In this section, you’ll learn how to set up the core structure of a Phaser game by configuring its settings and organizing your game logic into scenes. Understanding these concepts is essential for building scalable and maintainable games.
- What is Game Configuration?
Game configuration in Phaser refers to the initial setup that defines how your game will run. This includes settings like the game’s size, rendering type, physics engine, and which scene(s) to start with.
Key Configuration Options
Option | Description | Example Value |
---|---|---|
type |
Rendering method (Phaser.AUTO , Phaser.CANVAS , Phaser.WEBGL ) |
Phaser.AUTO |
width |
Width of the game canvas (in pixels) | 800 |
height |
Height of the game canvas (in pixels) | 600 |
backgroundColor |
Background color of the game canvas | '#3498db' |
physics |
Physics engine and its settings | { default: 'arcade' } |
scene |
Scene(s) to load at startup | MainScene or [Scene1, Scene2] |
- Creating a Basic Game Configuration
Let’s look at a simple example of a Phaser game configuration:
const config = { type: Phaser.AUTO, // Automatically choose WebGL or Canvas width: 800, height: 600, backgroundColor: '#222222', physics: { default: 'arcade', arcade: { gravity: { y: 0 }, debug: false } }, scene: MainScene // We'll define this scene next }; const game = new Phaser.Game(config);
Explanation:
type: Phaser.AUTO
lets Phaser pick the best renderer.width
andheight
set the canvas size.backgroundColor
sets the background color.physics
enables the Arcade Physics engine.scene
specifies which scene(s) to load first.
- What are Scenes in Phaser?
Scenes are the building blocks of a Phaser game. Each scene represents a distinct part of your game, such as:
- The main menu
- The gameplay area
- A game over screen
Why use scenes?
- Organize your code into logical sections.
- Easily switch between different parts of your game.
- Manage resources and logic separately for each part.
- Creating a Scene
A scene is a JavaScript class that extends Phaser.Scene
. It typically has three main methods:
Method | Purpose |
---|---|
preload() |
Load assets (images, sounds, etc.) |
create() |
Set up game objects and initial state |
update() |
Game loop logic, runs every frame |
Example: A Simple Scene
class MainScene extends Phaser.Scene { constructor() { super({ key: 'MainScene' }); // Unique identifier for the scene } preload() { // Load assets here this.load.image('logo', 'assets/logo.png'); } create() { // Add objects to the scene this.add.image(400, 300, 'logo'); } update(time, delta) { // Game logic that updates every frame } }
Explanation:
constructor()
sets a unique key for the scene.preload()
loads the image asset.create()
adds the image to the center of the screen.update()
is empty for now, but you’ll use it for game logic.
- Adding Multiple Scenes
You can define multiple scenes and specify them in the configuration:
const config = { // ... other config options ... scene: [MainMenuScene, GameScene, GameOverScene] };
Phaser will start with the first scene in the array unless you specify otherwise.
- Switching Between Scenes
To switch from one scene to another, use:
This is typically done in response to an event, like a button click.
- Practical Exercise
Exercise:
Create a Phaser game with two scenes: a "WelcomeScene" that displays "Welcome to the Game!" and a "PlayScene" that displays "Game Started!". When the user clicks anywhere in the "WelcomeScene", switch to the "PlayScene".
Solution
class WelcomeScene extends Phaser.Scene { constructor() { super({ key: 'WelcomeScene' }); } create() { this.add.text(200, 250, 'Welcome to the Game!', { fontSize: '32px', fill: '#fff' }); this.input.once('pointerdown', () => { this.scene.start('PlayScene'); }); } } class PlayScene extends Phaser.Scene { constructor() { super({ key: 'PlayScene' }); } create() { this.add.text(250, 250, 'Game Started!', { fontSize: '32px', fill: '#fff' }); } } const config = { type: Phaser.AUTO, width: 800, height: 600, backgroundColor: '#222', scene: [WelcomeScene, PlayScene] }; const game = new Phaser.Game(config);
Common Mistakes & Tips:
- Make sure each scene has a unique
key
. - Use
this.scene.start('SceneKey')
to switch scenes. - Remember to add all scenes to the
scene
array in the config.
- Summary
- Game configuration sets up the core settings for your Phaser game.
- Scenes help organize your game into logical sections.
- Each scene typically has
preload
,create
, andupdate
methods. - You can define multiple scenes and switch between them as needed.
Next up: You’ll learn how to load and display images in your game, building on the structure you’ve just created!
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