Phaser is a fast, free, and fun open source HTML5 game framework that offers WebGL and Canvas rendering across desktop and mobile web browsers. Games can be compiled to iOS, Android and native apps by using 3rd party tools. You can use JavaScript or TypeScript for development.
Phaser is available in two versions: Phaser 3 and Phaser CE - The Community Edition. Phaser CE is a community-lead continuation of the Phaser 2 codebase and is hosted on a separate repo. Phaser 3 is the next generation of Phaser.
Along with the fantastic open source community, Phaser is actively developed and maintained by Photon Storm. As a result of rapid support, and a developer friendly API, Phaser is currently one of the most starred game frameworks on GitHub.
Thousands of developers from indie and multi-national digital agencies, and universities worldwide use Phaser. You can take a look at their incredible games.
Visit: The Phaser website and follow on Twitter (#phaserjs)
Learn: API Docs, Support Forum and StackOverflow
Code: 700+ Examples (source available in this repo)
Read: Weekly Phaser World Newsletter
Chat: Slack and Discord
Extend: With Phaser Plugins
Be awesome: Support the future of Phaser
Grab the source and join the fun!
12th April 2018
Updated: I'm pleased to announce the immediate release of Phaser 3.4. This is a huge update, bringing lots of fixes and enhancements from the core team and wider community. We've also updated the TypeScript defs to 3.4. As always, please check out the Change Log for comprehensive details about what this version contains.
After 1.5 years in the making, tens of thousands of lines of code, hundreds of examples and countless hours of relentless work: Phaser 3 is finally out. It has been a real labor of love and then some!
Please understand this is a bleeding-edge and brand new release. There are features we've had to leave out, areas of the documentation that need completing and so many cool new things we wanted to add. But we had to draw a line in the sand somewhere and 3.0.0 represents that.
For us this is just the start of a new chapter in Phaser's life. We will be jumping on bug reports as quickly as we can and releasing new versions rapidly. We've structured v3 in such a way that we can push out point releases as fast as needed.
We publish our Developer Logs in the weekly Phaser World newsletter. Subscribe to stay in touch and get all the latest news from us and the wider Phaser community.
You can also follow Phaser on Twitter and chat with fellow Phaser devs in our Slack and Discord channels.
Phaser 3 wouldn't have been possible without the fantastic support of the community and Patreon. Thank you to everyone who supports our work, who shares our belief in the future of HTML5 gaming, and Phaser's role in that.
Happy coding everyone!
Cheers,
Rich - @photonstorm
Developing Phaser takes a lot of time, effort and money. There are monthly running costs as well as countless hours of development time, community support, and assistance resolving issues.
If you have found Phaser useful in your development life or have made income as a result of it please support our work via:
- A monthly contribution on Patreon.
- A one-off donation with PayPal.
- Purchase any of our plugins or books.
It all helps and genuinely contributes towards future development.
Extra special thanks to our top-tier sponsors: Orange Games and CrossInstall.
Every week we publish the Phaser World newsletter. It's packed full of the latest Phaser games, tutorials, videos, meet-ups, talks, and more. The newsletter also contains our weekly Development Progress updates which let you know about the new features we're working on.
Over 100 previous editions can be found on our Back Issues page.
Phaser 3 is available via GitHub, npm and CDNs:
- Clone the git repository via https, ssh or with the Github Windows or Mac clients.
- Download as zip
- Download the build files: phaser.js and phaser.min.js
Install via npm:
npm install phaser
Phaser is on jsDelivr which is a "super-fast CDN for developers". Include the following in your html:
<script src="//cdn.jsdelivr.net/npm/[email protected]/dist/phaser.js"></script>
or the minified version:
<script src="//cdn.jsdelivr.net/npm/[email protected]/dist/phaser.min.js"></script>
- Go to https://photonstorm.github.io/phaser3-docs/index.html to read the docs online.
- Checkout the phaser3-docs repository and then read the documentation by pointing your browser to the local
docs/
folder.
The documentation for Phaser 3 is an on-going project. Please help us by searching the Phaser code for any instance of the string [description]
and then replacing it with some documentation.
TypeScript Definitions are now available.
They are automatically generated from the jsdoc comments in the Phaser source code. If you wish to help refine them then you must edit the Phaser jsdoc blocks directly. You can find more details, including the source to the conversion tool we wrote in the Docs repo.
