Table of Contents
Who this article is for:
- Beginners interested in game development with minimal coding experience
- Students or hobbyists looking to learn programming through interactive web games
- Web developers wanting to expand their skillset into game mechanics
Game development once seemed like an impenetrable fortress, accessible only to those with extensive programming knowledge and specialized skills. Then Phaser.js emerged, democratizing the entire landscape. This HTML5 game framework has become the secret weapon for beginners looking to craft impressive 2D games with minimal coding experience. Whether you’re a student dabbling in programming for the first time or a web developer curious about game mechanics, Phaser.js offers a surprisingly gentle learning curve with powerful capabilities. The following guide strips away the complexity, presenting a clear path to creating your first interactive web game—no computer science degree required.
Enjoy the gaming experience!
Getting Started with Phaser.js
Phaser.js stands as one of the most popular HTML5 game frameworks available in 2025, powering thousands of browser-based and mobile games across the web. Created by Richard Davey (Photon Storm), this open-source framework has matured significantly since its inception, now offering a robust ecosystem for developing interactive 2D games.
Before diving into the technical aspects, understanding what makes Phaser.js exceptional helps clarify why it’s worth your investment:
- WebGL and Canvas Rendering: Automatically selects the optimal rendering method for the user’s device
- Cross-Platform Compatibility: Games run seamlessly across desktop and mobile browsers
- Comprehensive Physics Systems: Multiple built-in physics engines including Arcade Physics, Impact, and Matter.js
- Active Community: Extensive documentation, examples, and forum support
- Asset Loading: Simplified preloading system for images, sounds, spritesheets, and other game assets
Phaser.js currently comes in two main versions: Phaser CE (Community Edition), which is the maintained version of Phaser 2, and Phaser 3, the latest major release with significant improvements. This guide focuses on Phaser 3, as it represents the future direction of the framework.
Phaser Version | Key Features | Best For |
Phaser CE (2.x) | Established codebase, extensive plugins, legacy support | Projects requiring specific plugins only available for Phaser 2 |
Phaser 3 | Modern architecture, improved performance, WebGL focus | New projects, complex games, performance-critical applications |
To grasp the fundamental framework structure, you should understand that Phaser games operate within a game loop paradigm. This loop consists of three primary functions:
- Preload: Where you load all necessary game assets
- Create: Where you set up your game world, sprites, and initial state
- Update: Where game logic runs continuously (typically 60 times per second)
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Setting Up Your Development Environment
Creating an optimal development environment for Phaser.js projects requires minimal setup, making it particularly appealing for beginners. Unlike some game development platforms that demand hefty software installations, Phaser.js operates primarily through your web browser and requires only a few key components.
Essential requirements for Phaser.js development include:
- A text editor or IDE (Visual Studio Code, Sublime Text, Atom)
- A modern web browser (Chrome, Firefox, or Safari)
- Basic knowledge of HTML and JavaScript
- A local web server for testing
While you could technically write Phaser code in any text editor, using a specialized development environment significantly improves productivity. Visual Studio Code has emerged as the preferred IDE for Phaser developers in 2025, offering syntax highlighting, code completion, and extensive plugin support specifically for game development.
Jake Thornton, Senior Game Development Instructor
When I first started teaching Phaser.js to my students, the development environment often became the first stumbling block. Many would write perfectly valid code but see nothing but blank screens or cryptic errors. The revelation came when I developed a standardized setup procedure for all my classes. The transformation was immediate—suddenly students were focusing on actual game logic rather than troubleshooting environment issues. I now start every course with a comprehensive environment setup workshop, and completion rates for first projects have jumped from 65% to nearly 98%. The most common issue? Forgetting to run a local server, which causes asset loading to fail silently due to browser security restrictions.
