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 |
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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. |
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Members
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add
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Properties:
Name Type Description add
Phaser.GameObjectFactory Reference to the Phaser.GameObjectFactory.
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antialias
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- Default Value:
- true
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Properties:
Name Type Description antialias
boolean Anti-alias graphics. By default scaled images are smoothed in Canvas and WebGL, set anti-alias to false to disable this globally.
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cache
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Properties:
Name Type Description cache
Phaser.Cache Reference to the assets cache.
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camera
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Properties:
Name Type Description camera
Phaser.Camera A handy reference to world.camera.
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canvas
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Properties:
Name Type Description canvas
HTMLCanvasElement A handy reference to renderer.view, the canvas that the game is being rendered in to.
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config
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Properties:
Name Type Description config
object The Phaser.Game configuration object.
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context
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Properties:
Name Type Description context
CanvasRenderingContext2D A handy reference to renderer.context (only set for CANVAS games, not WebGL)
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debug
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Properties:
Name Type Description debug
Phaser.Utils.Debug A set of useful debug utilitie.
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device
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Properties:
Name Type Description device
Phaser.Device Contains device information and capabilities.
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height
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- Default Value:
- 600
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Properties:
Name Type Description height
number The calculated game height in pixels.
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id
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Properties:
Name Type Description id
number Phaser Game ID (for when Pixi supports multiple instances).
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input
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Properties:
Name Type Description input
Phaser.Input Reference to the input manager
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isBooted
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- Default Value:
- false
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Properties:
Name Type Description isBooted
boolean Whether the game engine is booted, aka available.
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isRunning
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- Default Value:
- false
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Properties:
Name Type Description id
boolean Is game running or paused?
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load
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Properties:
Name Type Description load
Phaser.Loader Reference to the assets loader.
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make
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Properties:
Name Type Description make
Phaser.GameObjectCreator Reference to the GameObject Creator.
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math
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Properties:
Name Type Description math
Phaser.Math Reference to the math helper.
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net
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Properties:
Name Type Description net
Phaser.Net Reference to the network class.
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onBlur
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Properties:
Name Type Description onBlur
Phaser.Signal This event is fired when the game no longer has focus (typically on page hide).
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onFocus
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Properties:
Name Type Description onFocus
Phaser.Signal This event is fired when the game has focus (typically on page show).
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onPause
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Properties:
Name Type Description onPause
Phaser.Signal This event is fired when the game pauses.
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onResume
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Properties:
Name Type Description onResume
Phaser.Signal This event is fired when the game resumes from a paused state.
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parent
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Properties:
Name Type Description parent
string | HTMLElement The Games DOM parent.
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particles
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Properties:
Name Type Description particles
Phaser.Particles The Particle Manager.
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paused
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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.
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Properties:
Name Type Description paused
boolean Gets and sets the paused state of the Game.
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<readonly> pendingStep
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- Default Value:
- false
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Properties:
Name Type Description pendingStep
boolean An internal property used by enableStep, but also useful to query from your own game objects.
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physics
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Properties:
Name Type Description physics
Phaser.Physics Reference to the physics manager.
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physicsConfig
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Properties:
Name Type Description physicsConfig
object The Phaser.Physics.World configuration object.
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preserveDrawingBuffer
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- Default Value:
- false
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Properties:
Name Type Description preserveDrawingBuffer
boolean The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering.
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raf
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Properties:
Name Type Description raf
Phaser.RequestAnimationFrame Automatically handles the core game loop via requestAnimationFrame or setTimeout
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renderer
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Properties:
Name Type Description renderer
PIXI.CanvasRenderer | PIXI.WebGLRenderer The Pixi Renderer.
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renderType
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Properties:
Name Type Description renderType
number The Renderer this game will use. Either Phaser.AUTO, Phaser.CANVAS or Phaser.WEBGL.
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rnd
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Properties:
Name Type Description rnd
Phaser.RandomDataGenerator Instance of repeatable random data generator helper.
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scale
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Properties:
Name Type Description scale
Phaser.ScaleManager The game scale manager.
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sound
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Properties:
Name Type Description sound
Phaser.SoundManager Reference to the sound manager.
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stage
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Properties:
Name Type Description stage
Phaser.Stage Reference to the stage.
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state
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Properties:
Name Type Description state
Phaser.StateManager The StateManager.
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<readonly> stepCount
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- Default Value:
- 0
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Properties:
Name Type Description stepCount
number When stepping is enabled this contains the current step cycle.
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<readonly> stepping
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- Default Value:
- false
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Properties:
Name Type Description stepping
boolean Enable core loop stepping with Game.enableStep().
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time
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Properties:
Name Type Description time
Phaser.Time Reference to the core game clock.
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transparent
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- Default Value:
- false
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Properties:
Name Type Description transparent
boolean Use a transparent canvas background or not.
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tweens
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Properties:
Name Type Description tweens
Phaser.TweenManager Reference to the tween manager.
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width
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- Default Value:
- 800
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Properties:
Name Type Description width
number The calculated game width in pixels.
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world
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Properties:
Name Type Description world
Phaser.World Reference to the world.
Methods
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<protected> boot()
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Initialize engine sub modules and start the game.
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destroy()
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Nukes the entire game from orbit.
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disableStep()
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Disables core game loop stepping.
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enableStep()
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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!
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<protected> focusGain(event)
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Called by the Stage visibility handler.
Parameters:
Name Type Description event
object The DOM event that caused the game to pause, if any.
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<protected> focusLoss(event)
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Called by the Stage visibility handler.
Parameters:
Name Type Description event
object The DOM event that caused the game to pause, if any.
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<protected> gamePaused(event)
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Called by the Stage visibility handler.
Parameters:
Name Type Description event
object The DOM event that caused the game to pause, if any.
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<protected> gameResumed(event)
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Called by the Stage visibility handler.
Parameters:
Name Type Description event
object The DOM event that caused the game to pause, if any.
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<protected> parseConfig()
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Parses a Game configuration object.
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<protected> setUpRenderer()
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Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
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<protected> showDebugHeader()
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Displays a Phaser version debug header in the console.
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step()
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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.
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<protected> update(time)
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The core game loop.
Parameters:
Name Type Description time
number The current time as provided by RequestAnimationFrame.
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