skills/phaserjs/phaser/game-setup-and-config

game-setup-and-config

Installation
SKILL.md

Game Setup and Config

How to create a Phaser.Game instance with the right GameConfig options for renderer, scaling, pixel art, FPS, and canvas placement.

Key source paths: src/core/Game.js, src/core/Config.js, src/core/typedefs/GameConfig.js, src/const.js, src/scale/const/ Related skills: ../scenes/SKILL.md, ../loading-assets/SKILL.md, ../scale-and-responsive/SKILL.md

Quick Start

The simplest possible Phaser 4 game -- a single scene with the default 1024×768 canvas:

class MyScene extends Phaser.Scene {
    preload() {
        this.load.image('logo', 'assets/logo.png');
    }

    create() {
        this.add.image(400, 300, 'logo');
    }
}

const config = {
    type: Phaser.AUTO,
    scene: MyScene
};

const game = new Phaser.Game(config);

new Phaser.Game(config) triggers the entire boot sequence: config parsing (Config), renderer creation, DOM insertion, and the game loop (TimeStep). The game waits for DOMContentLoaded before booting.

Core Concepts

Boot Sequence (src/core/Game.js)

  1. new Phaser.Game(config) -- parses config into a Phaser.Core.Config instance.
  2. Creates global managers: AnimationManager, TextureManager, CacheManager, InputManager, SceneManager, ScaleManager, SoundManager, TimeStep, PluginManager.
  3. Waits for DOMContentLoaded, then calls boot().
  4. boot() creates the renderer (CreateRenderer), adds the canvas to the DOM (AddToDOM), prints the debug header, emits BOOT.
  5. Once textures are ready (TextureManager emits READY), emits READY then calls start().
  6. start() begins the TimeStep loop, sets up the VisibilityHandler, calls config.postBoot.

Config Parsing (src/core/Config.js)

The Config constructor reads a flat GameConfig object and resolves defaults. Some properties can be specified at top level OR nested inside sub-objects (e.g., width can be top-level or under scale.width). The scale sub-object takes priority when both are present.

Render properties can likewise be top-level shortcuts (e.g., pixelArt: true) or nested under render.

Renderer Constants (src/const.js)

Constant Value Behavior
Phaser.AUTO 0 WebGL if supported, else falls back to Canvas
Phaser.CANVAS 1 Force Canvas renderer
Phaser.WEBGL 2 Force WebGL -- no fallback if unsupported
Phaser.HEADLESS 3 No renderer -- DOM still required. For unit testing only

Set via config.type. Default is Phaser.AUTO.

Common Patterns

Pixel Art Game

When pixelArt is true, Config automatically sets antialias: false, antialiasGL: false, and roundPixels: true.

const config = {
    type: Phaser.AUTO,
    width: 320,
    height: 240,
    pixelArt: true,
    scale: {
        mode: Phaser.Scale.FIT,
        autoCenter: Phaser.Scale.CENTER_BOTH,
        zoom: Phaser.Scale.ZOOM_2X
    },
    scene: MyScene
};

Smooth Pixel Art (WebGL only)

Preserves blocky pixels but smooths edges between them when scaled up:

const config = {
    type: Phaser.WEBGL,
    width: 320,
    height: 240,
    smoothPixelArt: true,
    scene: MyScene
};

When smoothPixelArt is true, Config sets antialias: true, antialiasGL: true, and pixelArt: false.

Full-Window Responsive Game

const config = {
    type: Phaser.AUTO,
    scale: {
        mode: Phaser.Scale.RESIZE,
        parent: 'game-container',
        width: '100%',
        height: '100%'
    },
    scene: MyScene
};

Fixed Aspect Ratio with FIT

const config = {
    type: Phaser.AUTO,
    scale: {
        mode: Phaser.Scale.FIT,
        parent: 'game-container',
        autoCenter: Phaser.Scale.CENTER_BOTH,
        width: 1280,
        height: 720,
        min: { width: 640, height: 360 },
        max: { width: 1920, height: 1080 }
    },
    backgroundColor: '#2d2d2d',
    scene: MyScene
};

Custom FPS Limit

const config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    fps: {
        target: 60,
        limit: 30,
        forceSetTimeOut: false,
        smoothStep: true
    },
    scene: MyScene
};

Transparent Canvas Over HTML

const config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    transparent: true,
    parent: 'game-container',
    scene: MyScene
};

When transparent is true, backgroundColor is forced to 0x000000 with alpha 0.

