Organizing your game code is essential for building scalable, maintainable, and bug-free games. As your Phaser project grows, a well-structured codebase will help you manage complexity, collaborate with others, and add new features efficiently.
This section covers:
- Why code organization matters
- Common code organization patterns in Phaser
- Using modules and classes
- Practical examples
- Exercises with solutions
- Why Code Organization Matters
Key Benefits:
- Readability: Easier to understand and navigate your code.
- Maintainability: Simplifies fixing bugs and adding features.
- Reusability: Encourages code reuse across different parts of your game or future projects.
- Collaboration: Makes it easier for teams to work together.
- Common Code Organization Patterns in Phaser
Phaser projects can be organized in several ways. Here are the most common patterns:
Pattern | Description | When to Use |
---|---|---|
Single File | All code in one file | Very small prototypes |
Scene-based Structure | Each scene in its own file/class | Most Phaser games |
Modular Structure | Separate files for scenes, objects, utilities, and configuration | Medium to large projects |
Component-based | Game objects composed of reusable components (advanced) | Large, complex games |
Tip: For most games, a modular, scene-based structure is recommended.
- Using Modules and Classes
Modern JavaScript (ES6+) supports modules and classes, which are ideal for organizing Phaser code.
3.1. Scene Classes
Each game scene (e.g., MainMenu, Game, GameOver) should be its own class in a separate file.
Example: Creating a Scene Class
// src/scenes/MainMenu.js import Phaser from 'phaser'; export default class MainMenu extends Phaser.Scene { constructor() { super('MainMenu'); } preload() { // Load assets this.load.image('logo', 'assets/logo.png'); } create() { // Add logo to the scene this.add.image(400, 300, 'logo'); // Start the game on click this.input.once('pointerdown', () => { this.scene.start('Game'); }); } }
Explanation:
MainMenu
extendsPhaser.Scene
.- The
preload
method loads assets. - The
create
method sets up the scene and handles input.
3.2. Game Objects as Classes
Custom game objects (e.g., Player, Enemy) can also be classes.
// src/objects/Player.js import Phaser from 'phaser'; export default class Player extends Phaser.Physics.Arcade.Sprite { constructor(scene, x, y) { super(scene, x, y, 'player'); scene.add.existing(this); scene.physics.add.existing(this); } update(cursors) { if (cursors.left.isDown) { this.setVelocityX(-160); } else if (cursors.right.isDown) { this.setVelocityX(160); } else { this.setVelocityX(0); } } }
Explanation:
Player
extendsPhaser.Physics.Arcade.Sprite
.- The constructor adds the player to the scene and enables physics.
- The
update
method handles movement.
3.3. Importing and Using Modules
In your main game file, import and use your scene and object classes:
// src/index.js import Phaser from 'phaser'; import MainMenu from './scenes/MainMenu.js'; import Game from './scenes/Game.js'; const config = { type: Phaser.AUTO, width: 800, height: 600, scene: [MainMenu, Game], physics: { default: 'arcade' } }; const game = new Phaser.Game(config);
- Folder Structure Example
A typical Phaser project might look like this:
/src /scenes MainMenu.js Game.js GameOver.js /objects Player.js Enemy.js /utils helpers.js index.js /assets logo.png player.png ...
Explanation:
scenes/
: All scene classes.objects/
: Custom game object classes.utils/
: Utility/helper functions.assets/
: Images, sounds, etc.
- Practical Exercise
Exercise
Task:
Refactor the following code so that the player logic is separated into its own class file. Assume you have a Game
scene.
Original Code (all in one file):
class Game extends Phaser.Scene { constructor() { super('Game'); } preload() { this.load.image('player', 'assets/player.png'); } create() { this.player = this.physics.add.sprite(400, 300, 'player'); this.cursors = this.input.keyboard.createCursorKeys(); } update() { if (this.cursors.left.isDown) { this.player.setVelocityX(-160); } else if (this.cursors.right.isDown) { this.player.setVelocityX(160); } else { this.player.setVelocityX(0); } } }
Instructions:
- Create a
Player.js
class in anobjects
folder. - Move the player logic into this class.
- Update the
Game
scene to use the newPlayer
class.
Solution
Step 1: Create Player.js
// src/objects/Player.js import Phaser from 'phaser'; export default class Player extends Phaser.Physics.Arcade.Sprite { constructor(scene, x, y) { super(scene, x, y, 'player'); scene.add.existing(this); scene.physics.add.existing(this); } move(cursors) { if (cursors.left.isDown) { this.setVelocityX(-160); } else if (cursors.right.isDown) { this.setVelocityX(160); } else { this.setVelocityX(0); } } }
Step 2: Update Game.js
// src/scenes/Game.js import Phaser from 'phaser'; import Player from '../objects/Player.js'; export default class Game extends Phaser.Scene { constructor() { super('Game'); } preload() { this.load.image('player', 'assets/player.png'); } create() { this.player = new Player(this, 400, 300); this.cursors = this.input.keyboard.createCursorKeys(); } update() { this.player.move(this.cursors); } }
Common Mistakes & Tips:
- Forgetting to add the player to the scene: Always call
scene.add.existing(this)
in your custom object’s constructor. - Incorrect import paths: Double-check your import statements and folder structure.
- Not passing the scene to the object constructor: Always pass the scene as the first argument.
- Summary
- Organizing your code into modules and classes makes your Phaser games easier to manage and scale.
- Use a folder structure that separates scenes, objects, and utilities.
- Leverage ES6 modules (
import
/export
) to keep code clean and maintainable. - Practice refactoring code into separate files and classes for better organization.
Next: In the following section, you'll learn how to manage multiple scenes, allowing for menus, levels, and transitions in your game.
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