Instead of manually calling scene.load.image
, scene.load.audio
, etc for every asset in your game (and then dealing with caching issues), phaser-webpack-loader lets you define all assets in a simple manifest file and handles the rest for you.
NOTE: This plugin now only supports Phaser 3 and later. If you need support for Phaser 2, use v1.1.0.
- Load all game assets in parallel.
- Load images, spritesheets, atlases, audio, bitmap fonts and web fonts.
- Integrated with Webpack for automatic cache-busting.
- Supports all filetypes.
- Supports asset postfix for retina support ('@2x', '@3x', etc).
- Custom event to track each file load (including fonts).
Install the plugin through NPM (or Yarn):
npm install phaser-webpack-loader --save
Then create your manifest file and add the plugin as outlined below.
const AssetManifest = {
images: [
'image001.png',
'image002.jpg',
'...',
],
sprites: [
'sprite001.png',
'sprite002.png',
'...',
],
audio: [
'audio001.webm',
'audio002.mp3',
'...',
],
bitmapFonts: [
'font001.png',
'font002.png',
'...',
],
fonts: {
google: {
families: [
'Open Sans:300,700',
],
},
},
};
export default AssetManifest;
In your preload state, add the plugin. It uses promises, which makes it flexible to move to the next step when ready.
import WebpackLoader from 'phaser-webpack-loader';
import AssetManifest from '../AssetManifest';
export default class Preload extends Phaser.Scene {
preload() {
this.load.scenePlugin('WebpackLoader', WebpackLoader, 'loader', 'loader');
}
create() {
this.loader.start(AssetManifest);
this.loader.load().then(() => {
// Done loading!
});
}
}
If you want to load high DPI assets, you can pass an optional postfix string:
this.loader.start(AssetManifest, '@2x');
If you want to know when each file is loaded, use the optional callback:
this.loader.systems.events.on('load', (file) => {
console.log('File loaded!', file);
});
The font loader uses Web Font Loader, which supports loading web fonts from all major providers. Simply provide their standard configuration object in your manifest.
All sprite/atlas files are loaded as JSON hashes (which can be output using TexturePacker, Shoebox and others). All you have to specify in the manifest is the image filename, but you'll also need to include the JSON hash file alongside it, which will automatically get loaded and used.
Specify the base directory in your Webpack config:
resolve: {
alias: {
assets: path.join(__dirname, '../src/assets'),
},
},
Then, place your assets in the following sub-directories:
assets/
├── images/
├── sprites/
├── audio/
└── fonts/
This plugin is not pre-compiled to ES5, so you'll want to make sure your Webpack config rules are setup to not exclude it:
module: {
rules: [
{
test: /\.js$/,
loader: '...',
exclude: /node_modules\/(?!phaser-webpack-loader)/,
},
],
...
},
Copyright (c) 2018 James Simpson and GoldFire Studios, Inc.
Released under the MIT License.