Pre-existing Canvas Element

const canvas = document.getElementById('my-canvas');

const config = {
    type: Phaser.WEBGL,
    canvas: canvas,
    width: 800,
    height: 600,
    scene: MyScene
};

Multiple Scenes

const config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    scene: [BootScene, PreloadScene, MenuScene, GameScene],
    physics: {
        default: 'arcade',
        arcade: { gravity: { y: 300 } }
    }
};

Only the first scene starts automatically. Others start only if they have { active: true } in their scene config. See ../scenes/SKILL.md.

Boot Callbacks

const config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    callbacks: {
        preBoot: function (game) {
            // Runs before Phaser boots. Game systems not yet available.
        },
        postBoot: function (game) {
            // Runs after boot. All systems ready, game loop starting.
        }
    },
    scene: MyScene
};

Disabling Input Subsystems

const config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    input: {
        keyboard: true,
        mouse: true,
        touch: false,
        gamepad: false,
        activePointers: 1,
        windowEvents: true
    },
    disableContextMenu: true,
    scene: MyScene
};

Configuration Reference

Top-Level GameConfig Properties

Property Type Default Description
type number Phaser.AUTO (0) Renderer: AUTO, CANVAS, WEBGL, or HEADLESS
width number|string 1024 Game width in pixels (or '100%'). Overridden by scale.width
height number|string 768 Game height in pixels (or '100%'). Overridden by scale.height
zoom number 1 Canvas zoom multiplier. Overridden by scale.zoom
parent HTMLElement|string|null undefined DOM element or id for canvas. undefined = document body. null = no parent
canvas HTMLCanvasElement null Provide your own canvas element
context CanvasRenderingContext2D|WebGLRenderingContext null Provide your own rendering context
canvasStyle string null CSS styles applied to the canvas element
customEnvironment boolean false Skip feature detection for non-browser environments. renderType cannot be AUTO if true
scene SceneType|SceneType[] null Scene class (extends Phaser.Scene) or array of scene classes
seed string[] [random] Seed for Phaser.Math.RND
title string '' Game title shown in console banner
url string 'https://phaser.io/...' Game URL shown in console banner
version string '' Game version shown in console banner
autoFocus boolean true Auto-focus window on boot and mousedown
stableSort number|boolean -1 -1 = auto-detect, 0/false = built-in stable sort, 1/true = rely on native ES2019 sort
disableContextMenu boolean false Disable right-click context menu
backgroundColor string|number 0x000000 Canvas background color. Accepts hex number, CSS string, or color object
banner boolean|BannerConfig (shown) false to hide console banner entirely

scale (Phaser.Types.Core.ScaleConfig)

Property Type Default Description
width number|string 1024 Base game width
height number|string 768 Base game height
zoom number 1 Zoom multiplier. Use constants: NO_ZOOM (1), ZOOM_2X (2), ZOOM_4X (4), MAX_ZOOM (-1)
parent HTMLElement|string undefined DOM parent for the canvas
mode number Phaser.Scale.NONE (0) Scale mode (see table below)
expandParent boolean true Allow adjusting parent CSS height to 100%
autoRound boolean false Round display/style sizes for performance
autoCenter number NO_CENTER (0) Canvas centering mode (see table below)
resizeInterval number 500 Milliseconds between browser size checks
fullscreenTarget HTMLElement|string null Element for fullscreen mode
min {width, height} {0, 0} Minimum canvas dimensions
max {width, height} {0, 0} Maximum canvas dimensions (0 = no limit)
snap {width, height} {0, 0} Snap canvas size to multiples

Scale Modes (src/scale/const/SCALE_MODE_CONST.js)

Constant Value Behavior
Phaser.Scale.NONE 0 No scaling. Canvas stays at config size
Phaser.Scale.WIDTH_CONTROLS_HEIGHT 1 Height adjusts based on width
Phaser.Scale.HEIGHT_CONTROLS_WIDTH 2 Width adjusts based on height
Phaser.Scale.FIT 3 Fit inside parent keeping aspect ratio (letterboxing)
Phaser.Scale.ENVELOP 4 Cover parent keeping aspect ratio (may overflow)
Phaser.Scale.RESIZE 5 Canvas resizes to fill parent, ignoring aspect ratio
Phaser.Scale.EXPAND 6 Like RESIZE for visible area + FIT for canvas scale

