Types.Core
AudioConfig
<static> AudioConfig
Config object containing various sound settings.
| name | type | optional | default | description |
|---|---|---|---|---|
| disableWebAudio | boolean | Yes | false | Use HTML5 Audio instead of Web Audio. |
| context | AudioContext | Yes | An existing Web Audio context. | |
| noAudio | boolean | Yes | false | Disable all audio output. |
Type: object
Member of: Phaser.Types.Core
Source: src/core/typedefs/AudioConfig.js#L1
Since: 3.0.0
BannerConfig
<static> BannerConfig
| name | type | optional | default | description |
|---|---|---|---|---|
| hidePhaser | boolean | Yes | false | Omit Phaser's name and version from the banner. |
| text | string | Yes | "'#ffffff'" | The color of the banner text. |
| background | Array.<string> | Yes | The background colors of the banner. |
Type: object
Member of: Phaser.Types.Core
Source: src/core/typedefs/BannerConfig.js#L1
Since: 3.0.0
BootCallback
<static> BootCallback
Type: function
Member of: Phaser.Types.Core
Source: src/core/typedefs/BootCallback.js#L1
Since: 3.0.0
CallbacksConfig
<static> CallbacksConfig
| name | type | optional | default | description |
|---|---|---|---|---|
| preBoot | Phaser.Types.Core.BootCallback | Yes | "Phaser.Types.Core.NOOP" | A function to run at the start of the boot sequence. |
| postBoot | Phaser.Types.Core.BootCallback | Yes | "Phaser.Types.Core.NOOP" | A function to run at the end of the boot sequence. At this point, all the game systems have started and plugins have been loaded. |
Type: object
Member of: Phaser.Types.Core
Source: src/core/typedefs/CallbacksConfig.js#L1
Since: 3.0.0
DOMContainerConfig
<static> DOMContainerConfig
| name | type | optional | default | description |
|---|---|---|---|---|
| createContainer | boolean | Yes | false | Should the game create a div element to act as a DOM Container? Only enable if you're using DOM Element objects. You must provide a parent object if you use this feature. |
| behindCanvas | boolean | Yes | false | Should the DOM Container that is created (if dom.createContainer is true) be positioned behind (true) or over the top (false, the default) of the game canvas? |
| pointerEvents | string | Yes | "'none'" | The default pointerEvents attribute set on the DOM Container. |
Type: object
Member of: Phaser.Types.Core
Source: src/core/typedefs/DOMContainerConfig.js#L1
Since: 3.12.0
FPSConfig
<static> FPSConfig
| name | type | optional | default | description |
|---|---|---|---|---|
| min | number | Yes | 5 | The minimum acceptable rendering rate, in frames per second. |
| target | number | Yes | 60 | The optimum rendering rate, in frames per second. This does not enforce the fps rate, it merely tells Phaser what rate is considered optimal for this game. |
| limit | number | Yes | 0 | Enforces an fps rate limit that the game step will run at, regardless of browser frequency. 0 means 'no limit'. Never set this higher than RAF can handle. |
| forceSetTimeOut | boolean | Yes | false | Use setTimeout instead of requestAnimationFrame to run the game loop. |
| deltaHistory | number | Yes | 10 | Calculate the average frame delta from this many consecutive frame intervals. |
| panicMax | number | Yes | 120 | The amount of frames the time step counts before we trust the delta values again. |
| smoothStep | boolean | Yes | true | Apply delta smoothing during the game update to help avoid spikes? |
Type: object
Member of: Phaser.Types.Core
Source: src/core/typedefs/FPSConfig.js#L1
Since: 3.0.0
GameConfig
<static> GameConfig
| name | type | optional | default | description |
|---|---|---|---|---|
| width | number | string | Yes | 1024 | The width of the game, in game pixels. |
| height | number | string | Yes | 768 | The height of the game, in game pixels. |
| zoom | number | Yes | 1 | Simple scale applied to the game canvas. 2 is double size, 0.5 is half size, etc. |
| type | number | Yes | "CONST.AUTO" | Which renderer to use. Phaser.AUTO, Phaser.CANVAS, Phaser.HEADLESS, or Phaser.WEBGL. AUTO picks WEBGL if available, otherwise CANVAS. |
| stableSort | number | boolean | Yes | -1 | true or 1 = Use the built-in StableSort (needed for older browsers), false or 0 = Rely on ES2019 Array.sort being stable (modern browsers only), or -1 = Try and determine this automatically based on browser inspection (not guaranteed to work, errs on side of caution). |
