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Spine + Webpack + TypeScript project template for Phaser Editor v4

A project template for Phaser 3, Spine, Webpack 5, TypeScript, and Phaser Editor v4. It also includes a workflow for deploying the game to GitHub Pages.

Spine

This is a project template for the Spine Phaser runtime. It is based on the Phaser Editor 2D Webpack template, but adds:

  • spine-phaser dependency.
  • Spine-related configuration to Webpack configuration.
  • Spine plugin registration in game configuration.
  • The goblins spine skeleton.
  • An StartAnimationComp user component for auto-starting an spine animation in a spine game object.
  • A very basic demo of the goblins, with different skins.

First steps

This project requires Node.js and NPM.js. It is recommended that you learn the basics of Webpack.js.

  • 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://<USERNAME>.github.io/<REPOSITORY_NAME>/.
  • 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]

Phaser Editor 2D 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

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:

    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 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:

You can add your script nodes to the src/script-nodes folder.

About

This project template was created by the Phaser Editor 2D team.