Phaser
Phaser 2.6.2
"Via": If a class has an entry in the via column it means you can quickly access it through a local reference. I.e. you can control the camera via this.camera
from any state, or game.camera
if game has been globally defined.
Game States
Class | Via | Description |
StateManager | state | Creates, manages and swaps your Game States. |
State | | A base Game State object you can extend. |
Loader
Class | Via | Description |
Cache | cache | The Cache is where all loaded assets are stored and retrieved from. |
Loader | load | Loads all external asset types (images, audio, json, xml, txt) and adds them to the Cache. Automatically invoked by a States preload method. |
LoaderParser | | A Static Class used by the Loader to handle parsing of complex asset types. |
Game Scaling
Class | Via | Description |
ScaleManager | scale | Manages the sizing and scaling of your game across devices. |
FlexGrid | scale.grid | A responsive layout grid (still in testing) |
FlexLayer | | A responsive grid layer (still in testing) |
Signals
Class | Description |
Signal | Signals are Phasers internal Event system. |
SignalBinding | Manages which callbacks are bound to a Signal. |
Plugins
Class | Via | Description |
PluginManager | plugins | Installs, updates and destroys Plugins. |
Plugin | | A base Plugin object you can extend. |
Game Objects
Class | Via | Description |
GameObjectFactory | add | A helper class that can create any of the Phaser Game Objects and adds them to the Game World. |
GameObjectCreator | make | A helper class that can creates and returns any Phaser Game Object. |
Group | | Groups can contain multiple Game Objects and have the ability to search, sort, call, update and filter them. |
InputHandler | object.input | If a Game Object is enabled for input this class controls all input related events, including clicks and drag. |
Events | object.events | All of the Game Object level events. |
Create | create | Dynamic Sprite and Texture generation methods. |
Display
Class | Description |
Sprite | A Game Object with a texture, capable of running animation, input events and physics. |
Image | A lighter Game Object with a texture and input, but no physics or animation handlers. |
TileSprite | A Game Object with a repeating texture that can be scrolled and scaled. |
Button | An Image Game Object with helper methods and events to turn it into a UI Button. |
SpriteBatch | A custom Sprite Batch. Can render multiple Sprites significantly faster if they share the same texture. |
Rope | A jointed Game Object with a strip-based texture. |
Graphics
Class | Description |
Graphics | Allows you to draw primitive shapes (lines, rects, circles), setting color, stroke and fills. |
BitmapData | Provides a powerful interface to a blank Canvas object. Can be used as a Sprite texture. |
RenderTexture | A special kind of texture you can draw Sprites to extremely quickly. |
Text
Class | Description |
Text | Displays text using system fonts or Web Fonts, with optional fills, shadows and strokes. |
BitmapText | A texture based text object that uses a Bitmap Font file. |
RetroFont | Similar to a BitmapText object but uses a classic sprite sheet. Each character is a fixed-width. |
Animation
Class | Via | Description |
AnimationManager | sprite.animations | Adds, plays and updates animations on Sprite Game Objects. |
Animation | | The base Animation object that the Animation Manager creates. |
AnimationParser | | Used internally by the Phaser Loader to parse animation data from external files. |
FrameData | | A collection of Frame objects that comprise an animation. |
Frame | | A single Frame of an Animation. Stored inside of a FrameData object. |
Geometry
Class | Description |
Circle | A Circle object consisting of a position and diameter. |
Ellipse | An Ellipse object consisting of a position, width and height. |
Line | A Line object consisting of two points at the start and end of the Line. |
Point | A Point object consisting of an x and y position. |
Polygon | A Polygon object consisting of a series of Points. |
Rectangle | A Rectangle object consisting of an x, y, width and height. |
RoundedRectangle | A Rectangle object consisting of an x, y, width, height and corner radius. |
Time
Class | Via | Description |
Time | time | The core internal clock on which all Phaser time related operations rely. |
Timer | time.create | A custom Timer that contains one or more TimerEvents. Can be used either once or be set to repeat. |
TimerEvent | time.add | A single time related event object. Belongs to a Phaser.Timer. |
Tilemaps
Class | Description |
Tilemap | A Tilemap consists of one or more TilemapLayers and associated tile data. Contains methods for tile data manipulation and TilemapLayer generation. |
TilemapLayer | A single layer within a Tilemap. Extends from Phaser.Sprite and is responsible for rendering itself. |
Tileset | An object containing a texture and data used for rendering tiles by a TilemapLayer. |
Tile | A single Tile object with related properties. One of these exists for every tile in a map. |
TilemapParser | A Static class used to parse externally loaded map data. Typically called directly by Phaser.Loader. |
Math
Class | Via | Description |
Math | math | Contains lots of math related helper methods including fuzzy logic and interpolation. |
QuadTree | | A stand-alone QuadTree implementation. Used by Arcade Physics but can also be used directly. |
RandomDataGenerator | rnd | A seedable repeatable random data generator. |
Network
Class | Via | Description |
Net | net | Browser URL and query string related methods. |
Particles
Class | Via | Description |
Particles | particles | The Phaser Particle Manager. Called during the game loop and updates any associated Particle Emitters. |
Emitter | | An Arcade Physics based Particle Emitter. Created via add.emitter in the GameObjectFactory. |
Particle | | A single Particle object as emitted by the Emitter. Extends Phaser.Sprite. |
Physics
Class | Via | Description |
Physics | physics | The core Physics Manager. Provides access to all of the physics sub-systems. |
Arcade Physics
Class | Via | Description |
Arcade | physics.arcade | The Arcade Physics handler. Contains collision, overlap and movement related methods. |
Body | sprite.body | An Arcade Physics Body. Contains velocity, acceleration, drag and other related properties. |
Weapon | game.add.weapon | An Arcade Physics powered Weapon plugin, for easy bullet pool management. |
Ninja Physics
Ninja Physics is not bundled in Phaser by default. Please see the README custom build details section.