Center Modes (src/scale/const/CENTER_CONST.js)

Constant Value
Phaser.Scale.NO_CENTER 0
Phaser.Scale.CENTER_BOTH 1
Phaser.Scale.CENTER_HORIZONTALLY 2
Phaser.Scale.CENTER_VERTICALLY 3

Zoom Constants (src/scale/const/ZOOM_CONST.js)

Constant Value Behavior
Phaser.Scale.NO_ZOOM 1 No zoom
Phaser.Scale.ZOOM_2X 2 2x zoom
Phaser.Scale.ZOOM_4X 4 4x zoom
Phaser.Scale.MAX_ZOOM -1 Max integer zoom that fits in parent

render (Phaser.Types.Core.RenderConfig)

These can be set at the top level OR nested under render. The render sub-object takes priority.

Property Type Default Description
antialias boolean true Linear interpolation for scaled/rotated textures
antialiasGL boolean true Antialias on WebGL context creation
pixelArt boolean false Sets antialias: false, roundPixels: true automatically
smoothPixelArt boolean false WebGL only. Blocky pixels with smooth edges
roundPixels boolean false Snap texture-based objects to integer positions
transparent boolean false Transparent canvas background
clearBeforeRender boolean true Clear canvas each frame
preserveDrawingBuffer boolean false Preserve WebGL buffers between frames
premultipliedAlpha boolean true Pre-multiplied alpha in WebGL drawing buffer
desynchronized boolean false Desynchronized rendering context
failIfMajorPerformanceCaveat boolean false Abort WebGL if browser reports poor performance
powerPreference string 'default' 'high-performance', 'low-power', or 'default'
batchSize number 16384 Max quads per WebGL batch
maxTextures number -1 Max GPU textures. -1 = use all available
maxLights number 10 Max lights visible per camera
autoMobileTextures boolean true Restrict to 1 texture per batch on iOS/Android
selfShadow boolean false Self-shadowing on lit textured objects
pathDetailThreshold number 1 Point-combining threshold for Graphics WebGL paths
skipUnreadyShaders boolean false Skip drawing objects whose shader is still compiling
mipmapFilter string '' Mipmap filter: 'NEAREST', 'LINEAR', 'NEAREST_MIPMAP_NEAREST', etc.
renderNodes object {} Custom render nodes for WebGL renderer

fps (Phaser.Types.Core.FPSConfig)

Property Type Default Description
min number 5 Minimum acceptable FPS
target number 60 Target FPS (informational, does not enforce)
limit number 0 Enforce max FPS. 0 = no limit
forceSetTimeOut boolean false Use setTimeout instead of requestAnimationFrame
deltaHistory number 10 Frames to average for delta smoothing
panicMax number 120 Frames before trusting delta again after a panic
smoothStep boolean true Apply delta smoothing

Other Sub-Configs

Sub-Config Key Type Source
callbacks CallbacksConfig src/core/typedefs/CallbacksConfig.js
dom DOMContainerConfig src/core/typedefs/DOMContainerConfig.js
input InputConfig src/core/typedefs/InputConfig.js
loader LoaderConfig src/core/typedefs/LoaderConfig.js
physics PhysicsConfig src/core/typedefs/PhysicsConfig.js
plugins PluginObject|PluginObjectItem[] src/core/typedefs/PluginObject.js
audio AudioConfig src/core/typedefs/AudioConfig.js
images ImagesConfig src/core/typedefs/ImagesConfig.js

Game Lifecycle, Pause/Resume, and Destroy

Game Lifecycle Events

Listen on game.events (or this.game.events from a Scene) for visibility and focus changes:

game.events.on('blur', () => { /* tab lost focus */ });
game.events.on('focus', () => { /* tab regained focus */ });
game.events.on('hidden', () => { /* Page Visibility API: page hidden */ });
game.events.on('visible', () => { /* Page Visibility API: page visible */ });
game.events.on('pause', () => { /* game.pause() was called */ });
game.events.on('resume', () => { /* game.resume() was called */ });

Use named constants: Phaser.Core.Events.BLUR, FOCUS, HIDDEN, VISIBLE, PAUSE, RESUME.

