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
-
- Default Value:
- false
- Source - core/Game.js, line 125
Properties:
Name Type Description id
boolean Is game running or paused?
-
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