Phaser is a fast, free, and fun open source HTML5 game framework. It uses a custom build of Pixi.js for WebGL and Canvas rendering, and supports desktop and mobile web browsers. Games can be compiled to iOS, Android and native desktop apps via 3rd party tools. You can use JavaScript or TypeScript for development. Years after release, Phaser is still one of the most starred game frameworks on GitHub.
Thousands of developers worldwide use Phaser. From indies and multi-national digital agencies, to schools and Universities. Each creating their own incredible games.
Phaser v2 was built and maintained by Photon Storm and turned over to the community (as Phaser CE) in November 2016. Phaser v3 is in active development.
The current Phaser CE release is 2.8.8.
- Visit: The Phaser website and follow on Twitter (#phaserjs)
- Learn: API Docs, Support Forum and StackOverflow
- Code: 700+ Examples (source), new Phaser CE examples
- Read: Weekly Phaser World Newsletter
- Chat: Slack and Discord
- Extend: Phaser plugins – Shop, GitHub, NPM
- Be awesome: Support the future of Phaser
Grab the source and join in the fun!
- What's New?
- Games made with Phaser
- Requirements
- Download Phaser
- Getting Started
- Building Phaser
- Support Phaser
- Phaser World Newsletter
- Contributing
- Change Log
Phaser CE is the Community Edition of Phaser. In short, it's a version of Phaser that you, the community, have direct control over.
It was started with the 2.7.0 release and since then the community has worked to continue updating it, fixing bugs and adding new features.
Phaser 2 was a massive milestone for us, and we're still constantly amazed at all the cool things you created, and continue to create with it. Thank you to everyone who has submitted an issue or pull request over the years, or helped the framework grow in any shape or capacity.
As of today all of our in-house resources are spent on building Phaser 3 and beyond. However we fully recognize that lots of you still use Phaser 2, and have a lot to contribute to its future. So this is what we've done:
- Phaser 2.6.2 is the last 'official' release, published on npm as phaser
- Phaser 2.7.0 and all future versions have been given to the community to maintain, published on npm as phaser-ce
All Pull Requests made against this repo will be unconditionally approved.
We'll give GitHub permissions to a select few individuals to help with this process if they request them. And when you, the community, request it, we will publish new versions to npm.
We believe this set-up will give us the best of both worlds. It will allow us to continue focusing our efforts on Phaser 3. And it will allow the community to enhance Phaser 2 for as long as they wish.
As always, check the Change Log to see what was added recently.
Keep your eyes on the web site, and subscribe to the weekly Phaser World newsletter. You can also follow on Twitter, or chat in the Phaser Slack and Discord channels.
There are also now more ways than before to help support the development of Phaser. The uptake so far has been fantastic, but this is an on-going mission. Thank you to everyone who supports our development. Who shares our belief in the future of HTML5 gaming, and Phasers role in that.
Happy coding everyone!
Cheers,
Rich - @photonstorm
Thousands of games have been made in Phaser. From game jam entries, to titles by some of the largest entertainment brands in the world. You can find hundreds more on our web site.
We add new games to the Phaser site weekly, so be sure to send us yours when it's finished!
Phaser requires a web browser that supports the canvas tag. This includes Internet Explorer 9+, Firefox, Chrome, Safari and Opera on desktop. iOS Safari, Android Browser and Chrome for Android are supported on mobile.
While Phaser does its best to ensure a consistent cross-platform experience, always be aware of browser and device limitations. This is especially important with memory and GPU limitations on mobile, and legacy browser HTML5 compatibility.
If you need to support IE9 / Android 2.x and use P2 physics, then you must use the polyfills in the resources/IE9 Polyfill folder. If you don't use P2 (or don't care about IE9!) you can skip this.
Phaser is developed in ES5 JavaScript. We've made no assumptions about how you like to code, and were careful not to impose a strict structure upon you. You won't find Phaser split into modules, requiring a build step, or making you use a class / inheritance OOP approach. That doesn't mean you can't do so, it just means we don't force you to. It's your choice.
If you code with TypeScript there are comprehensive definition files in the typescript folder. They are for TypeScript 1.4+.
