Class: Game

Phaser. Game

new Game( [width] [, height] [, renderer] [, parent] [, state] [, transparent] [, antialias] [, physicsConfig])

The Phaser.Game object is the main controller for the entire Phaser game. It is responsible for handling the boot process, parsing the configuration values, creating the renderer, and setting-up all of the Phaser systems, such as physics, sound and input. Once that is complete it will start the default State, and then begin the main game loop.

You can access lots of the Phaser systems via the properties on the game object. For example game.renderer is the Renderer, game.sound is the Sound Manager, and so on.

Anywhere you can access the game property, you can access all of these core systems. For example a Sprite has a game property, allowing you to talk to the various parts of Phaser directly, without having to look after your own references.

In its most simplest form, a Phaser game can be created by providing the arguments to the constructor:

var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create });

In the example above it is passing in a State object directly. You can also use the State Manager to do this:

var game = new Phaser.Game(800, 600, Phaser.AUTO);
game.state.add('Boot', BasicGame.Boot);
game.state.add('Preloader', BasicGame.Preloader);
game.state.add('MainMenu', BasicGame.MainMenu);
game.state.add('Game', BasicGame.Game);
game.state.start('Boot');

In the example above, 4 States are added to the State Manager, and Phaser is told to start running the Boot state when it has finished initializing. There are example project templates you can use in the Phaser GitHub repo, inside the resources folder.

Instead of specifying arguments you can also pass a single object instead:

var config = {
    width: 800,
    height: 600,
    renderer: Phaser.AUTO,
    antialias: true,
    multiTexture: true,
    state: {
        preload: preload,
        create: create,
        update: update
    }
}

var game = new Phaser.Game(config);
Parameters:
Name Type Argument Default Description
width number | string | GameConfig <optional>
800

The width of your game in game pixels. If given as a string the value must be between 0 and 100 and will be used as the percentage width of the parent container, or the browser window if no parent is given.

height number | string <optional>
600

The height of your game in game pixels. If given as a string the value must be between 0 and 100 and will be used as the percentage height of the parent container, or the browser window if no parent is given.

renderer number <optional>
Phaser.AUTO

Which renderer to use: Phaser.AUTO will auto-detect, Phaser.WEBGL, Phaser.WEBGL_MULTI, Phaser.CANVAS or Phaser.HEADLESS (no rendering at all).

parent string | HTMLElement <optional>
''

The DOM element into which this game canvas will be injected. Either a DOM id (string) or the element itself. If omitted (or no such element exists), the game canvas is appended to the document body.

state object <optional>
null

The default state object. A object consisting of Phaser.State functions (preload, create, update, render) or null.

transparent boolean <optional>
false

Use a transparent canvas background or not.

antialias boolean <optional>
true

Draw all image textures anti-aliased or not. The default is for smooth textures, but disable if your game features pixel art.

physicsConfig object <optional>
null

A physics configuration object to pass to the Physics world on creation.

Source:
src/core/Game.js line 73

Members

add : Phaser.GameObjectFactory

Reference to the Phaser.GameObjectFactory.

Type:
Source:
src/core/Game.js line 222

<readonly> antialias : boolean

Anti-alias graphics (as set when the Game is created). By default scaled and rotated images are smoothed in Canvas and WebGL; set antialias to false to disable this globally. After the game boots, use game.stage.smoothed instead.

Type:
  • boolean
Default Value:
  • true
Source:
src/core/Game.js line 152

cache : Phaser.Cache

Reference to the assets cache.

Type:
Source:
src/core/Game.js line 232

camera : Phaser.Camera

A handy reference to world.camera.

Type:
Source:
src/core/Game.js line 302

canvas : HTMLCanvasElement

A handy reference to renderer.view, the canvas that the game is being rendered in to.

Type:
  • HTMLCanvasElement
Source:
src/core/Game.js line 307

clearBeforeRender : boolean

Clear the Canvas each frame before rendering the display list. You can set this to false to gain some performance if your game always contains a background that completely fills the display. This must be true to show any Phaser.Stage#backgroundColor set on the Stage. This is effectively read-only after the game has booted. Use the GameConfig setting clearBeforeRender when creating the game, or set game.renderer.clearBeforeRender afterwards.

