Thousands of developers worldwide use Phaser. From indies and multi-national digital agencies, to schools and Universities. Each creating their own incredible games.
Grab the source and join in the fun!
It was started with the 2.7.0 release and since then the community has worked to continue updating it, fixing bugs and adding new features.
Phaser 2 was a massive milestone for us, and we're still constantly amazed at all the cool things you created, and continue to create with it. Thank you to everyone who has submitted an issue or pull request over the years, or helped the framework grow in any shape or capacity.
As of today all of our in-house resources are spent on building Phaser 3 and beyond. However we fully recognize that lots of you still use Phaser 2, and have a lot to contribute to its future. So this is what we've done:
All Pull Requests made against this repo will be unconditionally approved.
We'll give GitHub permissions to a select few individuals to help with this process if they request them. And when you, the community, request it, we will publish new versions to npm.
We believe this set-up will give us the best of both worlds. It will allow us to continue focusing our efforts on Phaser 3. And it will allow the community to enhance Phaser 2 for as long as they wish.
As always, check the Change Log to see what was added recently.
There are also now more ways than before to help support the development of Phaser. The uptake so far has been fantastic, but this is an on-going mission. Thank you to everyone who supports our development. Who shares our belief in the future of HTML5 gaming, and Phasers role in that.
Happy coding everyone!
Rich - @photonstorm
We add new games to the Phaser site weekly, so be sure to send us yours when it's finished!
Phaser requires a web browser that supports the canvas tag. This includes Internet Explorer 9+, Firefox, Chrome, Safari and Opera on desktop. iOS Safari, Android Browser and Chrome for Android are supported on mobile.
While Phaser does its best to ensure a consistent cross-platform experience, always be aware of browser and device limitations. This is especially important with memory and GPU limitations on mobile, and legacy browser HTML5 compatibility.
If you need to support IE9 / Android 2.x and use P2 physics, then you must use the polyfills in the resources/IE9 Polyfill folder. If you don't use P2 (or don't care about IE9!) you can skip this.
Phaser is hosted on Github. There are a number of ways to download it:
Install via bower:
bower install phaser-ce
Install via npm:
npm install phaser-ce
Phaser CE is on jsDelivr, a "super-fast CDN for developers". Include the following in your html:
or the minified version:
Custom builds are available too.
Our Getting Started Guide will get you up to speed quickly: from setting up a web server to picking an editor/IDE. After that read our Making your first Game tutorial. Please work through this, no matter what your development experience, to learn how Phaser approaches things.
Prefer videos? Zenva have an excellent Phaser video course, with hours of great material.
Ever since we started Phaser we've been growing and expanding our extensive set of examples. Currently there are over 700 of them, with the full source code and assets available.
For most development, you'll need to run a local web server. If you already have node, it's as easy as:
npm install -g http-server
Then from your project:
http-server . -c-1 -o
Phaser was never written to be modular. Everything exists under one single global namespace, and you cannot
require selected parts of it into your builds. It expects 3 global vars to exist in order to work properly:
p2. The following is one way of doing this:
windowPIXI = ;windowp2 = ;windowPhaser = ;
If you build a custom version of Phaser it will split the 3 core libs out into their own files, allowing you to require them as above.
Full module-based development is available in Phaser v3.
For using phaser-ce with ionic, have a look at the ionic example within project templates. To get phaser-ce working with ionic in general, you've to extend "only" the webpack config used by ionic. To get this done are a few steps are necessary.
npm install webpack-merge expose-loader --save-dev
Create a new webpack config setting up expose-loader and merging it with the ionic webpack script.
Add own webpack config at package.json, so that ionic will use it:
Import pixi, p2 and phaser-ce within your project:
Interphase is a programming book for Phaser developers of all skill levels.
With 400 pages of content you'll find detailed articles, game development "Making Of" guides and tutorials. All were written using the latest version of Phaser, so you won't be learning any out-dated tricks.
As well as the book you get all the source code, graphics and assets to go with it, and lots of extras too.