Phaser is hosted on Github. There are a number of ways to download it:
- Clone the git repository via https, ssh or with the Github Windows or Mac clients.
- Download as zip or tar.gz
- Download just the build files: phaser.js and phaser.min.js
- Checkout with svn
Install via bower:
bower install phaser-ce
Install via npm:
npm install phaser-ce
Please see additional steps for Browserify/CommonJS and Webpack.
Phaser CE is on jsDelivr, a "super-fast CDN for developers". Include the following in your html:
<script src="//cdn.jsdelivr.net/npm/phaser-ce@2.8.8/build/phaser.js"></script>
or the minified version:
<script src="//cdn.jsdelivr.net/npm/phaser-ce@2.8.8"></script>
Custom builds are available too.
Our Getting Started Guide will get you up to speed quickly: from setting up a web server to picking an editor/IDE. After that read our Making your first Game tutorial. Please work through this, no matter what your development experience, to learn how Phaser approaches things.
The single biggest Phaser resource is the Phaser web site. You'll find hundreds of tutorials, with new ones added every week. Subscribe to the Phaser World newsletter for a weekly links round-up.
Using TypeScript? See Phaser's TypeScript definitions and the Using Phaser with TypeScript.
Prefer videos? Zenva have an excellent Phaser video course, with hours of great material.
Ever since we started Phaser we've been growing and expanding our extensive set of examples. Currently there are over 700 of them, with the full source code and assets available.
Browse Phaser Examples or clone phaser-examples-mirror and eat your heart out!
If you'd like to try coding in Phaser right now, with nothing more than your web browser, open up the Phaser CE Game Template. There are CoffeeScript and ES6 variants too.
For most development, you'll need to run a local web server. If you already have node, it's as easy as:
npm install -g http-server
Then from your project:
http-server . -c-1 -o
Phaser was never written to be modular. Everything exists under one single global namespace, and you cannot require
selected parts of it into your builds. It expects 3 global vars to exist in order to work properly: Phaser
, PIXI
and p2
. The following is one way of doing this:
window.PIXI = require('phaser-ce/build/custom/pixi');
window.p2 = require('phaser-ce/build/custom/p2');
window.Phaser = require('phaser-ce/build/custom/phaser-split');
If you build a custom version of Phaser it will split the 3 core libs out into their own files, allowing you to require them as above.
Full module-based development is available in Phaser v3.
As with browserify, use the pixi, p2, and phaser-split modules in build/custom. You can then use expose-loader to expose them as PIXI
, p2
, and Phaser
.
See our webpack project template or lean/phaser-es6-webpack for a sample configuration.
For using phaser-ce with ionic, have a look at the ionic example within project templates. To get phaser-ce working with ionic in general, you've to extend "only" the webpack config used by ionic. To get this done are a few steps are necessary.
-
Install dependencies webpack-merge and expose-loader:
npm install webpack-merge expose-loader --save-dev
-
Create a new webpack config setting up expose-loader and merging it with the ionic webpack script.
-
Add own webpack config at package.json, so that ionic will use it:
{ "config": { "ionic_webpack": "./webpack.config.js" } }
-
Import pixi, p2 and phaser-ce within your project:
import "pixi"; import "p2"; import * as Phaser from "phaser-ce";
Interphase is a programming book for Phaser developers of all skill levels.
With 400 pages of content you'll find detailed articles, game development "Making Of" guides and tutorials. All were written using the latest version of Phaser, so you won't be learning any out-dated tricks.
As well as the book you get all the source code, graphics and assets to go with it, and lots of extras too.
Phaser Editor is a brand new Eclipse based editor that offers lots of built-in tools specifically for Phaser developers. Handy features include Smart code auto-completion, built-in web server, documentation search, asset management, texture atlas creator, audio sprite creator, asset previews and lots more.
The Game Mechanic Explorer is a great interactive way to learn how to develop specific game mechanics in Phaser. Well worth exploring once you've got your dev environment set-up.
MightyEditor is a browser-based visual Phaser game editor. Create your maps with ease, position objects and share them in seconds. It also exports to native Phaser code. Excellent for quickly setting-up levels and scenes.