| parent | HTMLElement | string | null | Yes | |
| canvas | HTMLCanvasElement | Yes | null | Provide your own Canvas element for Phaser to use instead of creating one. |
| canvasStyle | string | Yes | null | CSS styles to apply to the game canvas instead of Phasers default styles. |
| customEnvironment | boolean | Yes | false | Is Phaser running under a custom (non-native web) environment? If so, set this to true to skip internal Feature detection. If true the renderType cannot be left as AUTO. |
| context | CanvasRenderingContext2D | Yes | Provide your own Canvas Context for Phaser to use, instead of creating one. | |
| scene | Phaser.Types.Scenes.SceneType | Array.<Phaser.Types.Scenes.SceneType> | Yes | null | A scene or scenes to add to the game. If several are given, the first is started; the remainder are started only if they have { active: true }. See the sceneConfig argument in Phaser.Scenes.SceneManager#add. |
| seed | Array.<string> | Yes | Seed for the random number generator. | |
| title | string | Yes | "''" | The title of the game. Shown in the browser console. |
| url | string | Yes | "'https://phaser.io'" | The URL of the game. Shown in the browser console. |
| version | string | Yes | "''" | The version of the game. Shown in the browser console. |
| autoFocus | boolean | Yes | true | Automatically call window.focus() when the game boots. Usually necessary to capture input events if the game is in a separate frame. |
| input | boolean | Phaser.Types.Core.InputConfig | Yes | Input configuration, or false to disable all game input. | |
| disableContextMenu | boolean | Yes | false | Disable the browser's default 'contextmenu' event (usually triggered by a right-button mouse click). |
| banner | boolean | Phaser.Types.Core.BannerConfig | Yes | false | Configuration for the banner printed in the browser console when the game starts. |
| dom | Phaser.Types.Core.DOMContainerConfig | Yes | The DOM Container configuration object. | |
| fps | Phaser.Types.Core.FPSConfig | Yes | Game loop configuration. | |
| render | Phaser.Types.Core.RenderConfig | Yes | Game renderer configuration. | |
| callbacks | Phaser.Types.Core.CallbacksConfig | Yes | Optional callbacks to run before or after game boot. | |
| loader | Phaser.Types.Core.LoaderConfig | Yes | Loader configuration. | |
| images | Phaser.Types.Core.ImagesConfig | Yes | Images configuration. | |
| physics | Phaser.Types.Core.PhysicsConfig | Yes | Physics configuration. | |
| plugins | Phaser.Types.Core.PluginObject | Array.<Phaser.Types.Core.PluginObjectItem> | Yes | Plugins to install. | |
| scale | Phaser.Types.Core.ScaleConfig | Yes | The Scale Manager configuration. | |
| audio | Phaser.Types.Core.AudioConfig | Yes | The Audio Configuration object. | |
| backgroundColor | string | number | Yes | "0x000000" | The background color of the game canvas. The default is black. |
| antialias | boolean | Yes | true | When set to true, WebGL uses linear interpolation to draw scaled or rotated textures, giving a smooth appearance. When set to false, WebGL uses nearest-neighbor interpolation, giving a crisper appearance. false also disables antialiasing of the game canvas itself, if the browser supports it, when the game canvas is scaled. |
| antialiasGL | boolean | Yes | true | Sets the antialias property when the WebGL context is created. Setting this value does not impact any subsequent textures that are created, or the canvas style attributes. |
| desynchronized | boolean | Yes | false | When set to true it will create a desynchronized context for both 2D and WebGL. See https://developers.google.com/web/updates/2019/05/desynchronized for details. |
| pixelArt | boolean | Yes | false | Sets antialias to false and roundPixels to true. This is the best setting for pixel-art games. |
| smoothPixelArt | boolean | Yes | false | WebGL only. Sets antialias to true and pixelArt to false. Texture-based Game Objects use special shader setting that preserve blocky pixels, but smooth the edges between the pixels. This is only visible when objects are scaled up; otherwise, antialias is simpler. |
| roundPixels | boolean | Yes | false | Draw texture-based Game Objects at only whole-integer positions. Game Objects without textures, like Graphics, ignore this property. |
