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 - core/Game.js, line 25
Members
-
add :Phaser.GameObjectFactory
-
Reference to the Phaser.GameObjectFactory.
- Source - 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 - core/Game.js, line 93
-
cache :Phaser.Cache
-
Reference to the assets cache.
- Source - core/Game.js, line 149
-
camera :Phaser.Camera
-
A handy reference to world.camera.
- Source - core/Game.js, line 219
-
canvas :HTMLCanvasElement
-
A handy reference to renderer.view, the canvas that the game is being rendered in to.
- Source - core/Game.js, line 224
-
config :object
-
The Phaser.Game configuration object.
- Source - core/Game.js, line 36
-
context :CanvasRenderingContext2D
-
A handy reference to renderer.context (only set for CANVAS games, not WebGL)
- Source - 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 - core/Game.js, line 310
-
debug :Phaser.Utils.Debug
-
A set of useful debug utilitie.
- Source - core/Game.js, line 234
-
device :Phaser.Device
-
Contains device information and capabilities.
- Source - 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 - 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 - 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 - core/Game.js, line 69
-
<readonly> id :number
-
Phaser Game ID (for when Pixi supports multiple instances).
- Source - core/Game.js, line 31
-
input :Phaser.Input
-
Reference to the input manager
- Source - core/Game.js, line 154
-
<readonly> isBooted :boolean
-
Whether the game engine is booted, aka available.
- Source - core/Game.js, line 122
-
<readonly> isRunning :boolean
-
Is game running or paused?
- Source - core/Game.js, line 128
-
load :Phaser.Loader
-
Reference to the assets loader.
- Source - 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 - core/Game.js, line 248
-
make :Phaser.GameObjectCreator
-
Reference to the GameObject Creator.
- Source - core/Game.js, line 144
-
math :Phaser.Math
-
Reference to the math helper.
- Source - core/Game.js, line 164
-
net :Phaser.Net
-
Reference to the network class.
- Source - core/Game.js, line 169
-
onBlur :Phaser.Signal
-
This event is fired when the game no longer has focus (typically on page hide).
- Source - core/Game.js, line 284
-
onFocus :Phaser.Signal
-
This event is fired when the game has focus (typically on page show).
- Source - core/Game.js, line 289
-
onPause :Phaser.Signal
-
This event is fired when the game pauses.
- Source - core/Game.js, line 274
-
onResume :Phaser.Signal
-
This event is fired when the game resumes from a paused state.
- Source - core/Game.js, line 279
-
parent :string|HTMLElement
-
The Games DOM parent.
Type:
- string | HTMLElement
- Source - core/Game.js, line 47
-
particles :Phaser.Particles
-
The Particle Manager.
- Source - 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 - core/Game.js, line 1032
-
<readonly> pendingStep :boolean
-
An internal property used by enableStep, but also useful to query from your own game objects.
- Default Value:
- false
- Source - core/Game.js, line 262
-
physics :Phaser.Physics
-
Reference to the physics manager.
- Source - core/Game.js, line 204
-
physicsConfig :object
-
The Phaser.Physics.World configuration object.
- Source - 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 - 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 - 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 - core/Game.js, line 105
-
<readonly> renderType :number
-
The Renderer this game will use. Either Phaser.AUTO, Phaser.CANVAS or Phaser.WEBGL.
- Source - core/Game.js, line 111
-
rnd :Phaser.RandomDataGenerator
-
Instance of repeatable random data generator helper.
- Source - core/Game.js, line 209
-
scale :Phaser.ScaleManager
-
The game scale manager.
- Source - core/Game.js, line 174
-
sound :Phaser.SoundManager
-
Reference to the sound manager.
- Source - core/Game.js, line 179
-
stage :Phaser.Stage
-
Reference to the stage.
- Source - core/Game.js, line 184
-
state :Phaser.StateManager
-
The StateManager.
- Source - core/Game.js, line 116
-
<readonly> stepCount :number
-
When stepping is enabled this contains the current step cycle.
- Default Value:
- 0
- Source - core/Game.js, line 269
-
<readonly> stepping :boolean
-
Enable core loop stepping with Game.enableStep().
- Default Value:
- false
- Source - core/Game.js, line 255
-
time :Phaser.Time
-
Reference to the core game clock.
- Source - core/Game.js, line 189
-
transparent :boolean
-
Use a transparent canvas background or not.
- Default Value:
- false
- Source - core/Game.js, line 87
-
tweens :Phaser.TweenManager
-
Reference to the tween manager.
- Source - 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 - 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 - core/Game.js, line 58
-
world :Phaser.World
-
Reference to the world.
- Source - core/Game.js, line 199
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 - core/Game.js, line 484
-
destroy()
-
Nukes the entire game from orbit.
- Source - core/Game.js, line 894
-
disableStep()
-
Disables core game loop stepping.
- Source - core/Game.js, line 869
-
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 - core/Game.js, line 855
-
<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 - core/Game.js, line 1010
-
<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 - core/Game.js, line 992
-
<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 - core/Game.js, line 951
-
<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 - core/Game.js, line 971
-
<internal> parseConfig()
-
Parses a Game configuration object.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - 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 - 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 - 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 - core/Game.js, line 881
-
<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 - 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 - core/Game.js, line 779
-
<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 - core/Game.js, line 824