Phaser
Phaser 2.6.2
"Via": If a class has an entry in the via column it means you can quickly access it through a local reference. I.e. you can control the camera via this.camera
from any state, or game.camera
if game has been globally defined.
Game States
Class |
Via |
Description |
StateManager |
state |
Creates, manages and swaps your Game States. |
State |
|
A base Game State object you can extend. |
Loader
Class |
Via |
Description |
Cache |
cache |
The Cache is where all loaded assets are stored and retrieved from. |
Loader |
load |
Loads all external asset types (images, audio, json, xml, txt) and adds them to the Cache. Automatically invoked by a States preload method. |
LoaderParser |
|
A Static Class used by the Loader to handle parsing of complex asset types. |
Game Scaling
Class |
Via |
Description |
ScaleManager |
scale |
Manages the sizing and scaling of your game across devices. |
FlexGrid |
scale.grid |
A responsive layout grid (still in testing) |
FlexLayer |
|
A responsive grid layer (still in testing) |
Signals
Class |
Description |
Signal |
Signals are Phasers internal Event system. |
SignalBinding |
Manages which callbacks are bound to a Signal. |
Plugins
Class |
Via |
Description |
PluginManager |
plugins |
Installs, updates and destroys Plugins. |
Plugin |
|
A base Plugin object you can extend. |
Game Objects
Class |
Via |
Description |
GameObjectFactory |
add |
A helper class that can create any of the Phaser Game Objects and adds them to the Game World. |
GameObjectCreator |
make |
A helper class that can creates and returns any Phaser Game Object. |
Group |
|
Groups can contain multiple Game Objects and have the ability to search, sort, call, update and filter them. |
InputHandler |
object.input |
If a Game Object is enabled for input this class controls all input related events, including clicks and drag. |
Events |
object.events |
All of the Game Object level events. |
Create |
create |
Dynamic Sprite and Texture generation methods. |
Display
Class |
Description |
Sprite |
A Game Object with a texture, capable of running animation, input events and physics. |
Image |
A lighter Game Object with a texture and input, but no physics or animation handlers. |
TileSprite |
A Game Object with a repeating texture that can be scrolled and scaled. |
Button |
An Image Game Object with helper methods and events to turn it into a UI Button. |
SpriteBatch |
A custom Sprite Batch. Can render multiple Sprites significantly faster if they share the same texture. |
Rope |
A jointed Game Object with a strip-based texture. |
Graphics
Class |
Description |
Graphics |
Allows you to draw primitive shapes (lines, rects, circles), setting color, stroke and fills. |
BitmapData |
Provides a powerful interface to a blank Canvas object. Can be used as a Sprite texture. |
RenderTexture |
A special kind of texture you can draw Sprites to extremely quickly. |
Text
Class |
Description |
Text |
Displays text using system fonts or Web Fonts, with optional fills, shadows and strokes. |
BitmapText |
A texture based text object that uses a Bitmap Font file. |
RetroFont |
Similar to a BitmapText object but uses a classic sprite sheet. Each character is a fixed-width. |
Animation
Class |
Via |
Description |
AnimationManager |
sprite.animations |
Adds, plays and updates animations on Sprite Game Objects. |
Animation |
|
The base Animation object that the Animation Manager creates. |
AnimationParser |
|
Used internally by the Phaser Loader to parse animation data from external files. |
FrameData |
|
A collection of Frame objects that comprise an animation. |
Frame |
|
A single Frame of an Animation. Stored inside of a FrameData object. |
Geometry
Class |
Description |
Circle |
A Circle object consisting of a position and diameter. |
Ellipse |
An Ellipse object consisting of a position, width and height. |
Line |
A Line object consisting of two points at the start and end of the Line. |
Point |
A Point object consisting of an x and y position. |
Polygon |
A Polygon object consisting of a series of Points. |
Rectangle |
A Rectangle object consisting of an x, y, width and height. |
RoundedRectangle |
A Rectangle object consisting of an x, y, width, height and corner radius. |
Time
Class |
Via |
Description |
Time |
time |
The core internal clock on which all Phaser time related operations rely. |
Timer |
time.create |
A custom Timer that contains one or more TimerEvents. Can be used either once or be set to repeat. |
TimerEvent |
time.add |
A single time related event object. Belongs to a Phaser.Timer. |
Tilemaps
Class |
Description |
Tilemap |
A Tilemap consists of one or more TilemapLayers and associated tile data. Contains methods for tile data manipulation and TilemapLayer generation. |
TilemapLayer |
A single layer within a Tilemap. Extends from Phaser.Sprite and is responsible for rendering itself. |
Tileset |
An object containing a texture and data used for rendering tiles by a TilemapLayer. |
Tile |
A single Tile object with related properties. One of these exists for every tile in a map. |
TilemapParser |
A Static class used to parse externally loaded map data. Typically called directly by Phaser.Loader. |
Math
Class |
Via |
Description |
Math |
math |
Contains lots of math related helper methods including fuzzy logic and interpolation. |
QuadTree |
|
A stand-alone QuadTree implementation. Used by Arcade Physics but can also be used directly. |
RandomDataGenerator |
rnd |
A seedable repeatable random data generator. |
Network
Class |
Via |
Description |
Net |
net |
Browser URL and query string related methods. |
Particles
Class |
Via |
Description |
Particles |
particles |
The Phaser Particle Manager. Called during the game loop and updates any associated Particle Emitters. |
Emitter |
|
An Arcade Physics based Particle Emitter. Created via add.emitter in the GameObjectFactory. |
Particle |
|
A single Particle object as emitted by the Emitter. Extends Phaser.Sprite. |
Physics
Class |
Via |
Description |
Physics |
physics |
The core Physics Manager. Provides access to all of the physics sub-systems. |
Arcade Physics
Class |
Via |
Description |
Arcade |
physics.arcade |
The Arcade Physics handler. Contains collision, overlap and movement related methods. |
Body |
sprite.body |
An Arcade Physics Body. Contains velocity, acceleration, drag and other related properties. |
Weapon |
game.add.weapon |
An Arcade Physics powered Weapon plugin, for easy bullet pool management. |
Ninja Physics
Ninja Physics is not bundled in Phaser by default. Please see the README custom build details section.
