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 | 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: 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 | |
noReturn | boolean | Yes | false | If |
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