| selfShadow | boolean | Yes | false | On textured objects with lighting, this enables self-shadowing based on the diffuse map. |
| pathDetailThreshold | number | Yes | 1 | Threshold for combining points into a single path in the WebGL renderer for Graphics objects. This can be overridden at the Graphics object level. |
| transparent | boolean | Yes | false | Whether the game canvas will be transparent. Boolean that indicates if the canvas contains an alpha channel. If set to false, the browser now knows that the backdrop is always opaque, which can speed up drawing of transparent content and images. |
| clearBeforeRender | boolean | Yes | true | Whether the game canvas will be cleared between each rendering frame. |
| preserveDrawingBuffer | boolean | Yes | false | If the value is true the WebGL buffers will not be cleared and will preserve their values until cleared or overwritten by the author. |
| premultipliedAlpha | boolean | Yes | true | In WebGL mode, the drawing buffer contains colors with pre-multiplied alpha. |
| skipUnreadyShaders | boolean | Yes | false | Avert stuttering during shader compilation, by enabling parallel shader compilation, where supported. Objects which request a shader that is not yet ready will not be drawn. This prevents stutter, but may cause "pop-in" of objects unless you use a pre-touch strategy. |
| failIfMajorPerformanceCaveat | boolean | Yes | false | Let the browser abort creating a WebGL context if it judges performance would be unacceptable. |
| powerPreference | string | Yes | "'default'" | "high-performance", "low-power" or "default". A hint to the browser on how much device power the game might use. |
| batchSize | number | Yes | 16384 | The default WebGL batch size. Represents the number of quads that can be added to a single batch. |
| maxLights | number | Yes | 10 | The maximum number of lights allowed to be visible within range of a single Camera in the LightManager. |
| maxTextures | number | Yes | -1 | When in WebGL mode, this sets the maximum number of GPU Textures to use. The default, -1, will use all available units. The WebGL1 spec says all browsers should provide a minimum of 8. |
| mipmapFilter | string | Yes | "'LINEAR'" | The mipmap magFilter to be used when creating WebGL textures. |
| autoMobileTextures | boolean | Yes | true | If iOS or Android detected, automatically restrict WebGL to use 1 texture per batch. This can help performance on some devices. |
| expandParent | boolean | Yes | true | Is the Scale Manager allowed to adjust the CSS height property of the parent and/or document body to be 100%? |
| mode | Phaser.Scale.ScaleModeType | Yes | "Phaser.Scale.ScaleModes.NONE" | The scale mode. |
| min | WidthHeight | Yes | The minimum width and height the canvas can be scaled down to. | |
| max | WidthHeight | Yes | The maximum width the canvas can be scaled up to. | |
| autoRound | boolean | Yes | false | Automatically round the display and style sizes of the canvas. This can help with performance in lower-powered devices. |
| autoCenter | Phaser.Scale.CenterType | Yes | "Phaser.Scale.Center.NO_CENTER" | Automatically center the canvas within the parent? |
| resizeInterval | number | Yes | 500 | How many ms should elapse before checking if the browser size has changed? |
| fullscreenTarget | HTMLElement | string | Yes | The DOM element that will be sent into full screen mode, or its id. If undefined Phaser will create its own div and insert the canvas into it when entering fullscreen mode. |
Type: object
Member of: Phaser.Types.Core
Source: src/core/typedefs/GameConfig.js#L1
Since: 3.0.0
GamepadInputConfig
<static> GamepadInputConfig
| name | type | optional | default | description |
|---|---|---|---|---|
| target | * | Yes | "window" | Where the Gamepad Manager listens for gamepad input events. |
Type: object
Member of: Phaser.Types.Core
Source: src/core/typedefs/GamepadInputConfig.js#L1
Since: 3.0.0
ImagesConfig
<static> ImagesConfig
| name | type | optional | description |
|---|---|---|---|
| default | string | undefined | null | Yes |
| missing | string | undefined | null | Yes |
| white | string | undefined | null | Yes |
Type: object
Member of: Phaser.Types.Core
Source: src/core/typedefs/ImagesConfig.js#L1
Since: 3.0.0
