cli to use these (npm install -g grunt-cli
).
Configures and runs an unminified development build optimised for fast watch performance with source maps and live reload.
Creates an uglified, production ready build with no source maps.
Lossy compression of all png's in the src/images/
directory using pngquant.
(Linux users will need to have a version of pngquant available on their paths.)
Compiles the current build into {title}.zip
with an internal folder. This is intended for use when transferring the build to a third party for webserver upload.
Compiles the current build into {title}.zip
ready for upload to CocoonJs.
The project comes with an unminified version of Phaser with arcade physics, this can be replaced if you require updates or one of the alternate physics engines.
When adding new libraries that aren't CommonJS compatible, you'll have to update the Browserify Shim configuration.
Lots of thanks to Luke Wilde. Without the boiler plate we would have wasted hours I am sure. https://github.com/lukewilde/phaser-js-boilerplate