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Compose the behavior. Tune it live.**\n\n**PhaserForge** is a gameplay behavior editor for Phaser built around one bet: the real slowdown is not movement code, collision code, or rendering code. It is **orchestration**.\n\nThe drag comes from timers, flags, ad-hoc state machines, event-order bugs, and one more special case buried in `update()`. PhaserForge pushes that glue into an **ACE** model: author **Actions**, gate them with **Conditions**, and trigger them from **Events**.\n\nThe claim is narrow on purpose. This is not “a better everything-editor.” It is a proof-of-concept that if orchestration becomes declarative, inspectable, and live-tunable, then a real kind of **10x game development** becomes possible for gameplay-heavy teams.\n\n\u003cimg src=\"res/images/mainwindow.png?raw=true\" style=\"width: 800px\"/\u003e\n\n## Why It’s Different\n\n| ACE authoring | Live tuning | Declarative reuse |\n|---|---|---|\n| Build behavior as **events + actions + conditions**, not glue code. | Change values while the game is running and feel the result immediately. | Keep gameplay logic in YAML so it can be inspected, versioned, duplicated, and remixed. |\n\n## Highlights\n\n| Design | Orchestrate | Ship |\n|---|---|---|\n| Multi-scene projects, base-scene-plus-waves, formations, text entities, scene graph editing, layout tools, and drag/drop asset workflows. | Event blocks, loops, patterns, parallel actions, counters, collections, collisions, triggers, semantic input maps, and live preview. | YAML round-trip, project library, online/offline workspace flows, cloud account support, GitHub connect, and GitHub Pages publishing. |\n\n**Less glue. More game.**\n\n## Start Here\n\n- [DeepWiki](https://deepwiki.com/bcorfman/phaserforge) for architecture and feature details\n- [Getting Started](https://bcorfman.github.io/phaserforge/docs) for the guided path\n- [Workflow Reference](https://bcorfman.github.io/phaserforge/docs/reference/editor-workflows) for exact controls and editor flows\n\n## Requirements\n\n[Node.js](https://nodejs.org) is required to install dependencies and run scripts via `npm`.\n\n## Commands\n\n| Command | Description |\n|---------|-------------|\n| `npm install` | Install project dependencies |\n| `npm run dev` | Start the dev server (defaults to `http://localhost:8080`) |\n| `npm run dev:cloud` | Start the dev server + local API (Vite proxies `/api/*` to the API) |\n| `npm run build` | Create a production build in `dist/` |\n| `npm test` | Run unit tests (Vitest) |\n| `npm run test:stories` | Run Storybook-focused tests |\n| `npm run test:e2e` | Run Playwright end-to-end tests |\n| `npm run test:all` | Run unit + e2e tests |\n| `npm run docs:dev` | Start the docs site locally |\n\n\u003e For deeper setup, workflows, testing conventions, and cloud publishing details, use the docs and DeepWiki instead of treating this README as the full manual.\n\n## About `log.js`\n\n`npm run dev` / `npm run build` run `node log.js ...` in the background, which sends a lightweight anonymous GET request (event + Phaser version + package name). If you’d rather not send this, use `npm run dev-nolog` / `npm run build-nolog`.\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fbcorfman%2Fphaserforge","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fbcorfman%2Fphaserforge","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fbcorfman%2Fphaserforge/lists"}