To set up a basic Phaser.js project, follow these steps:
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>My First Phaser Game</title>
<script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/phaser.min.js"></script>
<style>
body {
margin: 0;
background-color: #000000;
display: flex;
justify-content: center;
align-items: center;
height: 100vh;
}
</style>
</head>
<body>
<script>
// Game configuration
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 300 },
debug: false
}
},
scene: {
preload: preload,
create: create,
update: update
}
};
// Create the game instance
const game = new Phaser.Game(config);
function preload() {
// Assets will be loaded here
}
function create() {
// Game objects will be created here
}
function update() {
// Game logic will run here
}
</script>
</body>
</html>
For local development, a web server is essential. Modern browsers restrict loading assets from local file systems due to security policies. Here are popular options for running a local server:
Server Option | Installation Method | Command to Start | Best For |
Live Server (VS Code) | Install extension in VS Code | Right-click HTML file > “Open with Live Server” | Beginners, quick setup |
Node.js http-server | npm install -g http-server | http-server | Command-line users |
Python SimpleHTTPServer | Python pre-installed | python -m http.server | Systems with Python |
XAMPP/WAMP/MAMP | Download installer | Start via control panel | Projects needing PHP/databases |
Core Concepts of Game Development with Phaser
Understanding the fundamental architecture of Phaser.js provides crucial insight into how games function within this framework. At its core, Phaser.js operates on a scene-based structure where each scene represents a distinct state or level within your game.
The key components that form the backbone of any Phaser.js game include:
- Game: The main container that manages the canvas, timing, and scenes
- Scene: Individual game states (like menu, play, game over)
- GameObjects: Everything visible or interactive (sprites, text, buttons)
- Physics: Systems that handle motion, collision, and physical interactions
- Input: Handles keyboard, mouse, and touch interactions
- Loader: Manages asset preloading and preparation
- Tweens: Controls animations and transitions
- Time: Manages game timing, events, and animations
The scene lifecycle follows a predictable sequence of methods that execute at specific points:
class GameScene extends Phaser.Scene {
constructor() {
super('GameScene');
}
init(data) {
// Initialize scene variables (receives data from scene transitions)
this.score = data.score || 0;
}
preload() {
// Load assets required for this scene
this.load.image('player', 'assets/player.png');
this.load.image('enemy', 'assets/enemy.png');
}
create() {
// Set up game objects, physics, and input handlers
this.player = this.physics.add.sprite(100, 300, 'player');
this.player.setCollideWorldBounds(true);
this.cursors = this.input.keyboard.createCursorKeys();
}
update(time, delta) {
// Game logic that runs every frame
if (this.cursors.left.isDown) {
this.player.setVelocityX(-160);
} else if (this.cursors.right.isDown) {
this.player.setVelocityX(160);
} else {
this.player.setVelocityX(0);
}
}
}
Understanding the coordinate system is vital for positioning game elements. In Phaser.js, the origin (0,0) is located at the top-left corner of the canvas, with X coordinates increasing rightward and Y coordinates increasing downward—contrary to traditional mathematical plotting where Y increases upward.
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Creating Your First Game: A Step-by-Step Guide
Now that you understand the core concepts, let’s build a simple yet engaging game: a platform jumper where the player needs to collect stars while avoiding obstacles. This project will demonstrate the essential Phaser.js mechanics while producing something genuinely playable.
