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Structured Overview/Guide to the Phaser Framework?


Ajedi32
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Hello,

 

I'm completely new to Phaser, and I've been reading through various guides and tutorials for the past several hours. I think I'm starting to get a pretty good idea of how Phaser works, but I still feel like I'm missing something.

 

All the existing tutorials I've read through seem to immediately jump into an explanation of how to make a Phaser game by instantiating the game object, giving it a state, and then writing code in the various callback (reserved?) functions. That's great for a quick "getting started" type guide, but as with any new framework I learn it sort of feels like they're just pulling the various methods and properties that are part of the Phaser API out of thin air.

 

If I'm really going to build my own game on this framework, I need to know how Phaser works and what it's capable of. Just what is player.body? What physics systems are available? How does Phaser get input from the player's mouse? I'm starting to figure some of this out by reading through the API docs, but I feel like I could learn a lot more if there was some kind of guide/overview explaining the building blocks of the phaser framework and how they work. Do you know of any such guide out there right now?

 

Update: There seems to be some good info on the individual components that make up Phaser on the wiki. I'm going to read through that now and see if it helps.

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I always find deconstructing the source code of any existing projects I can get my hands on is often the best method towards learning a new framework, remove things, add things, change things and just see how it responds, it allows for a deeper and more intimate understanding than reading through textbook explanations, of course everyone has their own way of learning but all I can suggest is checking out the examples (http://examples.phaser.io/) , the phaser lab (http://labs.phaser.io/) and playing.

One of the first things I did was take apart a basic platforming game example and add more features to it, such as enemies, a life bar, etc...

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