new Game(width, height, renderer, parent, state, transparent, antialias, physicsConfig)
This is where the magic happens. The Game object is the heart of your game, providing quick access to common functions and handling the boot process.
"Hell, there are no rules here - we're trying to accomplish something." Thomas A. Edison
Parameters
Name | Type | Argument | Default | Description |
---|---|---|---|---|
width |
number | string |
<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.CANVAS or Phaser.HEADLESS (no rendering at all). |
parent |
string | HTMLElement |
<optional> |
'' | The DOM element into which this games canvas will be injected. Either a DOM ID (string) or the element itself. |
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 code: core/Game.js, line 25
Public Properties
-
add : Phaser.GameObjectFactory
-
Reference to the Phaser.GameObjectFactory.
- Source code: core/Game.js, line 139
-
antialias : boolean
-
Anti-alias graphics. By default scaled images are smoothed in Canvas and WebGL, set anti-alias to false to disable this globally.
- Default Value
- true
- Source code: core/Game.js, line 93
-
cache : Phaser.Cache
-
Reference to the assets cache.
- Source code: core/Game.js, line 149
-
camera : Phaser.Camera
-
A handy reference to world.camera.
- Source code: core/Game.js, line 219
-
canvas :HTMLCanvasElement
-
A handy reference to renderer.view, the canvas that the game is being rendered in to.
- Source code: core/Game.js, line 224
-
config : Object
-
The Phaser.Game configuration object.
- Source code: core/Game.js, line 36
-
context :CanvasRenderingContext2D
-
A handy reference to renderer.context (only set for CANVAS games, not WebGL)
- Source code: core/Game.js, line 229
-
<internal> currentUpdateID : integer
-
The ID of the current/last logic update applied this render frame, starting from 0.
The first update is
currentUpdateID === 0
and the last update iscurrentUpdateID === updatesThisFrame.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: core/Game.js, line 310
-
debug : Phaser.Utils.Debug
-
A set of useful debug utilitie.
- Source code: core/Game.js, line 234
-
device : Phaser.Device
-
Contains device information and capabilities.
- Source code: core/Game.js, line 214
-
forceSingleUpdate : boolean
-
Should the game loop force a logic update, regardless of the delta timer? Set to true if you know you need this. You can toggle it on the fly.
- Source code: core/Game.js, line 349
-
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.
- Source code: core/Game.js, line 344
-
[readonly] height : integer
-
The current Game Height in pixels.
Do not modify this property directly: use Phaser.ScaleManager#setGameSize - eg.
game.scale.setGameSize(width, height)
- instead.- Default Value
- 600
- Source code: core/Game.js, line 69
-
[readonly] id : number
-
Phaser Game ID (for when Pixi supports multiple instances).
- Source code: core/Game.js, line 31
-
input : Phaser.Input
-
Reference to the input manager
- Source code: core/Game.js, line 154
-
[readonly] isBooted : boolean
-
Whether the game engine is booted, aka available.
- Source code: core/Game.js, line 122
-
[readonly] isRunning : boolean
-
Is game running or paused?
- Source code: core/Game.js, line 128
-
load : Phaser.Loader
-
Reference to the assets loader.
- Source code: core/Game.js, line 159
-
lockRender : boolean
-
If
false
Phaser will automatically render the display list every update. Iftrue
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.- Default Value
- false
- Source code: core/Game.js, line 248
-
make : Phaser.GameObjectCreator
-
Reference to the GameObject Creator.
- Source code: core/Game.js, line 144
-
math : Phaser.Math
-
Reference to the math helper.
- Source code: core/Game.js, line 164
-
net : Phaser.Net
-
Reference to the network class.
- Source code: core/Game.js, line 169
-
onBlur : Phaser.Signal
-
This event is fired when the game no longer has focus (typically on page hide).
- Source code: core/Game.js, line 284
-
onFocus : Phaser.Signal
-
This event is fired when the game has focus (typically on page show).
- Source code: core/Game.js, line 289
-
onPause : Phaser.Signal
-
This event is fired when the game pauses.
- Source code: core/Game.js, line 274
-
onResume : Phaser.Signal
-
This event is fired when the game resumes from a paused state.
- Source code: core/Game.js, line 279
-
parent : string | HTMLElement
-
The Games DOM parent.
Type
- string | HTMLElement
- Source code: core/Game.js, line 47
-
particles : Phaser.Particles
-
The Particle Manager.
