When I first started tinkering with game development, I came across Phaser.js and honestly, I would say it's been fun. Whether you’re just curious about making games or want to create something polished, this framework seems to have a lot to offer. I will go into what some benefits I found were but before that, let's clear up an important question. What is Phaser.js?
What is Phaser.js?
Phaser.js is a fast, free, and open-source HTML5 game framework that simplifies the creation of 2D games for web browsers. It leverages modern web technologies like WebGL and Canvas for rendering, ensuring smooth performance across devices.
Now, since I’ve spent some time exploring it, and here are three things that really stood out to me.
1. It’s Super Easy to Get Started
I’ll admit, I was a little intimidated when I first opened the Phaser.js documentation. Game development sounded complicated, but Phaser actually makes it easier to dive into.
Here, I'll provide a template pulled straight from Phaser docs.
This example initializes a Phaser game, loads assets, and displays a background with a sprite. It demonstrates how easy it is to set up a game scene with Phaser.
const config = {
type: Phaser.AUTO,
scale: {
mode: Phaser.Scale.FIT,
autoCenter: Phaser.Scale.CENTER_BOTH,
width: 800,
height: 600,
},
scene: [TitleScreen],
physics: {
default: 'arcade',
arcade: {
gravity: { y: 0 },
},
},
};
const game = new Phaser.Game(config);
function preload() {
this.load.image('sky', 'assets/sky.png');
this.load.image('star', 'assets/star.png');
}
function create() {
this.add.image(400, 300, 'sky');
const star = this.add.sprite(400, 300, 'star');
}
function update() {
}
Now if I wanted to set up a basic game, it can as easy as adding a few lines of code. Here’s something I made recently—a simple version of a Pong-like game:
class Game extends Phaser.Scene {
preload() {}
create() {
// Ball
const ball: any = this.add.circle(400, 250, 10, 0xffffff, 1);
this.physics.add.existing(ball);
ball.body.setBounce(1, 1);
ball.body.setCollideWorldBounds(true, 1, 1);
ball.body.setVelocity(-200, 0);
// Left Paddle
const paddleLeft: any = this.add.rectangle(50, 250, 25, 125, 0xffffff);
this.physics.add.existing(paddleLeft, true);
const body = paddleLeft.body;
this.physics.add.collider(paddleLeft, ball);
body.setMass(5000);
// Right Paddle
const paddleRight: any = this.add.rectangle(750, 250, 25, 125, 0xffffff);
this.physics.add.existing(paddleRight, true);
const bod = paddleRight.body;
this.physics.add.collider(paddleRight, ball);
bod.setMass(5000);
}
}
export default Game;
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
scene: [TitleScreen],
physics: {
default: 'arcade',
arcade: {
gravity: { y: 0 },
},
},
};
const game = new Phaser.Game(config);
game.scene.add('game', Game);
game.scene.start('game');
What’s cool here is that I didn’t have to do much heavy lifting. Phaser takes care of things like adding physics to the ball, handling collisions, and making everything bounce off walls and paddles.
2. Built-In Physics Systems
Phaser.js comes with Arcade Physics, Matter.js, and other physics engines built-in, allowing you to add realistic movement, gravity, and collisions without external libraries. This is particularly useful for developers who want to focus on gameplay rather than implementing low-level physics.
Here’s how I added physics to a simple bouncing ball:
create() {
// Ball
// adds sprite with physics
const ball: any = this.add.circle(400, 250, 10, 0xffffff, 1);
this.physics.add.existing(ball);
//adds bounce
ball.body.setBounce(1, 1);
ball.body.setCollideWorldBounds(true, 1, 1);
//adds movement
ball.body.setVelocity(-200, 0);
This snippet creates a sprite that bounces around the screen, leveraging Phaser's Arcade Physics for collision detection and velocity handling.
3. Cross-Platform Compatibility
Phaser.js games can run on any modern web browser, making it an ideal choice for cross-platform deployment. From desktops to mobile devices, your games will work seamlessly without requiring significant code changes.
const config = {
type: Phaser.AUTO,
scale: {
mode: Phaser.Scale.FIT,
autoCenter: Phaser.Scale.CENTER_BOTH,
width: 800,
height: 600,
},
scene: [TitleScreen],
physics: {
default: 'arcade',
arcade: {
gravity: { y: 0 },
},
},
};
By using Phaser.AUTO, Phaser attempts to use WebGL first because it provides better performance and additional features. If WebGL isn't supported by the browser or the device, Phaser falls back to the Canvas renderer to ensure the game runs smoothly.
Setting the scale mode to Phaser.Scale.FIT, this ensures the game scales properly to fit different screen sizes while maintaining aspect ratio.
Final Thoughts
Phaser.js has been such a fun discovery for me. It’s not too difficult and is packed with features. If you’re even a little curious about making games, I totally recommend giving it a try.
What’s the first game you’d make? For me, it was a simple bouncing ball, but now I’m dreaming up bigger projects. Time to get coding! 🎮
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