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As `frame.glTexture` is now a getter, this would error out in strict mode. Repeated texture updates would also generate new wrappers. |
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changelog | ||
config | ||
dist | ||
plugins | ||
scripts | ||
src | ||
types | ||
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CHANGELOG.md | ||
LICENSE.md | ||
package-lock.json | ||
package.json | ||
README.md |
Phaser - HTML5 Game Framework
Phaser is a fast, free, and fun open source HTML5 game framework that offers WebGL and Canvas rendering across desktop and mobile web browsers. Games can be compiled to iOS, Android and native apps by using 3rd party tools. You can use JavaScript or TypeScript for development.
Along with the fantastic open source community, Phaser is actively developed and maintained by Phaser Studio Inc. As a result of rapid support, and a developer friendly API, Phaser is currently one of the most starred game frameworks on GitHub.
Thousands of developers from indie and multi-national digital agencies, and universities worldwide use Phaser. Take a look at their incredible games in our showcase video:
Visit: The Phaser website and follow on Phaser Twitter
Play: Some of the amazing games #madewithphaser
Learn: API Docs, Support Forum and StackOverflow
Code: 2000+ Examples (source available in this repo)
Read: The Phaser World Newsletter
Discord: Join us on Discord
Grab the source and join the fun!
2nd February 2024
Phaser 3.80 Beta 1 is now available. This is a significant release, with a number of new features, updates and bug fixes. It's also the first release of 2024 and we're excited to see what you'll create with it. The biggest change is a reworking of the WebGL Renderer so it fully supports webgl context loss and restoration. This is a huge step forward for Phaser and will make it much more robust, especially on mobile devices where tabbing out to other apps, and losing context as a result, is very common.
We've also added direct support for loading assets via Base64. This is particularly useful for Playable Ads and other environments where you need to embed all assets into a single HTML file. We've also made a number of updates to the Spine plugin, and fixed a lot of issues across the whole of the framework. Please test this release thoroughly and report any issues you find. We hope to have the final release out in a couple of weeks.
Since the incorporation of Phaser Studio Inc we have been expanding the core Phaser team and firing on all cylinders! There have been lots of important new additions added to the framework, as well as loads of great new Project Templates, updates to Phaser Editor, the re-publication of the Phaser World newsletter and lots, lots more. We hope to have our brand new website live in the next couple of months, too. Please keep an eye on what's going on and subscribe to the newsletter for all the latest details.
v3.80 Beta 1 is available now from the Releases page and npm under the beta
tag. As usual, please check our detailed Change Log for v3.80.
You'll find up to date TypeScript defs that align with this release in the types
folder of this repository.
If you find any problems please report them in GitHub issues.
As usual, I'd like to send my thanks to the Phaser community for their help in both reporting issues and submitting pull requests to fix them 🙂
You can also follow Phaser on Twitter and chat with fellow Phaser devs in our Discord.
Phaser wouldn't have been possible without the fantastic support of the community. Thank you to everyone who supports our work, who shares our belief in the future of HTML5 gaming, and Phaser's role in that.
Happy coding everyone!
Cheers,
Rich
@photonstorm
Phaser is available via GitHub, npm and CDNs:
- Clone the git repository via https, ssh or with the GitHub Windows or Mac clients.
- Download as zip
- Download the build files: phaser.js and phaser.min.js
NPM
Install via npm:
npm install phaser
CDN
Phaser is on jsDelivr which is a "super-fast CDN for developers". Include the following in your html:
<script src="//cdn.jsdelivr.net/npm/phaser@3.70.0/dist/phaser.js"></script>
or the minified version:
<script src="//cdn.jsdelivr.net/npm/phaser@3.70.0/dist/phaser.min.js"></script>
API Documentation
Go to https://newdocs.phaser.io/ to read the docs online. Use the links to navigate the namespaces, classes and Game Objects lists and also use the search box.
The documentation for Phaser is an on-going project. Please help us by contributing improved docs and examples.
TypeScript Definitions
The TypeScript definitions can be found inside the types
folder. They are also referenced in the types
entry in package.json
.
Depending on your project, you may need to add the following to your tsconfig.json
file:
"lib": ["es6", "dom", "dom.iterable", "scripthost"],
"typeRoots": ["./node_modules/phaser/types"],
"types": ["Phaser"]
The TypeScript defs are automatically generated from the JSDoc comments found in the Phaser source code. If you wish to help refine them then you must edit the Phaser JSDoc blocks directly, not the defs file. You can find more details about the parser we built in the scripts/tsgen
folder.
Project Templates
If you are familiar with web development and bundlers, then we have published a selection of project templates to help you get started with your game quicky. Choose from the following:
License
Phaser is released under the MIT License.
The Phaser World newsletter is a weekly email that contains the latest news, updates, and releases from the Phaser community. It includes new games, code examples, and the latest articles.
Tutorials and guides on Phaser are being published every week.
- Getting Started with Phaser 3 (useful if you are completely new to Phaser)
- Making your first Phaser 3 Game
- The Complete Phaser 3 Game Development course contains over 15 hours of videos covering all kinds of important topics.
- Plus, there are over 700 Phaser tutorials listed on the official website.
Source Code Examples
During the development of Phaser, we created hundreds of examples with the full source code and assets ready available. These examples can be browsed on the Phaser 3 Labs, or clone the examples repo. We are constantly adding to and refining these examples.
Hathora
Hathora Cloud is a scalable hosting platform for online multiplayer games. You upload your server project using the Hathora console or CLI, and then dynamically create server instances in 10+ regions around the world. You get charged only for the duration of active matches/sessions. It's perfect for nodejs servers handling WebSocket connections, and takes care of SSL termination (for wss) and DDoS protection.
