Phaser. Game

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
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.

Source - core/Game.js, line 25

Members

add :Phaser.GameObjectFactory

Reference to the Phaser.GameObjectFactory.

Source - core/Game.js, line 156

antialias :boolean

Anti-alias graphics. By default scaled images are smoothed in Canvas and WebGL, set anti-alias to false to disable this globally.

Default Value:
  • true
Source - core/Game.js, line 102

cache :Phaser.Cache

Reference to the assets cache.

Source - core/Game.js, line 166

camera :Phaser.Camera

A handy reference to world.camera.

Source - core/Game.js, line 241

canvas :HTMLCanvasElement

A handy reference to renderer.view, the canvas that the game is being rendered in to.

Source - core/Game.js, line 246

clearBeforeRender :boolean

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.

Default Value:
  • true
Source - core/Game.js, line 116

config :object

The Phaser.Game configuration object.

Source - core/Game.js, line 36

context :CanvasRenderingContext2D

A handy reference to renderer.context (only set for CANVAS games, not WebGL)

Source - core/Game.js, line 251

create :Phaser.Create

The Asset Generator.

Source - core/Game.js, line 266

<internal> currentUpdateID :integer

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.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - core/Game.js, line 336

debug :Phaser.Utils.Debug

A set of useful debug utilities.

Source - core/Game.js, line 256

device :Phaser.Device

Contains device information and capabilities.

Source - core/Game.js, line 236

forceSingleUpdate :boolean

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.

Source - core/Game.js, line 380

fpsProblemNotifier :Phaser.Signal

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.

Source - core/Game.js, line 375

<readonly> height :integer

The current Game Height in pixels.

Do not modify this property directly: use Phaser.ScaleManager#setGameSize - eg. game.scale.setGameSize(width, height) - instead.

Default Value:
  • 600
Source - core/Game.js, line 69

<readonly> id :number

Phaser Game ID (for when Pixi supports multiple instances).

Source - core/Game.js, line 31

input :Phaser.Input

Reference to the input manager

Source - core/Game.js, line 171

<readonly> isBooted :boolean

Whether the game engine is booted, aka available.

Source - core/Game.js, line 139

<readonly> isRunning :boolean

Is game running or paused?

Source - core/Game.js, line 145

load :Phaser.Loader

Reference to the assets loader.

Source - core/Game.js, line 176

lockRender :boolean

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.

Source - core/Game.js, line 275

make :Phaser.GameObjectCreator

Reference to the GameObject Creator.

Source - core/Game.js, line 161

math :Phaser.Math

Reference to the math helper.

Source - core/Game.js, line 181

net :Phaser.Net

Reference to the network class.

Source - core/Game.js, line 186

onBlur :Phaser.Signal

This event is fired when the game no longer has focus (typically on page hide).

Source - core/Game.js, line 311

onFocus :Phaser.Signal

This event is fired when the game has focus (typically on page show).

Source - core/Game.js, line 316

onPause :Phaser.Signal

This event is fired when the game pauses.

Source - core/Game.js, line 301

onResume :Phaser.Signal

This event is fired when the game resumes from a paused state.

Source - core/Game.js, line 306

parent :string|HTMLElement

The Games DOM parent.

Type:
  • string | HTMLElement
Source - core/Game.js, line 47

particles :Phaser.Particles

The Particle Manager.

Source - core/Game.js, line 261

paused :boolean

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.

Source - core/Game.js, line 1158

<readonly> pendingStep :boolean

An internal property used by enableStep, but also useful to query from your own game objects.

Source - core/Game.js, line 289

physics :Phaser.Physics

Reference to the physics manager.

Source - core/Game.js, line 221

physicsConfig :object

The Phaser.Physics.World configuration object.

Source - core/Game.js, line 41

plugins :Phaser.PluginManager

Reference to the plugin manager.

Source - core/Game.js, line 226

preserveDrawingBuffer :boolean

The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering.

