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 148
-
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 102
-
cache :Phaser.Cache
-
Reference to the assets cache.
- Source - core/Game.js, line 158
-
camera :Phaser.Camera
-
A handy reference to world.camera.
- Source - core/Game.js, line 233
-
canvas :HTMLCanvasElement
-
A handy reference to renderer.view, the canvas that the game is being rendered in to.
- Source - core/Game.js, line 238
-
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 243
-
<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 323
-
debug :Phaser.Utils.Debug
-
A set of useful debug utilitie.
- Source - core/Game.js, line 248
-
device :Phaser.Device
-
Contains device information and capabilities.
- Source - core/Game.js, line 228
-
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 367
-
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 362
-
<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 163
-
<readonly> isBooted :boolean
-
Whether the game engine is booted, aka available.
- Source - core/Game.js, line 131
-
<readonly> isRunning :boolean
-
Is game running or paused?
- Source - core/Game.js, line 137
-
load :Phaser.Loader
-
Reference to the assets loader.
- Source - core/Game.js, line 168
-
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 262
-
make :Phaser.GameObjectCreator
-
Reference to the GameObject Creator.
- Source - core/Game.js, line 153
-
math :Phaser.Math
-
Reference to the math helper.
- Source - core/Game.js, line 173
-
net :Phaser.Net
-
Reference to the network class.
- Source - core/Game.js, line 178
-
onBlur :Phaser.Signal
-
This event is fired when the game no longer has focus (typically on page hide).
- Source - core/Game.js, line 298
-
onFocus :Phaser.Signal
-
This event is fired when the game has focus (typically on page show).
- Source - core/Game.js, line 303
-
onPause :Phaser.Signal
-
This event is fired when the game pauses.
- Source - core/Game.js, line 288
-
onResume :Phaser.Signal
-
This event is fired when the game resumes from a paused state.
- Source - core/Game.js, line 293
-
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 253
-
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 1075
-
<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 276
-
physics :Phaser.Physics
-
Reference to the physics manager.
- Source - core/Game.js, line 213
-
physicsConfig :object
-
The Phaser.Physics.World configuration object.
- Source - core/Game.js, line 41
-
plugins :Phaser.PluginManager
-
Reference to the plugin manager.
- Source - core/Game.js, line 218
-
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 108
-
<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 143
-
<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 114
-
<readonly> renderType :number
-
The Renderer this game will use. Either Phaser.AUTO, Phaser.CANVAS or Phaser.WEBGL.
- Source - core/Game.js, line 120
-
<readonly> resolution :integer
-
The resolution of your game. This value is read only, but can be changed at start time it via a game configuration object.
- Default Value:
- 1
- Source - core/Game.js, line 78
-
rnd :Phaser.RandomDataGenerator
-
Instance of repeatable random data generator helper.
- Source - core/Game.js, line 223
-
scale :Phaser.ScaleManager
-
The game scale manager.
- Source - core/Game.js, line 183
-
sound :Phaser.SoundManager
-
Reference to the sound manager.
- Source - core/Game.js, line 188
-
stage :Phaser.Stage
-
Reference to the stage.
- Source - core/Game.js, line 193
-
state :Phaser.StateManager
-
The StateManager.
- Source - core/Game.js, line 125
-
<readonly> stepCount :number
-
When stepping is enabled this contains the current step cycle.
- Default Value:
- 0
- Source - core/Game.js, line 283
-
<readonly> stepping :boolean
-
Enable core loop stepping with Game.enableStep().
- Default Value:
- false
- Source - core/Game.js, line 269
-
time :Phaser.Time
-
Reference to the core game clock.
- Source - core/Game.js, line 198
-
transparent :boolean
-
Use a transparent canvas background or not.
- Default Value:
- false
- Source - core/Game.js, line 96
-
tweens :Phaser.TweenManager
-
Reference to the tween manager.
- Source - core/Game.js, line 203
-
<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 330
-
<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 208
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 507
-
destroy()
-
Nukes the entire game from orbit.
- Source - core/Game.js, line 960
-
disableStep()
-
Disables core game loop stepping.
- Source - core/Game.js, line 935
-
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 921
-
<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 1053
-
<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 1035
-
<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 994
-
<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 1014
-
<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 427
-
<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 660
-
<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 593
-
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 947
-
<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 742
-
<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 844
-
<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 890