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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.
Phaser is available in two versions: Phaser 3 and Phaser CE - The Community Edition. Phaser CE is a community-lead continuation of the Phaser 2 codebase and is hosted on a separate repo. Phaser 3 is the next generation of Phaser.
Along with the fantastic open source community, Phaser is actively developed and maintained by Photon Storm. 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. You can take a look at their incredible games.
Visit: The Phaser website and follow on Twitter (#phaserjs)
Learn: API Docs, Support Forum and StackOverflow
Code: 700+ Examples (source available in this repo)
Read: Weekly Phaser World Newsletter
Chat: Slack and Discord
Extend: With Phaser Plugins
Be awesome: Support the future of Phaser
Grab the source and join the fun!
5th March 2018
Updated: Thank you to everyone who has been trying out Phaser 3 and help us improve it. Today we released version 3.2.0, full of new features, updates and bug fixes. Check out the Change Log for more details.
After 1.5 years in the making, tens of thousands of lines of code, hundreds of examples and countless hours of relentless work: Phaser 3 is finally out. It has been a real labor of love and then some!
Please understand this is a bleeding-edge and brand new release. There are features we've had to leave out, areas of the documentation that need completing and so many cool new things we wanted to add. But we had to draw a line in the sand somewhere and 3.0.0 represents that.
For us this is just the start of a new chapter in Phaser's life. We will be jumping on bug reports as quickly as we can and releasing new versions rapidly. We've structured v3 in such a way that we can push out point releases as fast as needed.
We publish our Developer Logs in the weekly Phaser World newsletter. Subscribe to stay in touch and get all the latest news from us and the wider Phaser community.
You can also follow Phaser on Twitter and chat with fellow Phaser devs in our Slack and Discord channels.
Phaser 3 wouldn't have been possible without the fantastic support of the community and Patreon. 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
Developing Phaser takes a lot of time, effort and money. There are monthly running costs as well as countless hours of development time, community support, and assistance resolving issues.
If you have found Phaser useful in your development life or have made income as a result of it please support our work via:
- A monthly contribution on Patreon.
- A one-off donation with PayPal.
- Purchase any of our plugins or books.
It all helps and genuinely contributes towards future development.
Extra special thanks to our top-tier sponsors: Orange Games and CrossInstall.
Every Monday we publish the Phaser World newsletter. It's packed full of the latest Phaser games, tutorials, videos, meet-ups, talks, and more. The newsletter also contains our weekly Development Progress updates which let you know about the new features we're working on.
Over 100 previous editions can be found on our Back Issues page.
Phaser 3 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@3.2.0/dist/phaser.js"></script>
or the minified version:
<script src="//cdn.jsdelivr.net/npm/phaser@3.2.0/dist/phaser.min.js"></script>
License
Phaser is released under the MIT License.
Phaser 3 is so brand new the "paint is still wet", but tutorials and guides are starting to come out!
- Getting Started with Phaser 3 (useful if you are completely new to Phaser)
- Making your first Phaser 3 Game
- Phaser 3 Bootstrap and Platformer Example
Also, please subscribe to the Phaser World newsletter for details about new tutorials as they are published.
Source Code Examples
During our development of Phaser 3, we created hundreds of examples with the full source code and assets. Until these examples are fully integrated into the Phaser website, you can browse them on Phaser 3 Labs, or clone the examples repo. Note: Not all examples work, sorry! We're tidying them up as fast as we can.
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="http://labs.phaser.io/build/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:
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 200 }
}
},
scene: {
preload: preload,
create: create
}
};
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 800x600 pixels, enable Arcade Physics, and finally call the preload
and create
functions. preload
and create
have not been implemented yet, so if you run this JavaScript code, you will have an error. Add the following after config
:
var game = new Phaser.Game(config);
function preload ()
{
this.load.setBaseURL('http://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');
}
function create ()
{
}
game
is a Phaser Game instance that uses our configuration object config
. We also add function definitions for preload
and create
. The preload
function helps you easily 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:
function create ()
{
this.add.image(400, 300, 'sky');
var particles = this.add.particles('red');
var emitter = particles.createEmitter({
speed: 100,
scale: { start: 1, end: 0 },
blendMode: 'ADD'
});
var logo = this.physics.add.image(400, 100, 'logo');
logo.setVelocity(100, 200);
logo.setBounce(1, 1);
logo.setCollideWorldBounds(true);
emitter.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!
