How anuvindh23/proxi-app works
Purpose and runtime
This is a browser game frontend built with React, Vite, and Phaser. The README is the uncustomized React/Vite template, but the source layout and assets indicate a tile/map-based Phaser game. It has no backend, API layer, or server-side application code in the repository.
Application bootstrap
Vite loads the HTML shell at index.html, then executes the React entry point at src/main.jsx. The React root renders the top-level application component in src/App.jsx.
Key paths:
• index.html
• src/main.jsx
• src/App.jsx
React-to-game boundary
React appears to act primarily as the page/container layer, while Phaser owns real-time game rendering and simulation. src/PhaserGame.jsx is the architectural boundary where React mounts, configures, and/or tears down the Phaser game instance rather than modeling gameplay through React state.
Key paths:
• src/App.jsx
• src/PhaserGame.jsx
Phaser configuration and scene registration
The game engine configuration is centralized in src/game/config.js. This is the likely location for Phaser renderer, canvas sizing, physics, scene registration, and startup settings. It connects the React host to the scene-based Phaser runtime.
Key paths:
• src/PhaserGame.jsx
• src/game/config.js
• src/game/scenes/GameScene.js
Gameplay scene
GameScene is the primary gameplay lifecycle unit. Phaser invokes its preload/create/update-style scene hooks to load resources, build the world, process input or movement, and render each frame. Future gameplay systems should generally be added as scene-owned entities or extracted modules invoked by this scene, avoiding coupling them directly to React components.
Key path:
• src/game/scenes/GameScene.js
World data and rendering assets
The game includes a map definition and tile assets served directly as Vite public files. Phaser can load these by URL at runtime; they are not imported into the JavaScript module graph. The map data is likely consumed by GameScene during preload/create, with tiles used to construct a tilemap layer.
Key paths:
• public/assets/maps/proxiland.json
• public/assets/tiles
• src/game/scenes/GameScene.js
Control flow and deployment boundary
Browser startup follows: Vite HTML shell → React mount → App → Phaser host → Phaser config → GameScene lifecycle → public map/tile asset loading. Runtime state is expected to remain inside Phaser scenes and engine objects. Vite provides local development/HMR and produces static build output; deployment requires only static hosting for the built client and public assets.
Key paths:
• vite.config.js
• package.json
• public/assets
Main entry points: vite.config.js Vite · GameScene.js Game Scene · assets Public Assets · index.html HTML Shell
Components 12
Browser Startup
- Vite · Serves development files and produces the static client build.
vite.config.js - Package Scripts
package.json - HTML Shell
index.html
React Host
- React Entry
src/main.jsx - App
src/App.jsx - Phaser Game Host · Mounts and tears down the Phaser game instance.
src/PhaserGame.jsx
Phaser Runtime
- Game Config · Defines Phaser startup settings and scene registration.
src/game/config.js - Game Scene · Owns gameplay lifecycle, world creation, input, and frame updates.
src/game/scenes/GameScene.js
Public Game Assets
- Proxiland Map
public/assets/maps/proxiland.json - Tile Assets
public/assets/tiles - Public Assets · Served by Vite as runtime URLs rather than JavaScript imports.
public/assets
Other components
- Static Hosting · Hosts the built client and public assets; no application backend is required.
Connections 12
- Package Scripts → Vite: runs
- Vite → HTML Shell: serves/builds
- HTML Shell → React Entry: loads
- React Entry → App: renders
- App → Phaser Game Host: hosts
- Phaser Game Host → Game Config: starts with
- Game Config → Game Scene: registers
- Game Scene → Proxiland Map: loads by URL
- Game Scene → Tile Assets: loads by URL
- Public Assets → Proxiland Map: contains
- Public Assets → Tile Assets: contains
- Vite → Static Hosting: build output deployed to