Phaser Editor is a brand new Eclipse based editor that offers lots of built-in tools specifically for Phaser developers. Handy features include Smart code auto-completion, built-in web server, documentation search, asset management, texture atlas creator, audio sprite creator, asset previews and lots more.
The Game Mechanic Explorer is a great interactive way to learn how to develop specific game mechanics in Phaser. Well worth exploring once you've got your dev environment set-up.
MightyEditor is a browser-based visual Phaser game editor. Create your maps with ease, position objects and share them in seconds. It also exports to native Phaser code. Excellent for quickly setting-up levels and scenes.
Phaser is provided ready compiled in the
build folder of the repository. There are both plain and minified versions. The plain version is for use during development, and the minified version for production. You can also create your own builds.
Phaser includes a grunt based build system, which allows you to strip out features you may not require, saving hundreds of KB in the process. Don't use any Sound in your game? Then exclude the entire sound system. Don't need Keyboard support? That can be excluded too.
As a result of this work the minimum build size of Phaser is now just 80KB minified and gzipped.
grunt customto see the module and argument lists (it will error; that's OK)
grunt custom --exclude=sound,keyboardand then find the built script in dist.
See the Creating a Custom Phaser Build tutorial for details.
Should you wish to build Phaser from source you can take advantage of the provided Grunt scripts. Ensure you have the required packages by running
npm install first.
grunt to perform a default build to the
Releases of new versions of Phaser CE are under the communities control. If you feel there are sufficient fixes, or important ones that warrant a new version release, then please do the following:
Make sure the version number is increased, in line with semver policies, in the following files:
Make sure that you have added details of the new version to the
CHANGELOG.md. This should include a summary of changes made in the version. You can usually obtain this from the commit / PR history. It's nice to credit who made the changes by linking to their GitHub user ID, but isn't a requirement.
From the root repo folder, run
grunt jshint and make sure there are no jshint errors. If there are, please fix them, or request that the original author of the code does so.
Once jshint passes run
grunt release, sit back, and wait. It will build all of the versions of Phaser required, update the doc files, TypeScript defs and lots more. When finished, commit all of the new files and make sure to include a clear message in your commit saying you want this release pushed to npm. Be sure to tag me when doing this, i.e. 'Phaser CE Version 2.X.X. Please publish to npm @photonstorm' - I'll see it, and then publish as soon as I can (often the same day).
Developing Phaser takes a lot of time, effort, and money. There are monthly running costs; such as the forum and site, which we maintain 100% ad-free. As well as countless hours of development time, community support, and assistance resolving issues. We do this out of our love for Phaser of course, but at the end of the day there are real tangible costs involved.
If you have found Phaser useful in your development life. Or have made income as a result of using it, and are in a position to support us financially, without causing any detriment to yourself, then please do. There are a number of ways:
It all helps cover our running costs, and genuinely contributes towards future development.
If you would like to sponsor Phaser then please get in touch. We have sponsorship options available on our GitHub repo, web site, and newsletter. All of which receive tens of thousands of eyeballs per day.
Every Friday we publish the Phaser World newsletter. It's packed full of the latest Phaser games, tutorials, videos, meet-ups, talks, and more. It also contains our weekly Development Progress updates. If you want to know what we're working on, this is the newsletter to read!
Previous editions can found on our Back Issues page.
The Contributors Guide contains full details on how to help with Phaser development. The main points are:
Found a bug? Report it on GitHub Issues and include a code sample.
Before contributing read the code of conduct.
adjustSizeparameter to Phaser.Tilemap#createFromObjects. Setting this to false will disable copying the object's
heightto the new sprite.
@16patsle, @andiCR, @daniel-nth, @JamesSkemp, @martinlindhe, @photonstorm, @rmartone, @samme
For changes in previous releases please see the extensive Change Log.
Phaser is released under the MIT License.
Phaser is a Photon Storm production.
Created by Richard Davey. Powered by coffee, anime, pixels and love.
The Phaser logo and characters are © 2017 Photon Storm Limited.
All rights reserved.
"Above all, video games are meant to be just one thing: fun. Fun for everyone." - Satoru Iwata