We use Webpack to build Phaser and we take advantage of several features specific to Webpack to do this, including raw-loader
to handle our shader files and build-time flags for renderer swapping.
If you wish to use Webpack with Phaser then please use our Phaser 3 Project Template as it's already set-up to handle the build conditions Phaser needs.
Phaser is released under the MIT License.
Phaser 3 is so brand new the "paint is still wet", but tutorials and guides are starting to come out!
- Getting Started with Phaser 3 (useful if you are completely new to Phaser)
- Making your first Phaser 3 Game
- Phaser 3 Bootstrap and Platformer Example
Also, please subscribe to the Phaser World newsletter for details about new tutorials as they are published.
During our development of Phaser 3, we created hundreds of examples with the full source code and assets. Until these examples are fully integrated into the Phaser website, you can browse them on Phaser 3 Labs, or clone the examples repo. Note: Not all examples work, sorry! We're tidying them up as fast as we can.
Create an index.html
page locally and paste the following code into it:
<!DOCTYPE html>
<html>
<head>
<script src="https://labs.phaser.io/build/phaser-arcade-physics.min.js"></script>
</head>
<body>
<script></script>
</body>
</html>
This is a standard empty webpage. You'll notice there's a script tag that is pulling in a build of Phaser 3, but otherwise this webpage doesn't do anything yet. Now let's set-up the game config. Paste the following between the <script></script>
tags:
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 200 }
}
},
scene: {
preload: preload,
create: create
}
};
config
is a pretty standard Phaser 3 Game Configuration object. We tell config
to use the WebGL renderer if it can, set the canvas to a size of 800x600 pixels, enable Arcade Physics, and finally call the preload
and create
functions. preload
and create
have not been implemented yet, so if you run this JavaScript code, you will have an error. Add the following after config
:
var game = new Phaser.Game(config);
function preload ()
{
this.load.setBaseURL('https://labs.phaser.io');
this.load.image('sky', 'assets/skies/space3.png');
this.load.image('logo', 'assets/sprites/phaser3-logo.png');
this.load.image('red', 'assets/particles/red.png');
}
function create ()
{
}
game
is a Phaser Game instance that uses our configuration object config
. We also add function definitions for preload
and create
. The preload
function helps you easily load assets into your game. In preload
, we set the Base URL to be the Phaser server and load 3 PNG files.
The create
function is empty, so it's time to fill it in:
function create ()
{
this.add.image(400, 300, 'sky');
var particles = this.add.particles('red');
var emitter = particles.createEmitter({
speed: 100,
scale: { start: 1, end: 0 },
blendMode: 'ADD'
});
var logo = this.physics.add.image(400, 100, 'logo');
logo.setVelocity(100, 200);
logo.setBounce(1, 1);
logo.setCollideWorldBounds(true);
emitter.startFollow(logo);
}
Here we add a sky image into the game and create a Particle Emitter. The scale
value means that the particles will initially be large and will shrink to nothing as their lifespan progresses.
After creating the emitter
, we add a logo image called logo
. Since logo
is a Physics Image, logo
is given a physics body by default. We set some properties for logo
: velocity, bounce (or restitution), and collision with the world bounds. These properties will make our logo bounce around the screen. Finally, we tell the particle emitter to follow the logo - so as the logo moves, the particles will flow from it.
Run it in your browser and you'll see the following:
(Got an error? Here's the full code)
This is a tiny example, and there are hundreds more for you to explore, but hopefully it shows how expressive and quick Phaser is to use. With just a few easily readable lines of code, we've got something pretty impressive up on screen!
Subscribe to our weekly newsletter for further tutorials and examples.
There are both plain and minified compiled versions of Phaser in the dist
folder of the repository. The plain version is for use during development, and the minified version is for production use. You can also create your own builds.
Phaser 3 must be built using Webpack. We take advantage of a number of Webpack features and plugins which allow us to properly tailor the build process. You can elect exactly which features are bundled into your version of Phaser. We will release a tutorial covering the process shortly, but for now please look at our webpack config files to get an idea of the required settings.
If you wish to build Phaser 3 from source, ensure you have the required packages by cloning the repository and then running npm install
.
You can then run webpack
to create a development build in the build
folder which includes source maps for local testing. You can also run npm run dist
to create a minified packaged build in the dist
folder.
