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Game Setup and Config

skills/game-setup-and-config/SKILL.md

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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:

js
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)

ConstantValueBehavior
Phaser.AUTO0WebGL if supported, else falls back to Canvas
Phaser.CANVAS1Force Canvas renderer
Phaser.WEBGL2Force WebGL -- no fallback if unsupported
Phaser.HEADLESS3No 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.

js
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:

js
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

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

Fixed Aspect Ratio with FIT

js
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

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

Transparent Canvas Over HTML

js
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

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

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

Multiple Scenes

js
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

js
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

js
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

PropertyTypeDefaultDescription
typenumberPhaser.AUTO (0)Renderer: AUTO, CANVAS, WEBGL, or HEADLESS
widthnumber|string1024Game width in pixels (or '100%'). Overridden by scale.width
heightnumber|string768Game height in pixels (or '100%'). Overridden by scale.height
zoomnumber1Canvas zoom multiplier. Overridden by scale.zoom
parentHTMLElement|string|nullundefinedDOM element or id for canvas. undefined = document body. null = no parent
canvasHTMLCanvasElementnullProvide your own canvas element
contextCanvasRenderingContext2D|WebGLRenderingContextnullProvide your own rendering context
canvasStylestringnullCSS styles applied to the canvas element
customEnvironmentbooleanfalseSkip feature detection for non-browser environments. renderType cannot be AUTO if true
sceneSceneType|SceneType[]nullScene class (extends Phaser.Scene) or array of scene classes
seedstring[][random]Seed for Phaser.Math.RND
titlestring''Game title shown in console banner
urlstring'https://phaser.io/...'Game URL shown in console banner
versionstring''Game version shown in console banner
autoFocusbooleantrueAuto-focus window on boot and mousedown
stableSortnumber|boolean-1-1 = auto-detect, 0/false = built-in stable sort, 1/true = rely on native ES2019 sort
disableContextMenubooleanfalseDisable right-click context menu
backgroundColorstring|number0x000000Canvas background color. Accepts hex number, CSS string, or color object
bannerboolean|BannerConfig(shown)false to hide console banner entirely

scale (Phaser.Types.Core.ScaleConfig)

PropertyTypeDefaultDescription
widthnumber|string1024Base game width
heightnumber|string768Base game height
zoomnumber1Zoom multiplier. Use constants: NO_ZOOM (1), ZOOM_2X (2), ZOOM_4X (4), MAX_ZOOM (-1)
parentHTMLElement|stringundefinedDOM parent for the canvas
modenumberPhaser.Scale.NONE (0)Scale mode (see table below)
expandParentbooleantrueAllow adjusting parent CSS height to 100%
autoRoundbooleanfalseRound display/style sizes for performance
autoCenternumberNO_CENTER (0)Canvas centering mode (see table below)
resizeIntervalnumber500Milliseconds between browser size checks
fullscreenTargetHTMLElement|stringnullElement 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)

ConstantValueBehavior
Phaser.Scale.NONE0No scaling. Canvas stays at config size
Phaser.Scale.WIDTH_CONTROLS_HEIGHT1Height adjusts based on width
Phaser.Scale.HEIGHT_CONTROLS_WIDTH2Width adjusts based on height
Phaser.Scale.FIT3Fit inside parent keeping aspect ratio (letterboxing)
Phaser.Scale.ENVELOP4Cover parent keeping aspect ratio (may overflow)
Phaser.Scale.RESIZE5Canvas resizes to fill parent, ignoring aspect ratio
Phaser.Scale.EXPAND6Like RESIZE for visible area + FIT for canvas scale

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

ConstantValue
Phaser.Scale.NO_CENTER0
Phaser.Scale.CENTER_BOTH1
Phaser.Scale.CENTER_HORIZONTALLY2
Phaser.Scale.CENTER_VERTICALLY3

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

ConstantValueBehavior
Phaser.Scale.NO_ZOOM1No zoom
Phaser.Scale.ZOOM_2X22x zoom
Phaser.Scale.ZOOM_4X44x zoom
Phaser.Scale.MAX_ZOOM-1Max 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.

