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miaoda-game-wave-phaser

v0.3.0

Published

Phaser Scene spawn director for miaoda-game-wave-core.

Downloads

457

Readme

miaoda-game-wave-phaser

Use this Phaser 4 Scene controller to drive WaveRunner or Director, resolve named spawn points to { x, y }, and emit spawn requests to your entity factory.

Install

pnpm add miaoda-game-wave-phaser miaoda-game-wave-core

Phaser >=4 <5 is required.

Minimal controller

const waves = scene.waves.create()
  .registerSpawnPoint('left', { x: 32, y: 240 })
  .onSpawn((type, point) => {
    const enemy = scene.enemies.create(point?.x ?? 0, point?.y ?? 0, type);
    enemy.once('died', () => waves.reportKilled());
  })
  .setupWaves({
    waves: [{ groups: [{ type: 'slime', count: 6, interval: 0.4, spawnPointId: 'left' }] }],
  })
  .start();

Register WavePlugin as a Scene Plugin to use scene.waves.create(), or construct new WaveController(scene.events) directly. Phaser update milliseconds are converted to core seconds. Scene shutdown destroys plugin-owned controllers automatically.

Call reportKilled when tracked enemies die so cleared waves and maxAlive directors can progress. setTicking(false) pauses scheduling. One controller hosts one model; calling setupWaves or setupDirector replaces the previous setup.

Public API

WaveController provides setup, spawn-point registration, onSpawn, start, reportKilled, ticking control, and destroy. WavePlugin supplies Scene ownership. Instantiate and pool Phaser objects in your callback; the adapter only emits requests.