phaserjs / editor-starter-template-customfonts

A Phaser Editor v4 project template with a custom web font loader. The custom fonts are loaded into the editor with an editor's plugin.

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Project template with custom web fonts

A project template for loading web fonts into a Phaser game and the Phaser Editor 2D's Scene Editor.

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
    
  • 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.

WebFont loading

This project uses the WebFontLoader library for loading web fonts.

There are two parts in this project:

1- A plugin for loading the fonts into the editor. 2- The code for loading the fonts into the game.

Loading the fonts into the editor

It is important to load the same fonts into the editor so you can see the texts as they are rendered in the game.

For doing this, I created the fontsloader plugin, in the phasereditor2d-plugins folder. Look in the phasereditor2d.config.json file I configured the plugins path to phasereditor2d-plugins.

Here I'm not going to explain how the Phaser Editor 2D plugins work. But you can take a look at the files in the plugin. What it does is:

  • Load the styles with the font definitions (phasereditor2d-plugins/fontsloader/). It @import the same fonts.css file of the game.

  • Load the WebFontLoader library (phasereditor2d-plugins/fontsloader/lib/webfontloader-1.6.28.js).

  • Uses the WebFontLoader library for loading the font.

For loading new fonts, you should add them in the phasereditor2d-plugins/fontsloader/main.js file.

Loading the fonts in the game

I load the fonts in the game using a standard method, that is compatible with any Phaser game.

For loading new fonts, you have to:

  • Copy the fonts to the src/fonts folder (in case you are loading it from the project and not from the Internet).

  • Update the fonts/fonts.css file, with the new @font-face.

  • Finally, use the Phaser Loader for loading the fonts:

    this.load.webfont("myNewFont", {
        custom: {
            families: ["NewFont"]
        }
    });

    The webfont(key, config) method receives a key and a config parameter. The config parameter is the same of the WebFontLoader library.

    This method is added to the Phaser Loader in the index.ts file.

General 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

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 transforms 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.

Author

Created and maintained by the Phaser Editor 2D team.

About

A Phaser Editor v4 project template with a custom web font loader. The custom fonts are loaded into the editor with an editor's plugin.

License:MIT License


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