- Source code: core/Game.js, line 239
-
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.
- Source code: core/Game.js, line 1037
-
[readonly] pendingStep : boolean
-
An internal property used by enableStep, but also useful to query from your own game objects.
- Default Value
- false
- Source code: core/Game.js, line 262
-
physics : Phaser.Physics
-
Reference to the physics manager.
- Source code: core/Game.js, line 204
-
physicsConfig : Object
-
The Phaser.Physics.World configuration object.
- Source code: core/Game.js, line 41
-
preserveDrawingBuffer : boolean
-
The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering.
- Default Value
- false
- Source code: core/Game.js, line 99
-
<internal> raf : Phaser.RequestAnimationFrame
-
Automatically handles the core game loop via requestAnimationFrame or setTimeout
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: core/Game.js, line 134
-
<internal> renderer : PIXI.CanvasRenderer | PIXI.WebGLRenderer
-
The Pixi Renderer.
Type
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: core/Game.js, line 105
-
[readonly] renderType : number
-
The Renderer this game will use. Either Phaser.AUTO, Phaser.CANVAS or Phaser.WEBGL.
- Source code: core/Game.js, line 111
-
rnd : Phaser.RandomDataGenerator
-
Instance of repeatable random data generator helper.
- Source code: core/Game.js, line 209
-
scale : Phaser.ScaleManager
-
The game scale manager.
- Source code: core/Game.js, line 174
-
sound : Phaser.SoundManager
-
Reference to the sound manager.
- Source code: core/Game.js, line 179
-
stage : Phaser.Stage
-
Reference to the stage.
- Source code: core/Game.js, line 184
-
state : Phaser.StateManager
-
The StateManager.
- Source code: core/Game.js, line 116
-
[readonly] stepCount : number
-
When stepping is enabled this contains the current step cycle.
- Default Value
- 0
- Source code: core/Game.js, line 269
-
[readonly] stepping : boolean
-
Enable core loop stepping with Game.enableStep().
- Default Value
- false
- Source code: core/Game.js, line 255
-
time : Phaser.Time
-
Reference to the core game clock.
- Source code: core/Game.js, line 189
-
transparent : boolean
-
Use a transparent canvas background or not.
- Default Value
- false
- Source code: core/Game.js, line 87
-
tweens : Phaser.TweenManager
-
Reference to the tween manager.
- Source code: core/Game.js, line 194
-
<internal> updatesThisFrame : integer
-
Number of logic updates expected to occur this render frame; will be 1 unless there are catch-ups required (and allowed).
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: core/Game.js, line 318
-
[readonly] width : integer
-
The current Game Width in pixels.
Do not modify this property directly: use Phaser.ScaleManager#setGameSize - eg.
game.scale.setGameSize(width, height)
- instead.- Default Value
- 800
- Source code: core/Game.js, line 58
-
world : Phaser.World
-
Reference to the world.
- Source code: core/Game.js, line 199
Public Methods
-
<internal> boot()
-
Initialize engine sub modules and start the game.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: core/Game.js, line 484
-
destroy()
-
Nukes the entire game from orbit.
- Source code: core/Game.js, line 899
-
disableStep()
-
Disables core game loop stepping.
- Source code: core/Game.js, line 874
-
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 code: core/Game.js, line 860
-
<internal> 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.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: core/Game.js, line 1015
-
<internal> 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.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: core/Game.js, line 997
-
<internal> 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.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: core/Game.js, line 956
-
<internal> 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.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: core/Game.js, line 976
-
<internal> parseConfig()
-
Parses a Game configuration object.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: core/Game.js, line 409
-
<internal> setUpRenderer()
-
Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: core/Game.js, line 622
-
<internal> showDebugHeader()
-
Displays a Phaser version debug header in the console.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: core/Game.js, line 560
-
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 code: core/Game.js, line 886
-
<internal> update(time)
-
The core game loop.
Parameters
Name Type Description time
number The current time as provided by RequestAnimationFrame.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: core/Game.js, line 697
-
<internal> updateLogic(timeStep)
-
Updates all logic subsystems in Phaser. Called automatically by Game.update.
Parameters
Name Type Description timeStep
number The current timeStep value as determined by Game.update.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: core/Game.js, line 783
-
<internal> updateRender(elapsedTime)
-
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 isfalse
.Parameters
Name Type Description elapsedTime
number The time elapsed since the last update.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: core/Game.js, line 829