Do not read this and go straight to the table of contents.

A bit of history. First we created Phaser Chains, a tool that maybe you know because it was installed in the Phaser website. With the succeed of the online version of the tool, we decided to create plugins to a few main stream editors, like Brackets, IntelliJ and Eclipse, and created a way to make it easy to include in any other editor with a "web view".

Then we realized there are many Phaser tasks (fulfilled by external tools) that can be added on a regular editor, always following the concept that the developer wants to keep the power of write her games with her own style, the concept that Phaser is highlighted by its simple and friendly style, and the concept that well-integrated tools are more productive and educative than sepparated tools.

So we said: let's do it. And we did it in Eclipse, because our years of experience developing Eclipse plugins as a main job, and much more years as Eclipse user.

Phaser Editor is based on the Eclipse Web Tools. The Eclipse workbench is full of features and more can be added via third plugins, but in this guide we focus only in those are introduced by Phaser Editor.

Eclipse is very popular in the Java developers community, and the Eclipse Web Tools project contains many components dedicated to the Java web development, but we do not bundle these Java stuff in Phaser Editor. In our editor we use only those components related to static HTML content, specially, the JavaScript coding plugins (JSDT).

Table of Content

  1. First steps
  2. Asset Manager (the pack file)
  3. Coding the game: the Java Script editor
  4. Chains: search on the Phaser doc
  5. The Preview window
  6. Texture Atlas editor
  7. Optimize the PNG image files
  8. Audio Sprites editor
  9. Scene Editor
  10. Automatically Update and Upgrade