slush-phaser-project

The project is deprecated, please use https://github.com/rblopes/my-phaser-template instead

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Phaser Slush Generator

A starting point to build a game with Phaser, using "ES6 modules" to organise your code.

Features

  • easy workflow lets you focus on crafting awesome games
  • ES6 features supported
  • Scene(state) and prefab generator
  • Simple class system
  • gulp (a build tool of choice) build insanely fast via node stream api
  • lighting fast development rebuild system
  • live reload on all resources
  • deploy with one line command

Frameworks and tools used to make it possible:

  • Node.js: makes anything possible :D
  • Slush: generates whole project
  • Gulp: constructs your work flow
  • Phaser: lets you craft awesome games
  • Traceur: organises your code in future format
  • BrowserSync: for automatically dev reload
  • Google Analytics: lets you track informations from players

Pre-requesits

You will need to have node, gulp and slush setup on your machine.

How to install

Simply run the following command:

npm install -g slush-phaser-project

Getting started

Basic

Navigate to where you want to develop your game (you can create a new folder too if you like).

$ cd /path/to/folder
$ mkdir myGreatGame
$ cd ./myGreatGame

Then call the slush template to begin.

$ slush phaser-project

Finally run gulp to launch a server.

$ gulp

Generators

The following generator are available on the current version:

  • prefab

    This generator will scaffold an entity class for your game. The following classes are supported:

    • State
    • Sprite

NOTICE: Prior to running a generator, be sure you are in the project's root directory.

Workflow

The workflow introduced below is recommended but not forced which will just make your life easier :D

There're 2 folders "design" and "media" created at root path, both of them are empty by default.

The "design" folder is made for your game design docs, graphs and sketches.

The "media" folder is for your original assets(ai, psd, wav...). You may process them with tools like TexturePacker, Audacity... to phaser friendly formats(png, ogg...) and put them into static/assets for use.

When editing source code, make sure you update the files within the project directory. These files will then be compiled and reload for developing or compressed and added to the dist directory for publishing.

ECMAScript 6 features are supported with help of Traceur. This means you can write code with syntax which is going to be supported officially by Phaser 3.

Analytics

Google analytics have been included so that you can track user actions. This is useful for seeing how far the user gets, which in turn will alert you to any bugs or levels that are impossible to complete.

To track an event, just add the following code anywhere in your game:

game.analytics.trackEvent('action', 'label', 'value');

Only the action is required, but you may want to add extra options, such as health, level or simply what just happend.

Why ES6?

"Perhaps by early 2015 we ought to be looking at going purely ES6? Moving to using more advanced native browser features like Object.observe and Promises." -- Richard, the author of Phaser.io

TODO

See Issues and Milestones

Happy coding!


The MIT License (MIT)

Copyright (c) 2014 Sean Bohan

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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