A beta release of the new Container Game Object arrives in this version. We've flagged it as beta because there are known issues in using Containers in Scenes that have multiple cameras or irregular camera viewports. However, in all other instances we've tested they are operating normally, so we felt it would be best to release them into this build to give developers a chance to get used to them. Using a Container will issue a single console warning as a reminder. We will remove this once they leave beta in a future release. In the meantime they are fully documented and you can find numerous examples in the Phaser 3 Examples repo too.
- A new property was added to Matter.World,
correction
which is used in the Engine.update call and allows you to adjust the time being passed to the simulation. The default value is 1 to remain consistent with previous releases. - Matter Physics now has a new config property
getDelta
which allows you to specify your own function to calculate the delta value given to the Matter Engine when it updates. - Matter Physics has two new methods:
set60Hz
andset30Hz
which will set an Engine update rate of 60Hz and 30Hz respectively. 60Hz being the default. - Matter Physics has a new config and run-time property
autoUpdate
, which defaults totrue
. When enabled the Matter Engine will update in sync with the game step (set by Request Animation Frame). The delta value given to Matter is now controlled by thegetDelta
function. - Matter Physics has a new method
step
which manually advances the physics simulation by one iteration, using whatever delta and correction values you pass in to it. When used in combination withautoUpdate=false
you can now explicitly control the update frequency of the physics simulation and unbind it from the game step. - Matter Physics has two new debug properties:
debugShowJoint
anddebugJointColor
. If defined they will display joints in Matter bodies during the postUpdate debug phase (only if debug is enabled) (thanks @OmarShehata) - Group.destroy has a new optional argument
destroyChildren
which will automatically calldestroy
on all children of a Group if set to true (the default is false, hence it doesn't change the public API). Fix #3246 (thanks @DouglasLapsley) - WebAudioSound.setMute is a chainable way to mute a single Sound instance.
- WebAudioSound.setVolume is a chainable way to set the volume of a single Sound instance.
- WebAudioSound.setSeek is a chainable way to set seek to a point of a single Sound instance.
- WebAudioSound.setLoop is a chainable way to set the loop state of a single Sound instance.
- HTML5AudioSound.setMute is a chainable way to mute a single Sound instance.
- HTML5AudioSound.setVolume is a chainable way to set the volume of a single Sound instance.
- HTML5AudioSound.setSeek is a chainable way to set seek to a point of a single Sound instance.
- HTML5AudioSound.setLoop is a chainable way to set the loop state of a single Sound instance.
- BitmapText has a new property
letterSpacing
which accepts a positive or negative number to add / reduce spacing between characters (thanks @wtravO) - You can now pass a Sprite Sheet or Canvas as the Texture key to
Tilemap.addTileset
and it will work in WebGL, where-as before it would display a corrupted tilemap. Fix #3407 (thanks @Zykino) - Graphics.slice allows you to easily draw a Pacman, or slice of pie shape to a Graphics object.
- List.addCallback is a new optional callback that is invoked every time a new child is added to the List. You can use this to have a callback fire when children are added to the Display List.
- List.removeCallback is a new optional callback that is invoked every time a new child is removed from the List. You can use this to have a callback fire when children are removed from the Display List.
- ScenePlugin.restart allows you to restart the current Scene. It's the same result as calling
ScenePlugin.start
without any arguments, but is more clear. - Utils.Array.Add allows you to add one or more items safely to an array, with optional limits and callbacks.
- Utils.Array.AddAt allows you to add one or more items safely to an array at a specified position, with optional limits and callbacks.
- Utils.Array.BringToTop allows you to bring an array element to the top of the array.
- Utils.Array.CountAllMatching will scan an array and count all elements with properties matching the given value.
- Utils.Array.Each will pass each element of an array to a given callback, with optional arguments.
- Utils.Array.EachInRange will pass each element of an array in a given range to a callback, with optional arguments.
- Utils.Array.GetAll will return all elements from an array, with optional property and value comparisons.
- Utils.Array.GetFirst will return the first element in an array, with optional property and value comparisons.
- Utils.Array.GetRandomElement has been renamed to GetRandom and will return a random element from an array.
- Utils.Array.MoveDown will move the given array element down one position in the array.
- Utils.Array.MoveTo will move the given array element to the given position in the array.
- Utils.Array.MoveUp will move the given array element up one position in the array.
- Utils.Array.Remove will remove the given element or array of elements from the array, with an optional callback.
