Phaser is a fast, free, and fun open source HTML5 game framework that offers WebGL and Canvas rendering across desktop and mobile web browsers. Games can be compiled to iOS, Android and native apps by using 3rd party tools. You can use JavaScript or TypeScript for development.
Along with the fantastic open source community, Phaser is actively developed and maintained by Photon Storm. As a result of rapid support, and a developer friendly API, Phaser is currently one of the most starred game frameworks on GitHub.
Thousands of developers from indie and multi-national digital agencies, and universities worldwide use Phaser. You can take a look at their incredible games.
Visit: The Phaser website and follow on Twitter (#phaserjs)
Learn: API Docs, Support Forum and StackOverflow
Code: 1700+ Examples (source available in this repo)
Read: The Phaser World Newsletter
Chat: Slack and Discord
Extend: With Phaser Plugins
Be awesome: Support the future of Phaser
Grab the source and join the fun!
22nd November 2019
Welcome to the release of Phaser 3.21. This version continues our efforts to keep Phaser 3 updated and enhanced, including lots of great new features, updates and bug fixes. New in 3.21 is the ability for you to directly set the mipmap filter levels the WebGL Renderer uses when creating textures. Any valid WebGL1 filter is allowed and you can set the filter in your game config, or at runtime, as needed. This gives you far more control over the quality of highly scaled textures.
Also new in 3.21 is the ability to soft-wrap BitmapText objects, based on a fixed pixel width. You can also define the wrapping character to be used. Arcade Physics has updates including overlapCirc
which allows you to return all bodies (both dynamic and static) that intersect the given circular region. The Tilemap system has been updated to support Group Layers, which were introduced in a recent update of the Tiled Map Editor. These, along with Infinite Tilemaps, are now parsed correctly.
As usual, there's more: Including lots of new Group features, several new Actions for setting scroll factors, the ability to run at a fixed frame rate under setTimeout, a new method that lets you rebind the Web Audio Context (handy for PWA environments), fixes for drag distances and we even fixed a few IE9 (yes, really!) compatibility issues.
As usual, it doesn't end here. There are plenty more fixes, features and updates across the API. You'll find loads more great new features, updates and fixes. So, as usual, please do spend some time digging through the Change Log. I assure you, it's worth while :)
It was really great to receive a bunch of quality Pull Requests from the Phaser community, many of which found their way into 3.21. The past few versions have seen a lot of significant improvements, from comprehensive Spine support, to full Video playback, it's been an exciting few months. Things traditionally get a little more quiet around this time of the year but we're planning out 3.22 already and continuing to work through the issues list. During this time, we're also working hard on Phaser 4. You can follow development progress of both on the Phaser Patreon.
As usual, I'd like to send a massive thank-you to everyone who supports Phaser on Patreon (and now even GitHub Sponsors, too!) Your continued backing keeps allowing me to work on Phaser full-time and this great new releases is the very real result of that. If you've ever considered becoming a backer, now is the perfect time!
If you'd like to stay abreast of developments then I publish my Developer Logs in the Phaser World newsletter. Subscribe to stay in touch and get all the latest news from the core team and the wider community.
You can also follow Phaser on Twitter and chat with fellow Phaser devs in our Slack and Discord channels.
Phaser 3 wouldn't have been possible without the fantastic support of the community and Patreon. Thank you to everyone who supports our work, who shares our belief in the future of HTML5 gaming, and Phaser's role in that.
Happy coding everyone!
Cheers,
Rich - @photonstorm
Because Phaser is an open source project, we cannot charge for it in the same way as traditional retail software. What's more, we don't ever want to. After all, it's built on, and was born from, open web standards. It's part of our manifesto that the core framework will always be free, even if you use it commercially, as many of you do.
You may not realize it, but because of this, we rely 100% on community backing to fund development.
Those funds allow Phaser to improve, and when it improves, everyone involved benefits. Your support helps secure a constant cycle of updates, fixes, new features and planning for the future.
There are other benefits to backing Phaser, too:
We use Patreon to manage the backing and you can support Phaser from $1 per month. The amount you pledge is entirely up to you and can be changed as often as you like. Patreon renews monthly, just like Netflix. You can, of course, cancel at any point. Tears will be shed on this end, but that's not your concern.