First, create a new HTML file with our basic template, then follow each step to build out the game functionality:
// Step 1: Configure the game
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 300 },
debug: false
}
},
scene: {
preload: preload,
create: create,
update: update
}
};
const game = new Phaser.Game(config);
let player;
let stars;
let platforms;
let cursors;
let score = 0;
let scoreText;
// Step 2: Preload assets
function preload() {
this.load.image('sky', 'assets/sky.png');
this.load.image('ground', 'assets/platform.png');
this.load.image('star', 'assets/star.png');
this.load.spritesheet('dude',
'assets/dude.png',
{ frameWidth: 32, frameHeight: 48 }
);
}
// Step 3: Create game world
function create() {
// Add background
this.add.image(400, 300, 'sky');
// Create platforms group
platforms = this.physics.add.staticGroup();
platforms.create(400, 568, 'ground').setScale(2).refreshBody();
platforms.create(600, 400, 'ground');
platforms.create(50, 250, 'ground');
platforms.create(750, 220, 'ground');
// Create player
player = this.physics.add.sprite(100, 450, 'dude');
player.setBounce(0.2);
player.setCollideWorldBounds(true);
// Player animations
this.anims.create({
key: 'left',
frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 3 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'turn',
frames: [ { key: 'dude', frame: 4 } ],
frameRate: 20
});
this.anims.create({
key: 'right',
frames: this.anims.generateFrameNumbers('dude', { start: 5, end: 8 }),
frameRate: 10,
repeat: -1
});
// Add physics
this.physics.add.collider(player, platforms);
// Input handling
cursors = this.input.keyboard.createCursorKeys();
// Create stars
stars = this.physics.add.group({
key: 'star',
repeat: 11,
setXY: { x: 12, y: 0, stepX: 70 }
});
stars.children.iterate(function (child) {
child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
});
this.physics.add.collider(stars, platforms);
this.physics.add.overlap(player, stars, collectStar, null, this);
// Score display
scoreText = this.add.text(16, 16, 'Score: 0', {
fontSize: '32px',
fill: '#000'
});
}
// Step 4: Update game logic
function update() {
// Player movement
if (cursors.left.isDown) {
player.setVelocityX(-160);
player.anims.play('left', true);
} else if (cursors.right.isDown) {
player.setVelocityX(160);
player.anims.play('right', true);
} else {
player.setVelocityX(0);
player.anims.play('turn');
}
// Jump when player is touching the ground
if (cursors.up.isDown && player.body.touching.down) {
player.setVelocityY(-330);
}
}
// Step 5: Collect stars function
function collectStar(player, star) {
star.disableBody(true, true);
score += 10;
scoreText.setText('Score: ' + score);
// Create new batch of stars when all are collected
if (stars.countActive(true) === 0) {
stars.children.iterate(function (child) {
child.enableBody(true, child.x, 0, true, true);
});
}
}
This simple game demonstrates several key Phaser concepts:
- Scene setup with preload, create, and update methods
- Physics implementation with gravity and collisions
- Player control handling with keyboard input
- Animation creation and management
- Basic game logic for collecting objects and scoring
While this example provides a functional game, remember that game development is inherently iterative. Start with a basic prototype like this one, then expand its features incrementally. Some potential enhancements might include adding enemies, implementing level progression, or incorporating sound effects.
Enhancing Gameplay with Assets and Animations
The visual and auditory elements of your game dramatically impact the player experience. Phaser.js offers robust systems for incorporating assets and animations that bring your game world to life. Mastering these systems transforms a functional prototype into an engaging experience.
Maria Chen, Lead Game Artist
I spent three weeks coding a technically perfect platformer with Phaser.js—pixel-perfect collisions, smooth controls, challenging level design. Yet during playtesting, the feedback was consistently lukewarm. Players understood the mechanics but didn’t feel connected to the experience. Everything changed when I integrated properly animated character sprites with distinct personality and responsive animations. The same exact game mechanics suddenly felt “juicy” and satisfying. One playtester even commented, “The little jump animation makes me happy every time.” My biggest lesson was that technical implementation is only half the equation—animation and visual feedback create the emotional connection that keeps players engaged. A simple two-frame animation when collecting items increased average play session duration by nearly 40%.
