Phaser hello world

What you are looking at: deliberately the same scene as the Pixi hello world — the same logo, the same layout, the same two text paths — drawn by a different engine. Put the two screenshots side by side and the only differences are the engine’s own text rendering and the font each one picked.
That is the point. Two engines, two renderers, one runtime, and neither was modified to get here.
What it proves
Section titled “What it proves”src/main.js is plain Phaser 4: Phaser.Game with type: WEBGL and Scale.RESIZE, a scene with
preload and create, load.image, load.bitmapFont, tweens.
| Exercised | How |
|---|---|
| Phaser’s WebGL renderer | type: WEBGL on the page’s frame canvas |
load.bitmapFont |
the title, from lato-black-plain.xml + .png in the package |
| A 2D canvas probe at import | Phaser tests blend modes on a 2D canvas as it loads — one of the reasons the software 2D subset exists |
Scale.RESIZE |
resize events from the drawable |
| Tweens | the spin and pulse, on requestAnimationFrame |
Run it
Section titled “Run it”npm run build:screenkit -w screenkit-example-phaser-helloruntime/build/macos/screenkit-host --window examples/phaser-hello/app.skpkg