Extra special thanks to the following companies who's support makes Phaser possible:
- Cerebral Fix
- CrossInstall
- Game Distribution
- GameCommerce
- Mozilla
- Texture Packer
- Twilio
- Y8 Games
- Poki
We publish the Phaser World newsletter. It's packed full of the latest Phaser games, tutorials, videos, meet-ups, talks, and more. The newsletter also contains our weekly Development Progress updates which let you know about the new features we're working on.
Over 140 previous editions can be found on our Back Issues page.
Phaser 3 is available via GitHub, npm and CDNs:
- Clone the git repository via https, ssh or with the GitHub Windows or Mac clients.
- Download as zip
- Download the build files: phaser.js and phaser.min.js
Install via npm:
npm install phaser
Phaser is on jsDelivr which is a "super-fast CDN for developers". Include the following in your html:
<script src="//cdn.jsdelivr.net/npm/[email protected]/dist/phaser.js"></script>
or the minified version:
<script src="//cdn.jsdelivr.net/npm/[email protected]/dist/phaser.min.js"></script>
Go to https://photonstorm.github.io/phaser3-docs/index.html to read the docs online. Use the drop-down menus at the top to navigate the namespaces, classes and Game Objects lists.
Or, if you wish to run the docs locally you can checkout the phaser3-docs repository and then read the documentation by pointing your browser to the docs/
folder.
The documentation for Phaser 3 is an on-going project. Please help us by searching the Phaser code for any instance of the string [description]
and then replacing it with some documentation.
The TypeScript definitions can be found inside the types
folder. They are also referenced in the types entry in package.json
.
Depending on your project, you may need to add the following to your tsconfig.json
file:
"typeRoots": [
"./node_modules/phaser/types"
],
"types": [
"Phaser"
]
We recently published a new Phaser 3 TypeScript Project Template, which you can use to get started with if you like.
The TS defs are automatically generated from the JSDoc comments found in the Phaser source code. If you wish to help refine them then you must edit the Phaser JSDoc blocks directly, not the defs file. You can find more details about the parser we built in the scripts/tsgen
folder.
We use Webpack to build Phaser and we take advantage of its conditional build flag feature to handle renderer swapping. If you wish to use Webpack with Phaser then please use our Phaser 3 Project Template as it's already set-up to handle the build conditions Phaser needs. Recent changes to our build steps mean you should now be able to use any other packager, like Parcel, without any config changes.
Phaser is released under the MIT License.
Tutorials and guides on Phaser 3 development are being published every week.
- Getting Started with Phaser 3 (useful if you are completely new to Phaser)
- Making your first Phaser 3 Game
- The Complete Phaser 3 Game Development course contains over 15 hours of videos covering all kinds of important topics.
- Plus, there are over 700 Phaser tutorials listed on the official website.
Also, please subscribe to the Phaser World newsletter for details about new tutorials as they are published.
Phaser 3.13 introduced the new Facebook Instant Games Plugin. The plugin provides a seamless bridge between Phaser and version 6.2 of the Facebook Instant Games SDK. Every single SDK function is available via the plugin and we will keep track of the official SDK to make sure they stay in sync.
The plugin offers the following features:
- Easy integration with the Phaser Loader so load events update the Facebook progress circle.
- Events for every plugin method, allowing the async calls of the SDK to be correctly inserted into the Phaser game flow. When SDK calls resolve they will surface naturally as a Phaser event and you'll know you can safely act upon them without potentially doing something mid-way through the game step.
- All Plugin methods check if the call is part of the supported APIs available in the SDK, without needing to launch an async request first.
- Instant access to platform, player and locale data.
- Easily load player photos directly into the Texture Manager, ready for use with a Game Object.
- Subscribe to game bots.
- The plugin has a built-in Data Manager which makes dealing with data stored on Facebook seamless. Just create whatever data properties you need and they are automatically synced.
- Support for FB stats, to retrieve, store and increment stats into cloud storage.
- Save Session data with built-in session length validation.
