---
title: "Facebook Instant Games In App Purchases"
subtitle: "Part 4 - Displaying the Catalog"
date: 2019-03-12T00:00:00.000Z
url: https://phaser.io/tutorials/facebook-instant-games-in-app-purchases/part4
site: Phaser - https://phaser.io
copyright: © 2026 Phaser Studio Inc. All rights reserved.
---

> 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.

# Facebook Instant Games In App Purchases

*Part 4 - Displaying the Catalog*

After creating our items they're now available to be purchased in-game. When your game starts, you can get a list of all items using the plugin method `getCatalog` and by listening for the resulting `getcatalog` event:

```
this.facebook.on('getcatalog', function (catalog)
{
    console.log(catalog);
});

this.facebook.getCatalog();
```

This can only be called _after_ your game has started. Assuming that your app is approved for In App purchases, you'll see a response similar to the following in the console:

![CatalogResponse](get-catalog-json.png)

What we have returned here is an array of `Product` objects. Each product contains the information you need in order to both display it in-game, and allow someone to buy it, as configured in your App Dashboard.

Once `getCatalog` has been called, the product catalog is available at any point via `this.facebook.catalog`, meaning you don't have to store a local copy of it yourself. It's always accessible in the Facebook Instant Games plugin.

### Currency Conversion

Notice how, in the catalog image above, the price is in UK Pounds, even though we gave it a US Dollar price in the App Dashboard? That's because the Facebook account of the _person playing the game_, from which this log was taken, is based in the UK. It has converted the price for them automatically. The `price` value returned in the catalog data is the price you should always use in-game.

### Displaying the Catalog

Every game is going to handle this slightly differently, of course. The core requirements are the same, however. Once you've got your catalog from the API call, which is sent to your `getcatalog` event handler, you should store it locally in your game, ready to display it as-needed later on.

Here is a sample Phaser script that gets our catalog and renders them using Phaser Text and Image Game Objects:

```
create ()
{
    this.add.image(400, 300, 'background');

    this.facebook.on('getcatalog', this.showCatalog, this);

    this.facebook.getCatalog();
}

showCatalog ()
{
    let x = 10;
    let y = 30;

    for (let i = 0; i < this.facebook.catalog.length; i++)
    {
        let midX = x + 125;

        let product = this.facebook.catalog[i];

        let panel = this.add.image(x, y, 'panel').setOrigin(0).setInteractive();

        panel.on('pointerdown', () => this.buyProduct(product.productID), this);

        this.add.text(midX, y + 6, product.title, { fontFamily: 'Arial', fontSize: 18, color: '#ffffff' }).setOrigin(0.5, 0).setFontStyle('bold').setShadow(2, 2, "#2e305b", 2);

        this.add.image(midX, y + 158, product.productID).setScale(0.8);

        let wrap = (product.productID.substr(0, 4) === 'gold') ? 120 : 180;

        this.add.text(midX, y + 270, product.description, { fontFamily: 'Arial', fontSize: 16, color: '#ffffff', align: 'center', wordWrap: { width: wrap, useAdvancedWrap: false } }).setOrigin(0.5, 0);

        this.add.text(midX, y + 326, product.price, { fontFamily: 'Arial', fontSize: 28, color: '#ffffff' }).setOrigin(0.5, 0).setFontStyle('bold').setShadow(2, 2, "#000000", 1);

        x += 264;

        if (i === 2)
        {
            x = 10;
            y += 420;
        }
    }
}
```

Clearly this is using a lot of images and alignment values specific to our game, yet the key points remain the same: We're using the price returned in the catalog for the player, not a pre-defined one, and we ensure that the Product Title is displayed and matches what they'll see if they buy it. When run it looks like this in-game:

![Catalog](catalog.png)

Clicking any of the products will launch the `buyProduct` method, sending across the Product ID the user wishes to buy, which is handled in the next section of this tutorial.

If your game is unable to get the catalog it will throw a `getcatalogfail` event, which you should handle accordingly. There are a number of reasons it could fail, including network requests timeouts, but your game should ensure it doesn't hang waiting for _only_ a successful event.

Although `getCatalog` returns _all_ products you have configured, it's entirely up to you how many of them you show and when. You may wish to create a set of products that your game only displays during the Christmas period, or create variations of a product with discounts applied, i.e. "Super Strength Potion" and "Super Strength Potion Half Price", which is priced differently, and you decide which one to show the player based on various in-game criteria.

---

## For AI agents: Phaser AE

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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.
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- **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`.
