Build Phaser PWA prototype with IndexedDB saves

This commit is contained in:
Admin 2026-09-21 22:23:59 +00:00
parent fe15916a79
commit c8fe90bb47
11 changed files with 751 additions and 2 deletions

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.dockerignore Normal file
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node_modules
dist
.git
.DS_Store

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Dockerfile Normal file
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FROM node:22-alpine AS build
WORKDIR /app
COPY package.json ./
RUN npm install
COPY . .
RUN npm run build
FROM nginx:1.27-alpine
COPY nginx.conf /etc/nginx/conf.d/default.conf
COPY --from=build /app/dist /usr/share/nginx/html
EXPOSE 80
HEALTHCHECK --interval=10s --timeout=3s --start-period=5s --retries=5 CMD wget -qO- http://127.0.0.1/health || exit 1

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# dollhouse-pwa # My Dollhouse
Phaser.js PWA dollhouse game with IndexedDB local saves and auto-updating service worker. A small Phaser.js PWA built around the dollhouse concept art created in ChatGPT.
## Current prototype
- Four playable rooms: bedroom, bathroom, kitchen and living room
- Keyboard and touch movement
- Furniture/prop dragging in Decorate mode
- Add/reset room controls
- Room layout and player position persisted in IndexedDB
- Offline-capable PWA
- Service worker configured to take new versions automatically
- Runtime crops extracted from the production concept sheet so gameplay code is independent from future final sprite atlases
## Development
```bash
npm install
npm run dev
```
## Build
```bash
npm run build
```
The Dockerfile builds the Vite app and serves it with nginx on port 80. `/health` is provided for Coolify health checks.

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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width,initial-scale=1,viewport-fit=cover,user-scalable=no" />
<meta name="theme-color" content="#f7a9c4" />
<meta name="description" content="A cozy little offline dollhouse game." />
<meta name="apple-mobile-web-app-capable" content="yes" />
<meta name="apple-mobile-web-app-status-bar-style" content="default" />
<meta name="apple-mobile-web-app-title" content="My Dollhouse" />
<link rel="icon" href="/icon.svg" type="image/svg+xml" />
<link rel="apple-touch-icon" href="/icon.svg" />
<title>My Dollhouse</title>
</head>
<body>
<main id="app">
<div id="game"></div>
<div id="install-wrap" hidden>
<button id="install-button" type="button">Install Dollhouse</button>
</div>
</main>
<script type="module" src="/src/main.js"></script>
</body>
</html>

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server {
listen 80;
server_name _;
root /usr/share/nginx/html;
index index.html;
location = /health {
access_log off;
add_header Content-Type text/plain;
return 200 'ok';
}
location = /index.html {
add_header Cache-Control "no-cache, no-store, must-revalidate";
try_files $uri =404;
}
location = /sw.js {
add_header Cache-Control "no-cache, no-store, must-revalidate";
try_files $uri =404;
}
location / {
try_files $uri $uri/ /index.html;
}
location ~* \.(?:js|css|png|svg|woff2?)$ {
expires 7d;
add_header Cache-Control "public, immutable";
try_files $uri =404;
}
}

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{
"name": "dollhouse-pwa",
"private": true,
"version": "0.1.0",
"type": "module",
"scripts": {
"dev": "vite --host 0.0.0.0",
"build": "vite build",
"preview": "vite preview --host 0.0.0.0"
},
"dependencies": {
"phaser": "^3.90.0"
},
"devDependencies": {
"vite": "^6.3.5",
"vite-plugin-pwa": "^1.0.0"
}
}

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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 512 512">
<rect width="512" height="512" rx="112" fill="#fff2f7"/>
<path d="M94 246 256 98l162 148v170a30 30 0 0 1-30 30H124a30 30 0 0 1-30-30V246Z" fill="#f6a4c1" stroke="#8b4b6b" stroke-width="18" stroke-linejoin="round"/>
<path d="M70 252 256 80l186 172" fill="none" stroke="#e65d94" stroke-width="30" stroke-linecap="round" stroke-linejoin="round"/>
<rect x="205" y="292" width="102" height="154" rx="24" fill="#9ddad1" stroke="#8b4b6b" stroke-width="14"/>
<circle cx="281" cy="368" r="9" fill="#8b4b6b"/>
<path d="M180 230h152" stroke="#fff" stroke-width="15" stroke-linecap="round"/>
<path d="M256 178v104" stroke="#fff" stroke-width="15" stroke-linecap="round"/>
</svg>