PropertyTypeDefaultDescription
antialiasbooleantrueLinear interpolation for scaled/rotated textures
antialiasGLbooleantrueAntialias on WebGL context creation
pixelArtbooleanfalseSets antialias: false, roundPixels: true automatically
smoothPixelArtbooleanfalseWebGL only. Blocky pixels with smooth edges
roundPixelsbooleanfalseSnap texture-based objects to integer positions
transparentbooleanfalseTransparent canvas background
clearBeforeRenderbooleantrueClear canvas each frame
preserveDrawingBufferbooleanfalsePreserve WebGL buffers between frames
premultipliedAlphabooleantruePre-multiplied alpha in WebGL drawing buffer
desynchronizedbooleanfalseDesynchronized rendering context
failIfMajorPerformanceCaveatbooleanfalseAbort WebGL if browser reports poor performance
powerPreferencestring'default''high-performance', 'low-power', or 'default'
batchSizenumber16384Max quads per WebGL batch
maxTexturesnumber-1Max GPU textures. -1 = use all available
maxLightsnumber10Max lights visible per camera
autoMobileTexturesbooleantrueRestrict to 1 texture per batch on iOS/Android
selfShadowbooleanfalseSelf-shadowing on lit textured objects
pathDetailThresholdnumber1Point-combining threshold for Graphics WebGL paths
skipUnreadyShadersbooleanfalseSkip drawing objects whose shader is still compiling
mipmapFilterstring''Mipmap filter: 'NEAREST', 'LINEAR', 'NEAREST_MIPMAP_NEAREST', etc.
renderNodesobject{}Custom render nodes for WebGL renderer

fps (Phaser.Types.Core.FPSConfig)

PropertyTypeDefaultDescription
minnumber5Minimum acceptable FPS
targetnumber60Target FPS (informational, does not enforce)
limitnumber0Enforce max FPS. 0 = no limit
forceSetTimeOutbooleanfalseUse setTimeout instead of requestAnimationFrame
deltaHistorynumber10Frames to average for delta smoothing
panicMaxnumber120Frames before trusting delta again after a panic
smoothStepbooleantrueApply delta smoothing

Other Sub-Configs

Sub-Config KeyTypeSource
callbacksCallbacksConfigsrc/core/typedefs/CallbacksConfig.js
domDOMContainerConfigsrc/core/typedefs/DOMContainerConfig.js
inputInputConfigsrc/core/typedefs/InputConfig.js
loaderLoaderConfigsrc/core/typedefs/LoaderConfig.js
physicsPhysicsConfigsrc/core/typedefs/PhysicsConfig.js
pluginsPluginObject|PluginObjectItem[]src/core/typedefs/PluginObject.js
audioAudioConfigsrc/core/typedefs/AudioConfig.js
imagesImagesConfigsrc/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:

js
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

js
// 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

js
// 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:

PropertyTypeDescription
game.configPhaser.Core.ConfigParsed GameConfig (read-only after boot)
game.sceneSceneManagerStart, stop, switch, and manage all scenes
game.registryDataManagerShared data store across all scenes
game.animsAnimationManagerGlobal animation definitions
game.cacheCacheManagerStores loaded non-texture assets (JSON, XML, etc.)
game.texturesTextureManagerStores all loaded textures and sprite sheets
game.soundSoundManagerGlobal sound playback manager
js
// 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

ConceptFile
Game class / boot sequencesrc/core/Game.js
Config parsing / all defaultssrc/core/Config.js
GameConfig typedefsrc/core/typedefs/GameConfig.js
Renderer constants (AUTO, WEBGL, CANVAS, HEADLESS)src/const.js
FPSConfig typedefsrc/core/typedefs/FPSConfig.js
RenderConfig typedefsrc/core/typedefs/RenderConfig.js
ScaleConfig typedefsrc/core/typedefs/ScaleConfig.js
Scale mode constantssrc/scale/const/SCALE_MODE_CONST.js
Center constantssrc/scale/const/CENTER_CONST.js
Zoom constantssrc/scale/const/ZOOM_CONST.js
TimeStep (game loop)src/core/TimeStep.js
Renderer creationsrc/core/CreateRenderer.js
ScaleManagersrc/scale/ScaleManager.js
CallbacksConfig typedefsrc/core/typedefs/CallbacksConfig.js
DOMContainerConfig typedefsrc/core/typedefs/DOMContainerConfig.js
InputConfig typedefsrc/core/typedefs/InputConfig.js
LoaderConfig typedefsrc/core/typedefs/LoaderConfig.js
All core typedefssrc/core/typedefs/