Class | Via | Description |
Ninja | physics.ninja | The Ninja Physics handler. Contains collision, overlap and movement related methods. |
Body | sprite.body | A Ninja Physics Body. Contains velocity, acceleration, drag and other related properties. |
AABB | | An AABB Ninja Physics Body type. |
Circle | | A Circle Ninja Physics Body type. |
Tile | | A Tile Ninja Physics Body type. |
P2 Physics
Input
Class | Via | Description |
Input | input | The Input Manager. Responsible for handling all Input sub-systems. Also looks after Input enabled Game Objects. |
Pointer | input.pointer | Pointers encapsulate all mouse or touch related input, regardless of how it was generated. On multi-touch systems more than one Pointer can be active at any one time. In Input related events a reference to the corresponding Pointer is passed. |
DeviceButton | pointer.leftButton | Represents a button on a mouse or pen / stylus. |
Keyboard | input.keyboard | The Keyboard input handler. Listens for device related events. Can also create Key objects. |
Key | | A Key object is responsible for listening to a specific Key. Created by the Keyboard class. |
KeyCode | | The KeyCode consts are used when creating new Key objects. |
Mouse | input.mouse | A Mouse event handler. Listens for device related events and passes them on to the active Pointer. |
MSPointer | input.mspointer | An MSPointer event handler. Listens for device related events and passes them on to the active Pointer. |
Touch | input.touch | A Touch event handler. Listens for device related events and passes them on to the active Pointer. |
Gamepads
Class | Via | Description |
Gamepad | input.gamepad | The Gamepad Manager looks after all connected Gamepads to the device. Creates SinglePad instances. |
SinglePad | input.gamepad.pad<1,4> | Represents a single connected gamepad. |
DeviceButton | | Represents a button on a SinglePad instance. |
Tweens
Class | Via | Description |
TweenManager | tweens | The Tween Manager creates, updates and destroys all active tweens. |
Tween | | A Tween object. Created via game.add.tween . Consists of TweenData objects that represent the tween and any child tweens. |
TweenData | | A TweenData object contains all the information related to a tween. Created by and belongs to a Phaser.Tween object. |
Easing | | A static class containing all of the easing functions available to Tweens. |
Sound
Class | Via | Description |
SoundManager | sound | The Sound Manager controls all Sound objects and can play, loop, fade and stop Sounds. |
Sound | | A Sound object. Can be played, paused and stopped directly, and have its volume adjusted. |
AudioSprite | | An Audio Sprite is a Sound object with related marker data representing sections of the audio. |
System
Class | Via | Description |
Canvas | | A static class containing Canvas creation and manipulation methods. Such as adding to the dom, setting touch actions, smoothing and image rendering. |
Device | game.device | The Device class checks system capabilities and settings on boot and stores them for later access. |
DOM | | A static class containing DOM specific methods including offset handling, viewport calibration and bounds checks. |
RequestAnimationFrame | game.raf | Abstracts away the use of RAF or setTimeOut for the core game update loop. |
Utils
Class | Via | Description |
ArraySet | | ArraySet is a Set data structure (items must be unique within the set) that also maintains order. |
ArrayUtils | | Array specific methods such as getRandomItem, shuffle, transposeMatrix, rotate and numberArray. |
Color | | Phaser.Color is a set of static methods that assist in color manipulation and conversion. |
Debug | game.debug | A collection of methods for displaying debug information about game objects. |
LinkedList | | A basic Linked List data structure. |
Utils | | Utility methods for Object and String inspection and modification. Including getProperty, pad, isPlainObject, extend and mixin. |