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const DB_NAME = 'my-dollhouse'
const DB_VERSION = 1
const STORE = 'state'
const ROOT_KEY = 'game'
function openDb() {
return new Promise((resolve, reject) => {
const request = indexedDB.open(DB_NAME, DB_VERSION)
request.onupgradeneeded = () => {
const db = request.result
if (!db.objectStoreNames.contains(STORE)) db.createObjectStore(STORE)
}
request.onsuccess = () => resolve(request.result)
request.onerror = () => reject(request.error)
})
}
export async function loadGameState() {
try {
const db = await openDb()
return await new Promise((resolve, reject) => {
const tx = db.transaction(STORE, 'readonly')
const request = tx.objectStore(STORE).get(ROOT_KEY)
request.onsuccess = () => resolve(request.result ?? null)
request.onerror = () => reject(request.error)
tx.oncomplete = () => db.close()
})
} catch (error) {
console.warn('IndexedDB load failed; using defaults.', error)
return null
}
}
export async function saveGameState(state) {
try {
const db = await openDb()
return await new Promise((resolve, reject) => {
const tx = db.transaction(STORE, 'readwrite')
tx.objectStore(STORE).put(structuredClone(state), ROOT_KEY)
tx.oncomplete = () => {
db.close()
resolve()
}
tx.onerror = () => reject(tx.error)
})
} catch (error) {
console.warn('IndexedDB save failed.', error)
}
}
export async function clearGameState() {
try {
const db = await openDb()
return await new Promise((resolve, reject) => {
const tx = db.transaction(STORE, 'readwrite')
tx.objectStore(STORE).delete(ROOT_KEY)
tx.oncomplete = () => {
db.close()
resolve()
}
tx.onerror = () => reject(tx.error)
})
} catch (error) {
console.warn('IndexedDB reset failed.', error)
}
}

