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phaser-lifecycle-plugin
Advanced tools
A Phaser 3 plugin to make it easier to have custom objects hook into Phaser's lifecycle events - preupdate, postupdate, etc.
A Phaser 3 plugin to make it easier to have custom objects hook into Phaser's lifecycle events - preupdate, postupdate, etc.
Note: this plugin is still in progress. It's something we've been using internally and will update to an official release with docs soon!
class CustomPlayer {
update() {
console.log("Update!");
}
preUpdate() {
console.log("Before update!");
}
postUpdate() {
console.log("After update!");
}
}
const player = new CustomPlayer();
// Hook the player's update, preUpdate and postUpdate up to Scene events
this.lifecycle.add(player);
// ...
// Some time later, you can unsubscribe:
this.lifecycle.remove(player);
Check out the HTML documentation here.
Two main reasons:
You can install this plugin globally as a script, or locally as a module using your bundler of choice.
You can drop in any of the transpiled code into your project as a standalone script. Choose the version that you want:
E.g. if you wanted the minified code, you would add this to your HTML:
<script src="phaser-lifecycle-plugin.min.js"></script>
Or use the jsdelivr CDN:
<script src="//cdn.jsdelivr.net/npm/phaser-lifecycle-plugin"></script>
Now you can use the global PhaserLifecyclePlugin. See usage for how to use the plugin.
Install via npm:
npm install --save phaser-lifecycle-plugin
To use the transpiled and minified distribution of the library:
import PhaserLifecyclePlugin from "phaser-lifecycle-plugin";
To use the raw library (so you can transpile it to match your own project settings):
import PhaserLifecyclePlugin from "phaser-lifecycle-plugin/src";
See usage for how to use the plugin.
When setting up your game config, add the plugin:
const config = {
// ...
// Install the scene plugin
plugins: {
scene: [
{
plugin: PhaserLifecyclePlugin, // The plugin class
key: "lifecycle", // Where to store in Scene.Systems, e.g. scene.sys.lifecycle
mapping: "lifecycle" // Where to store in the Scene, e.g. scene.lifecycle
}
]
}
};
const game = new Phaser.Game(config);
Now, within a scene, you can use this.lifecycle to access the plugin instance.
Within a scene, you can now:
class CustomPlayer {
update() {
console.log("Update!");
}
preUpdate() {
console.log("Before update!");
}
postUpdate() {
console.log("After update!");
}
}
const player = new CustomPlayer();
this.lifecycle.add(player);
And the player's update, preUpdate and postUpdate methods will be invoked in sync with the scene events. Running this.lifecycle.remove(player) will stop those methods from being invoked.
If you don't pass in a second parameter to LifeCyclePlugin#add(...), it will check the given object for any of the following methods (which correspond to scene events): update, preUpdate, postUpdate, render, shutdown, destroy, start, ready, boot, sleep, wake, pause, resume, resize, transitionInit, transitionStart, transitionOut and transitionComplete. If they are found, they are automatically subscribed to the corresponding scene event. The plugin will look for lowercase names like postupdate as well as camelCase like postUpdate. If you don't care about the whole suite of scene events, you can use setEventsToTrack and pass in an array of the scene events that you care about, e.g. this.lifecycle.setEventsToTrack(["update", "postUpdate"]).
Alternatively, you can specify a custom mapping of Scene event name to method name when adding an object to the plugin:
class CustomPlayer {
draw() {
console.log("Alias for render");
}
kill() {
console.log("Alias for destroy!");
}
}
const player = new CustomPlayer();
this.lifecycle.add(player, {
render: object.draw,
destroy: object.kill
});
TODO: better example with custom mapping & showing how each method hook is optional.
The project is controlled by npm scripts and uses cypress & jest for testing. Cypress is used for end-to-end verification that the plugin works as expected with Phaser. Jest is used for unit testing the plugin (via heavy mocking since Phaser headless mode is not complete).
watch and build tasks will build the plugin source in library/ or the projects in end-to-end-tests/serve task opens the whole project (starting at the root) in a serverdev task will build & watch the library, tests and open up the server. This is useful for creating tests and updating the library.dev:cypress task will build & watch the library & tests, as well as open up cypress in headed mode. This is useful for checking out individual tests and debugging them.test:cypress task will build the tests and run cypress in headless mode to check all end-to-end tests.test:jest will run the jest tests.The cypress tests rely on a particular structure:
type="module" on scripts, so this is necessary if we need modules.)test-utils.js which provides startTest, passTest and failTest methods. Call startTest at the beginning and pass/fail when the test passes/fails. This manipulates in the DOM in a way that cypress is expecting.The jest unit tests rely on a simple mocking of Phaser. They are stored inside "src/". Once Phaser headless is available, this testing structure could be re-evaluated.
samme's nice phaser-plugin-update is similar, but just focused on update, whereas our use case required more of Phaser's life cycle hooks.
FAQs
A Phaser 3 plugin to make it easier to have custom objects hook into Phaser's lifecycle events - preupdate, postupdate, etc.
We found that phaser-lifecycle-plugin demonstrated a not healthy version release cadence and project activity because the last version was released a year ago. It has 1 open source maintainer collaborating on the project.
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