InputConfig
<static> InputConfig
| name | type | optional | default | description |
|---|---|---|---|---|
| keyboard | boolean | Phaser.Types.Core.KeyboardInputConfig | Yes | true | Keyboard input configuration. true uses the default configuration and false disables keyboard input. |
| mouse | boolean | Phaser.Types.Core.MouseInputConfig | Yes | true | Mouse input configuration. true uses the default configuration and false disables mouse input. |
| touch | boolean | Phaser.Types.Core.TouchInputConfig | Yes | true | Touch input configuration. true uses the default configuration and false disables touch input. |
| gamepad | boolean | Phaser.Types.Core.GamepadInputConfig | Yes | false | Gamepad input configuration. true enables gamepad input. |
| activePointers | number | Yes | 1 | The maximum number of touch pointers. See {@link Phaser.Input.InputManager#pointers}. |
| smoothFactor | number | Yes | 0 | The smoothing factor to apply during Pointer movement. See {@link Phaser.Input.Pointer#smoothFactor}. |
| windowEvents | boolean | Yes | true | Should Phaser listen for input events on the Window? If you disable this, events like 'POINTER_UP_OUTSIDE' will no longer fire. |
Type: object
Member of: Phaser.Types.Core
Source: src/core/typedefs/InputConfig.js#L1
Since: 3.0.0
KeyboardInputConfig
<static> KeyboardInputConfig
| name | type | optional | default | description |
|---|---|---|---|---|
| target | * | Yes | "window" | Where the Keyboard Manager listens for keyboard input events. |
| capture | Array.<number> | Yes | preventDefault will be called on every non-modified key which has a key code in this array. By default it is empty. |
Type: object
Member of: Phaser.Types.Core
Source: src/core/typedefs/KeyboardInputConfig.js#L1
Since: 3.0.0
LoaderConfig
<static> LoaderConfig
| name | type | optional | default | description |
|---|---|---|---|---|
| baseURL | string | Yes | A URL used to resolve paths given to the loader. Example: 'http://labs.phaser.io/assets/'. | |
| path | string | Yes | A URL path used to resolve relative paths given to the loader. Example: 'images/sprites/'. | |
| maxParallelDownloads | number | Yes | 32 | The maximum number of resources the loader will start loading at once. |
| crossOrigin | string | undefined | Yes | 'anonymous', 'use-credentials', or undefined. If you're not making cross-origin requests, leave this as undefined. See {@link https://developer.mozilla.org/en-US/docs/Web/HTML/CORS_settings_attributes}. | |
| responseType | string | Yes | The response type of the XHR request, e.g. blob, text, etc. | |
| async | boolean | Yes | true | Should the XHR request use async or not? |
| user | string | Yes | Optional username for all XHR requests. | |
| password | string | Yes | Optional password for all XHR requests. | |
| timeout | number | Yes | 0 | Optional XHR timeout value, in ms. |
| localScheme | Array.<string> | Yes | An optional array of schemes that the Loader considers as being 'local' files. Defaults to: [ 'file://', 'capacitor://' ] if not specified. | |
| withCredentials | boolean | Yes | false | Optional XHR withCredentials value. |
| imageLoadType | string | Yes | "'XHR'" | Optional load type for image, XHR is default, or HTMLImageElement for a lightweight way. |
| maxRetries | number | Yes | 2 | The number of times to retry the file load if it fails. |
Type: object
Member of: Phaser.Types.Core
Source: src/core/typedefs/LoaderConfig.js#L1
Since: 3.0.0
MouseInputConfig
<static> MouseInputConfig
| name | type | optional | default | description |
|---|---|---|---|---|
| target | * | Yes | null | Where the Mouse Manager listens for mouse input events. The default is the game canvas. |
| preventDefaultDown | boolean | Yes | true | If true the DOM mousedown event will have preventDefault set. |
| preventDefaultUp | boolean | Yes | true | If true the DOM mouseup event will have preventDefault set. |
| preventDefaultMove | boolean | Yes | true | If true the DOM mousemove event will have preventDefault set. |
| preventDefaultWheel | boolean | Yes | true | If true the DOM wheel event will have preventDefault set. |
Type: object
Member of: Phaser.Types.Core
Source: src/core/typedefs/MouseInputConfig.js#L1
Since: 3.0.0
NOOP
<static> NOOP
This callback type is completely empty, a no-operation.