- Utils.Array.RemoveAt will remove the element from the given position in the array, with an optional callback.
- Utils.Array.RemoveBetween will remove the elements between the given range in the array, with an optional callback.
- Utils.Array.Replace will replace an existing element in an array with a new one.
- Utils.Array.SendToBack allows you to send an array element to the bottom of the array.
- Utils.Array.SetAll will set a property on all elements of an array to the given value, with optional range limits.
- Utils.Array.Swap will swap the position of two elements in an array.
- TransformMatrix.destroy is a new method that will clear out the array and object used by a Matrix internally.
- BaseSound, and by extension WebAudioSound and HTMLAudioSound, will now emit a
destroy
event when they are destroyed (thanks @rexrainbow) - A new property was added to the Scene config:
mapAdd
which is used to extend the default injection map of a scene instead of overwriting it (thanks @sebashwa) - GetBounds
getTopLeft
,getTopRight
,getBottomLeft
andgetBottomRight
all have a new optional argumentincludeParent
which will factor in all ancestor transforms to the returned point.
- In the WebGL Render Texture the tint of the texture was always set to 0xffffff and therefore the alpha values were ignored. The tint is now calculated using the alpha value. Fix #3385 (thanks @ger1995)
- The RenderTexture now uses the ComputedSize component instead of Size (which requires a frame), allowing calls to getBounds to work. Fix #3451 (thanks @kuoruan)
- PathFollower.start has been renamed to
startFollow
, but PathFollower.setPath was still usingPathFollower.start
(thanks @samid737) - BaseSoundManager.rate and BaseSoundManager.detune would incorrectly called
setRate
on its sounds, instead ofcalculateRate
. - The Gamepad Axis
getValue
method now correctly applies the threshold and zeroes out the returned value. - The HueToComponent module was not correctly exporting itself. Fix #3482 (thanks @jdotrjs)
- Matter.World was using
setZ
instead ofsetDepth
for the Debug Graphics Layer, causing it to appear behind objects in some display lists. - Game.destroy now checks to see if the
renderer
exists before calling destroy on it. Fix #3498 (thanks @Huararanga) - Keyboard.JustDown and Keyboard.JustUp were being reset too early, causing them to fail when called in
update
loops. Fix #3490 (thanks @belen-albeza) - RenderTexture.destroy no longer throws an error when called. Fix #3475 (thanks @kuoruan)
- The WebGL TileSprite batch now modulates the tilePosition to avoid large values being passed into the UV data, fixing corruption when scrolling TileSprites over a long period of time. Fix #3402 (thanks @vinerz @FrancescoNegri)
- LineCurve.getResolution was missing the
divisions
argument and always returning 1, which made it fail when used as part of a Path. It now defaults to return 1 unless specified otherwise (thanks _ok) - A Game Object enabled for drag would no longer fire over and out events after being dragged, now it does (thanks @jmcriat)
- Line.getPointA and Line.getPointB incorrectly set the values into the Vector2 (thanks @Tomas2h)
- DynamicTilemapLayer now uses the ComputedSize component, which stops it breaking if you call
setDisplaySize
(thanks Babsobar) - StaticTilemapLayer now uses the ComputedSize component, which stops it breaking if you call
setDisplaySize
(thanks Babsobar) - CanvasPool.first always returned
null
, and now returns the first available Canvas. Fix #3520 (thanks @mchiasson) - When starting a new Scene with an optional
data
argument it wouldn't get passed through if the Scene was not yet available (i.e. the game had not fully booted). The data is now passed to the Sceneinit
andcreate
methods and stored in the Scene Settingsdata
property. Fix #3363 (thanks @pixelhijack) - Tween.restart handles removed tweens properly and reads them back into the active queue for the TweenManager (thanks @wtravO)
- Tween.resume will now call
Tween.play
on a tween that was paused due to its config object, not as a result of having its paused method called. Fix #3452 (thanks @jazen) - LoaderPlugin.isReady referenced a constant that no longer exists. Fix #3503 (thanks @Twilrom)
- Tween Timeline.destroy was trying to call
destroy
on Tweens instead ofstop
(thanks @Antriel) - Calling
setOffset
