Use this skill when creating a new Phaser 4 game instance or configuring GameConfig options. Covers renderer selection, canvas setup, scaling, pixel art, FPS settings, boot sequence, and all config sub-objects. Triggers on: new Phaser.Game, GameConfig, game setup, renderer, pixel art, FPS.
How to create a Phaser.Game instance with the right GameConfig options for renderer, scaling, pixel art, FPS, and canvas placement.
Key source paths: src/core/Game.js, src/core/Config.js, src/core/typedefs/GameConfig.js, src/const.js, src/scale/const/
Related skills: ../scenes/SKILL.md, ../loading-assets/SKILL.md, ../scale-and-responsive/SKILL.md
The simplest possible Phaser 4 game -- a single scene with the default 1024×768 canvas:
class MyScene extends Phaser.Scene {
preload() {
this.load.image('logo', 'assets/logo.png');
}
create() {
this.add.image(400, 300, 'logo');
}
}
const config = {
type: Phaser.AUTO,
scene: MyScene
};
const game = new Phaser.Game(config);
new Phaser.Game(config) triggers the entire boot sequence: config parsing (), renderer creation, DOM insertion, and the game loop (). The game waits for before booting.
ConfigTimeStepDOMContentLoadednew Phaser.Game(config) -- parses config into a Phaser.Core.Config instance.AnimationManager, TextureManager, CacheManager, InputManager, SceneManager, ScaleManager, SoundManager, TimeStep, PluginManager.DOMContentLoaded, then calls boot().boot() creates the renderer (CreateRenderer), adds the canvas to the DOM (AddToDOM), prints the debug header, emits BOOT.TextureManager emits READY), emits READY then calls start().start() begins the TimeStep loop, sets up the VisibilityHandler, calls config.postBoot.The Config constructor reads a flat GameConfig object and resolves defaults. Some properties can be specified at top level OR nested inside sub-objects (e.g., width can be top-level or under scale.width). The scale sub-object takes priority when both are present.
Render properties can likewise be top-level shortcuts (e.g., pixelArt: true) or nested under render.
| Constant | Value | Behavior |
|---|---|---|
Phaser.AUTO | 0 | WebGL if supported, else falls back to Canvas |
Phaser.CANVAS | 1 | Force Canvas renderer |
Phaser.WEBGL | 2 | Force WebGL -- no fallback if unsupported |
Phaser.HEADLESS | 3 | No renderer -- DOM still required. For unit testing only |
Set via config.type. Default is Phaser.AUTO.
When pixelArt is true, Config automatically sets antialias: false, antialiasGL: false, and roundPixels: true.
const config = {
type: Phaser.AUTO,
width: 320,
height: 240,
pixelArt: true,
scale: {
mode: Phaser.Scale.FIT,
autoCenter: Phaser.Scale.CENTER_BOTH,
zoom: Phaser.Scale.ZOOM_2X
},
scene: MyScene
};
Preserves blocky pixels but smooths edges between them when scaled up:
const config = {
type: Phaser.WEBGL,
width: 320,
height: 240,
smoothPixelArt: true,
scene: MyScene
};
When smoothPixelArt is true, Config sets antialias: true, antialiasGL: true, and pixelArt: false.
const config = {
type: Phaser.AUTO,
scale: {
mode: Phaser.Scale.RESIZE,
parent: 'game-container',
width: '100%',
height: '100%'
},
scene: MyScene
};
const config = {
type: Phaser.AUTO,
scale: {
mode: Phaser.Scale.FIT,
parent: 'game-container',
autoCenter: Phaser.Scale.CENTER_BOTH,
width: 1280,
height: 720,
min: { width: 640, height: 360 },
max: { width: 1920, height: 1080 }
},
backgroundColor: '#2d2d2d',
scene: MyScene
};
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
fps: {
target: 60,
limit: 30,
forceSetTimeOut: false,
smoothStep: true
},
scene: MyScene
};
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
transparent: true,
parent: 'game-container',
scene: MyScene
};
When transparent is true, backgroundColor is forced to 0x000000 with alpha 0.
const canvas = document.getElementById('my-canvas');
const config = {
type: Phaser.WEBGL,
canvas: canvas,
width: 800,
height: 600,
scene: MyScene
};
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
scene: [BootScene, PreloadScene, MenuScene, GameScene],
physics: {
default: 'arcade',
arcade: { gravity: { y: 300 } }
}
};
Only the first scene starts automatically. Others start only if they have { active: true } in their scene config. See ../scenes/SKILL.md.
