Tools for using Phaser-ce to build native 2D games in NativeScript 👾
npm i @nativescript/canvas-phaser-ce
Import the library into your JavaScript file:
import TNSPhaser from "@nativescript/canvas-phaser-ce";
Given a canvas
from a
Canvas
, return a
Phaser.Game
that draws into it.
Property | Type | Description | Default Value |
---|---|---|---|
canvas | TNSCanvas | Required: canvas that the Phaser.Game will render to |
null |
renderer | number? | Optional: choose the renderer type e.g Phaser.CANVAS (1) , Phaser.WEBGL(2) | 1 |
width | number? | Optional: height of the Phaser.Game |
canvas height |
height | number? | Optional: width of the Phaser.Game |
canvas width |
title | string? | Optional: title of the Phaser.Game |
"tns-phaser-game" |
Property | Type | Description |
---|---|---|
game | Phaser.Game |
The Phaser-ce game used for rendering game logic |
const game = TNSPhaser.game({ canvas });
Under the hood, TNSPhaser is maintaining global instances of a few libraries.
window.PIXI = require("phaser-ce/build/custom/pixi");
window.p2 = require("phaser-ce/build/custom/p2");
window.Phaser = require("phaser-ce/build/phaser");
Other libs can be included but are not required. For instance you can import the custom Creature lib the same way.
We also override the PIXI.WebGLRenderer.updateTexture
to make it compatible with NativeScript.
Finally when a new instance of TNSPhaser.Game
is created, we set the document.readyState
to 'complete'
global.document.readyState = "complete";
Apache License Version 2.0, January 2004