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import Phaser from 'phaser'
import { registerSW } from 'virtual:pwa-register'
import { clearGameState, loadGameState, saveGameState } from './db.js'
import './style.css'
registerSW({
immediate: true,
onNeedRefresh() {
window.location.reload()
}
})
let installPrompt = null
const installWrap = document.querySelector('#install-wrap')
const installButton = document.querySelector('#install-button')
window.addEventListener('beforeinstallprompt', (event) => {
event.preventDefault()
installPrompt = event
installWrap.hidden = false
})
installButton?.addEventListener('click', async () => {
if (!installPrompt) return
await installPrompt.prompt()
installPrompt = null
installWrap.hidden = true
})
window.addEventListener('appinstalled', () => {
installPrompt = null
installWrap.hidden = true
})
const WIDTH = 960
const HEIGHT = 640
const ROOM_X = 30
const ROOM_Y = 78
const ROOM_W = 900
const ROOM_H = 470
const FLOOR_TOP = 385
const FLOOR_BOTTOM = 525
const ROOM_CROPS = {
bedroom: { x: 15, y: 425, w: 248, h: 182 },
bathroom: { x: 270, y: 425, w: 241, h: 182 },
kitchen: { x: 521, y: 425, w: 239, h: 182 },
living: { x: 774, y: 425, w: 241, h: 182 }
}
const ASSET_CROPS = {
player: { x: 17, y: 128, w: 63, h: 102 },
bed: { x: 15, y: 671, w: 79, h: 113 },
couch: { x: 540, y: 675, w: 101, h: 99 },
armchair: { x: 644, y: 680, w: 67, h: 91 },
table: { x: 708, y: 694, w: 68, h: 78 },
bookcase: { x: 847, y: 675, w: 61, h: 106 },
teddy: { x: 16, y: 839, w: 49, h: 53 },
ball: { x: 224, y: 842, w: 46, h: 49 }
}
const ROOM_LABELS = {
bedroom: 'Bedroom',
bathroom: 'Bathroom',
kitchen: 'Kitchen',
living: 'Living Room'
}
const DEFAULT_STATE = {
version: 1,
activeRoom: 'bedroom',
player: { x: 480, y: 492 },
rooms: {
bedroom: [
{ id: 'bed-1', type: 'bed', x: 260, y: 460, scale: 1.15 },
{ id: 'bookcase-1', type: 'bookcase', x: 745, y: 445, scale: 1.05 },
{ id: 'teddy-1', type: 'teddy', x: 600, y: 500, scale: 1.15 }
],
bathroom: [
{ id: 'ball-1', type: 'ball', x: 700, y: 500, scale: 1.15 }
],
kitchen: [
{ id: 'table-1', type: 'table', x: 575, y: 470, scale: 1.2 }
],
living: [
{ id: 'couch-1', type: 'couch', x: 310, y: 465, scale: 1.15 },
{ id: 'armchair-1', type: 'armchair', x: 650, y: 475, scale: 1.15 },
{ id: 'table-2', type: 'table', x: 480, y: 500, scale: 1.0 }
]
}
}
function cloneDefaultState() {
return JSON.parse(JSON.stringify(DEFAULT_STATE))
}
function roundedButton(scene, x, y, width, height, label, onClick, options = {}) {
const bg = scene.add.rectangle(x, y, width, height, options.fill ?? 0xffeef5, 1)
.setStrokeStyle(2, options.stroke ?? 0xe790b3)
.setInteractive({ useHandCursor: true })
.setDepth(500)
const text = scene.add.text(x, y, label, {
fontFamily: 'Arial Rounded MT Bold, ui-rounded, sans-serif',
fontSize: options.fontSize ?? '17px',
color: options.color ?? '#6b3b59',
fontStyle: 'bold'
}).setOrigin(0.5).setDepth(501)
bg.on('pointerdown', () => {
scene.tweens.add({ targets: [bg, text], scaleX: 0.95, scaleY: 0.95, duration: 55, yoyo: true })
onClick()
})
return { bg, text }
}
function makeCropTexture(scene, key, rect, removeBackground = false) {
if (scene.textures.exists(key)) return
const source = scene.textures.get('production').getSourceImage()
const canvas = document.createElement('canvas')
canvas.width = rect.w
canvas.height = rect.h
const ctx = canvas.getContext('2d', { willReadFrequently: removeBackground })
ctx.drawImage(source, rect.x, rect.y, rect.w, rect.h, 0, 0, rect.w, rect.h)
if (removeBackground) {
const imageData = ctx.getImageData(0, 0, rect.w, rect.h)
const data = imageData.data
const w = rect.w
const h = rect.h
const seen = new Uint8Array(w * h)
const stack = []
const candidate = (idx) => {
const i = idx * 4
const r = data[i]
const g = data[i + 1]
const b = data[i + 2]
const max = Math.max(r, g, b)
const min = Math.min(r, g, b)
return max >= 206 && max - min <= 48
}
const push = (x, y) => {
if (x < 0 || y < 0 || x >= w || y >= h) return
const idx = y * w + x
if (seen[idx] || !candidate(idx)) return
seen[idx] = 1
stack.push(idx)
}
for (let x = 0; x < w; x++) {
push(x, 0)
push(x, h - 1)
}
for (let y = 0; y < h; y++) {
push(0, y)
push(w - 1, y)
}
while (stack.length) {
const idx = stack.pop()
data[idx * 4 + 3] = 0
const x = idx % w
const y = Math.floor(idx / w)
