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.
- 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 |
- 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.
- 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.
- 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)
- 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.
- 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 |
- 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.
Phaser - Game Development with JavaScript
Module 1: Introduction to Game Development and Phaser
- What is Game Development?
- Overview of Phaser
- Setting Up Your Development Environment
- Your First Phaser Project
Module 2: Phaser Basics
- Understanding the Game Loop
- Game Configuration and Scenes
- Loading and Displaying Images
- Working with Text
- Handling Input (Keyboard and Mouse)
Module 3: Sprites and Animation
Module 4: Game Physics and Interactivity
- Introduction to Physics in Phaser
- Enabling Physics on Sprites
- Collisions and Overlaps
- Interactive Objects and Events