# 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`.