Phaser is provided ready compiled in the build
folder of the repository. There are both plain and minified versions. The plain version is for use during development, and the minified version for production. You can also create your own builds.
Phaser includes a grunt based build system, which allows you to strip out features you may not require, saving hundreds of KB in the process. Don't use any Sound in your game? Then exclude the entire sound system. Don't need Keyboard support? That can be excluded too.
As a result of this work the minimum build size of Phaser is now just 80KB minified and gzipped.
- Run
npm install
- Run
grunt custom
to see the module and argument lists (it will error; that's OK) - Run, e.g.,
grunt custom --exclude=sound,keyboard
and then find the built script in dist.
See the Creating a Custom Phaser Build tutorial for details.
Should you wish to build Phaser from source you can take advantage of the provided Grunt scripts. Ensure you have the required packages by running npm install
first.
Run grunt
to perform a default build to the dist
folder.
Releases of new versions of Phaser CE are under the communities control. If you feel there are sufficient fixes, or important ones that warrant a new version release, then please do the following:
-
Make sure the version number is increased, in line with semver policies, in the following files:
package.json
andsrc/Phaser.js
-
Make sure that you have added details of the new version to the
README.md
andCHANGELOG.md
. This should include a summary of changes made in the version. You can usually obtain this from the commit / PR history. It's nice to credit who made the changes by linking to their GitHub user ID, but isn't a requirement. -
From the root repo folder, run
grunt jshint
and make sure there are no jshint errors. If there are, please fix them, or request that the original author of the code does so. -
Once jshint passes run
grunt release
, sit back, and wait. It will build all of the versions of Phaser required, update the doc files, TypeScript defs and lots more. When finished, commit all of the new files and make sure to include a clear message in your commit saying you want this release pushed to npm. Be sure to tag me when doing this, i.e. 'Phaser CE Version 2.X.X. Please publish to npm @photonstorm' - I'll see it, and then publish as soon as I can (often the same day).
Developing Phaser takes a lot of time, effort, and money. There are monthly running costs; such as the forum and site, which we maintain 100% ad-free. As well as countless hours of development time, community support, and assistance resolving issues. We do this out of our love for Phaser of course, but at the end of the day there are real tangible costs involved.
If you have found Phaser useful in your development life. Or have made income as a result of using it, and are in a position to support us financially, without causing any detriment to yourself, then please do. There are a number of ways:
- A monthly contribution via Patreon.
- A one-off donation via PayPal.
- Purchase any of our plugins or books.
- Companies can sponsor a release of Phaser, or an issue of our newsletter.
It all helps cover our running costs, and genuinely contributes towards future development.
If you would like to sponsor Phaser then please get in touch. We have sponsorship options available on our GitHub repo, web site, and newsletter. All of which receive tens of thousands of eyeballs per day.
Every Friday we publish the Phaser World newsletter. It's packed full of the latest Phaser games, tutorials, videos, meet-ups, talks, and more. It also contains our weekly Development Progress updates. If you want to know what we're working on, this is the newsletter to read!
Previous editions can found on our Back Issues page.
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.
-
Before submitting a Pull Request run your code through JSHint using our config.
-
Before contributing read the code of conduct.
Written something cool in Phaser? Please tell us about it in the forum, or email support@phaser.io
- Tiled polygons and rectangles are now converted into p2 physics bodies when using Phaser.Physics.P2#convertCollisionObjects (#369).
- Tileset-level collision objects created in Tiled are now added to a map's collision and objects properties using the layer's name as the key (#369).
- Phaser.ArrayUtils.numberArray can be passed a single argument to create a range starting from 0.
- Phaser.ArrayUtils.remove is a faster alternative to Array#splice.
- Phaser.Camera#fixedView is like Phaser.Camera#view but it never moves. You can use it to align objects independent of the camera's position.
- Phaser.CanvasPool.log prints canvas pool counts to the console.
- Phaser.Circle#intersectsLine
- Phaser.Circle#sample creates or positions a set of points or objects on the circle.