Type: function
Member of: Phaser.Types.Core
Source: src/core/typedefs/NOOP.js#L1
Since: 3.0.0
PhysicsConfig
<static> PhysicsConfig
| name | type | optional | description |
|---|---|---|---|
| default | string | Yes | The default physics system. It will be started for each scene. Phaser provides 'arcade', 'impact', and 'matter'. |
| arcade | Phaser.Types.Physics.Arcade.ArcadeWorldConfig | Yes | Arcade Physics configuration. |
| matter | Phaser.Types.Physics.Matter.MatterWorldConfig | Yes | Matter Physics configuration. |
Type: object
Member of: Phaser.Types.Core
Source: src/core/typedefs/PhysicsConfig.js#L1
Since: 3.0.0
PluginObject
<static> PluginObject
| name | type | optional | description |
|---|---|---|---|
| global | Array.<Phaser.Types.Core.PluginObjectItem> | Yes | Global plugins to install. |
| scene | Array.<Phaser.Types.Core.PluginObjectItem> | Yes | Scene plugins to install. |
| default | Array.<string> | Yes | The default set of scene plugins (names). |
| defaultMerge | Array.<string> | Yes | Plugins to add to the default set of scene plugins. |
Type: object
Member of: Phaser.Types.Core
Source: src/core/typedefs/PluginObject.js#L1
Since: 3.8.0
PluginObjectItem
<static> PluginObjectItem
| name | type | optional | description |
|---|---|---|---|
| key | string | Yes | A key to identify the plugin in the Plugin Manager. |
| plugin | * | Yes | The plugin itself. Usually a class/constructor. |
| start | boolean | Yes | Whether the plugin should be started automatically. |
| systemKey | string | Yes | For a scene plugin, add the plugin to the scene's systems object under this key (this.sys.KEY, from the scene). |
| sceneKey | string | Yes | For a scene plugin, add the plugin to the scene object under this key (this.KEY, from the scene). |
| mapping | string | Yes | If this plugin is to be injected into the Scene Systems, this is the property key map used. |
| data | * | Yes | Arbitrary data passed to the plugin's init() method. |
Type: object
Member of: Phaser.Types.Core
Source: src/core/typedefs/PluginObjectItem.js#L1
Since: 3.8.0
RenderConfig
<static> RenderConfig
| name | type | optional | default | description |
|---|---|---|---|---|
| antialias | boolean | Yes | true | When set to true, WebGL uses linear interpolation to draw scaled or rotated textures, giving a smooth appearance. When set to false, WebGL uses nearest-neighbor interpolation, giving a crisper appearance. false also disables antialiasing of the game canvas itself, if the browser supports it, when the game canvas is scaled. |
| antialiasGL | boolean | Yes | true | Sets the antialias property when the WebGL context is created. Setting this value does not impact any subsequent textures that are created, or the canvas style attributes. |
| desynchronized | boolean | Yes | false | When set to true it will create a desynchronized context for both 2D and WebGL. See https://developers.google.com/web/updates/2019/05/desynchronized for details. |
| pixelArt | boolean | Yes | false | Sets antialias to false and roundPixels to true. This is the best setting for pixel-art games. |
| smoothPixelArt | boolean | Yes | false | WebGL only. Sets antialias to true and pixelArt to false. Texture-based Game Objects use special shader setting that preserve blocky pixels, but smooth the edges between the pixels. This is only visible when objects are scaled up; otherwise, antialias is simpler. |
| roundPixels | boolean | Yes | false | Draw texture-based Game Objects at only whole-integer positions. Game Objects without textures, like Graphics, ignore this property. |
| selfShadow | boolean | Yes | false | On textured objects with lighting, this enables self-shadowing based on the diffuse map. |
| pathDetailThreshold | number | Yes | 1 | Threshold for combining points into a single path in the WebGL renderer for Graphics objects. This can be overridden at the Graphics object level. |
| transparent | boolean | Yes | false | Whether the game canvas will be transparent. Boolean that indicates if the canvas contains an alpha channel. If set to false, the browser now knows that the backdrop is always opaque, which can speed up drawing of transparent content and images. |
| clearBeforeRender | boolean | Yes | true | Whether the game canvas will be cleared between each rendering frame. |
| preserveDrawingBuffer | boolean | Yes | false | If the value is true the WebGL buffers will not be cleared and will preserve their values until cleared or overwritten by the author. |
| premultipliedAlpha | boolean | Yes | true | In WebGL mode, the drawing buffer contains colors with pre-multiplied alpha. |
| skipUnreadyShaders | boolean | Yes | false | Avert stuttering during shader compilation, by enabling parallel shader compilation, where supported. Objects which request a shader that is not yet ready will not be drawn. This prevents stutter, but may cause "pop-in" of objects unless you use a pre-touch strategy. |