Type:
  • boolean
Default Value:
  • true
Source:
src/core/Game.js line 182

config : object

The Phaser.Game configuration object.

Type:
  • object
Source:
src/core/Game.js line 84

context : CanvasRenderingContext2D

A handy reference to renderer.context (only set for CANVAS games, not WebGL)

Type:
  • CanvasRenderingContext2D
Source:
src/core/Game.js line 312

create : Phaser.Create

The Asset Generator.

Type:
Source:
src/core/Game.js line 327

<protected> currentUpdateID : integer

The ID of the current/last logic update applied this animation frame, starting from 0. The first update is currentUpdateID === 0 and the last update is currentUpdateID === updatesThisFrame.

Type:
  • integer
Source:
src/core/Game.js line 419

debug : Phaser.Utils.Debug

A set of useful debug utilities.

Type:
Source:
src/core/Game.js line 317

device : Phaser.Device

Contains device information and capabilities.

Type:
Source:
src/core/Game.js line 297

dropFrames : boolean

Skip a logic update and render if the delta is too large (see Phaser.Time#deltaMax). When false, the delta is clamped to the maximum instead.

Type:
  • boolean
Source:
src/core/Game.js line 484

forceSingleRender : boolean

Should the game loop make one render per animation frame, even without a preceding logic update?

Type:
  • boolean
Source:
src/core/Game.js line 478

forceSingleUpdate : boolean

Use a variable-step game loop (true) or a fixed-step game loop (false). When false, Phaser.Time#desiredFps determines the delta size. A fixed-step loop gives more consistent results in physics calculations.

Type:
  • boolean
Default Value:
  • true
Source:
src/core/Game.js line 472
See:

fpsProblemNotifier : Phaser.Signal

If the game is struggling to maintain the desired FPS, this signal will be dispatched. The desired/chosen FPS should probably be closer to the Phaser.Time#suggestedFps value.

Type:
Source:
src/core/Game.js line 465

<readonly> height : integer

The current Game Height in pixels.

Do not modify this property directly: use Phaser.ScaleManager#setGameSize - e.g. game.scale.setGameSize(width, height) - instead.

Type:
  • integer
Default Value:
  • 600
Source:
src/core/Game.js line 118

<readonly> id : number

Phaser Game ID, starting from 0.

Type:
  • number
Source:
src/core/Game.js line 79

input : Phaser.Input

Reference to the input manager

Type:
Source:
src/core/Game.js line 237

<readonly> isBooted : boolean

Whether the game has booted.

Type:
  • boolean
Source:
src/core/Game.js line 205

<readonly> isRunning : boolean

Whether the game loop has started.

Type:
  • boolean
Source:
src/core/Game.js line 211

load : Phaser.Loader

Reference to the assets loader.

Type:
Source:
src/core/Game.js line 242

lockRender : boolean

If false Phaser will automatically render the display list every update. If true the render loop will be skipped. You can toggle this value at run-time to gain exact control over when Phaser renders. This can be useful in certain types of game or application. Please note that if you don't render the display list then none of the game object transforms will be updated, so use this value carefully.

Type:
  • boolean
Source:
src/core/Game.js line 336

make : Phaser.GameObjectCreator

Reference to the GameObject Creator.

Type:
Source:
src/core/Game.js line 227

math : Phaser.Math

Reference to the math helper.

Type:
Source:
src/core/Game.js line 247

<readonly> multiTexture : boolean

Has support for Multiple bound Textures in WebGL been enabled? This is a read-only property. To set it you need to either specify Phaser.WEBGL_MULTI as the renderer type, or use the Game Configuration object with the property multiTexture set to true. It has to be enabled before Pixi boots, and cannot be changed after the game is running. Once enabled, take advantage of it via the game.renderer.setTexturePriority method.

Type:
  • boolean
Source:
src/core/Game.js line 165

onBlur : Phaser.Signal

This event is fired when the game no longer has focus (typically on page hide).

Type:
Source:
src/core/Game.js line 378

onBoot : Phaser.Signal

This event is fired after the game boots but before the first game update.

Type:
Source:
src/core/Game.js line 388

onDestroy : Phaser.Signal

This event is fired at the start of the game destroy sequence.