They have also published a brand-new tutorial on creating a scalable multiplayer Phaser game. If you think this could be useful for your hosting needs, join their Discord server to get in touch.
Huge list of Phaser 3 Plugins
Super community member RexRainbow has been publishing Phaser 3 content for years, building up an impressive catalogue in that time. You'll find loads of plugins, from UI controls such as text input boxes, to Firebase support, Finite State Machines and lots more. As well as the plugins there is also a comprehensive set of 'Notes' about Phaser 3, going into great detail about how the various systems work. It's an invaluable resource and well worth checking out at https://rexrainbow.github.io
Create Your First Phaser 3 Example
Create an index.html
page locally and paste the following code into it:
<!DOCTYPE html>
<html>
<head>
<script src="https://cdn.jsdelivr.net/npm/phaser@3.70.0/dist/phaser-arcade-physics.min.js"></script>
</head>
<body>
<script></script>
</body>
</html>
This is a standard empty webpage. You'll notice there's a script tag that is pulling in a build of Phaser 3, but otherwise this webpage doesn't do anything yet. Now let's set-up the game config. Paste the following between the <script></script>
tags:
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 200 }
}
},
scene: Example
};
const game = new Phaser.Game(config);
config
is a pretty standard Phaser 3 Game Configuration object. We tell config
to use the WebGL renderer if it can, set the canvas to a size of 800 x 600 pixels, enable Arcade Physics, and finally we tell it to use the Example Scene. This hasn't been implemented yet, so if you run this JavaScript code now you will have an error. Add the following above the config
:
class Example extends Phaser.Scene
{
constructor ()
{
super();
}
preload ()
{
this.load.setBaseURL('https://labs.phaser.io');
this.load.image('sky', 'assets/skies/space3.png');
this.load.image('logo', 'assets/sprites/phaser3-logo.png');
this.load.image('red', 'assets/particles/red.png');
}
create ()
{
}
}
Here we create a Scene called Example
. We've given it 2 functions. The preload
function is where you load assets into your game. In preload
, we set the Base URL to be the Phaser server and load 3 PNG files.
The create
function is empty, so it's time to fill it in:
create ()
{
this.add.image(400, 300, 'sky');
const particles = this.add.particles(0, 0, 'red', {
speed: 100,
scale: { start: 1, end: 0 },
blendMode: 'ADD'
});
const logo = this.physics.add.image(400, 100, 'logo');
logo.setVelocity(100, 200);
logo.setBounce(1, 1);
logo.setCollideWorldBounds(true);
particles.startFollow(logo);
}
Here we add a sky image into the game and create a Particle Emitter. The scale
value means that the particles will initially be large and will shrink to nothing as their lifespan progresses.
After creating the emitter
, we add a logo image called logo
. Since logo
is a Physics Image, logo
is given a physics body by default. We set some properties for logo
: velocity, bounce (or restitution), and collision with the world bounds. These properties will make our logo bounce around the screen. Finally, we tell the particle emitter to follow the logo - so as the logo moves, the particles will flow from it.
Run it in your browser and you'll see the following:
(Got an error? Here's the full code)
This is a tiny example, and there are hundreds more for you to explore, but hopefully it shows how expressive and quick Phaser is to use. With just a few easily readable lines of code, we've got something pretty impressive up on screen!
Ourcade have published two great Phaser 3 books. They'll take you from getting set-up, through to finishing your first game using modern JavaScript or TypeScript and they're both completely free! They also publish a huge range of quality tutorials and videos, so be sure to check out their site every week.
Learn the secrets of HTML5 game development with Phaser 3.50 while building a cross platform endless runner game. Designed both for beginners and skilled programmers, the course guides you from an empty folder introducing the bare bones of JavaScript to advanced Phaser 3 features. Find out more details about HTML5 Cross Platform Game Development with Phaser.
There are both plain and minified compiled versions of Phaser in the dist
folder of the repository. The plain version is for use during development, and the minified version is for production use. You can and should also create your own builds.
Custom Builds
Phaser 3 is built using Webpack and we take advantage of the Webpack definePlugin feature to allow for conditional building of the Canvas and WebGL renderers and extra plugins. You can custom the build process to only include the features you require. Doing so can cut the main build file size down to just 70KB.
Read our comprehensive guide on creating Custom Builds of Phaser 3 for full details.
Building from Source
If you wish to build Phaser from source, ensure you have the required packages by cloning the repository and then running npm install
on your source directory.
You can then run webpack
to create a development build in the build
folder which includes source maps for local testing. You can also npm run dist
to create a minified packaged build in the dist
folder. For a list of all commands available use npm run help
.
Change Log
Due to the increasing size of our Change Logs we have now split them up, one version per folder.
We've organized the Change Logs into commonly themed sections to make it more digestible, but we appreciate there is a lot in there. Please don't feel overwhelmed! If you need clarification about something, join us on the Phaser Discord and ask.
The Contributors Guide contains full details on how to help with Phaser development. The main points are:
-
Found a bug? Report it on GitHub Issues and include a code sample. Please state which version of Phaser you are using! This is vitally important.
-
Before submitting a Pull Request run your code through ES Lint using our config and respect our Editor Config.
-
Before contributing read the code of conduct.
Written something cool in Phaser? Please tell us about it in the forum, or email games@phaser.io
Phaser is a Photon Storm and Phaser Studio Inc production.
Created by Richard Davey and the team at Phaser Studio Inc. Powered by coffee, anime, pixels and love.
The Phaser logo and characters are © 2011 - 2024 Phaser Studio Inc.
All rights reserved.
"Above all, video games are meant to be just one thing: fun. Fun for everyone." - Satoru Iwata