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Phaser esbuild TypeScript Template

This is a Phaser 3 project template that uses esbuild for bundling. It supports hot-reloading for quick development workflow, includes TypeScript support and scripts to generate production-ready builds.

This Template is also available as a JavaScript version.

Versions

This template has been updated for:

screenshot

Requirements

Node.js is required to install dependencies and run scripts via npm.

Available Commands

Command Description
npm install Install project dependencies
npm run dev Launch a development web server
npm run build Create a production build in the dist folder
npm run dev-nolog Launch a development web server without sending anonymous data (see "About log.js" below)
npm run build-nolog Create a production build in the dist folder without sending anonymous data (see "About log.js" below)

Writing Code

After cloning the repo, run npm install from your project directory. Then, you can start the local development server by running npm run dev.

The local development server runs on http://localhost:8080 by default. Please see the esbuild documentation if you wish to change this, or add SSL support.

Once the server is running you can edit any of the files in the src folder. esbuild will automatically recompile your code and then reload the browser.

Template Project Structure

We have provided a default project structure to get you started. This is as follows:

  • public/index.html - A basic HTML page to contain the game.
  • src - Contains the game source code.
  • src/main.ts - The main entry point. This contains the game configuration and starts the game.
  • src/scenes/ - The Phaser Scenes are in this folder.
  • src/global.d.ts - Global TypeScript declarations, provide types information.
  • public/style.css - Some simple CSS rules to help with page layout.
  • public/assets - Contains the static assets used by the game.

Handling Assets

esbuild supports loading assets via JavaScript module import statements (not recommended).

This template provides support for both embedding assets and also loading them from a static folder. To embed an asset, you can import it at the top of the JavaScript file you are using it in:

import logoImg from './logo.png'

To load static files such as audio files, videos, etc place them into the public/assets folder. Then you can use this path in the Loader calls within Phaser:

preload ()
{
    //  This is an example of an imported bundled image.
    //  Remember to import it at the top of this file
    this.load.image('logo', logoImg);

    //  This is an example of loading a static image
    //  from the public/assets folder:
    this.load.image('background', 'assets/bg.png');
}

When you issue the npm run build command, all static assets are automatically copied to the dist/assets folder.

Deploying to Production

After you run the npm run build command, your code will be built into a single bundle and saved to the dist folder, along with any other assets your project imported, or stored in the public assets folder.

In order to deploy your game, you will need to upload all of the contents of the dist folder to a public facing web server.

Customizing the Template

esbuild

If you want to customize your build, such as adding plugin (i.e. for loading CSS or fonts), you can modify the esbuild/build.prod.mjs and esbuild/dev.server.mjs files for cross-project changes, or you can modify and/or create new configuration files and target them in specific npm tasks inside of package.json. Please see the esbuild documentation for more information.

About log.js

If you inspect our node scripts you will see there is a file called log.js. This file makes a single silent API call to a domain called gryzor.co. This domain is owned by Phaser Studio Inc. The domain name is a homage to one of our favorite retro games.

We send the following 3 pieces of data to this API: The name of the template being used (vue, react, etc). If the build was 'dev' or 'prod' and finally the version of Phaser being used.

At no point is any personal data collected or sent. We don't know about your project files, device, browser or anything else. Feel free to inspect the log.js file to confirm this.

Why do we do this? Because being open source means we have no visible metrics about which of our templates are being used. We work hard to maintain a large and diverse set of templates for Phaser developers and this is our small anonymous way to determine if that work is actually paying off, or not. In short, it helps us ensure we're building the tools for you.

However, if you don't want to send any data, you can use these commands instead:

Dev:

npm run dev-nolog

Build:

npm run build-nolog

Or, to disable the log entirely, simply delete the file log.js and remove the call to it in the scripts section of package.json:

Before:

"scripts": {
    "dev": "node log.js dev & dev-template-script",
    "build": "node log.js build & build-template-script"
},

After:

"scripts": {
    "dev": "dev-template-script",
    "build": "build-template-script"
},

Either of these will stop log.js from running. If you do decide to do this, please could you at least join our Discord and tell us which template you're using! Or send us a quick email. Either will be super-helpful, thank you.

Join the Phaser Community!

We love to see what developers like you create with Phaser! It really motivates us to keep improving. So please join our community and show-off your work 😄

Visit: The Phaser website and follow on Phaser Twitter
Play: Some of the amazing games #madewithphaser
Learn: API Docs, Support Forum and StackOverflow
Discord: Join us on Discord
Code: 2000+ Examples
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