- Easy context switching, to swap between game instances and session data retrieval.
- Easily open a Facebook share, invite, request or game challenge window and populate the text and image content using any image stored in the Texture cache.
- Full Leaderboard support. Retrieve, scan and update leaderboard entries, as well as player matching.
- Support for in-app purchases, with product catalogs, the ability to handle purchases, get past purchases and consume previously unlocked purchases.
- Easily preload a set of interstitial ads, in both banner and video form, then display the ad at any point in your game, with in-built tracking of ads displayed and inventory available.
- Plus other features, such as logging to FB Analytics, creating short cuts, switching games, etc.
We've 3 tutorials related to Facebook Instant Games and Phaser:
- Getting Started with Facebook Instant Games
- Facebook Instant Games Leaderboards Tutorial
- Displaying Ads in your Instant Games
A special build of Phaser with the Facebook Instant Games Plugin ready-enabled is available on jsDelivr. Include the following in your html:
<script src="//cdn.jsdelivr.net/npm/[email protected]/dist/phaser-facebook-instant-games.js"></script>
or the minified version:
<script src="//cdn.jsdelivr.net/npm/[email protected]/dist/phaser-facebook-instant-games.min.js"></script>
The build files are in the git repository in the dist
folder, and you can also include the plugin in custom builds.
During our development of Phaser 3, we created hundreds of examples with the full source code and assets ready available. These examples are now fully integrated into the Phaser website. You can also browse them on Phaser 3 Labs via a more advanced interface, or clone the examples repo. We are constantly adding to and refining these examples.
Create an index.html
page locally and paste the following code into it:
<!DOCTYPE html>
<html>
<head>
<script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/phaser-arcade-physics.min.js"></script>
</head>
<body>
<script></script>
</body>
</html>
This is a standard empty webpage. You'll notice there's a script tag that is pulling in a build of Phaser 3, but otherwise this webpage doesn't do anything yet. Now let's set-up the game config. Paste the following between the <script></script>
tags:
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 200 }
}
},
scene: {
preload: preload,
create: create
}
};
config
is a pretty standard Phaser 3 Game Configuration object. We tell config
to use the WebGL renderer if it can, set the canvas to a size of 800x600 pixels, enable Arcade Physics, and finally call the preload
and create
functions. preload
and create
have not been implemented yet, so if you run this JavaScript code, you will have an error. Add the following after config
:
var game = new Phaser.Game(config);
function preload ()
{
this.load.setBaseURL('http://labs.phaser.io');
this.load.image('sky', 'assets/skies/space3.png');
this.load.image('logo', 'assets/sprites/phaser3-logo.png');
this.load.image('red', 'assets/particles/red.png');
}
function create ()
{
}
game
is a Phaser Game instance that uses our configuration object config
. We also add function definitions for preload
and create
. The preload
function helps you easily load assets into your game. In preload
, we set the Base URL to be the Phaser server and load 3 PNG files.
The create
function is empty, so it's time to fill it in:
function create ()
{
this.add.image(400, 300, 'sky');
var particles = this.add.particles('red');
var emitter = particles.createEmitter({
speed: 100,
scale: { start: 1, end: 0 },
blendMode: 'ADD'
});
var logo = this.physics.add.image(400, 100, 'logo');
logo.setVelocity(100, 200);
logo.setBounce(1, 1);
logo.setCollideWorldBounds(true);
emitter.startFollow(logo);
}
Here we add a sky image into the game and create a Particle Emitter. The scale
value means that the particles will initially be large and will shrink to nothing as their lifespan progresses.
After creating the emitter
, we add a logo image called logo
. Since logo
is a Physics Image, logo
is given a physics body by default. We set some properties for logo
: velocity, bounce (or restitution), and collision with the world bounds. These properties will make our logo bounce around the screen. Finally, we tell the particle emitter to follow the logo - so as the logo moves, the particles will flow from it.
Run it in your browser and you'll see the following:
(Got an error? Here's the full code)
This is a tiny example, and there are hundreds more for you to explore, but hopefully it shows how expressive and quick Phaser is to use. With just a few easily readable lines of code, we've got something pretty impressive up on screen!
