Where your game actually gets written. The Code Editor is a full Monaco-backed editing surface — the same engine that powers VS Code — sitting right inside the Desktop. Open a project, edit the source, run the game, repeat. That's the loop.

Features

  • Monaco editor with full JavaScript and TypeScript intellisense, syntax highlighting, multi-cursor, find-and-replace, the works.
  • Phaser API typings bundled in. Type this.add. and watch the autocomplete light up with every Phaser method, properly typed. No setup, no config, no npm install.
  • Tabbed editing. Open as many files as you like. Drag tabs to reorder. Close what you don't need.
  • Project-scoped file tree in the left sidebar — your project's folders and files at a glance, with create/rename/delete inline.
  • Assets sidebar. When you're working inside a project, switch the sidebar to Assets mode and see every image, sound, atlas, tilemap, and data file the project loads. Click one to inspect; click the Add to game button to wire it into the Preloader automatically.
  • Auto-generated load code. The Preloader gets the right this.load.* calls injected for you, between magic marker comments. You never have to hand-write a load list again.
  • Built-in run/preview. Hit run, and your game launches in a sandboxed window inside the Desktop. Edit, save, re-run. Tight loop.
  • Multiple language support — JS, TS, JSON, HTML, CSS, Markdown, and more, each with the right Monaco language service.
  • Theming that tracks the Desktop. The editor's color theme matches your global Desktop brightness and accent settings. No jarring white-on-white surprises.
  • Multiple windows. Open more than one Code Editor at once — one per project, or several into the same project for split-context work.

What you walk away with

A working Phaser game project, complete with:

  • Source files saved in your VFS under /projects/<your-game>/.
  • An asset list wired up — Preloader knows what to load.
  • A runnable, previewable build you can iterate on.
  • All version-tracked: every save creates a content-version row, so you can roll back if something goes sideways.

When the game is ready, hand it to the Project Hub to publish. The Code Editor is where the game is made.