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README.md |
Phaser
Phaser is a fast, free and fun open source HTML5 game framework. It uses Pixi.js for WebGL and Canvas rendering across desktop and mobile web browsers. Games can be compiled to iOS and Android apps via 3rd party tools.
Along with the fantastic open source community Phaser is actively developed and maintained by Photon Storm Limited. 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 worldwide use it. From indies and multi-national digital agencies to schools and Universities. Each creating their own incredible games. Grab the source and join in the fun!
- Visit: The Phaser website and follow on Twitter (#phaserjs)
- Learn: API Documentation, Support Forum and StackOverflow
- Code: 700+ Source Examples (also available in this git repo)
- Read: Subscribe to the Newsletter and grab our Phaser Books
- Chat: #phaserio IRC channel or our Slack Channel
- Extend: With Phaser Plugins
- Be awesome: Support the future of Phaser on Patreon or by buying our books
Index
- What's New?
- Support Phaser
- Download Phaser
- Getting Started
- Using Phaser
- Games made with Phaser
- Requirements
- Road Map
- Change Log
- Contributing
What's new in Phaser 2.4.5
15th October 2015
The release of Phaser 2.4.4 continues our work with bug fixes, new features and optimizations. As with the previous version it's a point-release, making it a safe upgrade for anyone using an earlier 2.4 build.
Internally here at Phaser HQ we have been busy with several new projects.
First we released Interphase, a new 400-page publication for Phaser developers. Packed full of exclusive content including 8 complete games, tutorials and a deep dive into the Phaser State Manager. It's been a blast to write and we have been really encouraged by the response from readers. We're planning on releasing Interphase 2 before the end of the year.
We've also released Particle Storm. An advanced particle system allowing you to easily create stunning special effects in your games with just a few lines of code. Our primary design goal was to create a particle system that was extremely flexible. It was important that you should be able to easily integrate the effects into your games. Particles are constructed through easy-to-understand JavaScript objects with multiple properties and options to let you quickly put together complex visuals with minimum effort.
As we close in towards the end of 2015 there are still a couple of new releases on the horizon, as well as Phaser 2.4.5. We're also getting very close to a fully working build of Phaser 2 using our new renderer. As always, keep you eyes on the Phaser web site or Twitter for the latest news.
Finally we'd be extremely grateful if you could get involved with our Phaser Patreon campaign. The uptake so far has been fantastic. Thank you to everyone who now supports Phaser development and shares our belief in the future of HTML5 gaming and Phasers role in that.
Happy coding everyone! See you on the forums.
Cheers,
Rich - @photonstorm
Support Phaser on Patreon
Please help support the future development of Phaser through our Patreon campaign. We've some exciting plans and there's so much we'd like to do. Let's see if we can all work together to make this possible.
Phaser Sponsors
Phaser is sponsored by the following great companies:
QICI Engine: A powerful one-stop integrated Phaser game editor
Zenva Academy: Online courses on Phaser, HTML5 and native app development
Download Phaser
Phaser is hosted on Github. There are a number of ways to download it:
- Clone the git repository via https, ssh or with the Github Windows or Mac clients.
- Download as zip or tar.gz
- Download just the build files: phaser.js and phaser.min.js
- Checkout with svn
Bower / npm
Install via bower
bower install phaser
Install via npm
npm install phaser
CDN
jsDelivr is a "super-fast CDN for developers". Include the following in your html:
<script src="//cdn.jsdelivr.net/phaser/2.4.5/phaser.js"></script>
or the minified version:
<script src="//cdn.jsdelivr.net/phaser/2.4.5/phaser.min.js"></script>
cdnjs.com also offers a free CDN service. They have all versions of Phaser and even the custom builds:
<script src="https://cdnjs.cloudflare.com/ajax/libs/phaser/2.4.5/phaser.js"></script>
Phaser Sandbox
If you'd like to try coding in Phaser right now, with nothing more than your web browser then you can head over to the Phaser Sandbox. You'll find Quick Start templates and a user-friendly editor filled with handy code-completion features.
Koding
Want to try Phaser without downloading anything? The site Koding offer a complete browser-based virtual machine to work in, allowing you to clone the Phaser repo and start work immediately.
License
Phaser is released under the MIT License.
Getting Started
We have a Getting Started Guide which covers all you need to begin developing games with Phaser. From setting up a web server, to picking an IDE and coding your first game.
Prefer videos to reading? Lynda.com have published a free course: HTML5 Game Development with Phaser
The single biggest Phaser resource is the new Phaser web site. It has hundreds of tutorials listed and fresh ones are added every week, so keep coming back to see what's new!