Assets in Phaser.js generally fall into these categories:
- Images: Static visuals for backgrounds, UI elements, and simple game objects
- Spritesheets: Collections of frames for animations
- Audio: Background music, sound effects, and voice clips
- Tilemaps: Structured data for creating level layouts
- Bitmap fonts: Stylized text rendering for consistent cross-platform display
- JSON data: Configuration files for complex animations or game data
Loading these assets efficiently is crucial for game performance. The Asset Manager in Phaser.js handles preloading, caching, and accessing these resources:
function preload() {
// Display loading progress
let progressBar = this.add.graphics();
let progressBox = this.add.graphics();
progressBox.fillStyle(0x222222, 0.8);
progressBox.fillRect(240, 270, 320, 50);
// Loading text
let width = this.cameras.main.width;
let height = this.cameras.main.height;
let loadingText = this.add.text(width / 2, height / 2 - 50, 'Loading...', {
font: '20px Arial',
fill: '#ffffff'
});
loadingText.setOrigin(0.5, 0.5);
// Percentage text
let percentText = this.add.text(width / 2, height / 2 - 5, '0%', {
font: '18px Arial',
fill: '#ffffff'
});
percentText.setOrigin(0.5, 0.5);
// Loading progress events
this.load.on('progress', function (value) {
percentText.setText(parseInt(value * 100) + '%');
progressBar.clear();
progressBar.fillStyle(0xffffff, 1);
progressBar.fillRect(250, 280, 300 * value, 30);
});
// Remove loading display after complete
this.load.on('complete', function () {
progressBar.destroy();
progressBox.destroy();
loadingText.destroy();
percentText.destroy();
});
// Load game assets
this.load.image('background', 'assets/bg.png');
this.load.spritesheet('character', 'assets/character.png', {
frameWidth: 64,
frameHeight: 64
});
this.load.audio('jump', 'assets/jump.mp3');
this.load.audio('collect', 'assets/collect.mp3');
this.load.audio('music', 'assets/background-music.mp3');
// Artificial delay for demonstration
this.load.image('unnecessary', 'https://picsum.photos/seed/picsum/800/600');
}
Animations bring static sprites to life, creating the illusion of movement and responsiveness. Phaser 3’s Animation Manager provides a centralized system for creating and controlling animations:
function create() {
// Character idle animation
this.anims.create({
key: 'idle',
frames: this.anims.generateFrameNumbers('character', { start: 0, end: 3 }),
frameRate: 8,
repeat: -1
});
// Character run animation
this.anims.create({
key: 'run',
frames: this.anims.generateFrameNumbers('character', { start: 4, end: 11 }),
frameRate: 12,
repeat: -1
});
// Character jump animation (plays once)
this.anims.create({
key: 'jump',
frames: this.anims.generateFrameNumbers('character', { start: 12, end: 15 }),
frameRate: 10,
repeat: 0
});
// Character landing animation with callback
this.anims.create({
key: 'land',
frames: this.anims.generateFrameNumbers('character', { start: 16, end: 19 }),
frameRate: 20,
repeat: 0
});
// Event when animation completes
this.player.on('animationcomplete-land', function() {
this.player.anims.play('idle', true);
}, this);
// Set initial animation
this.player.anims.play('idle', true);
// Background music
this.bgMusic = this.sound.add('music');
this.bgMusic.loop = true;
this.bgMusic.play();
}
Effective use of assets and animations requires understanding these key principles:
Asset Type | Optimization Technique | Performance Impact |
Images | Use texture atlases to combine multiple images | Reduces draw calls, improves rendering speed |
Spritesheets | Pack efficiently with minimal empty space | Reduces memory usage and loading time |
Audio | Use compressed formats (MP3/OGG) with appropriate quality | Reduces file size and memory usage |
Animations | Use appropriate frame rates and limit active animations | Reduces CPU usage during gameplay |
Integrating Physics and Interactions
Physics systems form the backbone of gameplay in most Phaser.js games, dictating how objects move and interact. Understanding these systems allows you to create realistic movements, collisions, and interactions that feel natural to players.
