@geckos.io/phaser-on-nodejs
Version:
Allows you to run Phaser 3 games (including Phaser's physics engines) on Node.js.
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Markdown
<div align="center">
<a href="https://github.com/yandeu/phaser3-multiplayer-with-physics#readme">
<img src="readme/phaser-on-nodejs.png" alt="logo" width="400">
</a>
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[](https://www.npmjs.com/package/@geckos.io/phaser-on-nodejs)
[](https://www.npmjs.com/package/@geckos.io/phaser-on-nodejs)
[](LICENSE)
[](https://codecov.io/gh/geckosio/phaser-on-nodejs)
</div>
⚠️ If your goal is to run the Arcade Physics on the server, I highly recommend using [`arcade-physics`](https://github.com/yandeu/arcade-physics#readme).
Works with Phaser >=3.55.2.
_Successfully tested with v3.87.0_
```console
npm install @geckos.io/phaser-on-nodejs
```
```js
require('@geckos.io/phaser-on-nodejs')
// or with es6
import '@geckos.io/phaser-on-nodejs'
```
## Features
- Phaser Physics (Arcade and Matter)
- Load Images and SpriteSheets
- Load TileMaps
- Adjustable Frame Rate
- Allows to use Multiple Scenes
## Examples
- [Simple Phaser on Node.js example](https://github.com/geckosio/phaser-on-nodejs-example)
- [Phaser 3 - Multiplayer game example with geckos.io](https://github.com/geckosio/phaser3-multiplayer-game-example#readme)
- [Phaser 3 - Multiplayer game with physics](https://github.com/yandeu/phaser3-multiplayer-with-physics#readme)
## Basic Setup
Install and require `phaser` and `@geckos.io/phaser-on-nodejs`. Make sure you use Phaser in headless mode on the server `{ type: Phaser.HEADLESS }`
```js
require('@geckos.io/phaser-on-nodejs')
const Phaser = require('phaser')
// set the fps you need
const FPS = 30
global.phaserOnNodeFPS = FPS // default is 60
// your MainScene
class MainScene extends Phaser.Scene {
constructor() {
super('MainScene')
}
create() {
console.log('it works!')
}
}
// prepare the config for Phaser
const config = {
type: Phaser.HEADLESS,
width: 1280,
height: 720,
banner: false,
audio: false,
scene: [MainScene],
fps: {
target: FPS
},
physics: {
default: 'arcade',
arcade: {
gravity: { y: 300 }
}
}
}
// start the game
new Phaser.Game(config)
```
You can load textures (images, spritesheets etc.) on the server.
```js
preload() {
// use a relative path
this.load.image('star', '../assets/star.png')
}
create() {
const star = this.physics.add.sprite(400, 300, 'star')
}
```
But to save some memory, I recommend the following approach instead:
```js
class Star extends Phaser.Physics.Arcade.Sprite {
constructor(scene, x, y) {
// pass empty string for the texture
super(scene, x, y, '')
scene.add.existing(this)
scene.physics.add.existing(this)
// set the width and height of the sprite as the body size
this.body.setSize(24, 22)
}
}
```
If you are using **node-fetch**, you do not need to do anything.
If you are using **axios**, you have to make sure `XMLHttpRequest` will not break:
`XMLHttpRequest` is only use in the browser. Phaser.js is a browsers framework which uses `XMLHttpRequest` so phaser-on-nodejs has to provide a mock implementation. Unfortunately, axios is a isomorphic framework. On initialization, axios checks if `XMLHttpRequest` is available and will think it is running in the browser. To make sure axios works on nodejs, we just have to hide `XMLHttpRequest` from axios during its initialization.
See the snipped below to make it work:
```js
// remove fakeXMLHttpRequest
const tmp = XMLHttpRequest
XMLHttpRequest = undefined
// init axios
const axios = require('axios').default
// restore fakeXMLHttpRequest
XMLHttpRequest = tmp
```