Using Phaser with TypeScript? Check out this great series of Game From Scratch tutorials.
Source Code Examples
Ever since we started Phaser we've been growing and expanding our extensive set of source code examples. Currently there are over 700 of them!
Browse the Phaser Examples or clone the examples repo and eat your heart out!
Interphase
Interphase is a new book for Phaser developers of all skill levels.
With 400 pages of content you'll find detailed articles, game development "Making Of" guides and tutorials. All were written using the latest version of Phaser, so you won't be learning any out-dated tricks here.
As well as the book you get all the source code, graphics and assets to go with it, as well as lots of extras too.
Game Mechanic Explorer
The Game Mechanic Explorer is a great interactive way to learn how to develop specific game mechanics in Phaser. Well worth exploring once you've got your dev environment set-up.
Mighty Editor - Visual Game Editor
MightyEditor is a browser-based visual Phaser game editor. Create your maps with ease, position objects and share them in seconds. It also exports to native Phaser code. Excellent for quickly setting-up levels and scenes.
Using Phaser
Phaser is provided ready compiled in the build
folder of the repository. There are both plain and minified versions. The plain version is for use during development and the minified version for production.
Custom Builds
Starting from Phaser 2.3.0 we now include a brand new build system which allows you to strip out lots of additional features you may not require, saving hundreds of KB in the process. Don't use any Sound in your game? Then you can now exclude the entire sound system. Don't need Keyboard support? That can be stripped out too.
As a result of this work the minimum build size of Phaser is now just 80KB minified and gzipped.
See the Creating a Custom Phaser Build tutorial for details.
Building from source
Should you wish to build Phaser from source you can take advantage of the provided Grunt scripts. Ensure you have the required packages by running npm install
first.
Run grunt
to perform a default build to the dist
folder.
Games made with Phaser
Thousands of games have been made in Phaser. From game jam entries to titles by some of the largest entertainment brands in the world. Here is a tiny sample:
Artwork copyright their respective owners.
We add new games to the Phaser site weekly, so be sure to send us yours when it's finished!
Requirements
Phaser requires a web browser that supports the canvas tag. This includes Internet Explorer 9+, Firefox, Chrome, Safari and Opera on desktop. iOS Safari, Android Browser and Chrome for Android are supported on mobile.
While Phaser does its best to ensure a consistent cross-platform experience always be aware of browser and device limitations. This is especially important with regard to memory and GPU limitations on mobile, and legacy browser HTML5 compatibility.
IE9
If you need to support IE9 / Android 2.x and use P2 physics then you must use the polyfill in the resources/IE9 Polyfill
folder. If you don't use P2 (or don't care about IE9!) you can skip this.
JavaScript and TypeScript
Phaser is developed in JavaScript. We've made no assumptions about how you like to code and were careful not to impose a strict structure upon you. You won't find Phaser split into modules, requiring a build step, or making you use a class / inheritance OOP approach. That doesn't mean you can't do so, it just means we don't force you to. It's your choice.
If you code with TypeScript there are comprehensive definition files in the typescript
folder. They are for TypeScript 1.4+.
Road Map
The majority of Phaser development is now taking place on the Phaser 3 project. The Phaser 2 branch will still be supported and issues fixed, but roadmap features have been migrated over to Phaser 3.
Phaser 3
We're now a good way in to development of Phaser 3. We've been working hard on creating a brand new and extremely powerful renderer. Progress reports are posted to the web site and Phaser 3 repo.
There is still plenty of time to add your suggestions and feedback in this forum thread.
If you are an exceptional JavaScript developer and would like to join the Phaser 3 development team then let us know. We have a limited budget available to pay towards your time.
Phaser Nano
Phaser Nano is a cut-down and optimized build of Phaser designed specifically for super low file-size environments such as banner ads and interstitials. It still uses the same friendly API as Phaser but in a much smaller footprint. The current release being just 8.3KB.
