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samme edited this page Nov 4, 2024 · 24 revisions

You need to create a game, of course.

new Phaser.Game({
  scene: {
    create: function () {
      this.add.text(0, 0, 'Hello world');
    }
  }
});

It's not necessary (for Phaser's sake) to wait for DOMContentLoaded or window.onload before creating the game. But if you have external stylesheets or images that affect page layout and you're using the Scale Manager, you may need to use window.onload.

The game is available on all scenes as this.game and is passed as an argument to relevant callbacks and event listeners, so you usually don't need to save a reference to the game unless you need to reach it from outside Phaser.

Configuration

There are a lot of config options, and you can read about all of them. For historical reasons, some config values can be set in two places: e.g., width and height are the same as scale.width and scale.height.

For most cases, you should add scenes and any plugins directly to the game config, as that's the simplest method.

Any special startup work should usually be done in the preBoot or postBoot callbacks.

preBoot runs only after DOMContentLoaded. game.config and game.device are available. Some game.config values can still be modified here. Most game systems have not been set up yet. You can add scenes to the game here. The game's BOOT event happens around the same time.

postBoot runs after all the game systems are ready. The game's READY event happens around the same time. Any scenes added before this are available (not pending) and have started if set to do so.

The game loop starts immediately after postBoot.

new Phaser.Game({
  // …
  callbacks: {
    preBoot: function (game) {
      // Config (including defaults) has been created.
      console.log('game config' game.config);
    },
    postBoot: function (game) {
      // Game canvas has been created.
      console.log('game canvas', game.canvas);
    }
  }
});

Rendering

Phaser.AUTO (the default) is WebGL if available or Canvas otherwise. If you pass Phaser.WEBGL then you should probably handle the no-WebGL case:

try {
  new Phaser.Game({ type: Phaser.WEBGL });
} catch (err) {
  alert('This game requires WebGL.');
}

After Phaser boots it prints WebGL or Canvas in the console depending on which renderer was selected.

You can check WebGL support on your device.

WebGL advantages

  • Lights, shaders, sprite effects, tints
  • Mesh, Nine Slice, and Rope game objects
  • Better performance, usually

Canvas 2d advantages

  • Extra blend modes
  • Better performance for Canvas Texture and Text
  • Smaller build
  • Slightly faster startup and canvas resizing

Render settings

The default rendering settings are antialias: true, antialiasGL: true, and roundPixels: true. Before v3.70, the roundPixels default was false. roundPixels can also be set per camera.

pixelArt: true includes antialias: false, antialiasGL: false, and roundPixels: true. If you want to set antialias, antialiasGL, or roundPixels separately, then don't set pixelArt.

Pause and resume

You can pause or resume the entire game with its pause() and resume() methods. You won't be able to resume the game from Phaser's input events, though, since they're also paused.

Events

Game events are emitted from the game's events.

FOCUS and BLUR happen when the game window or frame gains or loses focus by the user's mouse clicks or key presses.

HIDDEN and VISIBLE happen when the game tab or window is hidden, switched away from, minimized, or restored, per the Page Visibility API. Operating systems can differ here. PAUSE and RESUME events usually occur at the same time.

You can emit and listen to your own events on this emitter as long as you avoid Phaser's event names.

Registry

The registry is the game's data store.

There's no way to pass registry data directly through the game config, but you can do it in a callback:

new Phaser.Game({
  // …
  callbacks: {
    preBoot: function (game) {
      game.registry.merge({
        highScore: 0
      });
    }
  }
});

Systems

Game Scene Description Notes
anims anims Animation Manager
cache cache Cache Manager
device game.device Device record
events game.events Global events emitter The scene's events is its own emitter.
input input.manager Input Manager Use the scene's Input Plugin input instead.
loop game.loop The game loop
plugins plugins Plugins Manager
registry registry Global registry
renderer renderer Renderer
scale scale Scale Manager
scene scene.manager Scene Manager Use the scene's Scene Plugin scene instead.
sound sound Sound Manager
textures textures Texture Manager
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