Phaser is a fast, free and fun open source HTML5 game framework. It uses [Pixi.js](https://github.com/GoodBoyDigital/pixi.js/) for WebGL and Canvas rendering across desktop and mobile web browsers. Games can be compiled to iOS and Android apps via 3rd party tools.
Along with the fantastic open source community Phaser is actively developed and maintained by [Photon Storm Limited](http://www.photonstorm.com). As a result of rapid support and a developer friendly API Phaser is currently one of the [most starred](https://github.com/showcases/javascript-game-engines) game frameworks on Github.
Thousands of developers worldwide use it. From indies and multi-national digital agencies to schools and Universities. Each creating their own incredible games. Grab the source and join in the fun!
* **Learn:** [API Documentation](http://docs.phaser.io), [Support Forum][forum] and [StackOverflow](http://stackoverflow.com/questions/tagged/phaser-framework)
* **Code:** 400+ [Source Examples](http://examples.phaser.io) (also available in this [git repo][examples])
* **Read:** Subscribe to the [Newsletter](https://confirmsubscription.com/h/r/369DE48E3E86AF1E) and grab our [Phaser Books](https://leanpub.com/u/photonstorm)
* **Chat:** [#phaserio IRC channel](http://www.html5gamedevs.com/topic/4470-official-phaserio-irc-channel-phaserio-on-freenode/) on freenode
* **Extend:** With [Phaser Plugins](https://github.com/photonstorm/phaser-plugins)
* **Be awesome:** Support our work via [Gratipay](https://gratipay.com/photonstorm/)
We're kicking off the year with the 2.2.2 release. This is mostly a maintenance release and fixes a few crucial issues such as tilemap rendering in Safari and physics performance. But a few small yet super-useful features sneaked in too, my favourite being that the Loader now supports BLOB urls for audio files.
We're hard at work on Phaser 3. Development on the brand new renderer began in earnest last year and we're already seeing exceptional results from it. You can follow our development in the forum and public repo. Even though we're working on taking Phaser 3 into ES6 and the next generation of web browsers, we haven't stopped with the 2.x branch.
If you take a peek at the [2.3 milestones](https://github.com/photonstorm/phaser/milestones/2.3.0) you'll see we've got some great features in build. Included is a refactoring of all the Game Object classes, a new parallel asset loader and more consistent Text style handling.
*`Physics.Arcade.isPaused` allows you to toggle Arcade Physics processing on and off. If `true` the `Body.preUpdate` method will be skipped, halting all motion for all bodies. Note that other methods such as `collide` will still work, so be careful not to call them on paused bodies.
* Added missing plugins member in Phaser.Game class (thanks @Bilge#1568)
* Lots of JSDocs fixes (thanks @vulvulune@micahjohnston@Marchys)
* TilemapLayer.getTiles now returns a copy of the Tiles found by the method, rather than references to the original Tile objects, so you're free to modify them without corrupting the source (thanks @Leekao#1585)
* Sprite.events.onDragStart has 2 new parameters `x` and `y` which is the position of the Sprite before the drag was started. The full list of parameters is: `(sprite, pointer, x, y)`. This allows you to retain the position of the Sprite prior to dragging should `dragFromCenter` have been enabled (thanks @vulvulune#1583)
* Sprite.frame and AnimationManager.frame wouldn't return the correct index if a sprite sheet was being used unless it had first been set via the setter.
* Fixed issue in PIXI.canUseNewCanvasBlendModes which would create false positives in browsers that supported `multiply` in Canvas path/fill ops, but not for `drawImage` (Samsung S5 for example). Now uses more accurate magenta / yellow mix test.
Want to try Phaser without downloading anything? [Clone Phaser in Koding](https://koding.com/Teamwork?import=https://github.com/photonstorm/phaser/archive/master.zip&c=git1) and start working right away in their web based development system.
We have a [Getting Started Guide](http://phaser.io/getting-started-js.php) which covers all you need to begin developing games with Phaser. From setting up a web server, to picking an IDE and coding your first game.
Prefer **videos** to reading? Lynda.com have published a free course: [HTML5 Game Development with Phaser](http://www.lynda.com/Phaser-tutorials/HTML5-Game-Development-Phaser/163641-2.html)
Use the [How to Learn Phaser](http://gamedevelopment.tutsplus.com/articles/how-to-learn-the-phaser-html5-game-engine--gamedev-13643) guide we wrote for GameDevTuts. It covers finding tutorials, examples and getting support.
Although currently a bit of a "wall of text" we urge you to keep an eye on the **News** section of the [Phaser web site](http://phaser.io). We post fresh links there *daily*.
Using Phaser with **TypeScript**? Check out this great series of [Game From Scratch](http://www.gamefromscratch.com/page/Adventures-in-Phaser-with-TypeScript-tutorial-series.aspx) tutorials.
