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Found 14 results

  1. I've created a template to illustrate the concept of levels generated from dynamically loaded tilemaps from a single level scene. Phaser 3 Tilemap & File Pack Project Template Demo Questions and feedback are welcome!
  2. SunOfABeach

    Vue + Phaser 3 Webpack boilerplate

    I created a Webpack template that sets up a Vue project with Phaser 3 integration. It's really minimal but can get people started. Feel free to hit me with suggestions. https://github.com/Sun0fABeach/vue-phaser3 Cheers
  3. I created a minimal boilerplate just to set up ES6 workflow with no configuration using Parcel, so you don't have to install a lot of devDependencies. Github repo: https://github.com/22mahmoud/Phaser.io-v3-Boilerplate I plan to make CLI create a new project and generate scenes and game objects Questions, suggestions, and contributions are welcomed
  4. rafaeldelboni

    Phaser3 Es6 Webpack4 Boilerplate

    Hi guys I spent some time creating a small boilerplate to use the new Phaser 3 with ES6 and Webpack 4. Plain webpack 4 Boilerplate with Babel, SASS and Phaser3 on board Some cool features: webpack 4, chunks and minifies; webpack-dev-server, development server that provides live reloading and fast in-memory access to assets; @babel/core and @babel/preset-env; eslint; updated, tried to use the latest version of everything (until this post ). I hope it helps, any sugestions, feedbacks or pull requests would be amazing!
  5. Hey folks, New version of Phaser CLI is here: https://github.com/phaser-cli/phaser-cli. Phaser CLI is based on the latest versions of Create React App and vue-cli, and is designed to provide a zero-config setup for your Phaser projects. Getting started: npm install -g @phaser-cli/cli # or yarn global add @phaser-cli/cli phaser create my-project cd my-project npm start # serves your project at localhost:8080 npm run build # builds for production Currently implemented: Basic template with Babel support Linting with Standard Webpack 4 Webpack Dev Server Ability to eject from Phaser CLI Coming soon™️: Support for additional templates (e.g TypeScript, CoffeeScript) Support for multiplayer games via socket.io More linting options (e.g ESLint, ESLint + Standard, ESLint + AirBnB) Add some tests into the templates Integrate Travis/AppVeyor for automated testing/deployment of Phaser CLI And likely a few other things yet to be decided. Phaser CLI is still a work in progress (read: bugs!) so please yell if you're having any issues. Any contributions to the code and other suggestions are very much appreciated 🙂
  6. Hello there! I recently published a very simple game called Coin Runner on my repository. It is written in Typescript and uses the newest version of Phaser 3 (3.3.0). Coin Runner It might be helpful for the ones who are new to Phaser 3 and want to learn the basics. In the future I will write a small tutorial for it and more games will come. Feedback is very welcome! Greetings,WizaEric
  7. Phaser 3 BOILERPLATES | STARTERS Unify, upgrade, use. Last updated: March 6 Table of contents: 1. Intro 2. create-phaser-app 3. List of existing boilerplates 4. What kind of features we need/want 5. What's the point Intro: Hello there everyone! As Phaser 3 came out I immediately started to look after some Boilerplate which would take care of basic stuff and speed up the development. If you don't know what I am talking about, think of create-react-app, but for Phaser. There are a few already, however I think that is one of the things that shouldn't be re-created every time, but I'd rather see one, powerful, generator that is community driven, updated, and has many options. Richard has mentioned that he prefers this to be created by community, and just highlighted on the Phaser website. I am aware that sometimes you need something really different and boilerplate X won't suit your needs, but that's where configuration comes in (for example question at the beginning which physics you want to use). Unless even that can help you - get a different boilerplate/create new one. I want to help and in my opinion boilerplates are great way to unify the community, show out the best practices and speed up the development. Let me know what do you think about it. create-phaser-app: So currently I am developing this generator, which follows the convention of create-X-app. It will be configurable with --options, or by default running a "wizard" where you select basic options. At the start there will be only plain JS and typescript probably, but later on I'm planning to add things like multiple examples (ping-pong, platformer, etc) and many other stuff, but also some --basic flag where you get 0 configuration small project without any webpacks or anything! https://github.com/phaser-contrib/create-phaser-app Here's the repo. Project will be open up for contributions after I prepare the base. Hopefully after everything's prepared community will be able to focus this one and stop creating new ones, unless they really need to. Existing boilerplates list: https://github.com/oliverbenns/phaser-starter - https://github.com/rblopes/generator-phaser-plus - by @rblopes https://github.com/lean/phaser-es6-webpack/tree/phaser3 - (phaser 3 on different branch, i think it's still in development for p3) by @leandro Boilerplates/examples (things that fall in into example