Subscribe to our newsletter for further tutorials and examples.
There are both plain and minified compiled versions of Phaser in the dist
folder of the repository. The plain version is for use during development, and the minified version is for production use. You can also create your own builds.
Phaser 3 is built using Webpack and we take advantage of the Webpack definePlugin feature to allow for conditional building of the Canvas and WebGL renderers and extra plugins. You can custom the build process to only include the features you require. Doing so can cut the main build file size down to just 70KB.
Read our comprehensive guide on creating Custom Builds of Phaser 3 for full details.
If you wish to build Phaser 3 from source, ensure you have the required packages by cloning the repository and then running npm install
on your source directory.
You can then run webpack
to create a development build in the build
folder which includes source maps for local testing. You can also npm run dist
to create a minified packaged build in the dist
folder. For a list of all commands available use npm run help
.
- You can now specify the mipmap filter level to be used when creating WebGL textures. This can be set in the Game Config using the new
mipmapFilter
property, which is a string, such as 'NEAREST_MIPMAP_NEAREST'. Or, you can set the newWebGLRenderer.mipmapFilter
property to a valid GLenum. If you set it on the renderer, it will only impact any textures loaded after it has been set, so do so in your Sceneinit
method if you want it to be used for textures you're about to load. By changing the mipmap level you can drastically improve the quality when reducing large textures. Please note, due to WebGL1 limitations, this only works on power-of-two sized textures. It also works on textures created from Canvas, Videos or RenderTextures. BitmapText.setMaxWidth
is a new method that allows you to set a maximum width (in pixels) for the BitmapText to take up when rendering. Lines of text longer thanmaxWidth
will be wrapped, based on whitespace, to the next line. This allows you to do word-wrapping on BitmapText objects, something only previously possible on Text objects.BitmapText.wordWrapCharCode
is a new property that works withsetMaxWidth
that allows you to control which character code causes a line-wrap. By default it is 32 (a space character).ArcadePhysics.closest
now has an optionaltargets
argument. The targets can be any Arcade Physics Game Object, Body or Static Body and it will return only the closet target from those given (thanks @samme)ArcadePhysics.furthest
now has an optionaltargets
argument. The targets can be any Arcade Physics Game Object, Body or Static Body and it will return only the furthest target from those given (thanks @samme)Tilemaps.Parsers.Tiled.CreateGroupLayer
is a new function that parses a Tiled group layer and adds in support for Tiled layer groups (introduced in Tiled 1.2.0). Feature #4099 (thanks @Babeetlebum @Olliebrown)- The Tilemap system now supports infinite Tilemaps from the Tiled map editor (thanks @Olliebrown)
Tilemap.getImageLayerNames
is a new method that returns a list of all valid imagelayer names loaded in the Tilemap (thanks @Olliebrown)Tilemap.getObjectLayerNames
is a new method that returns a list of all valid objectgroup names loaded in the Tilemap (thanks @Olliebrown)Tilemap.getTileLayerNames
is a new method that returns a list of all valid tilelayer names loaded in the Tilemap (thanks @Olliebrown)- When
forceSetTimeOut
is set totrue
in the Game Config, you can now set the target frame rate by setting thefps.target
value (thanks @pavels) - Videos can now be loaded from a data URI, allowing for base64 encoded videos to be used in the Loader instead of file based ones. Although, as with all base64 encoded data, we strongly recommend against this (thanks @apasov)
Math.MIN_SAFE_INTEGER
is a new math const that stores the minimum safe integer for browsers that don't provide this, such as IE (thanks @jronn)Math.MAX_SAFE_INTEGER
is a new math const that stores the maximum safe integer for browsers that don't provide this, such as IE (thanks @jronn)KeyCodes.NUMPAD_ADD
has been added to the keycodes list (thanks @Martin-Antonov)KeyCodes.NUMPAD_SUBTRACT
has been added to the keycodes list (thanks @Martin-Antonov)Video.removeVideoElementOnDestroy
is a new boolean property that allows you to control if the Video element is removed from the DOM when the Video Game Object is destroyed.Actions.SetScrollFactor
is a new Action that will set the scroll factor on an array of Game Objects, including stepped incremental changes per item (thanks @rexrainbow)Actions.SetScrollFactorX
is a new Action that will set the horizontal scroll factor on an array of Game Objects, including stepped incremental changes per item (thanks @rexrainbow)Actions.SetScrollFactorY