| failIfMajorPerformanceCaveat | boolean | Yes | false | Let the browser abort creating a WebGL context if it judges performance would be unacceptable. |
| powerPreference | string | Yes | "'default'" | "high-performance", "low-power" or "default". A hint to the browser on how much device power the game might use. |
| batchSize | number | Yes | 16384 | The default WebGL batch size. Represents the number of quads that can be added to a single batch. |
| maxLights | number | Yes | 10 | The maximum number of lights allowed to be visible within range of a single Camera in the LightManager. |
| maxTextures | number | Yes | -1 | When in WebGL mode, this sets the maximum number of GPU Textures to use. The default, -1, will use all available units. The WebGL1 spec says all browsers should provide a minimum of 8. |
| mipmapFilter | string | Yes | "''" | The mipmap magFilter to be used when creating WebGL textures. Don't set unless you wish to create mipmaps. Set to one of the following: 'NEAREST', 'LINEAR', 'NEAREST_MIPMAP_NEAREST', 'LINEAR_MIPMAP_NEAREST', 'NEAREST_MIPMAP_LINEAR' or 'LINEAR_MIPMAP_LINEAR'. |
| autoMobileTextures | boolean | Yes | true | If iOS or Android detected, automatically restrict WebGL to use 1 texture per batch. This can help performance on some devices. |
| renderNodes | Object.<Phaser.Types.Core.RenderNodesConfig> | Yes | A map of custom Render Nodes to be added to the WebGL Renderer. The values will be added to the RenderNodeManager, using the keys as the names. |
Type: object
Member of: Phaser.Types.Core
Source: src/core/typedefs/RenderConfig.js#L1
Since: 3.0.0
RenderNodesConfig
<static> RenderNodesConfig
| name | type | optional | description |
|---|---|---|---|
| key | string | Yes | A key to be used as the name of the RenderNode. |
| function | * | Yes | The Render Node function itself. |
Type: object
Member of: Phaser.Types.Core
Source: src/core/typedefs/RenderNodesConfig.js#L1
Since: 4.0.0
ScaleConfig
<static> ScaleConfig
| name | type | optional | default | description |
|---|---|---|---|---|
| width | number | string | Yes | 1024 | The base width of your game. Can be an integer or a string: '100%'. If a string it will only work if you have set a parent element that has a size. |
| height | number | string | Yes | 768 | The base height of your game. Can be an integer or a string: '100%'. If a string it will only work if you have set a parent element that has a size. |
| zoom | Phaser.Scale.ZoomType | number | Yes | 1 | The zoom value of the game canvas. |
| parent | HTMLElement | string | Yes | The DOM element that will contain the game canvas, or its id. If undefined, or if the named element doesn't exist, the game canvas is inserted directly into the document body. If null no parent will be used and you are responsible for adding the canvas to your environment. | |
| expandParent | boolean | Yes | true | Is the Scale Manager allowed to adjust the CSS height property of the parent and/or document body to be 100%? |
| mode | Phaser.Scale.ScaleModeType | Yes | "Phaser.Scale.ScaleModes.NONE" | The scale mode. |
| min | WidthHeight | Yes | The minimum width and height the canvas can be scaled down to. | |
| max | WidthHeight | Yes | The maximum width the canvas can be scaled up to. | |
| snap | WidthHeight | Yes | Set the snapping values used by the Scale Manager when resizing the canvas. See ScaleManager.setSnap for details. | |
| autoRound | boolean | Yes | false | Automatically round the display and style sizes of the canvas. This can help with performance in lower-powered devices. |
| autoCenter | Phaser.Scale.CenterType | Yes | "Phaser.Scale.Center.NO_CENTER" | Automatically center the canvas within the parent? |
| resizeInterval | number | Yes | 500 | How many ms should elapse before checking if the browser size has changed? |
| fullscreenTarget | HTMLElement | string | Yes | The DOM element that will be sent into full screen mode, or its id. If undefined Phaser will create its own div and insert the canvas into it when entering fullscreen mode. |
Type: object
Member of: Phaser.Types.Core
Source: src/core/typedefs/ScaleConfig.js#L1
Since: 3.16.0
TimeStepCallback
<static> TimeStepCallback
Type: function
Member of: Phaser.Types.Core
Source: src/core/typedefs/TimeStepCallback.js#L1
Since: 3.0.0
TouchInputConfig
<static> TouchInputConfig
| name | type | optional | default | description |
|---|---|---|---|---|
| target | * | Yes | null | Where the Touch Manager listens for touch input events. The default is the game canvas. |
| capture | boolean | Yes | true | Whether touch input events have preventDefault() called on them. |
Type: object
Member of: Phaser.Types.Core
Source: src/core/typedefs/TouchInputConfig.js#L1
Since: 3.0.0
WidthHeight
<static> WidthHeight
| name | type | optional | default | description |
|---|---|---|---|---|
| width | number | Yes | 0 | The width. |
| height | number | Yes | 0 | The height. |
Type: object
Member of: Phaser.Types.Core
Source: src/core/typedefs/WidthHeight.js#L1
Since: 3.16.0