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Phaser Lifecycle Plugin

A Phaser 3 plugin to make it easier to have custom objects hook into Phaser's lifecycle events - preupdate, postupdate, etc.

Note: this plugin is still in progress. It's something we've been using internally and will update to an official release with docs soon!

class CustomPlayer {
  update() {
    console.log("Update!");
  }
  preUpdate() {
    console.log("Before update!");
  }
  postUpdate() {
    console.log("After update!");
  }
}

const player = new CustomPlayer();

// Hook the player's update, preUpdate and postUpdate up to Scene events
this.lifecycle.add(player);

// ...

// Some time later, you can unsubscribe:
this.lifecycle.remove(player);

Check out the HTML documentation here.

Why

Two main reasons:

Installation

You can install this plugin globally as a script, or locally as a module using your bundler of choice.

As a Script

You can drop in any of the transpiled code into your project as a standalone script. Choose the version that you want:

E.g. if you wanted the minified code, you would add this to your HTML:

<script src="phaser-lifecycle-plugin.min.js"></script>

Or use the jsdelivr CDN:

<script src="//cdn.jsdelivr.net/npm/phaser-lifecycle-plugin"></script>

Now you can use the global PhaserLifecyclePlugin. See usage for how to use the plugin.

As a Module

Install via npm:

npm install --save phaser-lifecycle-plugin

To use the transpiled and minified distribution of the library:

import PhaserLifecyclePlugin from "phaser-lifecycle-plugin";

To use the raw library (so you can transpile it to match your own project settings):

import PhaserLifecyclePlugin from "phaser-lifecycle-plugin/src";

See usage for how to use the plugin.

Usage

Initial Setup

When setting up your game config, add the plugin:

const config = {
  // ...

  // Install the scene plugin
  plugins: {
    scene: [
      {
        plugin: PhaserLifecyclePlugin, // The plugin class
        key: "lifecycle", // Where to store in Scene.Systems, e.g. scene.sys.lifecycle
        mapping: "lifecycle" // Where to store in the Scene, e.g. scene.lifecycle
      }
    ]
  }
};

const game = new Phaser.Game(config);

Now, within a scene, you can use this.lifecycle to access the plugin instance.

Usage in Scene

Within a scene, you can now:

class CustomPlayer {
  update() {
    console.log("Update!");
  }
  preUpdate() {
    console.log("Before update!");
  }
  postUpdate() {
    console.log("After update!");
  }
}

const player = new CustomPlayer();
this.lifecycle.add(player);

And the player's update, preUpdate and postUpdate methods will be invoked in sync with the scene events. Running this.lifecycle.remove(player) will stop those methods from being invoked.

If you don't pass in a second parameter to LifeCyclePlugin#add(...), it will check the given object for any of the following methods (which correspond to scene events): update, preUpdate, postUpdate, render, shutdown, destroy, start, ready, boot, sleep, wake, pause, resume, resize, transitionInit, transitionStart, transitionOut and transitionComplete. If they are found, they are automatically subscribed to the corresponding scene event. The plugin will look for lowercase names like postupdate as well as camelCase like postUpdate. If you don't care about the whole suite of scene events, you can use setEventsToTrack and pass in an array of the scene events that you care about, e.g. this.lifecycle.setEventsToTrack(["update", "postUpdate"]).

Alternatively, you can specify a custom mapping of Scene event name to method name when adding an object to the plugin:

class CustomPlayer {
  draw() {
    console.log("Alias for render");
  }
  kill() {
    console.log("Alias for destroy!");
  }
}

const player = new CustomPlayer();

this.lifecycle.add(player, {
  render: object.draw,
  destroy: object.kill
});

TODO: better example with custom mapping & showing how each method hook is optional.

Development

The project is controlled by npm scripts and uses cypress & jest for testing. Cypress is used for end-to-end verification that the plugin works as expected with Phaser. Jest is used for unit testing the plugin (via heavy mocking since Phaser headless mode is not complete).

Tests

The cypress tests rely on a particular structure:

The jest unit tests rely on a simple mocking of Phaser. They are stored inside "src/". Once Phaser headless is available, this testing structure could be re-evaluated.

Similar Work

samme's nice phaser-plugin-update is similar, but just focused on update, whereas our use case required more of Phaser's life cycle hooks.