Phaser 2.6.2
"Via": If a class has an entry in the via column it means you can quickly access it through a local reference.
I.e. you can control the camera via this.camera from any state, or game.camera if game has been globally defined.
| Class |
Via |
Description |
| Game |
game |
Manages booting, creating subsystems and running the logic and render loop. |
| World |
world |
The Game World in which all Game Objects live. |
| Camera |
camera |
The Camera is your view into the Game World. |
| Stage |
stage |
The Stage is the root display object. |
Game States
| Class |
Via |
Description |
| StateManager |
state |
Creates, manages and swaps your Game States. |
| State |
|
A base Game State object you can extend. |
Loader
| Class |
Via |
Description |
| Cache |
cache |
The Cache is where all loaded assets are stored and retrieved from. |
| Loader |
load |
Loads all external asset types (images, audio, json, xml, txt) and adds them to the Cache. Automatically invoked by a States preload method. |
| LoaderParser |
|
A Static Class used by the Loader to handle parsing of complex asset types. |
Game Scaling
| Class |
Via |
Description |
| ScaleManager |
scale |
Manages the sizing and scaling of your game across devices. |
| FlexGrid |
scale.grid |
A responsive layout grid (still in testing) |
| FlexLayer |
|
A responsive grid layer (still in testing) |
Signals
| Class |
Description |
| Signal |
Signals are Phasers internal Event system. |
| SignalBinding |
Manages which callbacks are bound to a Signal. |
Plugins
| Class |
Via |
Description |
| PluginManager |
plugins |
Installs, updates and destroys Plugins. |
| Plugin |
|
A base Plugin object you can extend. |
Game Objects
| Class |
Via |
Description |
| GameObjectFactory |
add |
A helper class that can create any of the Phaser Game Objects and adds them to the Game World. |
| GameObjectCreator |
make |
A helper class that can creates and returns any Phaser Game Object. |
| Group |
|
Groups can contain multiple Game Objects and have the ability to search, sort, call, update and filter them. |
| InputHandler |
object.input |
If a Game Object is enabled for input this class controls all input related events, including clicks and drag. |
| Events |
object.events |
All of the Game Object level events. |
| Create |
create |
Dynamic Sprite and Texture generation methods. |
Display
| Class |
Description |
| Sprite |
A Game Object with a texture, capable of running animation, input events and physics. |
| Image |
A lighter Game Object with a texture and input, but no physics or animation handlers. |
| TileSprite |
A Game Object with a repeating texture that can be scrolled and scaled. |
| Button |
An Image Game Object with helper methods and events to turn it into a UI Button. |
| SpriteBatch |
A custom Sprite Batch. Can render multiple Sprites significantly faster if they share the same texture. |
| Rope |
A jointed Game Object with a strip-based texture. |
Graphics
| Class |
Description |
| Graphics |
Allows you to draw primitive shapes (lines, rects, circles), setting color, stroke and fills. |
| BitmapData |
Provides a powerful interface to a blank Canvas object. Can be used as a Sprite texture. |
| RenderTexture |
A special kind of texture you can draw Sprites to extremely quickly. |
Text
| Class |
Description |
| Text |
Displays text using system fonts or Web Fonts, with optional fills, shadows and strokes. |
| BitmapText |
A texture based text object that uses a Bitmap Font file. |
| RetroFont |
Similar to a BitmapText object but uses a classic sprite sheet. Each character is a fixed-width. |
Animation
| Class |
Via |
Description |
| AnimationManager |
sprite.animations |
Adds, plays and updates animations on Sprite Game Objects. |
| Animation |
|
The base Animation object that the Animation Manager creates. |
| AnimationParser |
|
Used internally by the Phaser Loader to parse animation data from external files. |
| FrameData |
|
A collection of Frame objects that comprise an animation. |
| Frame |
|
A single Frame of an Animation. Stored inside of a FrameData object. |
Geometry
| Class |
Description |
| Circle |
A Circle object consisting of a position and diameter. |
| Ellipse |
An Ellipse object consisting of a position, width and height. |
| Line |
A Line object consisting of two points at the start and end of the Line. |
| Point |
A Point object consisting of an x and y position. |
| Polygon |
A Polygon object consisting of a series of Points. |
| Rectangle |
A Rectangle object consisting of an x, y, width and height. |
| RoundedRectangle |
A Rectangle object consisting of an x, y, width, height and corner radius. |
Time
| Class |
Via |
Description |
| Time |
time |
The core internal clock on which all Phaser time related operations rely. |
| Timer |
time.create |
A custom Timer that contains one or more TimerEvents. Can be used either once or be set to repeat. |
| TimerEvent |
time.add |
A single time related event object. Belongs to a Phaser.Timer. |
Tilemaps
| Class |
Description |
| Tilemap |
A Tilemap consists of one or more TilemapLayers and associated tile data. Contains methods for tile data manipulation and TilemapLayer generation. |
| TilemapLayer |
A single layer within a Tilemap. Extends from Phaser.Sprite and is responsible for rendering itself. |
| Tileset |
An object containing a texture and data used for rendering tiles by a TilemapLayer. |
| Tile |
A single Tile object with related properties. One of these exists for every tile in a map. |
| TilemapParser |
A Static class used to parse externally loaded map data. Typically called directly by Phaser.Loader. |
Math
| Class |
Via |
Description |
| Math |
math |
Contains lots of math related helper methods including fuzzy logic and interpolation. |
| QuadTree |
|
A stand-alone QuadTree implementation. Used by Arcade Physics but can also be used directly. |
| RandomDataGenerator |
rnd |
A seedable repeatable random data generator. |
Network
| Class |
Via |
Description |
| Net |
net |
Browser URL and query string related methods. |
Particles
| Class |
Via |
Description |
| Particles |
particles |
The Phaser Particle Manager. Called during the game loop and updates any associated Particle Emitters. |
| Emitter |
|
An Arcade Physics based Particle Emitter. Created via add.emitter in the GameObjectFactory. |
| Particle |
|
A single Particle object as emitted by the Emitter. Extends Phaser.Sprite. |
Physics
| Class |
Via |
Description |
| Physics |
physics |
The core Physics Manager. Provides access to all of the physics sub-systems. |
Arcade Physics
| Class |
Via |
Description |
| Arcade |
physics.arcade |
The Arcade Physics handler. Contains collision, overlap and movement related methods. |
| Body |
sprite.body |
An Arcade Physics Body. Contains velocity, acceleration, drag and other related properties. |
| Weapon |
game.add.weapon |
An Arcade Physics powered Weapon plugin, for easy bullet pool management. |
Ninja Physics
Ninja Physics is not bundled in Phaser by default. Please see the README custom build details section.
