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Phaser 4.1.0
Phaser 4 examples
Games
47
examples
3
folders
Folders
3
Firstgame
10 examples
My First Game
18 examples
Snake
7 examples
Examples
12
Avoid the Germs
A complete game template featuring pointer-based movement, Arcade Physics, and enemy object pooling. It demonstrates scene management, custom sprite classes, and using moveToObject for chasing AI logic.
Bank Panic
A complete arcade-style shooter demonstrating custom Container classes for complex game entities, managing randomized character states, and coordinating global game logic across multiple interactive objects.
Breakout
A complete Breakout game example featuring Arcade Physics, grid-based brick alignment using a static group, and custom collision logic to control ball trajectory based on paddle impact.
Card Memory Game
A complete memory match game featuring 3D card flip animations created using Plane Game Objects. Demonstrates game state management, grid shuffling, pair-matching logic, and tween-based UI transitions.
Coin Clicker
A fast-paced mini-game demonstrating Arcade Physics for falling objects, timed events, high-score tracking via the Registry, and scene transitions.
Emoji Match
A speed-matching game demonstrating how to align objects in a grid, manage texture atlas frames, and implement pair-matching logic using random array selection and staggered tweens.
Flood Fill Game
A complete color-matching puzzle game featuring a recursive flood-fill algorithm. It demonstrates staggered grid animations, particle effects for tile updates, and state-based game logic including move counters and win/loss conditions.
Minesweeper
A complete Minesweeper clone featuring dynamic bomb placement, recursive flood-fill for clearing empty areas, right-click flagging, and a retro UI with animated digit counters.
Sliding Puzzle Game
A complete sliding tile puzzle demonstrating dynamic texture slicing, interactive tile movement, a custom shuffle algorithm to ensure solvability, and WebGL shader effects for transitions.
Snowmen Attack
A lane-based defense game featuring track-based movement, enemy AI state management, and projectile physics. Demonstrates horizontal lane switching, weighted random enemy behaviors, custom animation event callbacks, and collision handling within specific track groups.
Stacker
A complete recreation of the classic arcade stacking game. It demonstrates grid-based block movement, timing-dependent input handling, and row-by-row stacking logic where misaligned blocks are removed. Key features include difficulty scaling, scene management, and using the Registry for score tracking across Scenes.
Tom
A complete pixel-art mini-game demonstrating scene management, Arcade Physics, and communication between a UI overlay and the game scene via the Registry event bus. Includes keyboard controls, animated sprites, local storage for high scores, and RetroFont parsing.