Types.Core

Phaser.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.

pipeline

Phaser.Types.Core.PipelineConfig

Yes

The WebGL Pipeline configuration object. Can also be part of the RenderConfig.

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.

roundPixels

boolean

Yes

false

Draw texture-based Game Objects at only whole-integer positions. Game Objects without textures, like Graphics, ignore this property.

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.

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

4096

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.

autoMobilePipeline

boolean

Yes

true

Automatically enable the Mobile Pipeline if iOS or Android detected?

defaultPipeline

string

Yes

"'MultiPipeline'"

The WebGL Pipeline that Game Objects will use by default. Set to 'MultiPipeline' as standard.

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.

disablePreFX

boolean

Yes

false

Disables the automatic creation of the Pre FX Pipelines. If disabled, you cannot use the built-in Pre FX on Game Objects.

disablePostFX

boolean

Yes

false

Disables the automatic creation of the Post FX Pipelines. If disabled, you cannot use the built-in Post FX on Game Objects.

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


PipelineConfig

<static> PipelineConfig

name

type

optional

default

description

frameInc

number

Yes

32

Sets the PipelineManager.frameInc value to control the dimension increase in the Render Targets.

Type: Array.<Phaser.Renderer.WebGL.WebGLPipeline>, object.<string, Phaser.Renderer.WebGL.WebGLPipeline>

Member of: Phaser.Types.Core

Source: src/core/typedefs/PipelineConfig.js#L1
Since: 3.50.0


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.

roundPixels

boolean

Yes

false

Draw texture-based Game Objects at only whole-integer positions. Game Objects without textures, like Graphics, ignore this property.

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.

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

4096

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'.

pipeline

Phaser.Types.Core.PipelineConfig

Yes

The WebGL Pipeline configuration object.

autoMobilePipeline

boolean

Yes

true

Automatically enable the Mobile Pipeline if iOS or Android detected?

defaultPipeline

string

Yes

"'MultiPipeline'"

The WebGL Pipeline that Game Objects will use by default. Set to 'MultiPipeline' as standard.

Type: object

Member of: Phaser.Types.Core

Source: src/core/typedefs/RenderConfig.js#L1
Since: 3.0.0


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


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