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#30daydeveloper - Day 2 - Phaser Documentation

Hello! If this is your first time reading about my thirty day developer challenge, click here to go to the first post!

I decided to give up on my challenge...

Just kidding! I haven't given up just yet. I think the fact that I am requiring myself to post a blog about my developing progress each day is motivating me enough to actually do the development work. We'll see how long this motivation will last--possibly only until the weekend when I will become super lazy and decide to stop. Hopefully not though.

This morning I read a Hacker News post that really inspired me. I am really fascinated by this notion of "passive income." In fact, it fascinated me to start a different project that may hopefully be successful sometime in the near future. But until then I shall focus on my #30daydeveloper challenge.

Today I perused the Phaser documentation to get a better feel for what this powerful framework can allow me to accomplish. Having completed this tutorial on creating your first Phaser game, I was able to get an initial understanding of how Phaser works. The first thing that struck me as interesting is the following line from the above tutorial:
game.physics.startSystem(Phaser.Physics.ARCADE);
It seemed that there are entire physics engines already built into Phaser itself. So this led me to wonder just exactly how powerful is this Phaser framework? After having tinkered with it and reading through the API documentation, I was blown away by how easy it makes every step of the game development process. Everything already had classes and functions created and easily accessed.

That means I might spend more time learning all the correct spelling and formatting of the Phaser nuances than actually coding the game. I might be spending a lot more time reading through the documentation than I had initially expected.


On a side note, check out what I have so far!

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