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
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.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. |
Reference to the Phaser.GameObjectFactory.
Anti-alias graphics. By default scaled images are smoothed in Canvas and WebGL, set anti-alias to false to disable this globally.
Reference to the assets cache.
A handy reference to world.camera.
A handy reference to renderer.view, the canvas that the game is being rendered in to.
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.
The Phaser.Game configuration object.
A handy reference to renderer.context (only set for CANVAS games, not WebGL)
The Asset Generator.
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.
A set of useful debug utilities.
Contains device information and capabilities.
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.
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.
The current Game Height in pixels.
Do not modify this property directly: use Phaser.ScaleManager#setGameSize - eg. game.scale.setGameSize(width, height)
- instead.
Phaser Game ID (for when Pixi supports multiple instances).
Reference to the input manager
Whether the game engine is booted, aka available.
Is game running or paused?
Reference to the assets loader.
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.
Reference to the GameObject Creator.
Reference to the math helper.
Reference to the network class.
This event is fired when the game no longer has focus (typically on page hide).
This event is fired when the game has focus (typically on page show).
This event is fired when the game pauses.
This event is fired when the game resumes from a paused state.
The Games DOM parent.
The Particle Manager.
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.
An internal property used by enableStep, but also useful to query from your own game objects.
Reference to the physics manager.
The Phaser.Physics.World configuration object.
Reference to the plugin manager.
The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering.
Automatically handles the core game loop via requestAnimationFrame or setTimeout
The Pixi Renderer.
The Renderer this game will use. Either Phaser.AUTO, Phaser.CANVAS, Phaser.WEBGL, or Phaser.HEADLESS.
The resolution of your game. This value is read only, but can be changed at start time it via a game configuration object.
Instance of repeatable random data generator helper.
The game scale manager.
Reference to the sound manager.
Reference to the stage.
The StateManager.
When stepping is enabled this contains the current step cycle.
Enable core loop stepping with Game.enableStep().
Reference to the core game clock.
Use a transparent canvas background or not.
Reference to the tween manager.
Number of logic updates expected to occur this render frame; will be 1 unless there are catch-ups required (and allowed).
The current Game Width in pixels.
Do not modify this property directly: use Phaser.ScaleManager#setGameSize - eg. game.scale.setGameSize(width, height)
- instead.
Reference to the world.
Initialize engine sub modules and start the game.
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.
Disables core game loop stepping.
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!
Called by the Stage visibility handler.
Name | Type | Description |
---|---|---|
event | object | The DOM event that caused the game to pause, if any. |
Called by the Stage visibility handler.
Name | Type | Description |
---|---|---|
event | object | The DOM event that caused the game to pause, if any. |
Called by the Stage visibility handler.
Name | Type | Description |
---|---|---|
event | object | The DOM event that caused the game to pause, if any. |
Called by the Stage visibility handler.
Name | Type | Description |
---|---|---|
event | object | The DOM event that caused the game to pause, if any. |
Parses a Game configuration object.
Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
Displays a Phaser version debug header in the console.
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.
The core game loop.
Name | Type | Description |
---|---|---|
time | number | The current time as provided by RequestAnimationFrame. |
Updates all logic subsystems in Phaser. Called automatically by Game.update.
Name | Type | Description |
---|---|---|
timeStep | number | The current timeStep value as determined by Game.update. |
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
.
Name | Type | Description |
---|---|---|
elapsedTime | number | The time elapsed since the last update. |
© 2016 Richard Davey, Photon Storm Ltd.
Licensed under the MIT License.
http://phaser.io/docs/2.6.2/Phaser.Game.html