Join Joseph Labrecque for an in-depth discussion in this video Downloading the Phaser framework, part of HTML5 Game Development with Phaser.
So here we are at Phaser.io this is the Phaser website. And when we first get here, we're presented with this rather large splash screen. If we scroll down a bit, there are a number of different resources that we can take note of, including features and news items. But what we want is to acquire the framework itself. So to do that, just click on this large Download and Get Started button. This takes us to the Git-hub repository. So if we have a get client we like, we can always use that to download the files, or we can simple click this download zip button right here, and it'll download everything that's in archive for us.
Okay, so now that the zip file has been downloaded to our local environment, we can open it up and have a look to see what's inside. Initially you'll see the Phaser master directory. Entering that we have a number of different resources to use. Resources of note are the documentation, and examples folder and also resources which contains things like templates and other source files. To get Phaser itself, we go into the build folder. There are three main files that we want to use inside of our project.
And these consist of phaser.js, which is the unminified version of the phaser framework. You can see it's the largest of the files. We have the phaser.map file, which a lot of browsers now expect the map file to be there for certain libraries. So, this will get around any sort of warnings that we would get from the browser. And then we have the minified version of the phaser framework itself. This is what you're going to want to use when distributing your game. All three of these files are what we're going to use inside of our phaser project.
Now that we've acquired these, we can continue on with the rest of the project setup.
- Downloading the Phaser framework
- Creating your first Phaser project
- Building the preloader and menu states
- Creating and spawning entities
- Working with particles and emitters
- Detecting and handling collisions
- Detecting "game over"
- Adding sound effects and text
- Preparing for mobile deployment