Type:
Source:
src/core/Game.js line 393

onFocus : Phaser.Signal

This event is fired when the game has focus (typically on page show).

Type:
Source:
src/core/Game.js line 383

onPause : Phaser.Signal

This event is fired when the game pauses.

Type:
Source:
src/core/Game.js line 368

onResume : Phaser.Signal

This event is fired when the game resumes from a paused state.

Type:
Source:
src/core/Game.js line 373

<readonly> parent : string | HTMLElement

The Game's DOM parent (or name thereof), if any, as set when the game was created. The actual parent can be found in game.canvas.parentNode. Setting this has no effect after Phaser.ScaleManager is booted.

Type:
  • string | HTMLElement
Source:
src/core/Game.js line 96

particles : Phaser.Particles

The Particle Manager.

Type:
Source:
src/core/Game.js line 322

paused : boolean

The paused state of the Game. A paused game doesn't update any of its subsystems. When a game is paused the onPause event is dispatched. When it is resumed the onResume event is dispatched. Gets and sets the paused state of the Game.

Type:
  • boolean
Source:
src/core/Game.js line 1424

pendingDestroy : boolean

Destroy the game at the next update.

Type:
  • boolean
Source:
src/core/Game.js line 342

<readonly> pendingStep : boolean

An internal property used by enableStep, but also useful to query from your own game objects.

Type:
  • boolean
Source:
src/core/Game.js line 356

physics : Phaser.Physics

Reference to the physics manager.

Type:
Source:
src/core/Game.js line 282

physicsConfig : object

The Phaser.Physics.World configuration object.

Type:
  • object
Source:
src/core/Game.js line 89

plugins : Phaser.PluginManager

Reference to the plugin manager.

Type:
Source:
src/core/Game.js line 287

<readonly> powerPreference : string

When the WebGL renderer is used, hint to the browser which GPU to use.

Type:
  • string
Default Value:
  • default
Source:
src/core/Game.js line 491

preserveDrawingBuffer : boolean

The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering.

Type:
  • boolean
Source:
src/core/Game.js line 171

<protected> raf : Phaser.RequestAnimationFrame

Automatically handles the core game loop via requestAnimationFrame or setTimeout

Type:
Source:
src/core/Game.js line 217

<protected> renderer : PIXI.CanvasRenderer | PIXI.WebGLRenderer

The Pixi Renderer.

Type:
Source:
src/core/Game.js line 188

<protected> rendersThisFrame : integer

Number of renders expected to occur this animation frame. May be 0 if forceSingleRender is off; otherwise it will be 1.

Type:
  • integer
Source:
src/core/Game.js line 433

<readonly> renderType : number

The Renderer this game will use. Either Phaser.AUTO, Phaser.CANVAS, Phaser.WEBGL, Phaser.WEBGL_MULTI or Phaser.HEADLESS. After the game boots, renderType reflects the renderer in use: AUTO changes to CANVAS or WEBGL and WEBGL_MULTI changes to WEBGL. HEADLESS skips preRender, render, and postRender hooks, just like lockRender.

Type:
  • number
Source:
src/core/Game.js line 194

<readonly> resolution : integer

The resolution of your game, as a ratio of canvas pixels to game pixels. This value is read only, but can be changed at start time it via a game configuration object.

Type:
  • integer
Default Value:
  • 1
Source:
src/core/Game.js line 127

rnd : Phaser.RandomDataGenerator

Instance of repeatable random data generator helper.

Type:
Source:
src/core/Game.js line 292

scale : Phaser.ScaleManager

The game scale manager.

Type:
Source:
src/core/Game.js line 252

sound : Phaser.SoundManager

Reference to the sound manager.

Type:
Source:
src/core/Game.js line 257

stage : Phaser.Stage

Reference to the stage.

Type:
Source:
src/core/Game.js line 262

state : Phaser.StateManager

The StateManager.

Type:
Source:
src/core/Game.js line 199

<readonly> stepCount : number

When stepping is enabled this contains the current step cycle.

Type:
  • number
Source:
src/core/Game.js line 363

<readonly> stepping : boolean

Enable core loop stepping with Game.enableStep().

Type:
  • boolean
Source:
src/core/Game.js line 349

time : Phaser.Time

Reference to the core game clock.