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
callbacks: {
preBoot: function (game) {
// Runs before Phaser boots. Game systems not yet available.
},
postBoot: function (game) {
// Runs after boot. All systems ready, game loop starting.
}
},
scene: MyScene
};
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
input: {
keyboard: true,
mouse: true,
touch: false,
gamepad: false,
activePointers: 1,
windowEvents: true
},
disableContextMenu: true,
scene: MyScene
};
| Property | Type | Default | Description |
|---|---|---|---|
type | number | Phaser.AUTO (0) | Renderer: AUTO, CANVAS, WEBGL, or HEADLESS |
width | number|string | 1024 | Game width in pixels (or '100%'). Overridden by scale.width |
height | number|string | 768 | Game height in pixels (or '100%'). Overridden by scale.height |
zoom | number | 1 | Canvas zoom multiplier. Overridden by scale.zoom |
parent | HTMLElement|string|null | undefined | DOM element or id for canvas. undefined = document body. null = no parent |
canvas | HTMLCanvasElement | null | Provide your own canvas element |
context | CanvasRenderingContext2D|WebGLRenderingContext | null | Provide your own rendering context |
canvasStyle | string | null | CSS styles applied to the canvas element |
customEnvironment | boolean | false | Skip feature detection for non-browser environments. renderType cannot be AUTO if true |
scene | SceneType|SceneType[] | null | Scene class (extends Phaser.Scene) or array of scene classes |
seed | string[] | [random] | Seed for Phaser.Math.RND |
title | string | '' | Game title shown in console banner |
url | string | 'https://phaser.io/...' | Game URL shown in console banner |
version | string | '' | Game version shown in console banner |
autoFocus | boolean | true | Auto-focus window on boot and mousedown |
stableSort | number|boolean | -1 | -1 = auto-detect, 0/false = built-in stable sort, 1/true = rely on native ES2019 sort |
disableContextMenu | boolean | false | Disable right-click context menu |
backgroundColor | string|number | 0x000000 | Canvas background color. Accepts hex number, CSS string, or color object |
banner | boolean|BannerConfig | (shown) | false to hide console banner entirely |
| Property | Type | Default | Description |
|---|---|---|---|
width | number|string | 1024 | Base game width |
height | number|string | 768 | Base game height |
zoom | number | 1 | Zoom multiplier. Use constants: NO_ZOOM (1), ZOOM_2X (2), ZOOM_4X (4), MAX_ZOOM (-1) |
parent | HTMLElement|string | undefined | DOM parent for the canvas |
mode | number | Phaser.Scale.NONE (0) | Scale mode (see table below) |
expandParent | boolean | true | Allow adjusting parent CSS height to 100% |
autoRound | boolean | false | Round display/style sizes for performance |
autoCenter | number | NO_CENTER (0) | Canvas centering mode (see table below) |
resizeInterval | number | 500 | Milliseconds between browser size checks |
fullscreenTarget | HTMLElement|string | null | Element for fullscreen mode |
min | {width, height} | {0, 0} | Minimum canvas dimensions |
max | {width, height} | {0, 0} | Maximum canvas dimensions (0 = no limit) |
snap | {width, height} | {0, 0} | Snap canvas size to multiples |
| Constant | Value | Behavior |
|---|---|---|
Phaser.Scale.NONE | 0 | No scaling. Canvas stays at config size |
Phaser.Scale.WIDTH_CONTROLS_HEIGHT | 1 | Height adjusts based on width |
Phaser.Scale.HEIGHT_CONTROLS_WIDTH | 2 | Width adjusts based on height |
Phaser.Scale.FIT | 3 | Fit inside parent keeping aspect ratio (letterboxing) |
Phaser.Scale.ENVELOP | 4 | Cover parent keeping aspect ratio (may overflow) |
Phaser.Scale.RESIZE | 5 | Canvas resizes to fill parent, ignoring aspect ratio |
Phaser.Scale.EXPAND | 6 | Like RESIZE for visible area + FIT for canvas scale |
| Constant | Value |
|---|---|
Phaser.Scale.NO_CENTER | 0 |
Phaser.Scale.CENTER_BOTH | 1 |
Phaser.Scale.CENTER_HORIZONTALLY | 2 |
Phaser.Scale.CENTER_VERTICALLY | 3 |
| Constant | Value | Behavior |
|---|---|---|
Phaser.Scale.NO_ZOOM | 1 | No zoom |
Phaser.Scale.ZOOM_2X | 2 | 2x zoom |
Phaser.Scale.ZOOM_4X | 4 | 4x zoom |
Phaser.Scale.MAX_ZOOM | -1 | Max integer zoom that fits in parent |
These can be set at the top level OR nested under render. The render sub-object takes priority.