Phaser 3 offers three primary physics systems, each with distinct characteristics:
- Arcade Physics: Simple AABB (Axis-Aligned Bounding Box) collision system, ideal for platformers and top-down games
- Matter.js: Advanced physics with polygon collision shapes, constraints, and advanced material properties
- Impact Physics: Mid-complexity system with slopes and movable body capabilities
For most beginner projects, Arcade Physics provides the perfect balance of simplicity and functionality. Here’s how to implement common physics behaviors:
// Basic physics configuration
const config = {
// Other configuration options...
physics: {
default: 'arcade',
arcade: {
gravity: { y: 300 },
debug: true // Set to false for production
}
}
};
function create() {
// Create static platforms (immovable physics bodies)
this.platforms = this.physics.add.staticGroup();
this.platforms.create(400, 568, 'ground').setScale(2).refreshBody();
// Create player with dynamic physics body
this.player = this.physics.add.sprite(100, 450, 'player');
this.player.setBounce(0.2); // Slight bounce when landing
this.player.setCollideWorldBounds(true); // Prevent leaving screen
// Set player collision box size (smaller than sprite)
this.player.body.setSize(20, 40);
this.player.body.setOffset(6, 8);
// Add collision between player and platforms
this.physics.add.collider(this.player, this.platforms);
// Create collectibles
this.coins = this.physics.add.group({
key: 'coin',
repeat: 11,
setXY: { x: 12, y: 0, stepX: 70 }
});
// Make coins bouncy
this.coins.children.iterate((child) => {
child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
});
// Add collision between coins and platforms
this.physics.add.collider(this.coins, this.platforms);
// Add overlap detection for player collecting coins
this.physics.add.overlap(
this.player,
this.coins,
this.collectCoin,
null,
this
);
// Create enemies with physics and AI behavior
this.enemies = this.physics.add.group();
// Create three enemies at different positions
[200, 300, 500].forEach(x => {
const enemy = this.enemies.create(x, 0, 'enemy');
enemy.setBounce(1); // Perfect bounce for patrolling behavior
enemy.setCollideWorldBounds(true);
enemy.setVelocity(Phaser.Math.Between(-100, 100), 20);
enemy.allowGravity = false; // Flying enemies
});
this.physics.add.collider(this.enemies, this.platforms);
// Player dies when touching enemy
this.physics.add.collider(
this.player,
this.enemies,
this.hitEnemy,
null,
this
);
}
function collectCoin(player, coin) {
coin.disableBody(true, true); // Remove the coin
this.score += 10;
this.scoreText.setText('Score: ' + this.score);
// Play collection sound
this.sound.play('collect');
// Create particle effect at collection point
const particles = this.add.particles('particle');
const emitter = particles.createEmitter({
speed: 100,
scale: { start: 1, end: 0 },
blendMode: 'ADD',
lifespan: 500
});
emitter.explode(10, coin.x, coin.y);
// Emitter automatically destroys itself after 500ms
setTimeout(() => particles.destroy(), 600);
}
function hitEnemy(player, enemy) {
// Check if player is jumping on enemy from above
if (player.body.velocity.y > 0 && player.y < enemy.y - enemy.height/2) {
enemy.disableBody(true, true);
player.setVelocityY(-200); // Bounce off enemy
this.score += 30;
this.scoreText.setText('Score: ' + this.score);
} else {
// Player hit by enemy - lose life or game over
this.physics.pause();
player.setTint(0xff0000);
player.anims.play('death');
this.gameOver = true;
// Show game over screen after animation completes
}
}
Beyond basic collisions, interactive elements create engaging gameplay. Adding controls and interactions requires understanding Phaser's input systems:
function create() {
// Basic keyboard controls
this.cursors = this.input.keyboard.createCursorKeys();
// Additional key bindings
this.spaceKey = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE);
this.shiftKey = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SHIFT);
// Touch/mouse input for mobile compatibility
this.input.on('pointerdown', (pointer) => {
// Left third of screen = move left
if (pointer.x < this.game.config.width / 3) {
this.moveLeft = true;
}
// Right third of screen = move right
else if (pointer.x > this.game.config.width * 2/3) {
this.moveRight = true;
}
// Middle third = jump
else {
this.jump = true;
}
});
// Clear movement when touch/click ends
this.input.on('pointerup', () => {
this.moveLeft = false;
this.moveRight = false;
this.jump = false;
});
// Interactive button example
this.pauseButton = this.add.image(750, 50, 'pause-button')
.setInteractive()
.on('pointerdown', () => {
if (this.physics.world.isPaused) {
this.physics.resume();
this.pauseButton.setTexture('pause-button');
} else {
this.physics.pause();
this.pauseButton.setTexture('play-button');
}
});
}
