Phaser is a fast, free, and fun open source HTML5 game framework. It uses a custom build of Pixi.js for WebGL and Canvas rendering, and supports desktop and mobile web browsers. Games can be compiled to iOS, Android and native desktop apps via 3rd party tools. You can use JavaScript or TypeScript for development.
Along with the fantastic open source community, Phaser is actively developed and maintained by Photon Storm. As a result of rapid support, and a developer friendly API, Phaser is currently one of the most starred game frameworks on GitHub.
Thousands of developers worldwide use Phaser. From indies and multi-national digital agencies, to schools and Universities. Each creating their own incredible games.
Visit: The Phaser website and follow on Twitter (#phaserjs)
Learn: API Docs, Support Forum and StackOverflow
Code: 700+ Examples (source available in this repo)
Read: Weekly Phaser World Newsletter
Chat: Slack and Discord
Extend: With Phaser Plugins
Be awesome: Support the future of Phaser
Grab the source and join in the fun!
- What's New?
- Support Phaser
- Phaser World Newsletter
- Download Phaser
- Getting Started
- Building Phaser
- Games made with Phaser
- Requirements
- Road Map
- Change Log
- Lazer
- Contributing
22nd November 2016
Welcome!
We've made some important structural changes to our git repo. You have a choice of 3 versions:
Are you here for the first time? Then use this build of Phaser. It's the last officially released build of Phaser 2.
In November 2016 we handed ownership of Phaser 2 over to the open source community. This version is called Phaser CE (Community Edition). As it is maintained by the wider community, it contains the latest features and fixes.
Looking for development so bleeding-edge it'd even make Freddy Krueger shudder? Check out the v3
folder. This is where we're focusing all our efforts on building Phaser 3. It is not yet production ready, but we're creating it entirely transparently, so you're welcome (and encouraged) to poke around. Just don't try and make a game with it, yet.
Find more details about each release in their respective README files, located in the root of each folder.
For the latest information visit the Phaser web site, where we cover all three versions. Subscribe to Phaser World, our weekly newsletter, for the latest news, tutorials and development updates. Follow on Twitter and chat with fellow Phaser developers in our Slack and Discord channels.
There are now more ways than ever to help support 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!
Cheers,
Rich - @photonstorm
Developing Phaser takes a lot of time, effort, and money. There are monthly running costs; such as hosting and services. As well as countless hours of development time, community support, and assistance resolving issues. We do this out of our love for Phaser, 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:
- A monthly contribution via Patreon.
- A one-off donation via PayPal.
- Purchase any of our plugins or books.
- Companies can sponsor a release of Phaser, or an issue of our newsletter.
It all helps cover our running costs, and genuinely contributes towards future development.
Extra special thanks to our top-tier sponsors: Orange Games and Zenva Academy.
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, where you can read about what new features we've been working on.
Previous editions can found on our Back Issues page.
All Phaser versions are hosted on Github. You can:
- Clone the git repository via https, ssh or with the Github Windows or Mac clients.
- Download as zip or tar.gz
- Download just the build files: phaser.js and phaser.min.js
- Checkout with svn
You can also get Phaser via Bower, npm and CDN. Please see the README files for the version you need for further details:
If you'd like to try coding in Phaser right now, with nothing more than your web browser, then head over to the Phaser Sandbox. You'll find Quick Start templates, and a user-friendly editor filled with handy code-completion features.
Phaser is released under the MIT License.
Our Getting Started Guide will get you up to speed quickly. From setting up a web server, to picking an IDE. After which read our Making your first Game tutorial. Please work through this, no matter what your development experience, to learn how Phaser approaches things.
The single biggest Phaser resource is the Phaser web site. You'll find hundreds of tutorials, with new ones added every week. Subscribe to the Phaser World newsletter for a weekly links round-up.
Using TypeScript? Game From Scratch has a great series of tutorials covering that.
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.
Browse the Phaser Examples, or clone the examples repo, and eat your heart out!
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 2 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.
See the Creating a Custom Phaser Build tutorial for details.
Phaser 2 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: Phaser
, PIXI
and p2
. The following is one way of doing this:
window.PIXI = require('phaser/build/custom/pixi')
window.p2 = require('phaser/build/custom/p2')
window.Phaser = require('phaser/build/custom/phaser-split')
If you build a custom version of Phaser 1 it will split the 3 core libs out into their own files, allowing you to require them as above.
We appreciate this is just a band-aid, and not a proper use of modules, but please understand it was never built to be used this way. You're trying to fit a square peg in a round browserify-shaped hole, so compromises have to be made. Please don't open GitHub issues about it as we've no intention of changing Phaser at this stage of its life. Full module based development is supported in Phaser 3.
Starting from Phaser 2.4.5 we included a custom build for Webpack.
You need to add p2
as a dependency.
var path = require('path');
var webpack = require('webpack');
var phaserModule = path.join(__dirname, '/node_modules/phaser/');
var phaser = path.join(phaserModule, 'build/custom/phaser-split.js'),
pixi = path.join(phaserModule, 'build/custom/pixi.js'),
p2 = path.join(phaserModule, 'build/custom/p2.js');
module.exports = {
...
module: {
loaders: [
{ test: /pixi.js/, loader: "script" },
]
},
resolve: {
alias: {
'phaser': phaser,
'pixi.js': pixi,
'p2': p2,
}
}
...
}
require('pixi.js');
require('p2');
require('phaser');
Should you wish to build Phaser 2 from source you can take advantage of the provided Grunt scripts. Ensure you have the required packages by changing to the v2
or v2-community
folder, and running npm install
first.
Run grunt
to perform a default build to the dist
folder.
Thousands of games have been made in Phaser. From game jam entries, to titles by some of the largest entertainment brands in the world. Here is a tiny sample. You can find hundreds more on our web site.
Artwork copyright their respective owners.
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 polyfill in the resources/IE9 Polyfill
folder. If you don't use P2 (or don't care about IE9!) you can skip this.
Phaser is developed in ES5 JavaScript. We've made no assumptions about how you like to code, and were careful not to impose a strict structure upon you. You won't find Phaser split into modules, requiring a build step, or making you use a class / inheritance OOP approach. That doesn't mean you can't do so, it just means we don't force you to. It's your choice.
If you code with TypeScript there are comprehensive definition files in the typescript
folder. They are for TypeScript 1.4+.
All development is now taking place on version 3 of Phaser, which can be found in the v3
folder. We will publish our official roadmap after Phaser 3 is released, until then we're working to achieve feature parity with v2.
We have always been meticulous in recording changes to the Phaser code base, and where relevant, giving attribution to those in the community who helped with the change. You can find comprehensive Change Logs for all versions:
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. Please state which version of Phaser you are using! This is vitally important.
-
Pull Requests can now be made against the
master
branch (for years we only accepted PRs against thedev
branch, but with the release of Phaser CE we've relaxed this policy) -
Before submitting a Pull Request run your code through JSHint using our config.
-
Before contributing read the code of conduct.
Written something cool in Phaser? Please tell us about it in the forum, or email [email protected]
Phaser is a Photon Storm production.
Created by Richard Davey. Powered by coffee, anime, pixels and love.
The Phaser logo and characters are © 2016 Photon Storm Limited.
All rights reserved.
"Above all, video games are meant to be just one thing: fun. Fun for everyone." - Satoru Iwata