| Property | Type | Default | Description |
|---|---|---|---|
antialias | boolean | true | Linear interpolation for scaled/rotated textures |
antialiasGL | boolean | true | Antialias on WebGL context creation |
pixelArt | boolean | false | Sets antialias: false, roundPixels: true automatically |
smoothPixelArt | boolean | false | WebGL only. Blocky pixels with smooth edges |
roundPixels | boolean | false | Snap texture-based objects to integer positions |
transparent | boolean | false | Transparent canvas background |
clearBeforeRender | boolean | true | Clear canvas each frame |
preserveDrawingBuffer | boolean | false | Preserve WebGL buffers between frames |
premultipliedAlpha | boolean | true | Pre-multiplied alpha in WebGL drawing buffer |
desynchronized | boolean | false | Desynchronized rendering context |
failIfMajorPerformanceCaveat | boolean | false | Abort WebGL if browser reports poor performance |
powerPreference | string | 'default' | 'high-performance', 'low-power', or 'default' |
batchSize | number | 16384 | Max quads per WebGL batch |
maxTextures | number | -1 | Max GPU textures. -1 = use all available |
maxLights | number | 10 | Max lights visible per camera |
autoMobileTextures | boolean | true | Restrict to 1 texture per batch on iOS/Android |
selfShadow | boolean | false | Self-shadowing on lit textured objects |
pathDetailThreshold | number | 1 | Point-combining threshold for Graphics WebGL paths |
skipUnreadyShaders | boolean | false | Skip drawing objects whose shader is still compiling |
mipmapFilter | string | '' | Mipmap filter: 'NEAREST', 'LINEAR', 'NEAREST_MIPMAP_NEAREST', etc. |
renderNodes | object | {} | Custom render nodes for WebGL renderer |
| Property | Type | Default | Description |
|---|---|---|---|
min | number | 5 | Minimum acceptable FPS |
target | number | 60 | Target FPS (informational, does not enforce) |
limit | number | 0 | Enforce max FPS. 0 = no limit |
forceSetTimeOut | boolean | false | Use setTimeout instead of requestAnimationFrame |
deltaHistory | number | 10 | Frames to average for delta smoothing |
panicMax | number | 120 | Frames before trusting delta again after a panic |
smoothStep | boolean | true | Apply delta smoothing |
| Sub-Config Key | Type | Source |
|---|---|---|
callbacks | CallbacksConfig | src/core/typedefs/CallbacksConfig.js |
dom | DOMContainerConfig | src/core/typedefs/DOMContainerConfig.js |
input | InputConfig | src/core/typedefs/InputConfig.js |
loader | LoaderConfig | src/core/typedefs/LoaderConfig.js |
physics | PhysicsConfig | src/core/typedefs/PhysicsConfig.js |
plugins | PluginObject|PluginObjectItem[] | src/core/typedefs/PluginObject.js |
audio | AudioConfig | src/core/typedefs/AudioConfig.js |
images | ImagesConfig | src/core/typedefs/ImagesConfig.js |
Listen on game.events (or this.game.events from a Scene) for visibility and focus changes:
game.events.on('blur', () => { /* tab lost focus */ });
game.events.on('focus', () => { /* tab regained focus */ });
game.events.on('hidden', () => { /* Page Visibility API: page hidden */ });
game.events.on('visible', () => { /* Page Visibility API: page visible */ });
game.events.on('pause', () => { /* game.pause() was called */ });
game.events.on('resume', () => { /* game.resume() was called */ });
Use named constants: Phaser.Core.Events.BLUR, FOCUS, HIDDEN, VISIBLE, PAUSE, RESUME.