Type:
Source:
src/core/Game.js line 267

transparent : boolean

Use a transparent canvas background or not.

Type:
  • boolean
Source:
src/core/Game.js line 145

tweens : Phaser.TweenManager

Reference to the tween manager.

Type:
Source:
src/core/Game.js line 272

<protected> updatesThisFrame : integer

Number of logic updates expected to occur this animation frame; will be 1 unless there are catch-ups required (and allowed).

Type:
  • integer
Source:
src/core/Game.js line 426

<readonly> width : integer

The current Game Width in pixels.

Do not modify this property directly: use Phaser.ScaleManager#setGameSize - e.g. game.scale.setGameSize(width, height) - instead.

Type:
  • integer
Default Value:
  • 800
Source:
src/core/Game.js line 107

world : Phaser.World

Reference to the world.

Type:
Source:
src/core/Game.js line 277

Methods

<protected> boot()

Initialize engine sub modules and start the game.

Source:
src/core/Game.js line 692

destroy()

Nukes the entire game from orbit.

Calls destroy on Game.state, Game.sound, Game.scale, Game.stage, Game.input, Game.physics and Game.plugins.

Then sets all of those local handlers to null, destroys the renderer, removes the canvas from the DOM and resets the PIXI default renderer.

To destroy the game during an update callback, set pendingDestroy instead.

Source:
src/core/Game.js line 1233

disableStep()

Disables core game loop stepping.

Source:
src/core/Game.js line 1210

enableStep()

Enable core game loop stepping. When enabled you must call game.step() directly (perhaps via a DOM button?) Calling step will advance the game loop by one frame. This is extremely useful for hard to track down errors!

Source:
src/core/Game.js line 1197

<protected> focusGain(event)

Called by the Stage visibility handler.

Parameters:
Name Type Description
event object

The DOM event that caused the game to pause, if any.

Source:
src/core/Game.js line 1383

<protected> focusLoss(event)

Called by the Stage visibility handler.

Parameters:
Name Type Description
event object

The DOM event that caused the game to pause, if any.

Source:
src/core/Game.js line 1366

<protected> gamePaused(event)

Called by the Stage visibility handler.

Parameters:
Name Type Description
event object

The DOM event that caused the game to pause, if any.

Source:
src/core/Game.js line 1313

<protected> gameResumed(event)

Called by the Stage visibility handler.

Parameters:
Name Type Description
event object

The DOM event that caused the game to pause, if any.

Source:
src/core/Game.js line 1339

<protected> parseConfig()

Parses a Game configuration object.

Source:
src/core/Game.js line 598

<protected> setUpRenderer()

Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.

Source:
src/core/Game.js line 864

<protected> showDebugHeader()

Displays a Phaser version debug header in the console.

Source:
src/core/Game.js line 793

step()

When stepping is enabled you must call this function directly (perhaps via a DOM button?) to advance the game loop by one frame. This is extremely useful to hard to track down errors! Use the internal stepCount property to monitor progress.

Source:
src/core/Game.js line 1221

<protected> update(time)

The core game loop.

Parameters:
Name Type Description
time number

The current time in milliseconds as provided by RequestAnimationFrame.

Source:
src/core/Game.js line 987

<protected> updateLogic(delta)

Updates all logic subsystems in Phaser. Called automatically by Game.update.

Parameters:
Name Type Description
delta number

The current time step value in seconds, as determined by Game.update.

Source:
src/core/Game.js line 1115

<protected> updateRender()

Runs the Render cycle. It starts by calling State.preRender. In here you can do any last minute adjustments of display objects as required. It then calls the renderer, which renders the entire display list, starting from the Stage object and working down. It then calls plugin.render on any loaded plugins, in the order in which they were enabled. After this State.render is called. Any rendering that happens here will take place on-top of the display list. Finally plugin.postRender is called on any loaded plugins, in the order in which they were enabled. This method is called automatically by Game.update, you don't need to call it directly. Should you wish to have fine-grained control over when Phaser renders then use the Game.lockRender boolean. Phaser will only render when this boolean is false.

Source:
src/core/Game.js line 1165

phaser-ce@2.20.1 is on GitHub and NPM

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