zimporter-phaser - v1.0.48
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    zimporter-phaser - v1.0.48

    zImporter

    The zImporter is a TypeScript package designed to import and manage graphical hierarchies created in zStudio. This package allows seamless integration of assets and scenes built in zStudio into your JavaScript or TypeScript-based projects, particularly those using Phaser.

    • Import and manage scenes and graphical hierarchies from zStudio

    • Works with Phaser to display and interact with imported assets

    • Provides a flexible and easy-to-use API for handling assets and scenes.

    • Download zStudios to get started: https://zstudiosltd.com/

    To install the zImporter package from the npm registry:

    npm install zimporter-phaser@1.0.40
    

    Or to always get the latest version:

    npm install zimporter-phaser@latest
    

    Note: Your tsconfig.json should include:

    "module": "ESNext",
    "moduleResolution": "bundler"

    To use zImporter in a browser (without a bundler), include the following scripts in your HTML file:

    <!DOCTYPE html>
    <html lang="en">
    <head>
    <meta charset="UTF-8">
    <title>zImporter Phaser Example</title>
    <script src="https://cdn.jsdelivr.net/npm/phaser@3.60.0/dist/phaser.js"></script>
    <!-- Load your compiled zImporter bundle -->
    <script src="./dist/zimporter-phaser.min.js"></script>
    <!-- Spine plugin for Phaser -->
    <script src="./node_modules/@esotericsoftware/spine-phaser/dist/iife/spine-phaser.js"></script>
    <style>
    body { margin: 0; overflow: hidden; }
    #game-container { width: 100vw; height: 100vh; }
    </style>
    </head>
    <body>
    <div id="game-container"></div>
    <script>
    // All zImporter classes are available under the `zimporter` global namespace:
    // zimporter.ZScene, zimporter.ZTimeline, zimporter.ZUpdatables, etc.

    const sceneJsonPath = './assets/myScene/';

    class MyPhaserScene extends Phaser.Scene {
    create() {
    zimporter.ZUpdatables.init(24);
    this._frameCount = 0;
    this._lastTime = performance.now();
    this._fpsText = this.add.text(10, 10, 'FPS: --', {
    fontSize: '16px', fill: '#ffffff'
    }).setDepth(9999);

    this.zScene = new zimporter.ZScene('testScene', this);
    this.zScene.load(sceneJsonPath, () => {
    this.zScene.loadStage(this);

    const stage = this.zScene.sceneStage;
    for (const child of stage.list) {
    if (child instanceof zimporter.ZTimeline) {
    child.play();
    }
    }
    });
    }

    update(time, delta) {
    this._frameCount++;
    const now = performance.now();
    const elapsed = now - this._lastTime;
    if (elapsed >= 1000) {
    const fps = (this._frameCount / elapsed) * 1000;
    this._fpsText.setText(`FPS: ${fps.toFixed(1)}`);
    this._frameCount = 0;
    this._lastTime = now;
    }
    zimporter.ZUpdatables.update();
    }
    }

    const config = {
    type: Phaser.AUTO,
    width: window.innerWidth,
    height: window.innerHeight,
    parent: 'game-container',
    scene: [MyPhaserScene],
    backgroundColor: '#000000',
    scale: {
    mode: Phaser.Scale.RESIZE,
    autoCenter: Phaser.Scale.CENTER_BOTH
    },
    plugins: {
    scene: [{
    key: 'SpinePlugin',
    plugin: spine.SpinePlugin,
    mapping: 'spine'
    }]
    }
    };

    const game = new Phaser.Game(config);

    window.addEventListener('resize', () => {
    const scene = game.scene.scenes[0];
    if (scene && scene.zScene) {
    scene.zScene.resize(window.innerWidth, window.innerHeight);
    }
    });
    </script>
    </body>
    </html>

    npm run package

    You can find an example project here: https://github.com/yonnyzohar/zImporter_Phaser_Example

    Basic import:

    import { ZTimeline } from 'zimporter-phaser';
    
    import Phaser from 'phaser';
    import * as spine from '@esotericsoftware/spine-phaser';
    import { ZScene, ZTimeline, ZUpdatables } from 'zimporter-phaser';

    const sceneJsonPath = './assets/myScene/';

    class GameScene extends Phaser.Scene {
    private zScene!: ZScene;
    private _frameCount = 0;
    private _lastTime = 0;
    private _fpsText!: Phaser.GameObjects.Text;

    preload() {
    // Optionally preload assets here
    }

    create() {
    ZUpdatables.init(24);

    // Optional FPS display
    this._lastTime = performance.now();
    this._fpsText = this.add.text(10, 10, 'FPS: --', {
    fontSize: '16px',
    color: '#ffffff'
    }).setDepth(9999);

    // Load the zStudio scene
    this.zScene = new ZScene('testScene', this);
    this.zScene.load(sceneJsonPath, () => {
    this.zScene.loadStage(this);

