Posts Tagged ‘classes’

  • Advanced Phaser and TypeScript Projects

    This tutorial is a follow-up to the TypeScript with Phaser beginners guide. I will assume you have worked through that tutorial already and have a working set-up in which you can compile Phaser projects. From this base we will expand on the simple approach taken in the beginners guide and show how to structure a more advanced project that benefits from the power of TypeScript.

    Create a new Project

    In the first tutorial everything was hanging off a single app.ts file with one bundled class. This time around we’re going to break it up into more individual classes. In Visual Studio create a new empty TypeScript project, then add the phaser TypeScript definition and JS library files to it as outlined in Step 2 in the first tutorial.

    Download this asset pack and unzip it into the project folder. We’ll reference these files in our code.

    Create a new TypeScript file called Game.ts and add this code to it:

    module Castlevania {
        export class Game extends Phaser.Game {
            constructor() {
                super(800, 600, Phaser.AUTO, 'content', null);
                this.state.add('Boot', Boot, false);
                this.state.add('Preloader', Preloader, false);
                this.state.add('MainMenu', MainMenu, false);
                this.state.add('Level1', Level1, false);

    Here we have created a new Module called Castlevania under which all of our game classes will live. Obviously you’d change this to whatever your game is actually called, unless you’re genuinely working on a Castlevania game, in which case I’m eternally jealous 🙂

    The Game class is extending Phaser.Game. As a result we need to call super in the constructor and pass in our game settings. Once done we add 4 States to the game: Boot, Preloader, MainMenu and Level1, and then start the Boot state. You don’t have to add ALL of the States at this point, but there is no harm in doing so.

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