function update() {
if (this.gameOver) return;
// Keyboard controls
if (this.cursors.left.isDown || this.moveLeft) {
this.player.setVelocityX(-160);
this.player.anims.play('left', true);
this.player.flipX = true;
} else if (this.cursors.right.isDown || this.moveRight) {
this.player.setVelocityX(160);
this.player.anims.play('right', true);
this.player.flipX = false;
} else {
this.player.setVelocityX(0);
this.player.anims.play('idle', true);
}
// Jump when on ground
if ((this.cursors.up.isDown || this.spaceKey.isDown || this.jump) && this.player.body.touching.down) {
this.player.setVelocityY(-330);
this.sound.play('jump');
this.player.anims.play('jump');
}
// Sprint when shift is held
if (this.shiftKey.isDown && this.player.body.velocity.x !== 0) {
this.player.setVelocityX(this.player.body.velocity.x * 1.5);
}
}
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Tips for Troubleshooting and Optimizing Performance
Even the most carefully crafted Phaser.js games can encounter issues during development. Knowing how to troubleshoot common problems and optimize performance ensures your game runs smoothly across different devices and browsers.
First, let's address common troubleshooting strategies for frequent issues:
- Assets not loading: Check file paths and ensure you're running on a web server (not opening files directly)
- Collisions not working: Verify that both objects have physics bodies and a collision detector is set up
- Animations not playing: Ensure animation keys match and frameRate is appropriate
- Performance issues: Use the built-in debug mode to identify bottlenecks
- Objects behaving strangely: Check for conflicting physics properties or overlapping event handlers
Debugging tools integrated with Phaser provide invaluable insights:
// Enable physics debugging visuals
const config = {
physics: {
default: 'arcade',
arcade: {
debug: true, // Shows collision bodies and velocities
gravity: { y: 300 }
}
}
};
// Add FPS counter
function create() {
// Game setup code...
// Display FPS
this.fpsText = this.add.text(10, 10, 'FPS: 0', {
font: '16px Arial',
fill: '#00ff00'
});
// Memory usage monitoring
this.memText = this.add.text(10, 30, 'MEM: 0', {
font: '16px Arial',
fill: '#00ff00'
});
}
function update() {
// Game logic...
// Update performance metrics
this.fpsText.setText('FPS: ' + Math.round(this.game.loop.actualFps));
// Memory usage (Chrome only)
if (window.performance && window.performance.memory) {
const memoryUsed = Math.round(window.performance.memory.usedJSHeapSize / (1024 * 1024));
this.memText.setText('MEM: ' + memoryUsed + 'MB');
}
}
Performance optimization becomes crucial as your game grows in complexity. Consider these proven techniques:
Performance Issue | Optimization Technique | Implementation Example |
Too many active game objects | Object pooling | Reuse bullets/particles instead of creating/destroying |
Slow rendering | Texture atlases | Combine multiple images into a single sprite sheet |
Physics calculations bottleneck | Simplify physics bodies | Use circle bodies instead of complex polygons where appropriate |
Poor mobile performance | Scale resolution based on device | Detect device capabilities and adjust game settings |
Memory leaks | Proper scene cleanup | Remove event listeners and destroy objects when scenes transition |
Implementing object pooling provides substantial performance benefits for frequently created/destroyed objects:
function create() {
// Create object pool for bullets
this.bulletPool = this.physics.add.group({
defaultKey: 'bullet',
maxSize: 20, // Maximum bullets allowed
active: false, // Start inactive
visible: false,
createCallback: (bullet) => {
// Configure each bullet when created
bullet.body.setSize(8, 8);
bullet.setDisplaySize(8, 8);
}
});
// Fire button
this.input.keyboard.on('keydown-F', this.fireBullet, this);
}
function fireBullet() {
// Get bullet from pool
const bullet = this.bulletPool.get();
if (!bullet) return; // No bullets available in pool
// Position and activate bullet
bullet.enableBody(true, this.player.x, this.player.y, true, true);
bullet.setVelocityX(400);
// Return bullet to pool after 1 second if still active
this.time.delayedCall(1000, () => {
if (bullet.active) {
this.bulletPool.killAndHide(bullet);
bullet.body.enable = false;
}
});
}
function update() {
// Handle bullet collisions
this.physics.overlap(
this.bulletPool,
this.enemies,
this.hitEnemy,
null,
this
);
}
function hitEnemy(bullet, enemy) {
// Return bullet to pool
this.bulletPool.killAndHide(bullet);
bullet.body.enable = false;
// Enemy takes damage
enemy.health -= 10;
if (enemy.health <= 0) {
enemy.destroy();
}
}
Mobile optimization requires special consideration to handle varying screen sizes and touch input:
// Responsive game configuration
const config = {
// Other settings...
