A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
npm install @azerion/phaser


bower install phaser
npm install phaser

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.
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/build/custom/pixi')
window.p2 = require('phaser/build/custom/p2')
window.Phaser = require('phaser/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.
We appreciate this is just a band-aid, and not a proper use of modules, but please understand it was never built to be used this way. You're trying to fit a square peg in a round browserify-shaped hole, so compromises have to be made. Please don't open GitHub issues about it as we've no intention of changing Phaser at this stage of its life. Full module based development is being undertaken in Lazer, the next iteration of the Phaser framework.
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Starting from Phaser 2.4.5 we now include a custom build for Webpack.
You need to add p2 as a dependency.
##### Webpack Config
`
var path = require('path');
var webpack = require('webpack');
var phaserModule = path.join(__dirname, '/node_modules/phaser/');
var phaser = path.join(phaserModule, 'build/custom/phaser-split.js'),
pixi = path.join(phaserModule, 'build/custom/pixi.js'),
p2 = path.join(phaserModule, 'build/custom/p2.js');
module.exports = {
...
module: {
loaders: [
{ test: /pixi.js/, loader: "script" },
]
},
resolve: {
alias: {
'phaser': phaser,
'pixi.js': pixi,
'p2': p2,
}
}
...
}
`
##### Main js file
`
require('pixi.js');
require('p2');
require('phaser');
`
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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.
!Made With Phaser
Thousands of games have been made in Phaser. From game jam entries, to titles by some of the largest entertainment brands in the world. Here is a tiny sample. You can find hundreds more on our web site.
![Game][game10]
![Game][game11]
![Game][game12]
![Game][game13]
![Game][game14]
![Game][game15]
![Game][game16]
![Game][game17]
![Game][game18]
![Game][game1]
![Game][game2]
![Game][game3]
![Game][game4]
![Game][game5]
![Game][game6]
![Game][game7]
![Game][game8]
![Game][game9]
Artwork copyright their respective owners.
We add new games to the Phaser site weekly, so be sure to send us yours when it's finished!
!Requirements
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.
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If you need to support IE9 / Android 2.x _and_ use P2 physics, then you must use the polyfill in the resources/IE9 Polyfill folder. If you don't use P2 (or don't care about IE9!) you can skip this.
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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+.
!Road Map
The majority of Phaser development is now taking place within the Lazer project. Lazer is the name for Phaser version 3. The Phaser 2 branch will still be supported, and issues fixed, but most roadmap features have been migrated over.
Lazer
Lazer is the next generation of the Phaser game framework, and was previously called Phaser 3. Using a completely ES6 base it is renderer agnostic, allowing for DOM, SVG, Canvas and WebGL rendering, across desktop and mobile web browsers.
Lazer is in active development, but is not yet ready for production use.
You can read all about the philosophy behind Lazer here or join the Google Group mailing list where progress reports are posted. You can also follow progress in the Phaser World newsletter.
!Change Log
Version 2.6.2 - "Kore Springs" - 26th August 2016
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* Group.getRandomExists will return a random child from the Group that has exists set to true.
* Group.getAll will return all children in the Group, or a section of the Group, with the optional ability to test if the child has a property matching the given value or not.
* Group.iterate has a new returnType: RETURN_ALL. This allows you to return all children that pass the iteration test in an array.
* The property checkCollision.none in the ArcadePhysics.Body class was available, but never used internally. It is now used and checked by the separate method. By setting checkCollision.none = true you can disable all collision and overlap checks on a Body, but still retain its motion updates (thanks @samme #2661)
* Math.rotateToAngle takes two angles (in radians), and an interpolation value, and returns a new angle, based on the shortest rotational distance between the two.
* Math.getShortestAngle will return the shortest angle between the two given angles. Angles are in the range -180 to 180, which is what Sprite.angle uses. So you can happily feed this method two sprite angles, and get the shortest angle back between them (#2494)
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* TypeScript definitions fixes and updates (thanks @calvindavis @AlvaroBarua)
* Docs typo fixes (thanks @rroylance @Owumaro @boniatillo-com @samme @kjav)
* The InputHandler.flagged property has been removed. It was never used internally, or exposed via the API, so was just overhead.
* The src/system folder has been removed and all files relocated to the src/utils folder. This doesn't change anything from an API point of view, but did change the grunt build scripts slightly.
* BitmapData.shadow and BitmapData.text now both return this keeping them in-line with the docs (thanks @greeny #2634)
* Group.align has had its arguments changed so that it's now (width, height, ...) instead of (rows, columns, ...) (thanks @deargle #2643)
* Group.align now returns true if the Group was aligned, or false if not.
* The Loader.headers object has a new property requestedWith. By default this is set to false, but it can be used to set the X-Requested-With header to XMLHttpRequest (or any other value you need). To enable this do this.load.headers.requestedWith = 'XMLHttpRequest' before adding anything to the Loader.
* ScaleManager.hasPhaserSetFullScreen is a new boolean that identifies if the browser is in full screen mode or not, and if Phaser was the one that requested it. As it's possible to enter full screen mode outside of Phaser, and it then gets confused about what bounding parent to use.