Pause and Resume

// Pause the entire game loop (rendering and updates stop)
game.pause();

// Resume the game loop
game.resume();

// Check if the game is currently paused
if (game.isPaused) {
    // game loop is not running
}

Destroying the Game

// Remove the canvas from the DOM and clean up
game.destroy(true);

// Full cleanup -- pass noReturn=true if you will NEVER create another Phaser instance
// This allows the framework to release additional internal references
game.destroy(true, true);

destroy(removeCanvas, noReturn) is asynchronous -- it flags the game for destruction on the next frame. Listen for Phaser.Core.Events.DESTROY to react to completion.

Global Game Members

The Game instance exposes key managers as properties, accessible from any Scene via this.game:

Property Type Description
game.config Phaser.Core.Config Parsed GameConfig (read-only after boot)
game.scene SceneManager Start, stop, switch, and manage all scenes
game.registry DataManager Shared data store across all scenes
game.anims AnimationManager Global animation definitions
game.cache CacheManager Stores loaded non-texture assets (JSON, XML, etc.)
game.textures TextureManager Stores all loaded textures and sprite sheets
game.sound SoundManager Global sound playback manager
// Example: access the registry from any scene
this.game.registry.set('highScore', 9999);

// Example: access the scene manager
this.game.scene.start('MenuScene');

Gotchas and Common Mistakes

  1. scale vs top-level config. width, height, zoom, and parent can be set at the top level or inside scale. The scale sub-object values take priority. Avoid setting both to prevent confusion.

  2. Phaser.WEBGL has no fallback. Unlike AUTO, using Phaser.WEBGL directly will not fall back to Canvas if WebGL is unavailable. The game will fail silently.

  3. parent: null vs parent: undefined. undefined (or omitted) appends the canvas to document.body. null means Phaser will not add the canvas to the DOM at all -- you must do it yourself.

  4. transparent overrides backgroundColor. When transparent: true, the background color is forced to rgba(0,0,0,0) regardless of what you set.

  5. fps.target does not enforce frame rate. It is advisory only. Use fps.limit to actually cap the frame rate. The browser's display refresh rate is always the upper bound.

  6. fps.limit only slows down, never speeds up. Setting limit: 120 on a 60Hz display still results in 60 FPS.

  7. DOM Container requires a parent. Setting dom.createContainer: true without providing a parent element will not work.

  8. smoothPixelArt is WebGL-only. It has no effect with the Canvas renderer.

  9. window.FORCE_WEBGL and window.FORCE_CANVAS. Config.js checks for these globals at the end of parsing and will override the type setting. This is intended for development/testing.

  10. Game.destroy() is asynchronous. It flags the game for destruction on the next frame. Listen for the DESTROY event to react to completion. Pass noReturn: true only if you will never create another Phaser instance on the same page.

v4 Changes from v3

  • Default dimensions changed: Width defaults to 1024 (was 800), height to 768 (was 600).
  • EXPAND scale mode added: Phaser.Scale.EXPAND (value 6) is new -- combines RESIZE visible area behavior with FIT canvas scaling.
  • Loader maxRetries default: loader.maxRetries defaults to 2 (was 0 in early v3).
  • smoothPixelArt option: New WebGL-only rendering mode that smooths edges between blocky pixels.
  • renderNodes config: New render.renderNodes property for custom WebGL render node registration.
  • skipUnreadyShaders: New option for parallel shader compilation to prevent stutter.
  • pathDetailThreshold: New config for Graphics WebGL path point combining.

Source File Map

Concept File
Game class / boot sequence src/core/Game.js
Config parsing / all defaults src/core/Config.js
GameConfig typedef src/core/typedefs/GameConfig.js
Renderer constants (AUTO, WEBGL, CANVAS, HEADLESS) src/const.js
FPSConfig typedef src/core/typedefs/FPSConfig.js
RenderConfig typedef src/core/typedefs/RenderConfig.js
ScaleConfig typedef src/core/typedefs/ScaleConfig.js
Scale mode constants src/scale/const/SCALE_MODE_CONST.js
Center constants src/scale/const/CENTER_CONST.js
Zoom constants src/scale/const/ZOOM_CONST.js
TimeStep (game loop) src/core/TimeStep.js
Renderer creation src/core/CreateRenderer.js
ScaleManager src/scale/ScaleManager.js
CallbacksConfig typedef src/core/typedefs/CallbacksConfig.js
DOMContainerConfig typedef src/core/typedefs/DOMContainerConfig.js
InputConfig typedef src/core/typedefs/InputConfig.js
LoaderConfig typedef src/core/typedefs/LoaderConfig.js
All core typedefs src/core/typedefs/
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