push(x + 1, y)
push(x - 1, y)
push(x, y + 1)
push(x, y - 1)
}
ctx.putImageData(imageData, 0, 0)
}
scene.textures.addCanvas(key, canvas)
}
class HouseScene extends Phaser.Scene {
constructor() {
super('House')
this.state = cloneDefaultState()
this.decorateMode = false
this.roomObjects = []
this.roomButtons = []
this.moveIntent = { left: false, right: false, up: false, down: false }
this.saveTimer = null
}
preload() {
this.load.image('production', '/assets/production-sheet.png')
}
async create() {
Object.entries(ROOM_CROPS).forEach(([key, rect]) => makeCropTexture(this, 'room-' + key, rect))
Object.entries(ASSET_CROPS).forEach(([key, rect]) => makeCropTexture(this, key, rect, true))
const saved = await loadGameState()
if (saved?.version === 1) this.state = saved
this.cameras.main.setBackgroundColor('#fff4f9')
this.buildChrome()
this.buildControls()
this.bindInput()
this.renderRoom()
this.events.once(Phaser.Scenes.Events.SHUTDOWN, () => this.persist())
window.addEventListener('pagehide', () => this.persist(), { once: true })
}
buildChrome() {
this.add.rectangle(480, 32, 960, 64, 0xffe7f0).setDepth(450)
this.add.text(24, 17, 'My Dollhouse', {
fontFamily: 'Arial Rounded MT Bold, ui-rounded, sans-serif',
fontSize: '28px',
color: '#c84f82',
fontStyle: 'bold'
}).setDepth(500)
;['bedroom', 'bathroom', 'kitchen', 'living'].forEach((room, index) => {
const button = roundedButton(
this,
400 + index * 132,
32,
120,
38,
ROOM_LABELS[room],
() => this.switchRoom(room),
{ fontSize: '14px' }
)
button.room = room
this.roomButtons.push(button)
})
this.modeButton = roundedButton(this, 820, 588, 220, 52, '✨ Decorate', () => {
this.decorateMode = !this.decorateMode
this.updateMode()
}, { fill: 0xf9bfd3, stroke: 0xdc6d9b })
this.addButton = roundedButton(this, 594, 588, 190, 52, '+ Add something', () => this.addSomething(), {
fontSize: '15px'
})
this.resetButton = roundedButton(this, 480, 588, 82, 52, 'Reset', () => this.resetRoom(), {
fontSize: '14px',
fill: 0xffffff
})
this.roomTitle = this.add.text(50, 92, '', {
fontFamily: 'Arial Rounded MT Bold, ui-rounded, sans-serif',
fontSize: '24px',
color: '#663d59',
fontStyle: 'bold'
}).setDepth(50)
this.helpText = this.add.text(50, 120, '', {
fontFamily: 'Arial, sans-serif',
fontSize: '14px',
color: '#7d5a70'
}).setDepth(50)
}
buildControls() {
const makePad = (x, y, label, direction) => {
const circle = this.add.circle(x, y, 29, 0xffffff, 0.88)
.setStrokeStyle(2, 0xd989ac)
.setInteractive()
.setDepth(520)
this.add.text(x, y - 1, label, {
fontFamily: 'Arial, sans-serif',
fontSize: '26px',
color: '#b95b84',
fontStyle: 'bold'
}).setOrigin(0.5).setDepth(521)
circle.on('pointerdown', () => { this.moveIntent[direction] = true })
circle.on('pointerup', () => { this.moveIntent[direction] = false })
circle.on('pointerout', () => { this.moveIntent[direction] = false })
}
makePad(72, 588, '◀', 'left')
makePad(136, 588, '▶', 'right')
makePad(200, 588, '▲', 'up')
makePad(264, 588, '▼', 'down')
}
bindInput() {
this.cursors = this.input.keyboard.createCursorKeys()
this.keys = this.input.keyboard.addKeys('W,A,S,D')
this.input.on('drag', (_pointer, object, dragX, dragY) => {
if (!this.decorateMode || object.getData('kind') !== 'furniture') return
object.x = Phaser.Math.Clamp(dragX, ROOM_X + 35, ROOM_X + ROOM_W - 35)
object.y = Phaser.Math.Clamp(dragY, 215, FLOOR_BOTTOM)
object.setDepth(Math.floor(object.y))
})
this.input.on('dragend', (_pointer, object) => {
if (object.getData('kind') !== 'furniture') return
const item = this.state.rooms[this.state.activeRoom].find((entry) => entry.id === object.getData('id'))
if (!item) return
item.x = Math.round(object.x)
item.y = Math.round(object.y)
this.scheduleSave()
})
}
renderRoom() {
this.roomObjects.forEach((object) => object.destroy())
this.roomObjects = []
this.background?.destroy()
this.player?.destroy()
this.background = this.add.image(ROOM_X, ROOM_Y, 'room-' + this.state.activeRoom)
.setOrigin(0)
.setDisplaySize(ROOM_W, ROOM_H)
.setDepth(0)
const border = this.add.rectangle(ROOM_X + ROOM_W / 2, ROOM_Y + ROOM_H / 2, ROOM_W, ROOM_H)
.setFillStyle(0xffffff, 0)
.setStrokeStyle(5, 0xffffff, 0.75)
.setDepth(2)
this.roomObjects.push(border)
const items = this.state.rooms[this.state.activeRoom] ?? []
items.forEach((item) => this.spawnItem(item))