* Phaser.Tileset has a new property lastgid which is populated automatically by the TilemapParser when importing Tiled map data, or can be set manually if building your own tileset.
* Stage will now check if document.hidden is available first, and if it is then never even check for the prefixed versions. This stops warnings like "mozHidden and mozVisibilityState are deprecated" in newer versions of browsers and retain backward compatibility (thanks @leopoldobrines7 #2656)
* As a result of changes in #2573 Graphics objects were calling updateLocalBounds on any shape change, which could cause dramatic performances drops in Graphics heavy situations (#2618). Graphics objects now have a new flag _boundsDirty which is used to detect if the bounds have been invalidated, i.e. by a Graphics being cleared or drawn to. If this is set to true then updateLocalBounds is called once in the postUpdate method (thanks @pengchuan #2618)
* Phaser.Image now has the ScaleMinMax component.
* Animations now allow for speeds greater than 0, rather than forcing them to be greater than 1. This allows you to have animation speeds slower than 1 frame per second (thanks @jayrobin #2664)
* Weapon.fire and all related methods (fireAtXY, fireAtPointer, fireAtSprite) now all return the instance of the Phaser.Bullet that was fired, or null if nothing was fired. Previously it would return a boolean, but this change allows you to perform additional processing on the Bullet as required (thanks @JTronLabs #2696)
* Sound.loopFull now returns the Sound instance that was looped (thanks @hilts-vaughan #2697)
* ArcadePhysics Body.rotation now reads its initial value from sprite.angle instead of sprite.rotation. The property was immediately replaced with the correct value in Body.preUpdate regardless, but it keeps it consistent (thanks @samme #2708)
* Weapon.fire now tracks rotation properly, when using an offset and tracking a sprite (thanks @bobonthenet #2672)
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* A Group with inputEnableChildren set would re-start the Input Handler on a Sprite, even if that handler had been disabled previously.
* Weapon.autofire wouldn't fire after the first bullet, or until fire was called, neither of which are requirements. If you now set this boolean the Weapon will fire continuously until you toggle it back to false (thanks @alverLopez #2647)
* ArcadePhysics.World.angleBetweenCenters now uses centerX and centerY properties to check for the angle between, instead of center.x/y as that property no longer exists (thanks @leopoldobrines7 #2654)
* The Emitter.makeParticles collide argument didn't work, as a result of #2661, but is now properly respected thanks to that change (thanks @samme #2662)
* Sound.play would throw the error "Uncaught DOMException: Failed to execute 'disconnect' on 'AudioNode': the given destination is not connected." in Chrome, if you tried to play an audio marker that didn't exist, while a valid marker was already playing.
* Text bounds would incorrectly displace if the Text resolution was greater than 1 (thanks @valent-novem #2685)
* TilemapParser would calculate widthInPixels and heightInPixels were being read incorrectly from JSON data (capitalisation of properties) (thanks @hexus #2691)
* A tinted Texture in Canvas mode wouldn't be updated properly if it was also cropped, beyond the initial crop. Now a cropped texture will re-tint itself every time the crop is updated, and has changed (thanks @phoenixyjll #2688)
* The Weapon.fireRateVariance property was never taken into account internally. It's now applied to the firing rate correctly (thanks @noseglid #2715)
* Text.updateText now sets Text.dirty = false, which stops Text objects from having updateText called twice on them after creation.
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Please note that Phaser uses a custom build of Pixi and always has done. The following changes have been made to our custom build, not to Pixi in general.
* This version contains significant fixes for DisplayObject.getBounds and DisplayObjectContainer.getBounds. The methods can now accept an optional argument targetCoordinateSpace which makes it much more flexible, allowing you to check the bounds against any target, not just local and global ones. If the targetCoordinateSpace is a valid DisplayObject:
- If it's a parent of the caller at some level it will return the bounds
relative to it.
- if it's not parenting the caller at all, it will get the global bounds of
it, and the caller and will calculate the x and y bounds of the caller
relative to the targetCoordinateSpace DisplayObject.
As a result this also fixes how empty Groups are treated when they have no other children except Groups. So now calculations are correct.
* DisplayObjectContainer.contains(child) is a new method which determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself. This method is used in the new getBounds function.
* Corrected DisplayObjects default _bounds rect from (0, 0, 1, 1) to (0, 0, 0, 0).
* Thanks to @fmflame for his hard work on the above (#2639 #2627)
* The methods setStageReference and removeStageReference have been removed from all Pixi classes. Objects no longer have stage properties, or references to the Stage object. This is because no reference to the Stage is required for any calculations, and Phaser can only have 1 Stage, so adding and removing references to it were superfluous actions.
* The file pixi/utils/Polyk.js has been removed, as it was no longer used with Pixi or Phaser (we replaced it with EarCut a while ago)
For changes in previous releases please see the extensive Version History.
!Contributing
The [Contributors Guide][contribute] contains full details on how to help with Phaser development. The main points are:
- Found a bug? Report it on [GitHub Issues][issues] and include a code sample.
- Pull Requests should only be made against the dev branch. Never against master`.