Subscribe to our weekly newsletter for further tutorials and examples.
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 also create your own builds.
Custom Builds
Phaser 3 must be built using Webpack. We take advantage of a number of Webpack features and plugins which allow us to properly tailor the build process. You can elect exactly which features are bundled into your version of Phaser. We will release a tutorial covering the process shortly, but for now please look at our webpack config files to get an idea of the required settings.
Building from Source
If you wish to build Phaser 3 from source, ensure you have the required packages by cloning the repository and then running npm install
.
You can then run webpack
to create a development build in the build
folder which includes source maps for local testing. You can also run npm run dist
to create a minified packaged build in the dist
folder.
Version 3.2.0 - 5th March 2018
New Features
- The new Render Texture Game Object is now available. You can clear, fill and draw texture frames to it. The Render Texture itself can be displayed in-game with its own transform, or you can use it as a Bitmap Mask for another Game Object.
- Game.resize allows you to resize the game config, renderer and input system in one call.
- When Game.resize is called it causes all Scene.Systems to have their resize method called. This is turn emits a
resize
event which your Scene can respond to. It will be sent the new width and height of the canvas as the only two parameters. - InputManager.resize allows you to update the bounds def and input scale in one call.
- Game.Config.roundPixels property added to prevent sub-pixel interpolation during rendering of Game Objects in WebGL and Canvas.
- Load.plugin now accepts a class as an argument as well as a URL string (thanks @nkholski)
- Tween.complete will allow you to flag a tween as being complete, no matter what stage it is at. If an onComplete callback has been defined it will be invoked. You can set an optional delay before this happens (thanks @Jerenaux for the idea)
- The Headless render mode has been implemented. You can now set HEADLESS as the
renderType
in the Game Config and it will run a special game step that skips rendering. It will still create a Canvas element, as lots of internal systems (like input) rely on it, but it will not draw anything to it. Fix #3256 (thanks @rgk) - GameObject.setInteractive has a new boolean argument
dropZone
which will allow you to set the object as being a drop zone right from the method. - Sprites can now be drop zones and have other Game Objects dragged onto them as targets.
- The SceneManager has a new method:
remove
which allows you to remove and destroy a Scene, freeing up the Scene key for use by future scenes and potentially clearing the Scene from active memory for gc. - SceneManager.moveAbove will move a Scene to be directly above another Scene in the Scenes list. This is also exposed in the ScenePlugin.
- SceneManager.moveBelow will move a Scene to be directly below another Scene in the Scenes list. This is also exposed in the ScenePlugin.
- Quadratic Bezier Interpolation has been added to the Math.Interpolation functions (thanks @RiCoTeRoX)
- A new Quadratic Bezier Curve class has been added, expanding the available Curve types (thanks @RiCoTeRoX)
- Path.quadraticBezierTo allows you to add a Quadratic Bezier Curve into your Path.
- Loader.multiatlas now supports Texture Packers new JSON atlas format which exports one combined atlas for all image files. This is available if you use the new Phaser 3 Export from within Texture Packer (thanks @CodeAndWeb)
- Modified WebGLPipeline to make it easier to extend and easier to create custom rendering passes.
Bug Fixes
- Arcade Physics Bodies didn't apply the results of
allowRotation
to the parent Game Object. - InputManager.updateBounds wouldn't correctly get the bounds of the canvas if it had horizontal or vertical translation in the page, causing the scale factor to be off (and subsequently input values to mis-fire)
- TileSprite.setFrame now works and allows you to change the frame to any other in the texture. Fix #3232 (thanks @Jerenaux)
- Swapped the queue loop in the SceneManager to to use
_queue.length
rather than a cached length (thanks @srobertson421) - When calling
ScenePlugin.launch
thedata
argument is now passed to the queued scenes (thanks @gaudeon) - Rectangle.top wouldn't reset the
y
position if the value given never exceed the Rectangles bottom. Fix #3290 (thanks @chancezeus) - The implementation of
topOnly
within the Input Manager had broken the way drop zones worked, as they were now filtered out of the display list before processing. Drop zones are now treated on their own in the Input Plugin meaning you can still havetopOnly
set and still drop an item into a drop zone. This indirectly fixed #3291 (thanks @rexrainbow) - InputPlugin.clear now properly removes a Game Object from all internal arrays, not just the _list.
