Awesome
<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>Phaser on Node.js
Allows you to run Phaser 3 games (including Phaser's physics engines) on Node.js.
</div>Arcade Physics
⚠️ If your goal is to run the Arcade Physics on the server, I highly recommend using arcade-physics
.
Compatibility
Works with Phaser <3.50.0 and >=3.55.2.
Successfully tested with v3.60.0
Works on Node.js 16.x, 18.x and 20.x.
Install
npm install @geckos.io/phaser-on-nodejs
How to use
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
- Phaser 3 - Multiplayer game example with geckos.io
- Phaser 3 - Multiplayer game with physics
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 }
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)
Loading Assets
You can load textures (images, spritesheets etc.) on the server.
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:
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)
}
}
Using node-fetch or axios?
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:
// remove fakeXMLHttpRequest
const tmp = XMLHttpRequest
XMLHttpRequest = undefined
// init axios
const axios = require('axios').default
// restore fakeXMLHttpRequest
XMLHttpRequest = tmp
Compatible Phaser versions
For now, it has not been tested with Phaser 2, but it works well with Phaser 3.