https://github.com/phaserjs/editor-example-flappy-chicken-scripts-demo
A Phaser Editor v4 example of a a flappy chicken, full of script-nodes.
https://github.com/phaserjs/editor-example-flappy-chicken-scripts-demo
Last synced: 18 days ago
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A Phaser Editor v4 example of a a flappy chicken, full of script-nodes.
- Host: GitHub
- URL: https://github.com/phaserjs/editor-example-flappy-chicken-scripts-demo
- Owner: phaserjs
- License: mit
- Created: 2024-04-08T16:03:19.000Z (over 1 year ago)
- Default Branch: main
- Last Pushed: 2025-03-31T17:57:45.000Z (7 months ago)
- Last Synced: 2025-08-25T21:16:06.322Z (2 months ago)
- Language: TypeScript
- Size: 1.41 MB
- Stars: 1
- Watchers: 3
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- Changelog: CHANGELOG.MD
- License: LICENSE
Awesome Lists containing this project
README
# Flappy Chicken Demo
A demo project to show how to use the script nodes from the script libraries. It requires Phaser Editor v4.0.0 or a newer version.
[→ Play a live version of this project](https://phaserjs.github.io/editor-flappy-chicken-scripts-demo/)
This game is a reproduction of the [Flappy Chicken game, made by Ansimuz](https://ansimuz.itch.io/flappy-chicken).
## First steps
This project requires [Node.js](https://nodejs.org) and [NPM.js](https://www.npmjs.com). It is recommended that you learn the basics of [Webpack.js](https://webpack.js.org).
* 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.
## Hosting your game on GitHub Pages
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://\.github.io//**.
* 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]](https://www.youtube.com/watch?v=lndU7UAjzgo&t=183s)
## Phaser Editor considerations
### Excluding files from the 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](https://help.phasereditor2d.com/v3/misc/resources-filtering.html)
### Setting the root folder for the game's assets
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.
### Asset Pack content hash
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:
```javascript
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 folder `dist/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 the `phaser-asset-pack-hashing` tool. It parses all pack files in the `dist/` 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](https://www.npmjs.com/package/phaser-asset-pack-hashing) tool.
### Coding
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.
### Scene, User Components, and ScriptNode configuration
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.
### ScriptNodes
The project requires the following script libraries:
* [@phaserjs/editor-scripts-core](https://www.npmjs.com/package/@phaserjs/editor-scripts-core)
* [@phaserjs/editor-scripts-simple-animations](https://www.npmjs.com/package/@phaserjs/editor-scripts-simple-animations)
You can add your script nodes to the `src/script-nodes` folder.
## About
This project template was created by the Phaser team.