Skip to main content
Version: Phaser v4.0.0-rc.6

Game

The Phaser.Game instance is the main controller for the entire Phaser game. It is responsible

for handling the boot process, parsing the configuration values, creating the renderer,

and setting-up all of the global Phaser systems, such as sound and input.

Once that is complete it will start the Scene Manager and then begin the main game loop.

You should generally avoid accessing any of the systems created by Game, and instead use those

made available to you via the Phaser.Scene Systems class instead.

Constructor

new Game([GameConfig])

Parameters

nametypeoptionaldescription
GameConfigPhaser.Types.Core.GameConfigYesThe configuration object for your Phaser Game instance.

Scope: static

Source: src/core/Game.js#L36
Since: 3.0.0

Public Members

anims

anims: Phaser.Animations.AnimationManager

Description:

An instance of the Animation Manager.

The Animation Manager is a global system responsible for managing all animations used within your game.

Source: src/core/Game.js#L151
Since: 3.0.0


cache

cache: Phaser.Cache.CacheManager

Description:

An instance of the Cache Manager.

The Cache Manager is a global system responsible for caching, accessing and releasing external game assets.

Source: src/core/Game.js#L173
Since: 3.0.0


canvas

canvas: HTMLCanvasElement

Description:

A reference to the HTML Canvas Element that Phaser uses to render the game.

This is created automatically by Phaser unless you provide a canvas property

in your Game Config.

Source: src/core/Game.js#L98
Since: 3.0.0


config

config: Phaser.Core.Config

Description:

The parsed Game Configuration object.

The values stored within this object are read-only and should not be changed at run-time.

Source: src/core/Game.js#L63
Since: 3.0.0


context

context: CanvasRenderingContext2D, WebGLRenderingContext

Description:

A reference to the Rendering Context belonging to the Canvas Element this game is rendering to.

If the game is running under Canvas it will be a 2d Canvas Rendering Context.

If the game is running under WebGL it will be a WebGL Rendering Context.

This context is created automatically by Phaser unless you provide a context property

in your Game Config.

Source: src/core/Game.js#L109
Since: 3.0.0


device

device: Phaser.DeviceConf

Description:

A reference to the Device inspector.

Contains information about the device running this game, such as OS, browser vendor and feature support.

Used by various systems to determine capabilities and code paths.

Source: src/core/Game.js#L217
Since: 3.0.0


domContainer

domContainer: HTMLDivElement

Description:

A reference to an HTML Div Element used as the DOM Element Container.

Only set if createDOMContainer is true in the game config (by default it is false) and

if you provide a parent element to insert the Phaser Game inside.

See the DOM Element Game Object for more details.

Source: src/core/Game.js#L84
Since: 3.17.0


events

events: Phaser.Events.EventEmitter

Description:

An Event Emitter which is used to broadcast game-level events from the global systems.

Source: src/core/Game.js#L142
Since: 3.0.0


hasFocus

hasFocus: boolean

Description:

Does the window the game is running in currently have focus or not?

This is modified by the VisibilityHandler.

Source: src/core/Game.js#L313
Since: 3.9.0


input

input: Phaser.Input.InputManager

Description:

An instance of the Input Manager.

The Input Manager is a global system responsible for the capture of browser-level input events.

Source: src/core/Game.js#L195
Since: 3.0.0


isBooted

isBooted: boolean

Description:

A flag indicating when this Game instance has finished its boot process.

Source: src/core/Game.js#L122
Since: 3.0.0


isPaused

isPaused: boolean

Description:

Is the Game currently paused? This will stop everything from updating,

except the TimeStep and related RequestAnimationFrame or setTimeout.

Those will continue stepping, but the core Game step will be skipped.

Source: src/core/Game.js#L324
Since: 3.60.0


isRunning

isRunning: boolean

Description:

A flag indicating if this Game is currently running its game step or not.

Source: src/core/Game.js#L132
Since: 3.0.0


loop

loop: Phaser.Core.TimeStep

Description:

An instance of the Time Step.

The Time Step is a global system responsible for setting-up and responding to the browser frame events, processing

them and calculating delta values. It then automatically calls the game step.

Source: src/core/Game.js#L258
Since: 3.0.0


plugins

plugins: Phaser.Plugins.PluginManager

Description:

An instance of the Plugin Manager.

The Plugin Manager is a global system that allows plugins to register themselves with it, and can then install

those plugins into Scenes as required.

Source: src/core/Game.js#L270
Since: 3.0.0


registry

registry: Phaser.Data.DataManager

Description:

An instance of the Data Manager. This is a global manager, available from any Scene

and allows you to share and exchange your own game-level data or events without having

to use an internal event system.

Source: src/core/Game.js#L184
Since: 3.0.0


renderer

renderer: Phaser.Renderer.Canvas.CanvasRenderer, Phaser.Renderer.WebGL.WebGLRenderer

Description:

A reference to either the Canvas or WebGL Renderer that this Game is using.

Source: src/core/Game.js#L75
Since: 3.0.0


scale

scale: Phaser.Scale.ScaleManager

Description:

An instance of the Scale Manager.

The Scale Manager is a global system responsible for handling scaling of the game canvas.

Source: src/core/Game.js#L229
Since: 3.16.0


scene

scene: Phaser.Scenes.SceneManager

Description:

An instance of the Scene Manager.

The Scene Manager is a global system responsible for creating, modifying and updating the Scenes in your game.

Source: src/core/Game.js#L206
Since: 3.0.0


sound

sound: Phaser.Sound.NoAudioSoundManager, Phaser.Sound.HTML5AudioSoundManager, Phaser.Sound.WebAudioSoundManager

Description:

An instance of the base Sound Manager.

