Phaser 3 Pack File Generator
This project is still a work in progress. I have intentionally designed this script to not write a file. Users can produce a file through output re-direction.
This script serves Phaser 3 developers who manage their assets with Phaser's PackFile loader. It's meant to take the load off of manually maintaining a PackFile, which becomes tedious once one is dealing with lots of assets. The product of this script is meant to adhere to the form defined in framework definition.
Generates a Pack File based on organization of asset files, using a configuration file to shape output.
This script requires a configuration file following the following structure:
{
"ignoredPaths"?: string|string[] // string ready to be converted to RegEx
"extensions"?: string // optional comma-separated list of allowed file extensions, default action is not to filter by extension
"options":? {
"keyFormat"?: "namespaced"|"filebasename" ,
"outputDuplicateKeyWarning"?: boolean
"applyProAssetKeyPrefix"?: boolean
"removeBaseDirFromURL"?: boolean
},
"targets": [
{
"key": string // unique key to describe set of targeted files
"basePath": string // which directory to search
"hint"?: ["audio"|"image"|"bitmapFont"] // optionally assert asset type
"extensions"?: string // comma separated list of allowed file extensions, takes precedence over higher-level definition
"ignoredPaths"?: string|string[] // string ready to be converted to RegEx
},
{
// additional targets
}
]
}
This script processes targets sequentially. What this means is that files found in the first target folder will not be processed a second time, even if included in the second target. This prevents double-processing, which is useful if higher-ranked target is type-hinted.
For assets that are not automatically inferred, you'll probably want to take advantage of hint options.
npx @paxperscientiam/generate-phaser3-filepack <configfile.json>
Example of invocation and saving (careful not overwrite unintentionally):
npx @paxperscientiam/generate-phaser3-filepack config.json > filepack.json
This script does NOT write anything to file; it's up to you to do so.
If you set a "hint", it's assumed accurate.
- [ ] atlas
- [ ] atlasXML
- [ ] audioSprite
- [ ] htmlTexture
- [ ] multiatlas
- [ ] obj
- [ ] spritesheet
- [ ] tilemapCSV
- [ ] tilemapImpact
- [ ] tilemapTiledJSON
- [ ] unityAtlas
- [x] audio (:IPhaserFilePackGenericAsset)
- [x] binary (:IPhaserFilePackBinaryAsset)
- [x] css
- [x] glsl
- [x] html
- [x] image (:IPhaserFilePackGenericAsset)
- [x] json
- [x] svg
- [x] text
- [x] video
- [x] xml
- [x] atlas
- [x] bitmapFont
- [ ] allow set
asBlob
andnoAudio
in post-processing. - [ ] add check to prevent changing keys of unmoved files (only relevant to path-based key naming)
- [ ] add mode to merge new with pre-existing
- [x] isolate unknow file types
- [ ] post process adjustments.
- [ ] use phaser's types for development
- [ ] idempotence
- [x] avoid double processing. This can be done with combination of dirty flags and collative full file list. Or, maybe make a dictionary of all paths, using dirTree in a prior step for that purpose
- [x] filter out commonsystem and temp files. EG .DS_Store
- [x] global ignored paths
- [x] option to remove basedir
- [x] only selectively collapse asset set (EG: collapse audio, but not toher types with files with same file-basenames)
- [ ] filter out unknowns explicitly
- [ ] review warnings about key uniqueness. EG this on videos.
- All the programmers Copilot ripped off
- Fine folks at liberachat
- Phaser community