Change Log
Version 2.4.5 - "Sienda" - in dev
New Features
- You can use the new const
Phaser.PENDING_ATLAS
as the texture key for any sprite. Doing this then sets the key to be theframe
argument (the frame is set to zero). This allows you to create sprites usingload.image
during development, and then change them to use a Texture Atlas later in development by simply searching your code for 'PENDING_ATLAS' and swapping it to be the key of the atlas data. - BitmapText.cleanText is a new method that will scan the given text and either remove or replace all characters that are not present in the font data. It is called automatically by
BitmapText.updateText
. - ArcadePhysics.Body.onCeiling is a new complementary method to go with onFloor (thanks @yigitozdemir #1610)
Updates
- TypeScript definitions fixes and updates (thanks @zimpy @iamfreee @milkey-mouse @juanmirod @danzel)
- Docs typo fixes (thanks @zeterain @staff0rd @milkey-mouse @dick-clark @nlotz)
- Emitter methods
at
,explode
,flow
,kill
,revive
,setAlpha
,setRotation
,setScale
,setSize
,setXSpeed
,setYSpeed
andstart
now return the Emitter instance for better method chaining (thanks @samme #2308) - Tilemap.hasTile will now return
false
if the Tile doesn't exist in the coordinates given (which can happen if the coordinates are out of bounds) (thanks @cy-ryo-fujiwara #2304) - Update FrameData to check if both the numeric index was set and exists. Should fix Phaser Tiled integration as a result (thanks @Weedshaker #2298)
- Loader.loadUpdate now gets one final call when the loading is complete (before it would end and then call loadComplete, but if you had a callback bound to loadUpdate you'd never get that final 100% load event). (thanks @nexiuhm @McFarts #2297 #2296)
- The TypeScript definitions now have Phaser exported as a module in the header. This allows you to import / require the Phaser TypeScript defs (thanks @PixelWaffles #2255)
- BitmapData.setHSL now accepts 0 as a valid parameter (thanks @FracturedShader #2209)
- Force the usage of typescript 1.4.1 in the package.json so that the TypeScript defs with comments is rebuilt properly again (thanks @vulvulune #2198)
- A tiny logic update in the StateManager (thanks @jaminscript #2151)
Bug Fixes
- Buttons (or any Sprites) that don't have a texture, but have children, would incorrectly render the children under WebGL due to the baseTexture.skipRender property (thanks @puzzud #2141)
- TilemapParser accidentally redeclared
i
when parsing the ImageCollections which would cause an infinite loop (thanks DanHett) - BitmapData.update causes a snowballing memory leak under WebGL due to a Context.getImageData call. BitmapData.clear used to call update automatically but no longer does. This resolves the issue of the Debug class causing excessive memory build-up in Chrome. Firefox and IE were unaffected (thanks @kingjerod #2208)
- Pausing a Sound that used a Marker for playback would fire the
onMarkerComplete
signal by mistake as well as stop the fadeTween. This Signal is now only dispatched if Sound.stop is called and the Sound isn't paused (thanks Corin) - BitmapText.text would throw an undefined Texture error if you used a character in your text string that didn't exist in the font data.
- Animation.stop will now stop the named animation only if the
name
argument is passed and matches the currently running animation (thanks @samme #2299 #2301) - TilemapParser accidentally redeclared
i
when parsing Tilemap Layers (thanks @ttencate and @aweber1 #2244 #2233 #2281) - Added
removeAll
to TweenManagers stub, so the call from the StageManager doesn't throw an error in a custom build (thanks @RetrocadeNet #2284) - Loader.binary would return a success even if the xhr'd file returned a 404 or similar (thanks @milkey-mouse @mhstar89 #2251 #2250)
- When loading audio or video from blob or data URIs, the local variable was replaced too soon, throwing errors in
getAudioURL
andgetVideoURL
(thanks @milkey-mouse @jackfreak #2236 #2234) - Tween.hasStarted parameter was set to
false
when the tween was created, but not set again when the tween was stopped or ends. IfTween.start
is used more than once theonStart
callback is called only the first time (thanks @javivi91 #2199) - During a WebGL context loss the Phaser Cache was referencing the wrong local object (thanks @allenevans #2285)
- The Video game object used an anonymous bound function for both the 'ended' and 'playing' event listeners, meaning that they were never removed properly (thanks @ramalhovfc #2303)
Pixi Updates
Please note that Phaser uses a custom build of Pixi and always has done. The following changes have been made to our custom build, not to Pixi in general.
For changes in previous releases please see the extensive Version History.
Contributing
Please read the Contributors Guide for full details on helping with Phaser, but the main points are:
-
Found a bug? Report it on GitHub Issues and include a code sample.
-
Pull Requests should only be made against the
dev
branch. Never againstmaster
. -
Before submitting a Pull Request run your code through JSHint using our config.
-
Before contributing please read the code of conduct.
Written something cool that shows Phaser in use? Please tell us about it in our forum or email: support@phaser.io
Phaser is a Photon Storm production.
Created by Richard Davey. Powered by coffee, anime, pixels and love.
The Phaser logo and characters are © 2015 Photon Storm Limited.
All rights reserved.
"Above all, video games are meant to be just one thing: fun. Fun for everyone." - Satoru Iwata