Class: 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.


new Game( [GameConfig])

Parameters:
Name Type Argument Description
GameConfig Phaser.Types.Core.GameConfig <optional>

The configuration object for your Phaser Game instance.

Since: 3.0.0
Source: src/core/Game.js (Line 41)
Fires:

Members


anims :Phaser.Animations.AnimationManager

An instance of the Animation Manager.

The Animation Manager is a global system responsible for managing all animations used within your game.

Type:
Since: 3.0.0
Source: src/core/Game.js (Line 156)

cache :Phaser.Cache.CacheManager

An instance of the Cache Manager.

The Cache Manager is a global system responsible for caching, accessing and releasing external game assets.

Type:
Since: 3.0.0
Source: src/core/Game.js (Line 178)

canvas :HTMLCanvasElement

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.

Type:
  • HTMLCanvasElement
Since: 3.0.0
Source: src/core/Game.js (Line 103)

<readonly> config :Phaser.Core.Config

The parsed Game Configuration object.

The values stored within this object are read-only and should not be changed at run-time.

Type:
Since: 3.0.0
Source: src/core/Game.js (Line 68)

context :CanvasRenderingContext2D|WebGLRenderingContext

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.

Type:
  • CanvasRenderingContext2D | WebGLRenderingContext
Since: 3.0.0
Source: src/core/Game.js (Line 114)

device :Phaser.DeviceConf

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.

Type:
Since: 3.0.0
Source: src/core/Game.js (Line 220)

domContainer :HTMLDivElement

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.

Type:
  • HTMLDivElement
Since: 3.17.0
Source: src/core/Game.js (Line 89)

events :Phaser.Events.EventEmitter

An Event Emitter which is used to broadcast game-level events from the global systems.

Type:
Since: 3.0.0
Source: src/core/Game.js (Line 147)

facebook :Phaser.FacebookInstantGamesPlugin

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.

Type:
Since: 3.13.0
Source: src/core/Game.js (Line 287)

<readonly> hasFocus :boolean

Does the window the game is running in currently have focus or not? This is modified by the VisibilityHandler.

Type:
  • boolean
Since: 3.9.0
Source: src/core/Game.js (Line 331)

input :Phaser.Input.InputManager

An instance of the Input Manager.

The Input Manager is a global system responsible for the capture of browser-level input events.

Type:
Since: 3.0.0
Source: src/core/Game.js (Line 198)

<readonly> isBooted :boolean

A flag indicating when this Game instance has finished its boot process.

Type:
  • boolean
Since: 3.0.0
Source: src/core/Game.js (Line 127)

<readonly> isRunning :boolean

A flag indicating if this Game is currently running its game step or not.

Type:
  • boolean
Since: 3.0.0
Source: src/core/Game.js (Line 137)

loop :Phaser.Core.TimeStep

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.

Type:
Since: 3.0.0
Source: src/core/Game.js (Line 261)

plugins :Phaser.Plugins.PluginManager

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.

Type:
Since: 3.0.0
Source: src/core/Game.js (Line 273)

registry :Phaser.Data.DataManager

An instance of the Data Manager

Type:
Since: 3.0.0
Source: src/core/Game.js (Line 189)

renderer :Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer

A reference to either the Canvas or WebGL Renderer that this Game is using.

Type:
Since: 3.0.0
Source: src/core/Game.js (Line 80)

scale :Phaser.Scale.ScaleManager

An instance of the Scale Manager.

The Scale Manager is a global system responsible for handling scaling of the game canvas.

Type:
Since: 3.16.0
Source: src/core/Game.js (Line 232)

scene :Phaser.Scenes.SceneManager

An instance of the Scene Manager.

The Scene Manager is a global system responsible for creating, modifying and updating the Scenes in your game.

Type:
Since: 3.0.0
Source: src/core/Game.js (Line 209)

sound :Phaser.Sound.BaseSoundManager

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.

Type:
Since: 3.0.0
Source: src/core/Game.js (Line 243)

textures :Phaser.Textures.TextureManager

An instance of the Texture Manager.

The Texture Manager is a global system responsible for managing all textures being used by your game.

Type:
Since: 3.0.0
Source: src/core/Game.js (Line 167)

Methods


<protected> boot()

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.

Since: 3.0.0
Source: src/core/Game.js (Line 346)
Fires:
Listens to Events:

destroy(removeCanvas [, noReturn])

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 Argument Default Description
removeCanvas boolean

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

noReturn boolean <optional>
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.

Since: 3.0.0
Source: src/core/Game.js (Line 633)
Fires:

getFrame()

Returns the current game frame. When the game starts running, the frame is incremented every time Request Animation Frame, or Set Timeout, fires.

Since: 3.16.0
Source: src/core/Game.js (Line 605)
Returns:

The current game frame.

Type
number

getTime()

Returns the current game timestamp. When the game starts running, the frame is incremented every time Request Animation Frame, or Set Timeout, fires.

Since: 3.16.0
Source: src/core/Game.js (Line 619)
Returns:

The current game timestamp.

Type
number

headlessStep(time, delta)

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 Description
time number

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

delta number

The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.

Since: 3.2.0
Source: src/core/Game.js (Line 502)
Fires:
  • Phaser.Game#event:prerenderEvent
  • Phaser.Game#event:postrenderEvent

<protected> onBlur()

Called automatically by the Visibility Handler. This will set the main loop into a 'blurred' state, which pauses it.

Since: 3.0.0
Source: src/core/Game.js (Line 575)

<protected> onFocus()

Called automatically by the Visibility Handler. This will set the main loop into a 'focused' state, which resumes it.

Since: 3.0.0
Source: src/core/Game.js (Line 590)

<protected> onHidden()

Called automatically by the Visibility Handler. This will pause the main loop and then emit a pause event.

Since: 3.0.0
Source: src/core/Game.js (Line 543)
Fires:

<protected> onVisible()

Called automatically by the Visibility Handler. This will resume the main loop and then emit a resume event.

Since: 3.0.0
Source: src/core/Game.js (Line 559)
Fires:

<protected> start()

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.

Since: 3.0.0
Source: src/core/Game.js (Line 403)

step(time, delta)

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 Description
time number

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

delta number

The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.

Since: 3.0.0
Source: src/core/Game.js (Line 437)
Fires:
  • Phaser.Core.Events#event:PRE_STEP_EVENT
  • Phaser.Core.Events#event:STEP_EVENT
  • Phaser.Core.Events#event:POST_STEP_EVENT
  • Phaser.Core.Events#event:PRE_RENDER_EVENT
  • Phaser.Core.Events#event:POST_RENDER_EVENT