is a new Action that will set the horizontal scroll factor on an array of Game Objects, including stepped incremental changes per item (thanks @rexrainbow)- The
Group
config object now supports use of thesetScrollFactor
property to set the value on each child of the Group (thanks @rexrainbow) Group.propertyValueSet
is a new method that sets a given property on each Group member (thanks @rexrainbow)Group.propertyValueInc
is a new method that adds an amount to a given property on each Group member (thanks @rexrainbow)Group.setX
is a new method that sets the x coordinate on each Group member (thanks @rexrainbow)Group.setY
is a new method that sets the y coordinate on each Group member (thanks @rexrainbow)Group.setXY
is a new method that sets the x and y coordinate on each Group member (thanks @rexrainbow)Group.incX
is a new method that increments the x coordinate on each Group member (thanks @rexrainbow)Group.incY
is a new method that increments the y coordinate on each Group member (thanks @rexrainbow)Group.incXY
is a new method that increments the x and y coordinate on each Group member (thanks @rexrainbow)Group.shiftPosition
is a new method that iterates the Group members and shifts the position of each to the previous members position (thanks @rexrainbow)Group.angle
is a new method that sets the angle property on each Group member (thanks @rexrainbow)Group.rotate
is a new method that sets the rotation property on each Group member (thanks @rexrainbow)Group.rotateAround
is a new method that rotates each Group member around the given point, by the given angle (thanks @rexrainbow)Group.rotateAroundDistance
is a new method that rotates each Group member around the given point, by the given angle and distance (thanks @rexrainbow)Group.setAlpha
is a new method that sets the alpha property on each Group member (thanks @rexrainbow)Group.setTint
is a new method that sets the tint property on each Group member (thanks @rexrainbow)Group.setOrigin
is a new method that sets the origin property on each Group member (thanks @rexrainbow)Group.scaleX
is a new method that sets the x scale on each Group member (thanks @rexrainbow)Group.scaleY
is a new method that sets the y scale on each Group member (thanks @rexrainbow)Group.scaleXY
is a new method that sets the x and y scale on each Group member (thanks @rexrainbow)Group.setBlendMode
is a new method that sets the blend mode on each Group member (thanks @rexrainbow)Group.setHitArea
is a new method that passes all Group members to the Input Plugin to enable them for input (thanks @rexrainbow)Group.shuffle
is a new method that shuffles all of the Group members in place (thanks @rexrainbow)Group.setVisible
is a new method that sets the visible state on each Group member (thanks @rexrainbow)WebAudioSoundManager.setAudioContext
is a new method that allows you to set the Sound Manager Audio Context to a different context instance. It will also disconnect and re-create the gain nodes on the new context.Group.type
is a new property that holds a string-based name of the Game Object type, as with other GO's (thanks @samme)Arade.Group.type
is a new property that holds a string-based name of the Game Object type, as with other GO's (thanks @samme)Arcade.StaticGroup.type
is a new property that holds a string-based name of the Game Object type, as with other GO's (thanks @samme)ArcadePhysics.overlapCirc
is a new method that allows you to return an array of all Arcade Physics bodies that overlap with the given circular area of the world. It can return either dynamic or static bodies, or a mixture of both (thanks @samme)
Curve.getPoints
can now take an optional array as the 3rd parameter in which to store the points results (thanks @rexrainbow)Line.arcLengthDivisions
now overrides the default Curve value and is set to 1 to optimize the amount of points returned for a Line curve (thanks @rexrainbow)ArcadePhysics.closest
will now no longer ever return the source in the target results (thanks @samme)ArcadePhysics.furthest
will now no longer ever return the source in the target results (thanks @samme)RequestAnimationFrame.target
is a new property that controls the fps rate (in ms) when setTimeout is used (thanks @pavels)- The
WebAudioSoundManager.unlock
method will now listen forkeydown
events in order to unlock the Audio Context, as well as touch and pointer events, making it more accessible (thanks Nick Tipping) - The
requestAnimationFrame
polyfill no longer expects a Browserify environment and useswindow
through-out, it also no longer adds in the same as performance.now does. BitmapText.getTextBounds
didn't reset the dirty flag, causing theGetBitmapTextSize
function to be called every time the Bitmap Text was rendered. With enough text objects on-screen this could negatively impact performance. The flag is now reset every time the bounds are recalculated.