category, but still can be a good foundation) https://github.com/nkholski/phaser3-es6-webpack - generic platformer template (mario in this case) and it's based on phaser-es6-webpack by @nkholski I'll keep the list updated, you can give links in the comments too! Features: What should the perfect boilerplate have Recognizable name ES6 transpilation with babel ES6, CoffeeScript or TypeScript Webpack, along with live and hot reload Environment variables Continuous delivery and continuous deployment Images compress JS minify Standard folder structure with basic scenes like preload screen, game Config file for game configuration with all possible options Maybe something that will make sprite bundles ES lint configuration? (not quite sure as many people have different ways of writing code, however maybe just a small base for further configuration?) CLI commands (like create new object) Popular building integrations (Cordova, Cocoon etc) at least on some level Easy way to update Phaser Configurable at the start: Provide bigger example? or just standard template (for example do you want only one example asset, or whole game generated) Physics selection List of some basic useful plugins? That's all coming to my mind for now, leave the comments what would you like to see in a boilerplate! The point?: I know this may be not immediately clear "what the hell this guy want to do with this topic". I think it would be nice if community choose one boilerplate that already is in a good shape and drop all the focus on it. I don't think that this will be better if every person creates a new boilerplate for no good reason and reinvents the wheel. So to summarize: Create a list of boilerplates to have it in one place Let's choose together a boilerplate which community would accept to take care of, becoming a kind of "official" boilerplate (again think of create-react-app that is used by most of the people). (and yes, I am aware that not everybody will want that, but in most cases unified standard is a good thing, I guess?) List of features that this boilerplate would ideally have. I want to hear your feedback about the whole concept, maybe I am dreaming too much. From my side: https://github.com/lean/phaser-es6-webpack/tree/phaser3 seems to be the most popular, however don't think it's phaser 3 ready yet? Haven't looked at it yet. https://github.com/rblopes/generator-phaser-plus is also looking great, I've used it at it seems it has most of the features. What would I like to hear from you guys: Do you like the idea? If yes, would you like to prefer to choose an existing boilerplate or create a new one How would you name it if new one? If new one, clean start or forked from other project? What features would you add to the list Do you know any other generators that should be on the list? So let me know what do you think about it, let the discussion begin. Yey. Best regards.
  8. Hi everybody, To thank the users of this forum who helped me a lot, i put my template available to help new beginners or someone else. This template offers : correct scaling without stretching effect portrait mode (for landscape mode you must invert width and height) works with cocoon in webview+ and canvas+ mode (deviceready implemented) upload the file source.zip in cocoon.io and run it. https://cocoon.io/ NOTICE for canvas+, avoid this syntax, that don't work in canvas+, in webview and webview+ no problem let variable; const anothervariable; var myFunc=()=>{} and prefer this: var variable; var myFunc = function(){}; simple example with prototype and inheritance use the states (i personnaly put all the states in a single file but you can quite put them in separate files, it's necessary to inform them in index.html eg: <script src="src/otherfile.js"></script> This template is based on : https://github.com/EnclaveGames/Cyber-Orb and how to adjust the scale is based on: Now my template for the beginners , index.html <!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <title>example_test_scale</title> <link rel="shortcut icon" href="favicon.png" type="image/x-icon" /> <style> body { margin: auto; display: table; position: absolute; border:0px; top: 0px; left: 0px; padding: 0; margin: 0; background: #ffff00 } </style> <!--necessary for cocoon.js--> <script src="cordova.js"></script> <script src="src/phaser.js"></script> <script src="src/main.js"></script> </head> <body> </body> <script> document.addEventListener("deviceready", function() { setTimeout(function() { navigator.splashscreen.hide(); }, 5000, false); }); (function() { //start with a game with these resolution : 1280-1920 // personnaly i find it offers the best graphics for all devices but may slow some devices. // after put a safe zone //1280+200 > 1480 //1920 +350 > 2270 (350 is 200*1.5 > ratio from 1920/1280) var safe_zone_width=1480; var safe_zone_height=2270; var w = window.innerWidth ;//* pixelRatio, var h = window.innerHeight ;//* pixelRatio; var lw, lh; if ( h > w ) { lw = h; lh = w; } else { lw = w; lh = h; } var aspect_ratio_device = lw/lh; var aspect_ratio_safe_zone = safe_zone_height / safe_zone_width; var extra_height = 0, extra_width = 0; if (aspect_ratio_safe_zone < aspect_ratio_device) { // have to add game pixels horizontally in order to fill the device screen extra_height = aspect_ratio_device * safe_zone_width - safe_zone_height; } else { // have to add game pixels vertically extra_width = safe_zone_height / aspect_ratio_device - safe_zone_width; } game = new Phaser.Game( safe_zone_width + extra_width, safe_zone_height + extra_height, Phaser.CANVAS, 'game'); game.state.add('boot', boot); game.state.add('preloader', preloader); game.state.add('the_game', the_game); game.state.add('next_screen', next_screen); game.state.start('boot'); })(); </script> </html> my main.js //initialize variables here var test="1...2...3"; var text="hello from sprite"; //example of prototype => a simple sprite _sprite = function(game,posx,posy,picture){ this.picture=picture, this.posx=posx; this.posy=posy; //call the class sprite from Phaser Phaser.Sprite.call(this,game,this.posx,this.posy,this.picture); this.anchor.setTo(0.5,0.5); game.add.existing(this); }; _sprite.prototype=Object.create(Phaser.Sprite.prototype); // say hello from sprite _sprite.prototype.say_hello=function(){ alert(text); }; //use another prototype but with the previous parameter from _sprite, it's inheritance _super_sprite=function(game,posx,posy,picture,super_power){ //call the first prototype _sprite.call(this,game,posx,posy,picture); this.super_power=super_power; this.scale.setTo(2,2); }; _super_sprite.prototype=Object.create(_sprite.prototype); // add a new characteritic to this prototype _super_sprite.prototype.show_super_power=function(){ alert(this.super_power); }; var boot = { preload: function() { }, create: function() { //to scale the game this.game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; this.game.scale.pageAlignHorizontally = true; this.game.scale.pageAlignVertically = true; //red color to see the background of the game itself // you must change the background in the index.html to have the same color in the background game // > change the yellow in red it's only to see how the game is scalling this.game.stage.backgroundColor = '#ff4000'; this.game.scale.refresh(); this.game.state.start('preloader'); }, }; var preloader = { preload: function() { this.load.image('green_circle', 'img/green_circle.png'); this.load.image('white_circle', 'img/white_circle.png'); }, create: function() { this.game.state.start('the_game'); //do not use arrow function like this var some_function=()=>{alert(test)} //it works on webview+ mode but not on canvas mode var some_function=function(){ alert(test); }; some_function(); } }; var the_game = { create: function(){ //to center an object in your game use this: this.green_circle = this.add.sprite(this.game.world.centerX,this.game.world.centerY,'green_circle'); this.green_circle.anchor.setTo(0.5,0.5); this.game.add.existing(this.green_circle); this.game.time.events.add(2000,function(){this.game.state.start('next_screen');},this); //use prototype => sprite with white_circle this.white_circle=new _sprite(game,this.game.world.centerX,1800,'white_circle'); this.game.time.events.add(1000,function(){this.white_circle.say_hello();},this); //use another prototype with inheritance this.super_white_circle=new _super_sprite(game,this.game.world.centerX,1500,'white_circle','i am superman'); this.game.time.events.add(1500,function(){this.super_white_circle.show_super_power();},this); this.game.time.events.add(1800,function(){this.super_white_circle.say_hello();},this); }, }; //for the next screen => next state, the green_circle move to top and alpha is minder var next_screen = { create: function(){ console.log("next"); this.green_circle = this.add.sprite(this.game.world.centerX,300,'green_circle'); this.green_circle.anchor.setTo(0.5,0.5); this.green_circle.alpha=0.5; this.game.add.existing(this.green_circle); }, }; And finally you could download all the template below(template.zip). To launch the app, go to template/www/index.html or upload the file template.zip in cocoon.io and run it. https://docs.cocoon.io/article/developer-app/ Enjoy ! ps liste of tools i use : image editor => https://www.gimp.org/fr/ vector image => https://inkscape.org/fr/ font to image => http://kvazars.com/littera/ convert music to ogg => https://audio.online-convert.com/fr/convertir-en-ogg reduce png => https://tinypng.com/ particle editor => https://phaser-particle-editor.firebaseapp.com/ text editor the best => https://neovim.io/doc/user/nvim.html plugin with nvim : Plug 'scrooloose/nerdtree' Plug 'morhetz/gruvbox' Plug 'Shougo/deoplete.nvim', { 'do': ':UpdateRemotePlugins' } Plug 'Raimondi/delimitMate' Plug 'rhysd/github-complete.vim' Plug 'easymotion/vim-easymotion' Plug 'terryma/vim-multiple-cursors' Plug 'vim-syntastic/syntastic' Plug 'kien/ctrlp.vim' Plug 'majutsushi/tagbar' Plug 'pangloss/vim-javascript' Plug 'vim-scripts/indenthtml.vim' Plug 'walm/jshint.vim' syntax style correct => http://jshint.com/ colorscheme => https://github.com/joshdick/onedark.vim os : awesome wm on linux with zsh an interesting link to review the basis from javascript in 5 minutes > https://learnxinyminutes.com/docs/javascript/ template.zip
  9. Hello fellow devs I have used THIS template to create my own project. It all works well, but I am working with WebStorm and I am struggling to create a debug profile. I don't want to use the Google Chrome debug. Any ideas? P.S. I also read something about live mobile debug - is that straight on a device? If so - what kind of setup do I need to make such connection between my IDE and the device? Is it also possible to live-reload only the changes that have been made and not the whole game state?
  10. phreaknation