The Sound Manager is a global system responsible for the playback and updating of all audio in your game.

You can disable the inclusion of the Sound Manager in your build by toggling the webpack FEATURE_SOUND flag.

Source: src/core/Game.js#L240
Since: 3.0.0


textures

textures: Phaser.Textures.TextureManager

Description:

An instance of the Texture Manager.

The Texture Manager is a global system responsible for managing all textures being used by your game.

Source: src/core/Game.js#L162
Since: 3.0.0


Public Methods

boot

<instance> boot()

Description:

This method is called automatically when the DOM is ready. It is responsible for creating the renderer,

displaying the Debug Header, adding the game canvas to the DOM and emitting the 'boot' event.

It listens for a 'ready' event from the base systems and once received it will call Game.start.

Access: protected

Fires: Phaser.Core.Events#event:BOOT

Source: src/core/Game.js#L339
Since: 3.0.0


destroy

<instance> destroy(removeCanvas, [noReturn])

Description:

Flags this Game instance as needing to be destroyed on the next frame, making this an asynchronous operation.

It will wait until the current frame has completed and then call runDestroy internally.

If you need to react to the games eventual destruction, listen for the DESTROY event.

If you do not need to run Phaser again on the same web page you can set the noReturn argument to true and it will free-up

memory being held by the core Phaser plugins. If you do need to create another game instance on the same page, leave this as false.

Parameters:

nametypeoptionaldefaultdescription
removeCanvasbooleanNoSet to true if you would like the parent canvas element removed from the DOM, or false to leave it in place.
noReturnbooleanYesfalseIf true all the core Phaser plugins are destroyed. You cannot create another instance of Phaser on the same web page if you do this.

Fires: Phaser.Core.Events#event:DESTROY

Source: src/core/Game.js#L695
Since: 3.0.0


getFrame

<instance> getFrame()

Description:

Returns the current game frame.

When the game starts running, the frame is incremented every time Request Animation Frame, or Set Timeout, fires.

Returns: number - The current game frame.

Source: src/core/Game.js#L667
Since: 3.16.0


getTime

<instance> getTime()

Description:

Returns the time that the current game step started at, as based on performance.now.

Returns: number - The current game timestamp.

Source: src/core/Game.js#L682
Since: 3.16.0


headlessStep

<instance> headlessStep(time, delta)

Description:

A special version of the Game Step for the HEADLESS renderer only.

The main Game Step. Called automatically by the Time Step, once per browser frame (typically as a result of

Request Animation Frame, or Set Timeout on very old browsers.)

The step will update the global managers first, then proceed to update each Scene in turn, via the Scene Manager.

This process emits prerender and postrender events, even though nothing actually displays.

Parameters:

nametypeoptionaldescription
timenumberNoThe current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
deltanumberNoThe delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.

Fires: Phaser.Game#event:PRE_RENDER, Phaser.Game#event:POST_RENDER

Source: src/core/Game.js#L505
Since: 3.2.0


onBlur

<instance> onBlur()

Description:

Called automatically by the Visibility Handler.

This will set the main loop into a 'blurred' state, which pauses it.

Access: protected

Source: src/core/Game.js#L637
Since: 3.0.0


onFocus

<instance> onFocus()

Description:

Called automatically by the Visibility Handler.

This will set the main loop into a 'focused' state, which resumes it.

Access: protected

Source: src/core/Game.js#L652
Since: 3.0.0


onHidden

<instance> onHidden()

Description:

Called automatically by the Visibility Handler.

This will pause the main loop and then emit a pause event.

Access: protected

Fires: Phaser.Core.Events#event:PAUSE

Source: src/core/Game.js#L561
Since: 3.0.0


onVisible

<instance> onVisible()

Description:

Called automatically by the Visibility Handler.

This will resume the main loop and then emit a resume event.

Access: protected

Fires: Phaser.Core.Events#event:RESUME

Source: src/core/Game.js#L600
Since: 3.0.0


pause

<instance> pause()

Description:

This will pause the entire game and emit a PAUSE event.

All of Phaser's internal systems will be paused and the game will not re-render.

Note that it does not pause any Loader requests that are currently in-flight.

Fires: Phaser.Core.Events#event:PAUSE

Source: src/core/Game.js#L577
Since: 3.60.0


resume

<instance> resume()

Description:

This will resume the entire game and emit a RESUME event.

All of Phaser's internal systems will be resumed and the game will start rendering again.

Fires: Phaser.Core.Events#event:RESUME

Source: src/core/Game.js#L616
Since: 3.60.0


start

<instance> start()

Description:

Called automatically by Game.boot once all of the global systems have finished setting themselves up.

By this point the Game is now ready to start the main loop running.

It will also enable the Visibility Handler.

Access: protected

Source: src/core/Game.js#L401
Since: 3.0.0


step

<instance> step(time, delta)

Description:

The main Game Step. Called automatically by the Time Step, once per browser frame (typically as a result of

Request Animation Frame, or Set Timeout on very old browsers.)

The step will update the global managers first, then proceed to update each Scene in turn, via the Scene Manager.

It will then render each Scene in turn, via the Renderer. This process emits prerender and postrender events.

Parameters:

nametypeoptionaldescription
timenumberNoThe current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
deltanumberNoThe delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.

Fires: Phaser.Core.Events#event:PRE_STEP, Phaser.Core.Events#event:STEP, Phaser.Core.Events#event:POST_STEP, Phaser.Core.Events#event:PRE_RENDER, Phaser.Core.Events#event:POST_RENDER

Source: src/core/Game.js#L435
Since: 3.0.0