| Class |
Via |
Description |
| Ninja |
physics.ninja |
The Ninja Physics handler. Contains collision, overlap and movement related methods. |
| Body |
sprite.body |
A Ninja Physics Body. Contains velocity, acceleration, drag and other related properties. |
| AABB |
|
An AABB Ninja Physics Body type. |
| Circle |
|
A Circle Ninja Physics Body type. |
| Tile |
|
A Tile Ninja Physics Body type. |
P2 Physics
Input
| Class |
Via |
Description |
| Input |
input |
The Input Manager. Responsible for handling all Input sub-systems. Also looks after Input enabled Game Objects. |
| Pointer |
input.pointer |
Pointers encapsulate all mouse or touch related input, regardless of how it was generated.
On multi-touch systems more than one Pointer can be active at any one time.
In Input related events a reference to the corresponding Pointer is passed. |
| DeviceButton |
pointer.leftButton |
Represents a button on a mouse or pen / stylus. |
| Keyboard |
input.keyboard |
The Keyboard input handler. Listens for device related events. Can also create Key objects. |
| Key |
|
A Key object is responsible for listening to a specific Key. Created by the Keyboard class. |
| KeyCode |
|
The KeyCode consts are used when creating new Key objects. |
| Mouse |
input.mouse |
A Mouse event handler. Listens for device related events and passes them on to the active Pointer. |
| MSPointer |
input.mspointer |
An MSPointer event handler. Listens for device related events and passes them on to the active Pointer. |
| Touch |
input.touch |
A Touch event handler. Listens for device related events and passes them on to the active Pointer. |
Gamepads
| Class |
Via |
Description |
| Gamepad |
input.gamepad |
The Gamepad Manager looks after all connected Gamepads to the device. Creates SinglePad instances. |
| SinglePad |
input.gamepad.pad<1,4> |
Represents a single connected gamepad. |
| DeviceButton |
|
Represents a button on a SinglePad instance. |
Tweens
| Class |
Via |
Description |
| TweenManager |
tweens |
The Tween Manager creates, updates and destroys all active tweens. |
| Tween |
|
A Tween object. Created via game.add.tween. Consists of TweenData objects that represent the tween and any child tweens. |
| TweenData |
|
A TweenData object contains all the information related to a tween. Created by and belongs to a Phaser.Tween object. |
| Easing |
|
A static class containing all of the easing functions available to Tweens. |
Sound
| Class |
Via |
Description |
| SoundManager |
sound |
The Sound Manager controls all Sound objects and can play, loop, fade and stop Sounds. |
| Sound |
|
A Sound object. Can be played, paused and stopped directly, and have its volume adjusted. |
| AudioSprite |
|
An Audio Sprite is a Sound object with related marker data representing sections of the audio. |
System
| Class |
Via |
Description |
| Canvas |
|
A static class containing Canvas creation and manipulation methods.
Such as adding to the dom, setting touch actions, smoothing and image rendering. |
| Device |
game.device |
The Device class checks system capabilities and settings on boot and stores them for later access. |
| DOM |
|
A static class containing DOM specific methods including offset handling, viewport calibration and bounds checks. |
| RequestAnimationFrame |
game.raf |
Abstracts away the use of RAF or setTimeOut for the core game update loop. |
Utils
| Class |
Via |
Description |
| ArraySet |
|
ArraySet is a Set data structure (items must be unique within the set) that also maintains order. |
| ArrayUtils |
|
Array specific methods such as getRandomItem, shuffle, transposeMatrix, rotate and numberArray. |
| Color |
|
Phaser.Color is a set of static methods that assist in color manipulation and conversion. |
| Debug |
game.debug |
A collection of methods for displaying debug information about game objects. |
| LinkedList |
|
A basic Linked List data structure. |
| Utils |
|
Utility methods for Object and String inspection and modification. Including getProperty, pad, isPlainObject, extend and mixin. |