https://github.com/phaserjs/editor-starter-template-capacitorjs
A Phaser Editor v4 template for building native wrappers for your games, with the CapacitorJS framework.
https://github.com/phaserjs/editor-starter-template-capacitorjs
Last synced: 2 months ago
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A Phaser Editor v4 template for building native wrappers for your games, with the CapacitorJS framework.
- Host: GitHub
- URL: https://github.com/phaserjs/editor-starter-template-capacitorjs
- Owner: phaserjs
- License: mit
- Created: 2024-04-08T17:02:34.000Z (about 1 year ago)
- Default Branch: main
- Last Pushed: 2025-03-31T17:29:55.000Z (2 months ago)
- Last Synced: 2025-03-31T18:38:07.963Z (2 months ago)
- Language: TypeScript
- Homepage:
- Size: 767 KB
- Stars: 1
- Watchers: 3
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- Changelog: CHANGELOG.MD
- License: LICENSE
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README
# CapacitorJS project template for Phaser Editor v4
This a project template for building your Phaser 3 game into a native wrapper for different platforms.
It uses the following tools:
* Phaser 3 as game framework.
* Phaser Editor 2D as visual editor for scenes.
* TypeScript for coding.
* Webpack for bundling the assets.
* [CapacitorJS](https://capacitorjs.com) for building a game native wrapper. It targets Android by default.## 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://www/webpack.js.org).
* Install dependencies:
```
npm install
```* Run the development server:
```
npm start
```Open the browser at `http://127.0.0.1:8080`.
* Make an HTML5 production build:
```
npm run build
```It is generated in the `/dist` folder.
* Make an Android APK build:
```
npm run build-android
```The APK files are generated into the `android/app/build/outputs/apk/debug` folder.
You should follow the steps in the [CapacitorJS documentation](https://capacitorjs.com/docs/android) for setting up the Android development environment.
It is possible that you should set the `ANDROID_SDK_ROOT` environment variable. We recommend first time to opening the project in Android Studio and build it. Android Studio peforms some checks, updates, and set the right values into the `local.properties` file.
```
npx cap open android
```* Make an iOS app:
First, you should [install depedencies](https://capacitorjs.com/docs/ios).
Then, for running your iOS app:
```
npm run run-ios
```For building the iOS app, you need to open Xcode:
```
npx cap open ios
```Then you build the app with Xcode.
## 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` parameter of the `phasereditor2d.config.json` 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.
## Author
Created and maintained by the Phaser Editor 2D team.