The width of your game in game pixels. If given as a string the value must be between 0 and 100 and will be used as the percentage width of the parent container, or the browser window if no parent is given.
The height of your game in game pixels. If given as a string the value must be between 0 and 100 and will be used as the percentage height of the parent container, or the browser window if no parent is given.
Which renderer to use: Phaser.AUTO will auto-detect, Phaser.WEBGL, Phaser.CANVAS or Phaser.HEADLESS (no rendering at all).
The DOM element into which this games canvas will be injected. Either a DOM ID (string) or the element itself.
The default state object. A object consisting of Phaser.State functions (preload, create, update, render) or null.
Use a transparent canvas background or not.
Draw all image textures anti-aliased or not. The default is for smooth textures, but disable if your game features pixel art.
A physics configuration object to pass to the Physics world on creation.
Reference to the Phaser.GameObjectFactory.
Draw all image textures anti-aliased or not.
Draw all image textures anti-aliased or not. The default is for smooth textures, but disable if your game features pixel art.
Reference to the assets cache.
A handy reference to world.camera.
Clear the Canvas each frame before rendering the display list.
Clear the Canvas each frame before rendering the display list.
You can set this to false
to gain some performance if your game always contains a background that completely fills the display.
The Phaser.Game configuration object.
A handy reference to renderer.context (only set for CANVAS games, not WebGL)
The Asset Generator.
A set of useful debug utilities.
Contains device information and capabilities.
Should the game loop force a logic update, regardless of the delta timer? Set to true if you know you need this.
Should the game loop force a logic update, regardless of the delta timer? Set to true if you know you need this. You can toggle it on the fly.
If the game is struggling to maintain the desired FPS, this signal will be dispatched.
If the game is struggling to maintain the desired FPS, this signal will be dispatched. The desired/chosen FPS should probably be closer to the Phaser.Time#suggestedFps value.
The height of your game in game pixels.
The height of your game in game pixels. If given as a string the value must be between 0 and 100 and will be used as the percentage height of the parent container, or the browser window if no parent is given.
Phaser Game ID (for when Pixi supports multiple instances).
Reference to the input manager
Whether the game engine is booted, aka available.
Is game running or paused?
Reference to the assets loader.
If false Phaser will automatically render the display list every update.
If false Phaser will automatically render the display list every update. If true the render loop will be skipped. You can toggle this value at run-time to gain exact control over when Phaser renders. This can be useful in certain types of game or application.
Please note that if you don't render the display list then none of the game object transforms will be updated, so use this value carefully.
The DOM element into which this games canvas will be injected.
The DOM element into which this games canvas will be injected. Either a DOM ID (string) or the element itself.
A physics configuration object to pass to the Physics world on creation.
Which renderer to use: Phaser.AUTO will auto-detect, Phaser.WEBGL, Phaser.CANVAS or Phaser.HEADLESS (no rendering at all).
The default state object.
The default state object. A object consisting of Phaser.State functions (preload, create, update, render) or null.
Use a transparent canvas background or not.
The width of your game in game pixels.
The width of your game in game pixels. If given as a string the value must be between 0 and 100 and will be used as the percentage width of the parent container, or the browser window if no parent is given.
This is where the magic happens. The Game object is the heart of your game, providing quick access to common functions and handling the boot process.
https://phaser.io/docs/2.6.2/Phaser.Game.html