    // Play any top-level timelines
    const stage = this.zScene.sceneStage;
    for (const child of stage.list) {
    if (child instanceof ZTimeline) {
    child.play();
    }
    }
    });
    }

    update(time: number, delta: number) {
    // FPS counter
    this._frameCount++;
    const now = performance.now();
    const elapsed = now - this._lastTime;
    if (elapsed >= 1000) {
    const fps = (this._frameCount / elapsed) * 1000;
    this._fpsText.setText(`FPS: ${fps.toFixed(1)}`);
    this._frameCount = 0;
    this._lastTime = now;
    }

    // delta is in ms — advance all registered updatables (timelines, etc.)
    ZUpdatables.update();
    }
    }

    const config: Phaser.Types.Core.GameConfig = {
    type: Phaser.AUTO,
    width: window.innerWidth,
    height: window.innerHeight,
    parent: 'game-container',
    backgroundColor: '#000000',
    scene: [GameScene],
    scale: {
    mode: Phaser.Scale.RESIZE,
    autoCenter: Phaser.Scale.CENTER_BOTH
    },
    plugins: {
    scene: [{
    key: 'SpinePlugin',
    plugin: spine.SpinePlugin,
    mapping: 'spine'
    }]
    }
    };

    const game = new Phaser.Game(config);

    // Handle window resize
    window.addEventListener('resize', () => {
    const scene = game.scene.scenes[0] as any;
    if (scene?.zScene) {
    scene.zScene.resize(window.innerWidth, window.innerHeight);
    }
    });

    This sets up a Phaser game and integrates zImporter's update system.

    // Inside your Phaser Scene's create():
    const scene = new ZScene('testScene', this);
    scene.load('./assets/myScene/', () => {
    scene.loadStage(this);

    // Access spawned objects by name
    const stage = scene.sceneStage;
    const btn = stage.get('myButton') as ZButton;
    if (btn) {
    btn.setCallback(() => console.log('clicked'));
    }
    });

    The package exposes several classes and methods for interacting with imported assets:

    • Container for your entire scene.
    • Handles screen resizing.
    • Allows spawning of assets or loading full stages.
    • Core class for all visual elements.

    • Extends Phaser.GameObjects.Container and adds:

      • Anchoring support
      • Orientation data from zStudio
    • Set .resizeable = false to disable responsive behavior.

    In ZStudio, texts are always wrapper in a container, and are called "label" by default. If you know a specific container holds a text fields, you can acces it via: getTextField():Phaser.GameObjects.Text | null You can also set a string on the text via the container using: setText(text:string):void

    ZContainer maintains separate transform data for portrait and landscape orientations. Because of this, position, scale, width, and height must be accessed through ZContainer methods so the values are stored correctly and survive an orientation change:

    container.setX(100);
    container.setY(200);
    container.setScaleX(1.5);
    container.setScaleY(1.5);
    container.setWidth(300);
    container.setHeight(150);

    Setting x, y, scaleX, etc. directly on the object will work visually but the values will be overwritten the next time the scene resizes or orientation changes.

    Visibility, alpha, and rotation are orientation-independent — they apply to both portrait and landscape at once, so you can set them directly or via their helper methods:

    container.setVisible(false);   // hides in both orientations
    container.setAlpha(0.5); // applies to both orientations
    container.rotation = Math.PI; // applies to both orientations

    Spine assets are loaded automatically by the scene. Once the stage is loaded, retrieve the SpineGameObject from any ZContainer using getSpine() and then interact with it through the standard Spine API:

    import { SpineGameObject } from '@esotericsoftware/spine-phaser';

    const spineContainer = stage.get('mySpineAsset');
    const spineObj: SpineGameObject | undefined = spineContainer?.getSpine();

    if (spineObj) {
    // Play an animation on track 0, looping
    spineObj.animationState.setAnimation(0, 'run', true);

    // Change the active skin
    spineObj.skeleton.setSkinByName('mySkin');
    spineObj.skeleton.setToSetupPose();

    // Listen for animation completion
    spineObj.animationState.addListener({
    complete: (entry) => {
    console.log('Animation complete:', entry.animation?.name);
    }
    });
    }
    • Extends ZContainer.

    • Has .enable() / .disable() methods.

    • Supports child containers with special names:

      • upState, downState, overState, disabledState, labelContainer

    When these are defined in zStudio, the button works automatically.

    • Extends ZContainer.

    • Manages frame-based timeline animations.

    • API includes:

      • .play(), .stop()
      • .gotoAndPlay(frameNum), .gotoAndStop(frameNum)
      • .addStateEndEventListener(cb), .removeStateEndEventListener(cb)
    • Extends ZContainer.
    • Only one child is visible at a time.
    • Use .setState(name: string) to switch visible content.
    • Can contain nested ZTimeline objects.

    We welcome contributions! To contribute:

    1. Fork the repository.
    2. Create a feature branch.
    3. Submit a pull request.

    Please follow the existing code style and add tests where relevant.

    This project is licensed under the MIT License. See the LICENSE file for details.