Class |
Via |
Description |
Ninja |
physics.ninja |
The Ninja Physics handler. Contains collision, overlap and movement related methods. |
Body |
sprite.body |
A Ninja Physics Body. Contains velocity, acceleration, drag and other related properties. |
AABB |
|
An AABB Ninja Physics Body type. |
Circle |
|
A Circle Ninja Physics Body type. |
Tile |
|
A Tile Ninja Physics Body type. |
P2 Physics
Class |
Via |
Description |
Input |
input |
The Input Manager. Responsible for handling all Input sub-systems. Also looks after Input enabled Game Objects. |
Pointer |
input.pointer |
Pointers encapsulate all mouse or touch related input, regardless of how it was generated. On multi-touch systems more than one Pointer can be active at any one time. In Input related events a reference to the corresponding Pointer is passed. |
DeviceButton |
pointer.leftButton |
Represents a button on a mouse or pen / stylus. |
Keyboard |
input.keyboard |
The Keyboard input handler. Listens for device related events. Can also create Key objects. |
Key |
|
A Key object is responsible for listening to a specific Key. Created by the Keyboard class. |
KeyCode |
|
The KeyCode consts are used when creating new Key objects. |
Mouse |
input.mouse |
A Mouse event handler. Listens for device related events and passes them on to the active Pointer. |
MSPointer |
input.mspointer |
An MSPointer event handler. Listens for device related events and passes them on to the active Pointer. |
Touch |
input.touch |
A Touch event handler. Listens for device related events and passes them on to the active Pointer. |
Gamepads
Class |
Via |
Description |
Gamepad |
input.gamepad |
The Gamepad Manager looks after all connected Gamepads to the device. Creates SinglePad instances. |
SinglePad |
input.gamepad.pad<1,4> |
Represents a single connected gamepad. |
DeviceButton |
|
Represents a button on a SinglePad instance. |
Tweens
Class |
Via |
Description |
TweenManager |
tweens |
The Tween Manager creates, updates and destroys all active tweens. |
Tween |
|
A Tween object. Created via game.add.tween . Consists of TweenData objects that represent the tween and any child tweens. |
TweenData |
|
A TweenData object contains all the information related to a tween. Created by and belongs to a Phaser.Tween object. |
Easing |
|
A static class containing all of the easing functions available to Tweens. |
Sound
Class |
Via |
Description |
SoundManager |
sound |
The Sound Manager controls all Sound objects and can play, loop, fade and stop Sounds. |
Sound |
|
A Sound object. Can be played, paused and stopped directly, and have its volume adjusted. |
AudioSprite |
|
An Audio Sprite is a Sound object with related marker data representing sections of the audio. |
System
Class |
Via |
Description |
Canvas |
|
A static class containing Canvas creation and manipulation methods. Such as adding to the dom, setting touch actions, smoothing and image rendering. |
Device |
game.device |
The Device class checks system capabilities and settings on boot and stores them for later access. |
DOM |
|
A static class containing DOM specific methods including offset handling, viewport calibration and bounds checks. |
RequestAnimationFrame |
game.raf |
Abstracts away the use of RAF or setTimeOut for the core game update loop. |
Utils
Class |
Via |
Description |
ArraySet |
|
ArraySet is a Set data structure (items must be unique within the set) that also maintains order. |
ArrayUtils |
|
Array specific methods such as getRandomItem, shuffle, transposeMatrix, rotate and numberArray. |
Color |
|
Phaser.Color is a set of static methods that assist in color manipulation and conversion. |
Debug |
game.debug |
A collection of methods for displaying debug information about game objects. |
LinkedList |
|
A basic Linked List data structure. |
Utils |
|
Utility methods for Object and String inspection and modification. Including getProperty, pad, isPlainObject, extend and mixin. |