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# phaser-tools
CI/CD templates for [Phaser](https://phaser.io) (JavaScript) game
projects, in the same spirit as
[ebitengine-tools](../ebitengine-tools) and
[love-tools](../love-tools).
- `example-makefile.make` — project Makefile: local dev targets
(`build`, `web`, `serve`, `export`, `watch`, `clean`) plus the
Woodpecker pipeline targets (`ci-version`, `ci-export`, `ci-upload`,
`ci-update`).
- `example-woodpecker.yaml` — Woodpecker pipeline: version → build
(`node:22-alpine`, syntax check + web bundle) → upload (scp to the
droparea) → update (calls the teletypegames `/update` endpoint with
`platform=phaser`).
- `example-tasks.json` — VS Code `.vscode/tasks.json` with the common
dev tasks: **Serve** (`make serve`, default build task,
`Cmd+Shift+B`), **Build Web** and **Make build**.
- `web/index.html` — the HTML shell downloaded by `make web` and
packaged next to `phaser.min.js` and the bundled `game.js`.
There is no bundler and no `node_modules`: the pinned
`phaser.min.js` build is downloaded from the jsDelivr CDN at export
time (the same way love-tools downloads love.js), and the game
sources in `src/*.js` are concatenated in filename order into a
single `game.js`. Node is only used for a `node --check` syntax pass.
## Usage in a game repo
1. Copy `example-makefile.make` to `Makefile`, set `PROJECT` and
`PHASER_VERSION`, and put the game sources into `src/` (they are
concatenated in filename order — prefix with numbers if load order
matters).
2. Copy `example-woodpecker.yaml` to `.woodpecker.yaml` and add the
`droparea_ssh_password` / `update_secret_key` secrets in Woodpecker.
3. Copy `example-tasks.json` to `.vscode/tasks.json`.
`make serve` builds the web bundle and serves it on
`http://localhost:8000` (Python 3's built-in HTTP server).
The pipeline uploads `$(PROJECT)-$(VERSION).html.zip` to the droparea,
then triggers
`/update?platform=phaser&name=$(PROJECT)&version=$(VERSION)`.
Detailed documentation lives on the wiki: `/development/phaser`.