- InputPlugin.processOverOut no longer considers an item as being 'out' if it's in the internal
_drag
array. - When a Game Object is scaled, its Arcade Physics body was still calculating its position based on its original size instead of scaled one (thanks @pixelpicosean)
- The RandomDataGenerator classes randomness has been improved thanks to the correct caching of a class property. Fix #3289 (thanks @migiyubi)
- The RandomDataGenerator
sign
property had a method collision. Fix #3323 (thanks @vinerz and @samme) - In Arcade Physics World if you collided a group with itself it would call a missing method (
collideGroupVsSelf
), it now callscollideGroupVsGroup
correctly (thanks @patrickgalbraith) - The HTML5 Sound Manager would unlock the Sound API on a touch event but only if the audio files were loaded in the first Scene, if they were loaded in a subsequent Scene the audio system would never unlock. It now unlocks only if there are audio files in the cache. Fix #3311 (thanks @chancezeus)
- The Text.lineSpacing value was not taken into account when rendering the Text. Fix #3215 (thanks @sftsk)
- InputPlugin.update now takes the totals from the drag and pointerup events into consideration when deciding to fall through to the Scene below. Fix #3333 (thanks @chancezeus)
Updates
- AnimationComponent.play now calls
setSizeToFrame()
andupdateDisplayOrigin()
on the parent Game Object in order to catch situations where you've started playing an animation on a Game Object that uses a different size to the previously set frame. - Text.setText will check if the value given is falsey but not a zero and set to an empty string if so.
- BitmapText.setText will check if the value given is falsey but not a zero and set to an empty string if so.
- BitmapText.setText will now cast the given value to a string before setting.
- BitmapText.setText will not change the text via
setText
unless the new text is different to the old one. - If you set
transparent
in the Game Config but didn't provide abackgroundColor
then it would render as black. It will now be properly transparent. If you do provide a color value then it must include an alpha component. - You can now pass normal Groups to Arcade Physics collide / overlap, as well as Physics Groups. Fix #3277 (thanks @nkholski)
- Texture.get has been optimized to fail first, then error, with a new falsey check. This allows you to skip out specifying animation frames in the animation config without generating a console warning.
- The
setFrame
method of the Texture component has been updated so that it will now automatically reset thewidth
andheight
of a Game Object to match that of the new Frame. Related, it will also adjust the display origin values, because they are size based. If the Frame has a custom pivot it will set the origin to match the custom pivot instead. - ScenePlugin.swapPosition now allows you to use it to swap the positions of any two Scenes. Before the change it only allowed you to swap the position of the calling Scene and another one, but a new optional
keyB
argument opens this up. - The SceneManager no longer renders a Scene unless it is visible AND either running or paused. This now skips Scenes that are in an
init
state. - The Keyboard Manager will now no longer emit
keydown
events if you keep holding a key down. Fix #3239 (thanks @squaresun) - The SceneManager now employs a new queue for all pending Scenes, creating them and booting them in strict sequence. This should prevent errors where Scenes were unable to reference other Scenes further down the boot list in their create functions. Fix #3314 (thanks @max1701 @rblopes)
- Game.preBoot and Game.postBoot callbacks now pass an instance of the game to the callback (thanks @rblopes)
- Graphics.arc in WebGL mode now works more like arc does in Canvas (thanks @Twilrom)
- GameObjects now emit a 'destroy' event when they are destroyed, which you can use to perform any additional processing you require. Fix #3251 (thanks @rexrainbow)
- If an HTML5AudioSound sound fails to play it will now issue a console.warn (thanks @samme)
- Phaser is now running Travis CI build testing again (thanks @vpmedia)
- Documentation updates: thanks to @melissaelopez @samme @jblang94
Please see the complete Change Log for previous releases.
Looking for a v2 change? Check out the Phaser CE Change Log
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 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 © 2018 Photon Storm Limited.
All rights reserved.
"Above all, video games are meant to be just one thing: fun. Fun for everyone." - Satoru Iwata