const playerPos = this.state.player
this.player = this.add.image(playerPos.x, playerPos.y, 'player')
.setOrigin(0.5, 1)
.setScale(1.35)
.setDepth(Math.floor(playerPos.y) + 10)
this.roomTitle.setText(ROOM_LABELS[this.state.activeRoom])
this.updateMode()
this.updateRoomButtons()
}
spawnItem(item) {
if (!this.textures.exists(item.type)) return
const object = this.add.image(item.x, item.y, item.type)
.setOrigin(0.5, 1)
.setScale(item.scale ?? 1)
.setDepth(Math.floor(item.y))
.setData('kind', 'furniture')
.setData('id', item.id)
object.setInteractive({ cursor: 'grab', pixelPerfect: false })
this.input.setDraggable(object)
this.roomObjects.push(object)
return object
}
switchRoom(room) {
if (room === this.state.activeRoom) return
this.capturePlayer()
this.state.activeRoom = room
this.state.player = { x: 480, y: 492 }
this.persist()
this.renderRoom()
}
updateRoomButtons() {
this.roomButtons.forEach((button) => {
const active = button.room === this.state.activeRoom
button.bg.setFillStyle(active ? 0xf39abc : 0xfff3f7)
button.text.setColor(active ? '#ffffff' : '#6b3b59')
})
}
updateMode() {
const label = this.decorateMode ? '✓ Done decorating' : '✨ Decorate'
this.modeButton.text.setText(label)
this.helpText.setText(
this.decorateMode
? 'Drag the furniture around. Add more things whenever you like.'
: 'Walk with the arrows, WASD, or the big buttons below.'
)
this.addButton.bg.setAlpha(this.decorateMode ? 1 : 0.55)
this.addButton.text.setAlpha(this.decorateMode ? 1 : 0.55)
this.player?.setAlpha(this.decorateMode ? 0.72 : 1)
}
addSomething() {
if (!this.decorateMode) {
this.decorateMode = true
this.updateMode()
return
}
const choicesByRoom = {
bedroom: ['teddy', 'bookcase', 'bed'],
bathroom: ['ball', 'armchair'],
kitchen: ['table', 'bookcase'],
living: ['armchair', 'table', 'bookcase', 'teddy']
}
const choices = choicesByRoom[this.state.activeRoom]
const type = choices[Math.floor(Math.random() * choices.length)]
const item = {
id: type + '-' + Date.now(),
type,
x: 480 + Phaser.Math.Between(-130, 130),
y: 470 + Phaser.Math.Between(-10, 35),
scale: type === 'teddy' || type === 'ball' ? 1.25 : 1
}
this.state.rooms[this.state.activeRoom].push(item)
this.spawnItem(item)
this.scheduleSave()
}
async resetRoom() {
const defaults = cloneDefaultState()
this.state.rooms[this.state.activeRoom] = defaults.rooms[this.state.activeRoom]
this.state.player = { x: 480, y: 492 }
await this.persist()
this.renderRoom()
}
capturePlayer() {
if (!this.player) return
this.state.player = {
x: Math.round(this.player.x),
y: Math.round(this.player.y)
}
}
scheduleSave() {
clearTimeout(this.saveTimer)
this.saveTimer = setTimeout(() => this.persist(), 180)
}
async persist() {
this.capturePlayer()
await saveGameState(this.state)
}
update(_time, delta) {
if (!this.player || this.decorateMode) return
const left = this.cursors.left.isDown || this.keys.A.isDown || this.moveIntent.left
const right = this.cursors.right.isDown || this.keys.D.isDown || this.moveIntent.right
const up = this.cursors.up.isDown || this.keys.W.isDown || this.moveIntent.up
const down = this.cursors.down.isDown || this.keys.S.isDown || this.moveIntent.down
let dx = Number(right) - Number(left)
let dy = Number(down) - Number(up)
if (dx === 0 && dy === 0) return
const length = Math.hypot(dx, dy) || 1
dx /= length
dy /= length
const speed = 220
const depthSpeed = 105
this.player.x = Phaser.Math.Clamp(this.player.x + dx * speed * delta / 1000, ROOM_X + 38, ROOM_X + ROOM_W - 38)
this.player.y = Phaser.Math.Clamp(this.player.y + dy * depthSpeed * delta / 1000, FLOOR_TOP, FLOOR_BOTTOM)
this.player.setFlipX(dx < 0)
this.player.setDepth(Math.floor(this.player.y) + 10)
const depthScale = Phaser.Math.Linear(1.18, 1.42, (this.player.y - FLOOR_TOP) / (FLOOR_BOTTOM - FLOOR_TOP))
this.player.setScale(depthScale)
this.scheduleSave()
}
}
const game = new Phaser.Game({
type: Phaser.AUTO,
parent: 'game',
width: WIDTH,
height: HEIGHT,
backgroundColor: '#fff4f9',
render: { antialias: true, pixelArt: false },
scale: {
mode: Phaser.Scale.FIT,
autoCenter: Phaser.Scale.CENTER_BOTH,
width: WIDTH,
height: HEIGHT
},
input: { activePointers: 4 },
scene: [HouseScene]
})
window.__DOLLHOUSE__ = {
version: '0.1.0',
game,
async resetAll() {
await clearGameState()
window.location.reload()
}
}

