Phaser. Game

new Game(width, height, renderer, parent, state, transparent, antialias, physicsConfig)

The Phaser.Game object is the main controller for the entire Phaser game. It is responsible
for handling the boot process, parsing the configuration values, creating the renderer,
and setting-up all of the Phaser systems, such as physics, sound and input.
Once that is complete it will start the default State, and then begin the main game loop.

You can access lots of the Phaser systems via the properties on the game object. For
example game.renderer is the Renderer, game.sound is the Sound Manager, and so on.

Anywhere you can access the game property, you can access all of these core systems.
For example a Sprite has a game property, allowing you to talk to the various parts
of Phaser directly, without having to look after your own references.

In it's most simplest form, a Phaser game can be created by providing the arguments
to the constructor:

var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create });

In the example above it is passing in a State object directly. You can also use the State
Manager to do this:

var game = new Phaser.Game(800, 600, Phaser.AUTO);
game.state.add('Boot', BasicGame.Boot);
game.state.add('Preloader', BasicGame.Preloader);
game.state.add('MainMenu', BasicGame.MainMenu);
game.state.add('Game', BasicGame.Game);
game.state.start('Boot');

In the example above, 4 States are added to the State Manager, and Phaser is told to
start running the Boot state when it has finished initializing. There are example
project templates you can use in the Phaser GitHub repo, inside the resources folder.

Instead of specifying arguments you can also pass a single object instead:

var config = {
    width: 800,
    height: 600,
    renderer: Phaser.AUTO,
    antialias: true,
    multiTexture: true,
    state: {
        preload: preload,
        create: create,
        update: update
    }
}

var game = new Phaser.Game(config);
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.WEBGL_MULTI, 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 73

Members

add :Phaser.GameObjectFactory

Reference to the Phaser.GameObjectFactory.

Source - core/Game.js, line 217

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 150

cache :Phaser.Cache

Reference to the assets cache.

Source - core/Game.js, line 227

camera :Phaser.Camera

A handy reference to world.camera.

Source - core/Game.js, line 302

canvas :HTMLCanvasElement

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

Source - core/Game.js, line 307

clearBeforeRender :boolean

Clear the Canvas each frame before rendering the display list.
You can set this to false to gain some performance if your game always contains a background that completely fills the display.

Default Value:
  • true
Source - core/Game.js, line 177

config :object

The Phaser.Game configuration object.

Source - core/Game.js, line 84

context :CanvasRenderingContext2D

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

Source - core/Game.js, line 312

create :Phaser.Create

The Asset Generator.

Source - core/Game.js, line 327

<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 is currentUpdateID === updatesThisFrame.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - core/Game.js, line 397

debug :Phaser.Utils.Debug

A set of useful debug utilities.

Source - core/Game.js, line 317

device :Phaser.Device

Contains device information and capabilities.

Source - core/Game.js, line 297

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 441

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 436

<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 117

<readonly> id :number

Phaser Game ID

Source - core/Game.js, line 79

input :Phaser.Input

Reference to the input manager

Source - core/Game.js, line 232

<readonly> isBooted :boolean

Whether the game engine is booted, aka available.

Source - core/Game.js, line 200

<readonly> isRunning :boolean

Is game running or paused?

Source - core/Game.js, line 206

load :Phaser.Loader

Reference to the assets loader.

Source - core/Game.js, line 237

lockRender :boolean

If false Phaser will automatically render the display list every update. If true 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.

Source - core/Game.js, line 336

make :Phaser.GameObjectCreator

Reference to the GameObject Creator.

Source - core/Game.js, line 222

math :Phaser.Math

Reference to the math helper.

Source - core/Game.js, line 242

<readonly> multiTexture :boolean

Has support for Multiple bound Textures in WebGL been enabled? This is a read-only property.
To set it you need to either specify Phaser.WEBGL_MULTI as the renderer type, or use the Game
Configuration object with the property multiTexture set to true. It has to be enabled before
Pixi boots, and cannot be changed after the game is running. Once enabled, take advantage of it
via the game.renderer.setTexturePriority method.

Source - core/Game.js, line 163

net :Phaser.Net

Reference to the network class.

Source - core/Game.js, line 247

onBlur :Phaser.Signal

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

Source - core/Game.js, line 372

onFocus :Phaser.Signal

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

Source - core/Game.js, line 377

onPause :Phaser.Signal

This event is fired when the game pauses.

Source - core/Game.js, line 362

onResume :Phaser.Signal

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

Source - core/Game.js, line 367

parent :string|HTMLElement

The Games DOM parent.

Type:
  • string | HTMLElement
Source - core/Game.js, line 95

particles :Phaser.Particles

The Particle Manager.

Source - core/Game.js, line 322

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 1226

<readonly> pendingStep :boolean

An internal property used by enableStep, but also useful to query from your own game objects.

Source - core/Game.js, line 350

physics :Phaser.Physics

Reference to the physics manager.

Source - core/Game.js, line 282

physicsConfig :object

The Phaser.Physics.World configuration object.

Source - core/Game.js, line 89

plugins :Phaser.PluginManager

Reference to the plugin manager.

Source - core/Game.js, line 287

preserveDrawingBuffer :boolean

The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering.

Source - core/Game.js, line 169

<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 212

<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 183

<readonly> renderType :number

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

Source - core/Game.js, line 189

<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 126

rnd :Phaser.RandomDataGenerator

Instance of repeatable random data generator helper.

Source - core/Game.js, line 292

scale :Phaser.ScaleManager

The game scale manager.

Source - core/Game.js, line 252

sound :Phaser.SoundManager

Reference to the sound manager.

Source - core/Game.js, line 257

stage :Phaser.Stage

Reference to the stage.

Source - core/Game.js, line 262

state :Phaser.StateManager

The StateManager.

Source - core/Game.js, line 194

<readonly> stepCount :number

When stepping is enabled this contains the current step cycle.

Source - core/Game.js, line 357

<readonly> stepping :boolean

Enable core loop stepping with Game.enableStep().

Source - core/Game.js, line 343

time :Phaser.Time

Reference to the core game clock.

Source - core/Game.js, line 267

transparent :boolean

Use a transparent canvas background or not.

Source - core/Game.js, line 144

tweens :Phaser.TweenManager

Reference to the tween manager.

Source - core/Game.js, line 272

<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 404

<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 106

world :Phaser.World

Reference to the world.

Source - core/Game.js, line 277

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 586

destroy()

Nukes the entire game from orbit.

Calls destroy on Game.state, Game.sound, Game.scale, Game.stage, Game.input, Game.physics and Game.plugins.

Then sets all of those local handlers to null, destroys the renderer, removes the canvas from the DOM
and resets the PIXI default renderer.

Source - core/Game.js, line 1073

disableStep()

Disables core game loop stepping.

Source - core/Game.js, line 1048

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 1034

<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 1204

<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 1186

<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 1120

<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 1152

<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 501

<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 742

<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 675

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 1060

<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 849

<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 949

<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 is false.

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 997
Phaser Copyright © 2012-2016 Photon Storm Ltd.
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