on a Static Arcade Physics Body would break because the method was missing. It has been added and now functions as expected. Fix #3465 (thanks @josephjaniga and @DouglasLapsley) - Calling Impact.World.remove(body) during a Body.updateCallback would cause the internal loop to crash when trying to access a now missing body. Two extra checks are in place to avoid this (thanks @iamDecode)
- If
setInteractive
is called on a Game Object that fails to set a hit area, it will no longer try to assigndropZone
to an undefinedinput
property. - The Matter SetBody Component will no longer try to call
setOrigin
unless the Game Object has the origin component (which not all do, like Graphics and Container) - Matter Image and Matter Sprite didn't define a
destroy
method, causing an error when trying to destroy the parent Game Object. Fix #3516 (thanks @RollinSafary)
- The RTree library (rbush) used by Phaser 3 suffered from violating CSP policies by dynamically creating Functions at run-time in an eval-like manner. These are now defined via generators. Fix #3441 (thanks @jamierocks @Colbydude @jdotrjs)
- BaseSound has had its
rate
anddetune
properties removed as they are always set in the overriding class. - BaseSound
setRate
andsetDetune
from the 3.4.0 release have moved to the WebAudioSound and HTML5AudioSound classes respectively, as they each handle the values differently. - The file
InteractiveObject.js
has been renamed toCreateInteractiveObject.js
to more accurately reflect what it does and to avoid type errors in the docs. - Renamed the Camera Controls module exports for
Fixed
toFixedKeyControl
andSmoothed
toSmoothedKeyControl
to match the class names. Fix #3463 (thanks @seivan) - The ComputedSize Component now has
setSize
andsetDisplaySize
methods. This component is used for Game Objects that have a non-texture based size. - The GamepadManager now extends EventEmitter directly, just like the KeyboardManager does.
- The Gamepad Axis threshold has been increased from 0.05 to 0.1.
- Utils.Array.FindClosestInSorted has a new optional argument
key
which will allow you to scan a top-level property of any object in the given sorted array and get the closest match to it. - Vector2.setTo is a method alias for Vector2.set allowing it to be used inter-changeably with Geom.Point.
- List.add can now take an array or a single child. If an array is given it's passed over to List.addMultiple.
- List.add has a new optional argument
skipCallback
. - List.addAt has a new optional argument
skipCallback
. - List.addMultiple has a new optional argument
skipCallback
. - List.remove has a new optional argument
skipCallback
. - List.removeAt has a new optional argument
skipCallback
. - List.removeBetween has a new optional argument
skipCallback
. - List.removeAll has a new optional argument
skipCallback
. - When using the
extend
property of a Scene config object it will now block overwriting the Scenesys
property. - When using the
extend
property of a Scene config object, if you define a property calleddata
that has an object set, it will populate the Scenes Data Manager with those values. - SceneManager._processing has been renamed to
isProcessing
which is now a boolean, not an integer. It's also now public and read-only. - SceneManager.isBooted is a new boolean read-only property that lets you know if the Scene Manager has performed its initial boot sequence.
- TransformMatrix has the following new getter and setters:
a
,b
,c
,d
,tx
andty
. It also has the following new getters:scaleX
,scaleY
androtation
. - List.getByKey has been removed. Use
List.getFirst
instead which offers the exact same functionality. - List.sortIndexHandler has been removed because it's no longer required.
- List.sort no longer takes an array as its argument, instead it only sorts the List contents by the defined property.
- List.addMultiple has been removed. Used
List.add
instead which offers the exact same functionality. - List is now internally using all of the new Utils.Array functions.
- Rectangle.Union will now cache all vars internally so you can use one of the input rectangles as the output rectangle without corrupting it.
- When shutting down a Matter World it will now call MatterEvents.off, clearing all events, and also
removeAllListeners
for any local events. - Removed InputPlugin.sortInteractiveObjects because the method isn't used anywhere internally.