- Phaser.Color.interpolateColor can use either HSL or RGB color spaces.
- Phaser.Color.linear interpolates two numeric color values.
- Phaser.Color.linearInterpolation interpolates an array of numeric color values. You can assign it to TweenData#interpolationFunction to tween through such an array.
- Phaser.Ellipse#intersectsLine
- Phaser.Group#count counts children matching a key-value query.
- Phaser.Group#createMultiple now has a callback argument that lets you modify each new child.
- Phaser.Group#getFirst fetches the first child matching a key-value query.
- Phaser.Group#kill and Phaser.Group#revive toggle a Group's
alive
,exists
, andvisible
properties (#339). - Phaser.Line#intersectionWithRectangle finds the closest line-rectangle intersection (#260). You can use it for precise raycasting.
- Phaser.Physics.Arcade#closest finds the point or display object closest to another.
- Phaser.Physics.Arcade#farthest finds the point or display object farthest from another.
- Phaser.Point#clip constrains a Point to a rectangular area.
- Phaser.Point#equalsXY
- Phaser.Point#fuzzyEquals and Phaser.Point#fuzzyEqualsXY test approximate Point equality.
- Phaser.Rectangle#copyFromBounds and Phaser.Rectangle.createFromBounds are variations of copyFrom and clone that extract
left
andtop
properties instead ofx
andy
. - Phaser.Rectangle#sides creates or positions four lines representing the rectangle's sides.
- Phaser.ScaleManager#align is a shortcut for setting pageAlignHorizontally and pageAlignVertically.
- Phaser.Tween.updateColor is a helper for tweening color objects.
- Phaser.Utils.Debug#canvasPool displays canvas pool counts.
- Phaser.Utils.Debug#geom can display Ellipses.
- Phaser.Utils.Debug#phaser displays Phaser's version, rendering mode, and device audio support.
- Phaser.Utils.Debug#physicsGroup displays all the physics bodies in a Group.
- Phaser.Utils.setProperties is deep-property setter that works on any object.
- Particle emitter release has been made more efficient (#333).
- You can access the most recently emitted particle in Emitter#cursor. After the emitter has started, you should treat Emitter#cursor as read-only, because Phaser will modify it while it emits particles.
- Fixed some TypeScript definitions (#374).
- Phaser.Tilemap#createFromObjects no longer overrides the
visibility
property value as set in Tiled. - Fixed and optimized Phaser.Utils.setProperty.
- Added missing arguments in Phaser.State methods.
@cursorial, @HeinousTugboat, @masondesu, @samme, @samid737
- Renamed Emitter#count to Emitter#counts. Emitter#count is deprecated and will be removed in v2.9.0.
- Removed deprecated Phaser.Events#onRemovedFromWorld.
- Fixed p2 polygon collisions (#366).
- Fixed a nonfatal error when clicking the game canvas in browsers not supporting Document.hasFocus() (e.g., Opera Mini, older Opera) (#367). In these browsers the game may not automatically resume when refocused in an iframe; use one of the workarounds in #236.
- Phaser.Color.updateColor now rounds fractional RGB values to integers when updating the
rgba
property (#361). - Added
roundPixels
to WebGLRenderer#renderSession (#362). - Fixed some TypeScript definitions (#354, #368).
- Updated TypeScript guide (#292). Edits are welcome.
- Added Phaser.Button
callback
arguments (same as Phaser.Events#onInputUp) (#353). - Added Phaser.Input callback arguments (#368).
- Added Phaser.Plugin: Callbacks.
- Corrected Phaser.Tileset#containsTileIndex (#358).
- Corrected Phaser.State: Callbacks.
@bobhfut, @falquaddoomi, @HaoboZ, @pavle-goloskokovic, @photonstorm, @samme
For changes in previous releases please see the extensive Change Log.
Phaser is released under the MIT License.
Phaser is a Photon Storm production.
Created by Richard Davey. Powered by coffee, anime, pixels and love.
The Phaser logo and characters are © 2017 Photon Storm Limited.
All rights reserved.
"Above all, video games are meant to be just one thing: fun. Fun for everyone." - Satoru Iwata