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Wechat Small Game with Phaser.js

Currently Using Phaser-CE Build

v2.16.0

Main Idea

"Thanks to" the WeChat Small Game runtime environment, directly importing 'phaser' will get lots of errors.

Solution

Stub some global variables which Phaser required, that's what 'js/libs/stub.js' does.

import './js/libs/stub';

Use Phaser's split custom build instead of the standard version, which can expose PIXI, p2 and Phaser to global.

window.PIXI = require('./js/libs/pixi');
window.p2 = require('./js/libs/p2');
window.Phaser = require('./js/libs/phaser-split');

Create the game instance with an object instead of multiple parameters, specify the canvas option.

var game = new Phaser.Game({
  width: gameWidth,
  height: gameHeight,
  renderer: Phaser.CANVAS,
  canvas: canvas,
  state: {}
});

Caveats

Input Pointer

If the game size is not the same as the canvas', you should set scale mode to make Phaser calculate input pointer correctly.

this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
this.scale.pageAlignHorizontally = true; // optional
this.scale.pageAlignVertically = true; // optional

Audio Playing

The Phaser built-in audio API won't work, however, we can use the Audio API from the adapter.

let au = new Audio('path/to/audio.mp3');
au.play();
au.pause();

Loading JSON files

Loading JSON file with a relative path won't work, you have to put the JSON file on the server and load it with a URL.

this.load.json('version', './a.json'); // ERROR T_T
this.load.json('version', 'http://phaser.io/version.json'); // WORKS YoY

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