    Plugin Boiler plate

    I have a plugin system that I have made for making the multiple plugins I have been writing and it essentially is a simple node.js project using gulp and a few other modules. Wondered if anyone would be interested in me packaging it up and putting it out there for others?
  11. Is there any comprehensive es6 boilerplate for Babylon? For Phaser is a lot, but for Babylon I haven't found yet. If somebody has done some kind of boilerplate, could I get it also?
  12. Hey everyone, I am currently coding a boilerplate for scientist like myself who wish to create web based tasks using the latest technology the web has to offer This boilerplate is not aimed to be babylon.js specific but the two main example from which users could build upon would be in 3d in BabylonJS and in 2D probably using ... phaser ? did not decide yet. The design needs to be built independently of the game engine used and I was wondering if you had any advices on how i should build my object hierarchy. What is special with experimental tasks is that everything has to be collected at the millisecond, well stored, exportable etc. So beside the general hassle of building a robust game state system I need to handle inputs and data asynchronously. I created this little flow chart that you are welcome to modify if you have any relevant comment/idea, I'll be very glad to have any input from you guys ! https://drive.google.com/file/d/0BxggOFF8_iXkLUpXeXlyTkh2a2c/view?usp=sharing Thank you !
  13. ekeimaja

    Empty Phaser ES6 template?

    Has anyone done or found blank ES6 Phaser template? All I have found, are just ready multiple state and gulp templates. ES6 is new thing for me, so that's why I'd wish to get just blank project template without multiple states etc.
  14. cloakedninjas

    Boilerplate for Phaser in Typescript

    I've created a boilerplate for Phaser, you can grab it here: https://github.com/cloakedninjas/phaser-typescript-boilerplate It's very slim, it provides just the bare minimal components to get going quickly.