The [Game Mechanic Explorer](http://gamemechanicexplorer.com) is a great interactive way to learn how to develop specific game mechanics in Phaser. Well worth exploring once you've got your dev environment set-up.
[MightyEditor](http://mightyfingers.com/) is a browser-based visual Phaser game editor. Create your maps with ease, position objects and share them in seconds. It also exports to native Phaser code. Excellent for quickly setting-up levels and scenes.
Phaser is provided ready compiled in the `build` folder of the repository. There are both plain and minified versions. The plain version is for use during development and the minified version for production.
This current release of Phaser is 153 KB *gzipped and minified* with both **Arcade Physics** and **P2 Physics** included. We also provide smaller custom builds.
Phaser comes with two physics systems: Arcade Physics and [P2.js](https://schteppe.github.io/p2.js/). Arcade Physics is perfect for arcade style games and provides an AABB (bounding box) based collision system. P2 is a full body physics system, complete with springs, materials, constraints and lots more.
If you don't need physics at all, or are implementing your own, there is an even smaller build: `phaser-no-physics.js`. This doesn't include Tilemaps or Particle Emitter support either, as both rely on Arcade Physics, but is even smaller as a result.
Finally there is `phaser-no-libs.js` which is Phaser without any physics support *or* Pixi.js. Phaser requires Pixi.js to work, but this build allows you to use your own version of Pixi instead of the one Phaser provides.
Should you wish to build Phaser from source you can take advantage of the provided [Grunt](http://gruntjs.com/) scripts. Ensure you have the required packages by running `npm install` first.
If you change either Pixi.js or P2 then use the Grunt tasks `replace:pixi` and `replace:p2` respectively. These tasks patch their UMD strings so they work properly with Phaser under requireJS.
Thousands of games have been made in Phaser. From game jam entries to titles for some of the largest entertainment brands in the world. This is just a tiny sample.
Phaser requires a web browser that supports the [canvas tag](http://caniuse.com/#feat=canvas). This includes Internet Explorer 9+, Firefox, Chrome, Safari and Opera on desktop. iOS Safari, Android Browser and Chrome for Android are supported on mobile.
While Phaser does its best to ensure a consistent cross-platform experience always be aware of browser and device limitations. This is especially important with regard to memory and GPU limitations on mobile, and legacy browser HTML5 compatibility.
If you need to support IE9 / Android 2.x **and** use P2 physics then you must use the polyfill in the `resources/IE9 Polyfill` folder. If you don't use P2 (or don't care about IE9!) you can skip this.
Phaser is developed in JavaScript. We've made no assumptions about how you like to code and were careful not to impose a strict structure upon you. You won't find Phaser split into modules, requiring a build step, or making you use a class / inheritance OOP approach. That doesn't mean you can't do so, it just means we don't *force* you to. It's your choice.
If you code with [TypeScript](http://www.typescriptlang.org/) there are comprehensive definition files in the `typescript` folder. They are for TypeScript 1.4+ only.
We don't officially support any version of TypeScript before 1.4, however you can use any of our defs files from January 2015 or before, although they will not be fully feature complete. If using a very early version of TypeScript (i.e. 0.9.5) you will need to include [WebGL definitions](https://github.com/piersh/WebGL.ts) into your project first.
Here are some of the features planned for future releases. Not all are promised to be delivered and no timescale is given. But they serve as a good indication of the direction Phaser is heading in.
* Look carefully at the internal structure of Phaser to avoid method repetition (such as Sprite.crop and Image.crop), investigate using mixins to help reduce overall codebase size.
* Adjust how Pointers and Interactive Objects work. Allow an IO to be flagged as "on click only", so it doesn't ever get processed during normal Pointer move events (unless being dragged)
* Allow multiple drag items - no longer bind just 1 to a Pointer
* Allow Groups to have Priority IDs too and input disable entire Groups and all children (let it flow down the chain)
* Allow Groups to be InputEnabled? Dragging a Group would be really useful.
Development has begun on Phaser 3. At the moment it's still in the very early stages. We are asking for suggestions and feedback in [this forum thread](http://www.html5gamedevs.com/topic/7949-the-phaser-3-wishlist-thread/) so be sure to add your voice.
We are currently experimenting with an ES6 based module system and we're keen for Phaser 3 to use as many native ES6 features as possible. It will be a significant refactoring of the code base, but never at the expense of features or ease-of-use.
If you are an exceptional JavaScript developer and would like to join the Phaser 3 development team then let us know. We have a limited budget available to pay towards your time.
- Before submitting a Pull Request run your code through [JSHint](http://www.jshint.com/) using our [config](https://github.com/photonstorm/phaser/blob/master/.jshintrc).