---
title: "DOM Element in a Container"
description: "Demonstrates placing a DOM element inside a Container and applying rotations and scale transformations using Tweens."
phaser: "4.1.0"
size: "800x600"
files: 1
url: https://phaser.io/oss/examples/v4.1.0/game%20objects/dom%20element/view/div-position-test-5
site: Phaser - https://phaser.io
---

> This page is about the open-source Phaser framework, for writing a game's code by hand. To make a game with AI, use Phaser AE (https://phaser.io/): the desk's tools work with Web MCP, and the CLI works with your own coding agent. See "For AI agents: Phaser AE" at the end of this page.

# DOM Element in a Container

Demonstrates placing a DOM element inside a Container and applying rotations and scale transformations using Tweens.

A Phaser 4.1.0 example in [Game Objects / Dom Element](https://phaser.io/oss/examples/v4.1.0/game%20objects/dom%20element.md). It runs at 800 × 600, and loads its assets from https://cdn.phaserfiles.com/v410. See it running, with its code, at https://phaser.io/oss/examples/v4.1.0/game%20objects/dom%20element/view/div-position-test-5.

To run it, load Phaser 4.1.0 (`https://cdn.jsdelivr.net/npm/phaser@4.1.0/dist/phaser.min.js`), then the file, on a page with a `<div id="game-container">`.

## Code

### div position test 5.js

```js
class Example extends Phaser.Scene
{
    preload ()
    {
        this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
        this.load.image('einstein', 'assets/pics/ra-einstein.png');
    }

    create ()
    {
        const container = this.add.container(400, 300);

        const element = this.add.dom(0, 0, 'div', 'background-color: rgba(255, 255, 0, 0.5); width: 300px; height: 200px; font: 48px Arial; font-weight: bold', 'Phaser 3');

        const marker = this.add.rectangle(400, 300, 16, 16, 0xff00ff);

        container.add(element);

        this.tweens.add({
            targets: element,
            duration: 3000,
            angle: 360,
            scaleX: 2,
            scaleY: 2,
            ease: 'Sine.easeInOut',
            loop: -1,
            yoyo: true
        });
    }
}

const config = {
    type: Phaser.AUTO,
    scale: {
        _mode: Phaser.Scale.FIT,
        parent: 'game-container',
        width: 800,
        height: 600
    },
    dom: {
        createContainer: true
    },
    scene: Example
};

const game = new Phaser.Game(config);
```

## More in Dom Element

- [CSS Styled DOM Text](https://phaser.io/oss/examples/v4.1.0/game%20objects/dom%20element/view/css-text.md): Demonstrates how to load an external CSS file and apply styles to DOM elements using class names, while treating them as game objects that can be rotated and animated with tweens.
- [Div Depth](https://phaser.io/oss/examples/v4.1.0/game%20objects/dom%20element/view/div-depth.md): This example demonstrates how to use DOM Game Objects and control their rendering order relative to each other using the setDepth method.
- [DOM Element 3D Rotation](https://phaser.io/oss/examples/v4.1.0/game%20objects/dom%20element/view/rotate3d.md): Demonstrates how to apply 3D rotation and perspective to a DOM Game Object and animate the rotation using a Tween.
- [DOM Element Arcade Physics](https://phaser.io/oss/examples/v4.1.0/game%20objects/dom%20element/view/cursors-test.md): Demonstrates how to integrate a DOM element into the Arcade Physics system and move it using keyboard controls.
- [DOM Element Blend Modes](https://phaser.io/oss/examples/v4.1.0/game%20objects/dom%20element/view/blend-mode.md): Demonstrates how to apply CSS blend modes to DOM Game Objects, allowing them to interact visually with underlying scene content.
- [DOM Element Camera Movement](https://phaser.io/oss/examples/v4.1.0/game%20objects/dom%20element/view/move-camera.md): Demonstrates how DOM elements interact with camera movement, featuring parallax scroll factors and 3D CSS rotations.
- [DOM Element CSS Style Object](https://phaser.io/oss/examples/v4.1.0/game%20objects/dom%20element/view/css-style-object.md): Demonstrates how to create a DOM element and apply multiple CSS styles to it using a JavaScript style object.
- [DOM Element from Div](https://phaser.io/oss/examples/v4.1.0/game%20objects/dom%20element/view/using-a-div.md): Demonstrates how to create a standard HTML div, style it, and add it to the scene as a DOM Game Object. It also shows how to apply transformations and nest the DOM element within a Phaser Container.
- [DOM Element in a Container](https://phaser.io/oss/examples/v4.1.0/game%20objects/dom%20element/view/div-position-test-4.md): Demonstrates how DOM elements behave when parented to a Container, including the inheritance of rotation and scale transformations.
- [DOM Element Input Form](https://phaser.io/oss/examples/v4.1.0/game%20objects/dom%20element/view/input-test.md): Demonstrates how to integrate HTML input forms into a Phaser scene, including handling form events, retrieving input values, and combining DOM elements with interactive, draggable game objects.
- [DOM Element Origin and Tweens](https://phaser.io/oss/examples/v4.1.0/game%20objects/dom%20element/view/div-position-test-3.md): Demonstrates setting the origin of a DOM element and applying tweens for rotation and scaling, while keeping it synchronized with the game canvas.
- [DOM Element Rotation and Scale](https://phaser.io/oss/examples/v4.1.0/game%20objects/dom%20element/view/div-position-test-2.md): Demonstrates how to apply rotation, scaling, and origin settings to a DOM element and animate it using a Tween.
- [All 19 examples in Dom Element](https://phaser.io/oss/examples/v4.1.0/game%20objects/dom%20element.md)

---

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- **Phaser AE in the browser** (https://phaser.io/agent): the game's design, and a crew of bots that make its art, sprites, music, sound effects, logos, title screens, game UI, textures, shaders, 3D models and video, then build, test and publish the game. Every tool there is registered with Web MCP (`document.modelContext`, with `window.phaserDesk` for browsers without it), so an agent in the user's browser can call the tools directly once the user is signed in. Tools that make something spend the user's credits.
- **The CLI** (https://phaser.io/cli): `npx -y @phaser-ae/cli` builds the game on the user's own machine with their own coding agent (Claude Code, Codex, Cursor and others). In a game's folder every command is an npm script.
- **Expansion packs** (https://phaser.io/packs): 358 packs in 20 families (163 free, 195 Pro) that every game is built from, on the Phaser AE kernel (https://phaser.io/kernel).
- **Credits** (https://phaser.io/credits): what the desk's tools spend. Bought in packs, with no plan needed.
- **Pro** (https://phaser.io/pricing): $20 a month for every pack, 8,000 credits a month, new packs early, and bonus credits every time the user tops up (only Pro subscribers get them). Nobody needs a plan to start: credits can be bought as they're needed. Or Pro for 30 days for 8,000 credits, without subscribing. Teams, for studios, is on its way: https://phaser.io/contact?about=teams.
- **An account**: sign in with Google, GitHub or Microsoft at https://phaser.io/login. Games made on any plan can be published and sold.

Read any page of this site as Markdown by adding `.md` to its URL (the home page is https://phaser.io/index.md), or by asking for `text/markdown`. The index for agents is https://phaser.io/llms.txt. On the site's pages, the browser's Web MCP also offers `phaser_ae_guide`, `read_page_as_markdown` and `open_phaser_ae`.
