Class responsible for controlling the game audio engine
Class responsible for a battle
Class responsible for some specific camera features for this engine
Class responsible for the collision system
Class responsible for the debug systems
Whether the game is in fullscreen state.
Class responsible for the game events
Class responsible for the healer menu
Class responsible for the control of the main hero
Class responsible for the inn system
Class responsible to log stuff. It logs mainly user bad input.
Class responbible for the main menu
The current active map
Phaser.Group that holds sprites that are in the same level as Hero.
Phaser.Group that holds sprites that are over Hero.
A wrapper for Particles Storm.
Class responbible for saving a snapshot of the game.
The zoom scaling factor if the game canvas.
Class responsible for the shop system
Class responsible for generating and restoring save files.
Class responbible for the start menu
Class responsible for storing the game custom states
Phaser.Group that holds underlayer, middlelayer and overlayer groups.
Class responsible for the tile events
Phaser.Group that holds sprites that are below Hero.
Private check_Private createPrivate force_Private init_Private initialize_Private initialize_Private initialize_Private load_Private preloadPrivate renderPrivate render_Private set_Private update
The project has basically two important folders: assets and base. All the source code is located inside base folder. All the game assets (images, database files, sounds, etc) are located inside assets folder. An engine user will only modify the assets folder for instance. Any modification in assets folder files will automatically be reflected in the game.
This class is the starting point to understand how the code works. It's the engine's main class. When the game starts, it will load database files in assets/dbs folder in order to instantiate the main classes of the game like Hero, Map, MainMenu, Audio, ControlManager etc.