Phaser
Phaser is a fun, free and fast 2D game framework for making HTML5 games for...
README
Phaser - HTML5 Game Framework
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.
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. Take a look at their incredible games in our showcase video:
**Play:** Some of the amazing games [#madewithphaser](https://twitter.com/search?q=%23madewithphaser&src=typed_query&f=live)
**Learn:** [API Docs](https://newdocs.phaser.io), [Support Forum][forum] and [StackOverflow](https://stackoverflow.com/questions/tagged/phaser-framework)
**Code:** 2000+ [Examples](https://phaser.io/examples) (source available in this [repo][examples])
**Read:** The [Phaser World](#newsletter) Newsletter
**Discord:** Join us on [Discord](https://discord.gg/phaser)
**Extend:** With [Phaser Plugins](https://phaser.io/shop/plugins)
**Be awesome:** [Support](#support) the future of Phaser
Grab the source and join the fun!
10th November 2023
The release of Phaser v3.60 in April 2023 was a huge deal for us. The culmination of 10 years of hard work. Even so, we didn't sit still 🙂 and after 5 heavily tested beta versions, we're back with v3.70!
Although feature-packed this release doesn't contain any major API breaking changes, so should be an easy upgrade from v3.60. The headliners are:
Texture Packer Nine Slice Support - We added the Nine Slice Game Object in version 3.60 but now Phaser can load Nine Slice data directly from a Texture Packer 7.1 atlas file. This makes it much easier to visually configure your Nine Slice sprites.
Arcade Physics Updates - Arcade Physics bodies can now be set to be under 'direct control'. When enabled, they'll automatically calculate their velocity based on positional changes. This allows you to directly move a Body around the physics world by just changing its position, without having to use acceleration or velocity. This is really useful if you want to move it via a Tween, or have it follow a Pointer, or a Path. Because its velocity is calculated based on this movement it will still resolve collisions with other bodies. We also added in support for Collision Groups into Arcade Physics, which allows for very fast filtering of groups of bodies and also the option to set the 'slide' factor of a moving body, great for Sokoban style games.
Round Pixels - We've now moved all of the 'round pixels' calculations off the CPU and onto the GPU. This means far less impact on performance when using this feature, which is great for pixel-art style games, or those that want to avoid sub-pixel rendering.
FX Updates - In v3.60 we introduced lots of really nice built-in FX, such as Bloom, Blur and Glow. In v3.70 you'll find several fixes related to these as well as the new ability to disable them via the game config. If you know you don't need to use them, disabling them saves boot-up time and memory, especially on mobile devices, as there are less shaders to compile and textures to prepare.
You'll also find over 100 fixes and updates as well as more new features not listed here. As usual, please check our detailed Change Log for v3.70.
v3.70 is available now from the Releases page and npm.
You'll find up to date TypeScript defs that align with this release in the types folder of this repository.
If you find any problems please report them in GitHub issues.
As usual, I'd like to send my thanks to the Phaser community for their help in both reporting issues and submitting pull requests to fix them 🙂
I'd like to send a massive thank-you to everyone who supports Phaser on Patreon, GitHub Sponsors and our corporate backers. Your continued funding allows me to keep working on Phaser full-time and this monster of a new release is the very real result of that. If you've ever considered becoming a backer, now is the perfect time!
If you'd like to stay abreast of developments then I'm now publishing them to the Phaser Patreon. Here you can find the latest development reports including the concepts behind Phaser 4.
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
Because Phaser is an open source project, we cannot charge for it in the same way as traditional retail software. What's more, we don't ever want to. After all, it's built on, and was born from, open web standards. It's part of our manifesto that the core framework will always be free, even if you use it commercially, as many of you do.
You may not realize it, but because of this, we rely 100% on community backing to fund development.
Those funds allow Phaser to improve, and when it improves, everyone involved benefits. Your support helps secure a constant cycle of updates, fixes, new features and planning for the future.
We use Patreon to manage the backing and you can support Phaser from $1 per month. The amount you pledge is entirely up to you and can be changed as often as you like. Patreon renews monthly, just like Netflix. You can, of course, cancel at any point. Tears will be shed on this end, but that's not your concern.