The game loop is the core of any game engine, including Phaser. It is responsible for updating the game state and rendering the visuals on the screen, creating the illusion of movement and interactivity. Understanding how the game loop works is essential for building responsive and dynamic games.


  1. What is a Game Loop?

A game loop is a continuous cycle that runs throughout the lifetime of a game. Its main responsibilities are:

  • Processing Input: Checking for user actions (keyboard, mouse, touch, etc.).
  • Updating Game State: Moving objects, checking collisions, updating scores, etc.
  • Rendering: Drawing the updated game state to the screen.

This cycle repeats many times per second (typically 60 times per second, or 60 FPS).

Game Loop Steps

Step Description
Process Input Read and handle user input (keyboard, mouse, etc.)
Update Update positions, check collisions, run game logic
Render Draw the current state of the game to the screen

  1. The Game Loop in Phaser

Phaser manages the game loop for you. When you create a Phaser game, it automatically starts the loop and calls specific functions in your code at the right times.

Key Functions in Phaser Scenes

  • preload(): Load assets (images, sounds, etc.) before the game starts.
  • create(): Set up your game objects and initial state.
  • update(): Called on every frame; where you put your game logic.

Phaser calls update() repeatedly as part of its game loop.


  1. Example: A Simple Game Loop in Phaser

Let's see a basic example of a Phaser scene using the game loop:

class MyGameScene extends Phaser.Scene {
  constructor() {
    super({ key: 'MyGameScene' });
  }

  preload() {
    // Load assets here
    this.load.image('player', 'assets/player.png');
  }

  create() {
    // Create game objects here
    this.player = this.add.sprite(100, 100, 'player');
    this.speed = 100; // pixels per second
  }

  update(time, delta) {
    // Game logic that runs every frame
    // Move the player to the right
    this.player.x += (this.speed * delta) / 1000;
  }
}

Explanation

  • preload(): Loads the player image.
  • create(): Adds the player sprite to the scene and sets a speed.
  • update(time, delta): Moves the player to the right every frame.
    • delta is the time (in milliseconds) since the last frame, ensuring smooth movement regardless of frame rate.

  1. Visualizing the Game Loop

Here's a simplified diagram of how Phaser's game loop interacts with your scene:

+-------------------+
|   Process Input   |
+-------------------+
          |
          v
+-------------------+
|     Update()      |  <-- Your game logic here
+-------------------+
          |
          v
+-------------------+
|     Render        |
+-------------------+
          |
          v
   (Repeat Loop)

  1. Practical Exercise

Exercise:
Modify the update() function so that the player sprite moves downwards instead of to the right.

Solution

update(time, delta) {
  // Move the player down instead of right
  this.player.y += (this.speed * delta) / 1000;
}

Tip:
Always use delta for movement to ensure your game runs smoothly on all devices, regardless of frame rate.


  1. Common Mistakes and Tips

Mistake How to Avoid / Fix
Ignoring the delta parameter Always multiply movement by delta / 1000
Placing game logic in create() instead of update() Only use update() for logic that changes every frame
Forgetting to call super() in constructor Always call super({ key: 'SceneKey' }) in scenes

  1. Summary

  • The game loop is the heartbeat of your game, handling input, updating game state, and rendering.
  • In Phaser, you use the update() method in your scene to run code every frame.
  • Always use the delta parameter for time-based movement to ensure smooth gameplay.
  • Understanding the game loop is crucial for building interactive and dynamic games.

Next: In the following section, you'll learn about configuring your Phaser game and organizing your code into scenes.

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