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generator-phaser-alt

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Yeoman generator to generate a Phaser.io based game environment

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'use strict'; // define general path, which are used in the config var buildPath = './build/'; var distPath = './dist/'; var appPath = './app/'; var assetsPath = './assets/'; module.exports = { // export the general paths appPath: appPath, buildPath: buildPath, distPath: distPath, /** * Configure the distribution ready path */ dist: { srcPath: buildPath + 'index.html', distPath: distPath }, /** * Configure the clean up parameters * which are used when the gulp task * for build and dist is called */ clean: { srcPath: [ distPath + '*', buildPath + '*' ] }, /** * Configure the paths for stylus to generate * the stylesheet used in the index.html file */ styles: { srcPath: appPath + 'stylesheets/style.styl', watchPath: appPath + 'stylesheets/**/*.styl', buildPath: buildPath + 'css', distPath: distPath + 'css', }, /** * Configure the html markup generation with Jade. */ markup: { srcPath: [ appPath + '*.jade' ], watchPath: appPath + '**/*.jade', buildPath: buildPath, distPath: distPath }, /** * Configure the image copy task. * This is not the game asset images, rather * than the HTML images used on the page * to show around the game (if needed) */ images: { srcPath: appPath + 'images/**/*.png', buildPath: buildPath + 'images', distPath: distPath + 'images' }, /** * Validate any JS files in the app folder * This will give you hints for wrong or bad * usage of JS and prevent you from debugging * simply errors in your code. */ jshint: { srcPath: [ appPath + '**/*.js' ] }, /** * Copy all the needed JS for the development * and distribution context. * This will copy the files and not bundle * the JS with browserify, so the files need * to be included in html by the developer. */ copyjs: { srcPathBuild: [ assetsPath + 'js/devreload.js', 'node_modules/phaser/dist/phaser.js' ], srcPathDist: [ 'node_modules/phaser/dist/phaser.min.js' ], buildPath: buildPath + 'js', distPath: distPath + 'js' }, /** * Copy any additional CSS files from * a source folder and then include them * in the HTML file. The stylus file is * copied to the destination by the stylus * task itself, this is for extra css libraries * or files. */ copycss: { srcPath: [], buildPath: buildPath + 'css/', distPath: distPath + 'css/' }, /** * Copy all relevant assets that is used or needed * by the game and it is performing plain copy operation. * To keep the structure in the destination folder, * the subfolders like images, audio, maps are created * in the destination folder. * The assets/designs folder is not listed, as there * should be only the original Gimp/Inkscape/Images. */ copyassets: { srcPath: [ assetsPath + 'images/*.png', assetsPath + 'tilemaps/*.json', assetsPath + 'audio/*.{mp3,ogg}', ], buildPath: buildPath + 'assets/', distPath: distPath + 'assets/' }, /** * Bundle the JS files * Beginning from the entrypoint browserify will * pack all included js (via require()) into one * file and perform optimization. */ browserify: { entryPoint: appPath + 'js/index.js', buildPath: buildPath + 'js', distPath: distPath + 'js' } };