// Pause the entire game loop (rendering and updates stop)
game.pause();
// Resume the game loop
game.resume();
// Check if the game is currently paused
if (game.isPaused) {
// game loop is not running
}
// Remove the canvas from the DOM and clean up
game.destroy(true);
// Full cleanup -- pass noReturn=true if you will NEVER create another Phaser instance
// This allows the framework to release additional internal references
game.destroy(true, true);
destroy(removeCanvas, noReturn) is asynchronous -- it flags the game for destruction on the next frame. Listen for Phaser.Core.Events.DESTROY to react to completion.
The Game instance exposes key managers as properties, accessible from any Scene via this.game:
| Property | Type | Description |
|---|---|---|
game.config | Phaser.Core.Config | Parsed GameConfig (read-only after boot) |
game.scene | SceneManager | Start, stop, switch, and manage all scenes |
game.registry | DataManager | Shared data store across all scenes |
game.anims | AnimationManager | Global animation definitions |
game.cache | CacheManager | Stores loaded non-texture assets (JSON, XML, etc.) |
game.textures | TextureManager | Stores all loaded textures and sprite sheets |
game.sound | SoundManager | Global sound playback manager |
// Example: access the registry from any scene
this.game.registry.set('highScore', 9999);
// Example: access the scene manager
this.game.scene.start('MenuScene');
scale vs top-level config. width, height, zoom, and parent can be set at the top level or inside scale. The scale sub-object values take priority. Avoid setting both to prevent confusion.
Phaser.WEBGL has no fallback. Unlike AUTO, using Phaser.WEBGL directly will not fall back to Canvas if WebGL is unavailable. The game will fail silently.
parent: null vs parent: undefined. undefined (or omitted) appends the canvas to document.body. null means Phaser will not add the canvas to the DOM at all -- you must do it yourself.
transparent overrides backgroundColor. When transparent: true, the background color is forced to rgba(0,0,0,0) regardless of what you set.
fps.target does not enforce frame rate. It is advisory only. Use fps.limit to actually cap the frame rate. The browser's display refresh rate is always the upper bound.
fps.limit only slows down, never speeds up. Setting limit: 120 on a 60Hz display still results in 60 FPS.
DOM Container requires a parent. Setting dom.createContainer: true without providing a parent element will not work.
smoothPixelArt is WebGL-only. It has no effect with the Canvas renderer.
window.FORCE_WEBGL and window.FORCE_CANVAS. Config.js checks for these globals at the end of parsing and will override the type setting. This is intended for development/testing.
Game.destroy() is asynchronous. It flags the game for destruction on the next frame. Listen for the DESTROY event to react to completion. Pass noReturn: true only if you will never create another Phaser instance on the same page.
1024 (was 800), height to 768 (was 600).Phaser.Scale.EXPAND (value 6) is new -- combines RESIZE visible area behavior with FIT canvas scaling.loader.maxRetries defaults to 2 (was 0 in early v3).render.renderNodes property for custom WebGL render node registration.| Concept | File |
|---|---|
| Game class / boot sequence | src/core/Game.js |
| Config parsing / all defaults | src/core/Config.js |
| GameConfig typedef | src/core/typedefs/GameConfig.js |
| Renderer constants (AUTO, WEBGL, CANVAS, HEADLESS) | src/const.js |
| FPSConfig typedef | src/core/typedefs/FPSConfig.js |
| RenderConfig typedef | src/core/typedefs/RenderConfig.js |
| ScaleConfig typedef | src/core/typedefs/ScaleConfig.js |
| Scale mode constants | src/scale/const/SCALE_MODE_CONST.js |
| Center constants | src/scale/const/CENTER_CONST.js |
| Zoom constants | src/scale/const/ZOOM_CONST.js |
| TimeStep (game loop) | src/core/TimeStep.js |
| Renderer creation | src/core/CreateRenderer.js |
| ScaleManager | src/scale/ScaleManager.js |
| CallbacksConfig typedef | src/core/typedefs/CallbacksConfig.js |
| DOMContainerConfig typedef | src/core/typedefs/DOMContainerConfig.js |
| InputConfig typedef | src/core/typedefs/InputConfig.js |
| LoaderConfig typedef | src/core/typedefs/LoaderConfig.js |
| All core typedefs | src/core/typedefs/ |