We have refactored the Animation API to make it more consistent with the rest of Phaser 3 and to fix some issues. All of the following changes apply to the Animation Component:
- Animation durations, delays and repeatDelays are all now specified in milliseconds, not seconds like before. This makes them consistent with Tweens, Sounds and other parts of v3. You can still use the
frameRate
property to set the speed of an animation in frames per second. - All of the Animation callbacks have been removed, including
onStart
,onRepeat
,onUpdate
andonComplete
and the corresponding params arrays likeonStartParams
and the propertycallbackScope
. The reason for this is that they were all set on a global level, meaning that if you had 100 Sprites sharing the same animation, it was impossible to set the callbacks to fire for just one of those Sprites, but instead they would fire for all 100 and it was up to you to figure out which Sprite you wanted to update. Instead of callbacks animations now dispatch events on the Game Objects in which they are running. This means you can now dosprite.on('animationstart')
and it will be invoked at the same point the oldonStart
callback would have been. The new events are:animationstart
,animtionrepeat
,animationupdate
andanimationcomplete
. They're all dispatched from the Game Object that has the animation playing, not from the animation itself. This allows you far more control over what happens in the callbacks and we believe generally makes them more useful. - The AnimationFrame.onUpdate callback has been removed. You can now use the
animationupdate
event dispatched from the Game Object itself and check the 2nd argument, which is the animation frame. - Animation.stopAfterDelay is a new method that will stop a Sprites animation after the given time in ms.
- Animation.stopOnRepeat is a new method that will stop a Sprites animation when it goes to repeat.
- Animation.stopOnFrame is a new method that will stop a Sprites animation when it sets the given frame.
- Animation.stop no longer has the
dispatchCallbacks
argument, because it dispatches an event which you can choose to ignore. delay
method has been removed.setDelay
allows you to define the delay before playback begins.getDelay
returns the animation playback delay value.delayedPlay
now returns the parent Game Object instead of the component.load
now returns the parent Game Object instead of the component.pause
now returns the parent Game Object instead of the component.resume
now returns the parent Game Object instead of the component.isPaused
returns a boolean indicating the paused state of the animation.paused
method has been removed.play
now returns the parent Game Object instead of the component.progress
method has been removed.getProgress
returns the animation progress value.setProgress
lets you jump the animation to a specific progress point.repeat
method has been removed.getRepeat
returns the animation repeat value.setRepeat
sets the number of times the current animation will repeat.repeatDelay
method has been removed.getRepeatDelay
returns the animation repeat delay value.setRepeatDelay
sets the delay time between each repeat.restart
now returns the parent Game Object instead of the component.stop
now returns the parent Game Object instead of the component.timeScale
method has been removed.getTimeScale
returns the animation time scale value.setTimeScale
sets the time scale value.totalFrames
method has been removed.getTotalFrames
returns the total number of frames in the animation.totalProgres
method has been removed as it did nothing and was mis-spelt.yoyo
method has been removed.getYoyo
returns if the animation will yoyo or not.setYoyo
sets if the animation will yoyo or not.updateFrame
will now callsetSizeToFrame
on the Game Object, which will adjust the Game Objectswidth
andheight
properties to match the frame size. Fix #3473 (thanks @wtravO @jp-gc)updateFrame
now supports animation frames with custom pivot points and injects these into the Game Object origin.destroy
now removes events, references to the Animation Manager and parent Game Object, clears the current animation and frame and empties internal arrays.- Changing the
yoyo
property on an Animation Component would have no effect as it only ever checked the global property, it now checks the local one properly allowing you to specify ayoyo
on a per Game Object basis. - Animation.destroy now properly clears the global animation object.
- Animation.getFrameByProgress will return the Animation Frame that is closest to the given progress value. For example, in a 5 frame animation calling this method with a value of 0.5 would return the middle frame.
My thanks to the following for helping with the Phaser 3 Examples, Docs and TypeScript definitions, either by reporting errors, fixing them or helping author the docs:
@gabegordon @melissaelopez @samid737 @nbs @tgrajewski @pagesrichie @hexus @mbrickn @erd0s @icbat @Matthew-Herman @ampled @mkimmet @PaNaVTEC
Please see the complete Change Log for previous releases.
Looking for a v2 change? Check out the Phaser CE Change Log
The Contributors Guide contains full details on how to help with Phaser development. The main points are:
-
Found a bug? Report it on GitHub Issues and include a code sample. Please state which version of Phaser you are using! This is vitally important.
-
Before submitting a Pull Request run your code through ES Lint using our config and respect our Editor Config.
-
Before contributing read the code of conduct.
Written something cool in Phaser? Please tell us about it in the forum, or email [email protected]
Phaser is a Photon Storm production.
Created by Richard Davey. Powered by coffee, anime, pixels and love.
The Phaser logo and characters are © 2018 Photon Storm Limited.
All rights reserved.
"Above all, video games are meant to be just one thing: fun. Fun for everyone." - Satoru Iwata