Phaser. Game

Phaser.Game

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 135

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 92

cache :Phaser.Cache

Reference to the assets cache.

Source - core/Game.js, line 145

camera :Phaser.Camera

A handy reference to world.camera.

Source - core/Game.js, line 215

canvas :HTMLCanvasElement

A handy reference to renderer.view, the canvas that the game is being rendered in to.

Source - core/Game.js, line 220

config :object

The Phaser.Game configuration object.

Source - core/Game.js, line 35

context :CanvasRenderingContext2D

A handy reference to renderer.context (only set for CANVAS games, not WebGL)

Source - core/Game.js, line 225

debug :Phaser.Utils.Debug

A set of useful debug utilitie.

Source - core/Game.js, line 230

device :Phaser.Device

Contains device information and capabilities.

Source - core/Game.js, line 210

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 318

fpsProblemNotifier :Phaser.Signal

if the game is struggling to maintain the desiredFps, this signal will be dispatched to suggest that the program adjust it's fps closer to the Time.suggestedFps value

Source - core/Game.js, line 313

<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 68

id :number

Phaser Game ID (for when Pixi supports multiple instances).

Source - core/Game.js, line 30

input :Phaser.Input

Reference to the input manager

Source - core/Game.js, line 150

isBooted :boolean

Whether the game engine is booted, aka available.

Default Value:
  • false
Source - core/Game.js, line 119

isRunning

Properties:
Name Type Description
id boolean

Is game running or paused?

Default Value:
  • false
Source - core/Game.js, line 125

load :Phaser.Loader

Reference to the assets loader.

Source - core/Game.js, line 155

make :Phaser.GameObjectCreator

Reference to the GameObject Creator.

Source - core/Game.js, line 140

math :Phaser.Math

Reference to the math helper.

Source - core/Game.js, line 160

net :Phaser.Net

Reference to the network class.

Source - core/Game.js, line 165

onBlur :Phaser.Signal

This event is fired when the game no longer has focus (typically on page hide).

Source - core/Game.js, line 271

onFocus :Phaser.Signal

This event is fired when the game has focus (typically on page show).

Source - core/Game.js, line 276

onPause :Phaser.Signal

This event is fired when the game pauses.

Source - core/Game.js, line 261

onResume :Phaser.Signal

This event is fired when the game resumes from a paused state.

Source - core/Game.js, line 266

parent :string|HTMLElement

The Games DOM parent.

Type:
  • string | HTMLElement
Source - core/Game.js, line 46

particles :Phaser.Particles

The Particle Manager.

Source - core/Game.js, line 235

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 980

<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 249

physics :Phaser.Physics

Reference to the physics manager.

Source - core/Game.js, line 200

physicsConfig :object

The Phaser.Physics.World configuration object.

Source - core/Game.js, line 40

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 98

raf :Phaser.RequestAnimationFrame

Automatically handles the core game loop via requestAnimationFrame or setTimeout

Source - core/Game.js, line 130

renderer :PIXI.CanvasRenderer|PIXI.WebGLRenderer

The Pixi Renderer.

Type:
Source - core/Game.js, line 103

renderType :number

The Renderer this game will use. Either Phaser.AUTO, Phaser.CANVAS or Phaser.WEBGL.

Source - core/Game.js, line 108

rnd :Phaser.RandomDataGenerator

Instance of repeatable random data generator helper.

Source - core/Game.js, line 205

scale :Phaser.ScaleManager

The game scale manager.

Source - core/Game.js, line 170

sound :Phaser.SoundManager

Reference to the sound manager.

Source - core/Game.js, line 175

stage :Phaser.Stage

Reference to the stage.

Source - core/Game.js, line 180

state :Phaser.StateManager

The StateManager.

Source - core/Game.js, line 113

<readonly> stepCount :number

When stepping is enabled this contains the current step cycle.

Default Value:
  • 0
Source - core/Game.js, line 256

<readonly> stepping :boolean

Enable core loop stepping with Game.enableStep().

Default Value:
  • false
Source - core/Game.js, line 242

time :Phaser.Time

Reference to the core game clock.

Source - core/Game.js, line 185

transparent :boolean

Use a transparent canvas background or not.

Default Value:
  • false
Source - core/Game.js, line 86

tweens :Phaser.TweenManager

Reference to the tween manager.

Source - core/Game.js, line 190

<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 57

world :Phaser.World

Reference to the world.

Source - core/Game.js, line 195

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 453

destroy()

Nukes the entire game from orbit.

Source - core/Game.js, line 842

disableStep()

Disables core game loop stepping.

Source - core/Game.js, line 817

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 803

<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 958

<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 940

<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 899

<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 919

<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 378

<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 591

<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 529

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 829

<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 666

<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 740

<internal> updateRender(elapsedTime)

Renders the display list. Called automatically by Game.update.

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 785
Phaser Copyright © 2012-2014 Photon Storm Ltd.
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