Game

Phaser.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

name

type

optional

description

GameConfig

Phaser.Types.Core.GameConfig

Yes

The configuration object for your Phaser Game instance.


Scope: static

Source: src/core/Game.js#L41
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#L156
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#L178
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#L103
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#L68
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#L114
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#L222
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#L89
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#L147
Since: 3.0.0


facebook

facebook: Phaser.FacebookInstantGamesPlugin

Description:

An instance of the Facebook Instant Games Plugin.

This will only be available if the plugin has been built into Phaser, or you're using the special Facebook Instant Games custom build.

Source: src/core/Game.js#L289
Since: 3.13.0


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#L333
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#L200
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#L127
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#L344
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#L137
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#L263
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#L275
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#L189
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#L80
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#L234
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#L211
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#L245
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#L167
Since: 3.0.0


Private Members

noReturn

noReturn: boolean

Description:

Remove everything when the game is destroyed. You cannot create a new Phaser instance on the same web page after doing this.

Access: private

Source: src/core/Game.js#L322
Since: 3.12.0


pendingDestroy

pendingDestroy: boolean

Description:

Is this Game pending destruction at the start of the next frame?

Access: private

Source: src/core/Game.js#L302
Since: 3.5.0


removeCanvas

removeCanvas: boolean

Description:

Remove the Canvas once the destroy is over?

Access: private

Source: src/core/Game.js#L312
Since: 3.5.0


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#L359
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:

name

type

optional

default

description

removeCanvas

boolean

No

Set to true if you would like the parent canvas element removed from the DOM, or false to leave it in place.

noReturn

boolean

Yes

false

If 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#L715
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#L687
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#L702
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:

name

type

optional

description

time

number

No

The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.

delta

number

No

The 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#L525
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#L657
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#L672
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#L581
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#L620
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#L597
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#L636
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#L421
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:

name

type

optional

description

time

number

No

The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.

delta

number

No

The 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#L455
Since: 3.0.0


Private Methods

runDestroy

<instance> runDestroy()

Description:

Destroys this Phaser.Game instance, all global systems, all sub-systems and all Scenes.

Access: private

Source: src/core/Game.js#L742
Since: 3.5.0


texturesReady

<instance> texturesReady()

Description:

Called automatically when the Texture Manager has finished setting up and preparing the default textures.

Access: private

Fires: Phaser.Game#event:READY

Source: src/core/Game.js#L404
Since: 3.12.0


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