Source - core/Game.js, line 108

<internal> raf :Phaser.RequestAnimationFrame

Automatically handles the core game loop via requestAnimationFrame or setTimeout

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - core/Game.js, line 151

<internal> renderer :PIXI.CanvasRenderer|PIXI.WebGLRenderer

The Pixi Renderer.

Type:
Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - core/Game.js, line 122

<readonly> renderType :number

The Renderer this game will use. Either Phaser.AUTO, Phaser.CANVAS, Phaser.WEBGL, or Phaser.HEADLESS.

Source - core/Game.js, line 128

<readonly> resolution :integer

The resolution of your game. This value is read only, but can be changed at start time it via a game configuration object.

Default Value:
  • 1
Source - core/Game.js, line 78

rnd :Phaser.RandomDataGenerator

Instance of repeatable random data generator helper.

Source - core/Game.js, line 231

scale :Phaser.ScaleManager

The game scale manager.

Source - core/Game.js, line 191

sound :Phaser.SoundManager

Reference to the sound manager.

Source - core/Game.js, line 196

stage :Phaser.Stage

Reference to the stage.

Source - core/Game.js, line 201

state :Phaser.StateManager

The StateManager.

Source - core/Game.js, line 133

<readonly> stepCount :number

When stepping is enabled this contains the current step cycle.

Source - core/Game.js, line 296

<readonly> stepping :boolean

Enable core loop stepping with Game.enableStep().

Source - core/Game.js, line 282

time :Phaser.Time

Reference to the core game clock.

Source - core/Game.js, line 206

transparent :boolean

Use a transparent canvas background or not.

Source - core/Game.js, line 96

tweens :Phaser.TweenManager

Reference to the tween manager.

Source - core/Game.js, line 211

<internal> updatesThisFrame :integer

Number of logic updates expected to occur this render frame; will be 1 unless there are catch-ups required (and allowed).

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - core/Game.js, line 343

<readonly> width :integer

The current Game Width in pixels.

Do not modify this property directly: use Phaser.ScaleManager#setGameSize - eg. game.scale.setGameSize(width, height) - instead.

Default Value:
  • 800
Source - core/Game.js, line 58

world :Phaser.World

Reference to the world.

Source - core/Game.js, line 216

Methods

<internal> boot()

Initialize engine sub modules and start the game.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - core/Game.js, line 520

destroy()

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.

Source - core/Game.js, line 1005

disableStep()

Disables core game loop stepping.

Source - core/Game.js, line 980

enableStep()

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!

Source - core/Game.js, line 966

<internal> focusGain(event)

Called by the Stage visibility handler.

Parameters:
Name Type Description
event object

The DOM event that caused the game to pause, if any.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - core/Game.js, line 1136

<internal> focusLoss(event)

Called by the Stage visibility handler.

Parameters:
Name Type Description
event object

The DOM event that caused the game to pause, if any.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - core/Game.js, line 1118

<internal> gamePaused(event)

Called by the Stage visibility handler.

Parameters:
Name Type Description
event object

The DOM event that caused the game to pause, if any.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - core/Game.js, line 1052

<internal> gameResumed(event)

Called by the Stage visibility handler.

Parameters:
Name Type Description
event object

The DOM event that caused the game to pause, if any.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - core/Game.js, line 1084

<internal> parseConfig()

Parses a Game configuration object.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - core/Game.js, line 440

<internal> setUpRenderer()

Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - core/Game.js, line 676

<internal> showDebugHeader()

Displays a Phaser version debug header in the console.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - core/Game.js, line 609

step()

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.

Source - core/Game.js, line 992

<internal> update(time)

The core game loop.

Parameters:
Name Type Description
time number

The current time as provided by RequestAnimationFrame.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - core/Game.js, line 777

<internal> updateLogic(timeStep)

Updates all logic subsystems in Phaser. Called automatically by Game.update.

Parameters:
Name Type Description
timeStep number

The current timeStep value as determined by Game.update.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - core/Game.js, line 883

<internal> updateRender(elapsedTime)

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.

Parameters:
Name Type Description
elapsedTime number

The time elapsed since the last update.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - core/Game.js, line 929
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