scale: {
mode: Phaser.Scale.FIT,
autoCenter: Phaser.Scale.CENTER_BOTH,
width: 800,
height: 600
}
};
// Detect device capabilities
function create() {
const isMobile = this.sys.game.device.os.android ||
this.sys.game.device.os.iOS;
// Adjust game for mobile
if (isMobile) {
// Lower particle count
this.particleCount = 5;
// Create virtual buttons for touch control
this.createMobileControls();
} else {
// Desktop gets more particles
this.particleCount = 20;
// Use keyboard controls
this.cursors = this.input.keyboard.createCursorKeys();
}
}
function createMobileControls() {
// Left button
this.leftButton = this.add.circle(60, 550, 40)
.setFillStyle(0x0000ff, 0.5)
.setInteractive()
.on('pointerdown', () => this.movingLeft = true)
.on('pointerup', () => this.movingLeft = false)
.on('pointerout', () => this.movingLeft = false);
// Right button
this.rightButton = this.add.circle(160, 550, 40)
.setFillStyle(0x0000ff, 0.5)
.setInteractive()
.on('pointerdown', () => this.movingRight = true)
.on('pointerup', () => this.movingRight = false)
.on('pointerout', () => this.movingRight = false);
// Jump button
this.jumpButton = this.add.circle(740, 550, 40)
.setFillStyle(0xff0000, 0.5)
.setInteractive()
.on('pointerdown', () => this.jumping = true)
.on('pointerup', () => this.jumping = false)
.on('pointerout', () => this.jumping = false);
}
Finally, implement asset preloading with progress indication to prevent gameplay disruption:
function preload() {
// Create loading bar
const progressBar = this.add.graphics();
const progressBox = this.add.graphics();
progressBox.fillStyle(0x222222, 0.8);
progressBox.fillRect(240, 270, 320, 50);
// Loading progress listener
this.load.on('progress', (value) => {
progressBar.clear();
progressBar.fillStyle(0xffffff, 1);
progressBar.fillRect(250, 280, 300 * value, 30);
});
// Complete listener
this.load.on('complete', () => {
progressBar.destroy();
progressBox.destroy();
});
// Preload assets in specific order (critical assets first)
this.load.image('background', 'assets/background.png');
this.load.image('player', 'assets/player.png');
// Load remaining assets...
}
Game development with Phaser.js isn't just about following a formula—it's about embracing experimentation and finding your unique creative voice. The most memorable games often come from developers who break conventions and try something unexpected. As you continue your journey, remember that every technical challenge you overcome builds your problem-solving muscles. Your first games may be simple, perhaps even derivative, but each project teaches valuable lessons that compound over time. The framework merely provides the canvas—you bring the vision that transforms code into experiences that resonate with players. Now that you understand the fundamentals, your only limitation is your imagination.