Phaser works with any JavaScript bundler — Vite, Webpack, Rollup, esbuild, Parcel, and others. This page covers the generic setup. The example repo uses Vite.
Install dependencies
npm install @wvdsh/sdk-js
The default export is the live, fully-typed Wavedash SDK singleton.
Wire up Wavedash.init()
Call Wavedash.init() from Phaser's postBoot callback — it fires after the first scene is up, which is the right moment to dismiss the Wavedash loading screen.
Calling Wavedash.init() is required. Your game stays hidden behind the Wavedash loading screen until you do. Call it once your game is ready to play.
import Wavedash from "@wvdsh/sdk-js";
import { AUTO, Game } from "phaser";
const config: Phaser.Types.Core.GameConfig = {
type: AUTO,
width: 1024,
height: 768,
parent: "game-container",
scene: [Boot, Preloader, MainMenu, MainGame, GameOver],
callbacks: {
postBoot: () => Wavedash.init({ debug: true }),
},
};
const StartGame = (parent: string) => new Game({ ...config, parent });
export default StartGame;
Methods, events, and payloads all autocomplete. Call Wavedash.updateLoadProgressZeroToOne(...) from your Preloader scene if you want the shell loading bar to track asset loading; init() automatically signals load completion, so call it last.
wavedash.toml
Point upload_dir at your bundler's output directory. For Vite and most other bundlers that's ./dist.
game_id = "YOUR_GAME_ID_HERE"
upload_dir = "./dist"
Local development
Produce a build, then run wavedash dev to serve it through the Wavedash sandbox.
SDK features
Once initialized, Wavedash exposes leaderboards, achievements, stats, and user data:
const user = Wavedash.getUser();
const lb = await Wavedash.getLeaderboard("high-scores");
await Wavedash.uploadLeaderboardScore(lb.data.id, score, true);
Wavedash.setAchievement("first_win", true);