- The Spine Plugin was not clearing down the resize event listener in WebGL, causing it to still fire even if the Scene was closed. Fix #4808 (thanks @RollinSafary)
- When a game is created with the HEADLESS renderer,
Game.destroy()
had no effect and the game kept on running. Now it destroys itself properly. Fix #4804 (thanks @samme) DOM.GetScreenOrientation
was returning the wrong consts from the Scale Manager (thanks @jcyuan)- When using
Input.enableDebug
on Game Objects it would not render the debug graphic correctly if the hit area had been offset. It now adjusts the debug correctly for all common hit-area geometry types. Fix #4722 (thanks @HaoboZ @Olliebrown) - Light2D was not properly working for DynamicTilemapLayers due to a change in the way tilesets were stored, throwing an Uncaught TypeError at runtime. This is now handled correctly. Fix #4167 #4079 (thanks @koljakutschera @blackjack26 @kainage)
Input.dragDistanceThreshold
was not working correctly since 3.18, snapping to the wrong drag state unless the time threshold was also set. Fix #4667 (thanks @muliawanw @Olliebrown)Tilemap.convertLayerToStatic
would throw an error when used multiple times, due to an error with the layer index count. Fix #4737 (thanks @Olliebrown @Vegita2)- The
Tween
class now uses a cached MAX_SAFE_INTEGER making it compatible with Internet Explorer (thanks @jronn) - The
StaggerBuilder
class now uses a cached MAX_SAFE_INTEGER making it compatible with Internet Explorer (thanks @jronn) - The
Rectangle.FromPoints
function now uses a cached MIN_SAFE_INTEGER making it compatible with Internet Explorer (thanks @jronn) - The
Video
class now uses a cached MIN_SAFE_INTEGER making it compatible with Internet Explorer (thanks @jronn) - The
Path
class now uses a cached MIN_SAFE_INTEGER making it compatible with Internet Explorer (thanks @jronn) Video.destroy
has been renamed toVideo.preDestroy
, so that it now destroys properly like all other Game Objects. Fix #4821 (thanks @rexrainbow)- The Video Game Object will now check to see if the browser supports the
HTMLVideoElement
before creating one (thanks @jcyuan) - The
DOM.GetScreenOrientation
functions would return out-dated consts (thanks @jcyuan) - When calling
TileSprite.setTexture
orsetFrame
, if the new frame size didn't match the old one, the new fill pattern would become distorted and thepotWidth
andpotHeight
values would be incorrect. - Timeline callbacks with extra parameters like
onStart
would miss the first parameter when the callback was invoked. Fix #4810 (thanks @samme)
My thanks to the following for helping with the Phaser 3 Examples, Docs and TypeScript definitions, either by reporting errors, fixing them or helping author the docs:
@samme (for contributing loads of new Arcade Physics examples) @dranitski @jcyuan @RollinSafary @ilyaryabchinski @jsoref @jcyuan @ghclark2
Please see the complete Change Log for previous releases.
The Contributors Guide contains full details on how to help with Phaser development. The main points are:
-
Found a bug? Report it on GitHub Issues and include a code sample. Please state which version of Phaser you are using! This is vitally important.
-
Before submitting a Pull Request run your code through ES Lint using our config and respect our Editor Config.
-
Before contributing read the code of conduct.
Written something cool in Phaser? Please tell us about it in the forum, or email [email protected]
Phaser is a Photon Storm production.
Created by Richard Davey. Powered by coffee, anime, pixels and love.
The Phaser logo and characters are © 2019 Photon Storm Limited.
All rights reserved.
"Above all, video games are meant to be just one thing: fun. Fun for everyone." - Satoru Iwata