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Game

Boot

var config = {
    type: Phaser.AUTO,
    parent: null,
    width: 1024,
    height: 768,
    scale: {
        mode: Phaser.Scale.FIT,
        autoCenter: Phaser.Scale.CENTER_BOTH
    },

    scene: null
};
var game = new Phaser.Game(config);

Configuration

Reference

{
    type: Phaser.AUTO,
    parent: 'phaser-example',
    width: 800,
    height: 600,
    scale: {
        mode: Phaser.Scale.FIT,
        autoCenter: Phaser.Scale.CENTER_BOTH
    },
    dom: {
        createContainer: false,
    },
    scene: null,
    backgroundColor: 0x333333
}

or

{
    type: Phaser.AUTO,
    parent: null,
    width: 800,
    height: 600,

    scale: {
        mode: Phaser.Scale.NONE,
        autoCenter: Phaser.Scale.NO_CENTER,
        resizeInterval: 500,
        // width:
        // height:
        // zoom:
        // parent:
        expandParent: true.
        // min: {width: 0, height: 0},
        // max: {width: 0, height: 0},
        // snap: {width: 0, height: 0},
        // autoRound: false,
        fullscreenTarget: null,
    },

    autoRound: false,
    canvas: null,
    canvasStyle: null,

    scene: null,

    callbacks: {
        preBoot: NOOP,
        postBoot: NOOP
    },

    seed: [ (Date.now() * Math.random()).toString() ],

    title: '',
    url: 'https://phaser.io',
    version: '',

    autoFocus: true,
    input: {
        keyboard: {
            target: window
        },
        mouse: {
            target: null,
            capture: true
        },
        activePointers: 1,
        touch: {
            target: null,
            capture: true
        },
        smoothFactor: 0,
        gamepad: false,
        windowEvents: true,
    },
    disableContextMenu: false,

    backgroundColor: 0,

    render: {
        antialias: true,
        antialiasGL: true,
        desynchronized: false,
        pixelArt: false,
        roundPixels: true,
        transparent: false,
        clearBeforeRender: true,
        preserveDrawingBuffer: false,
        premultipliedAlpha: true,
        failIfMajorPerformanceCaveat: false,
        powerPreference: 'default', // 'high-performance', 'low-power' or 'default'
        batchSize: 4096,
        maxLights: 10,
        maxTextures: -1,
        mipmapFilter: 'LINEAR', // 'NEAREST', 'LINEAR', 'NEAREST_MIPMAP_NEAREST', 'LINEAR_MIPMAP_NEAREST', 'NEAREST_MIPMAP_LINEAR', 'LINEAR_MIPMAP_LINEAR'
        autoMobilePipeline: true,
        defaultPipeline: 'MultiPipeline',
        pipeline:[]
    },
    disablePreFX: false,
    disablePostFX: false,

    physics: {
        default: false,  // 'arcade', or 'matter'
        arcade: {...},   // See arcade-world#Configuration
        matter: {...},   // See matterjs-world#Configuration
    },

    loader:{
        baseURL: '',
        path: '',
        maxParallelDownloads: 4,
        crossOrigin: undefined,
        responseType: '',
        async: true,
        user: '',
        password: '',
        timeout: 0,
        withCredentials: false,
        imageLoadType: 'XHR',    // 'HTMLImageElement' 
        localScheme: [ 'file://', 'capacitor://' ]
    },

    images: {
        default: 'data:image/png;base64....',
        missing: 'data:image/png;base64....',
        white: 'data:image/png;base64....',
    },

    audio: {
        disableWebAudio: false,
        context:
        noAudio: false,
    },

    dom: {
        createContainer: false,
        behindCanvas: false,
        pointerEvents: 'none'
    },

    plugins: {
        global: [
            //{key, plugin, start}
        ],
        scene: [
            // ...
        ]
    },

    pipeline: { key:PipelineClass },

    fps: {
        min: 10,
        target: 60,
        limit: 0,
        forceSetTimeOut: false,
        deltaHistory: 10,
        panicMax: 120,
        smoothStep: true,
    },

    banner: {
        hidePhaser: false,
        text: '#ffffff',
        background: [
            '#ff0000',
            '#ffff00',
            '#00ff00',
            '#00ffff',
            '#000000'
        ]
    },
    // banner: false,

    stableSort: -1
}

Destroy

game.destroy();
// game.destroy(removeCanvas, noReturn);
  • removeCanvas : Set to true if you would like the parent canvas element removed from the DOM, or false to leave it in place.
  • noReturn : If true all the core Phaser plugins are destroyed. You cannot create another instance of Phaser on the same web page if you do this.

Global members

Scene manager

Global scene manager in game.scene, or scene.scene in each scene.

Global data

Instance of data manager in game.registry, or scene.registry in each scene.

  • Get
    var value = scene.registry.get(key);
    // var value = game.registry.get(key);
    
  • Set
    scene.registry.set(key, value);
    // game.registry.set(key, value);
    
  • Event
    • Set data event
      scene.registry.events.on('setdata', function(parent, key, value){ /* ... */ });
      // game.registry.events.on('setdata', function(parent, key, value){ /* ... */ })
      
    • Change data event
      scene.registry.events.on('changedata', function(parent, key, value, previousValue){ /* ... */ });
      // game.registry.events.on('changedata', function(parent, key, value, previousValue){ /* ... */ })
      
      scene.registry.events.on('changedata-' + key, function(parent, value, previousValue){ /* ... */ });
      // game.registry.events.on('changedata-' + key, function(parent, value, previousValue){ /* ... */ });
      

Game time

  • The time that the current game step started at.
    var time = game.getTime();
    // var time = scene.game.getTime();
    
  • The current game frame.
    var frameCount = game.getFrame();
    // var frameCount = scene.game.getFrame();
    
  • The delta time, since the last game step. This is a clamped and smoothed average value.
    var delta = game.loop.delta;
    // var delta = scene.game.loop.delta;
    

Game config

var config = game.config;
// var config = scene.game.config;

Window size

  • Width
    var width = game.config.width;
    // var width = scene.game.config.width;
    
  • Height
    var height = game.config.height;
    // var height = scene.game.config.height;
    

Pause / Resume

  • Pause the entire game and emit a PAUSE event.
    game.pause();
    
  • Resume the entire game and emit a RESUME event.
    game.resume();
    
  • Is paused
    var isPaused = game.isPaused;
    

Events

  • Pause(window is invisible)/Resume(window is visible)
    game.events.on('pause', function() {});
    
    game.events.on('resume', function() {});
    
  • Destroy event, triggered by game.destroy()
    game.events.on('destroy', function() {})
    
  • On window focused/blurred
    game.events.on('focus', function() {})
    
    game.events.on('blur', function(){ })