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:root {
font-family: ui-rounded, "SF Pro Rounded", "Nunito", system-ui, sans-serif;
color: #4d3150;
background: #fff7fb;
font-synthesis: none;
touch-action: none;
}
* { box-sizing: border-box; }
html, body, #app, #game {
width: 100%;
height: 100%;
margin: 0;
overflow: hidden;
}
body {
min-height: 100dvh;
overscroll-behavior: none;
-webkit-user-select: none;
user-select: none;
}
canvas {
display: block;
margin: 0 auto;
touch-action: none;
}
#install-wrap {
position: fixed;
right: max(14px, env(safe-area-inset-right));
bottom: max(14px, env(safe-area-inset-bottom));
z-index: 20;
}
#install-button {
border: 0;
border-radius: 999px;
background: #f27eaa;
color: white;
font: inherit;
font-weight: 800;
padding: 12px 18px;
box-shadow: 0 6px 18px rgb(122 61 91 / 24%);
}

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vite.config.js Normal file
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import { defineConfig } from 'vite'
import { VitePWA } from 'vite-plugin-pwa'
export default defineConfig({
plugins: [
VitePWA({
registerType: 'autoUpdate',
injectRegister: null,
includeAssets: ['assets/production-sheet.png', 'icon.svg'],
manifest: {
name: 'My Dollhouse',
short_name: 'Dollhouse',
description: 'A cozy little dollhouse game for decorating and play.',
theme_color: '#f7a9c4',
background_color: '#fff7fb',
display: 'standalone',
orientation: 'landscape',
start_url: '/',
scope: '/',
icons: [
{
src: '/icon.svg',
sizes: 'any',
type: 'image/svg+xml',
purpose: 'any maskable'
}
]
},
workbox: {
cleanupOutdatedCaches: true,
clientsClaim: true,
skipWaiting: true,
maximumFileSizeToCacheInBytes: 5 * 1024 * 1024,
globPatterns: ['**/*.{js,css,html,png,svg}']
}
})
]
})