| name | phaser-gamedev |
| description | Build 2D games with Phaser 3 framework. Covers scene lifecycle, sprites, physics (Arcade/Matter), tilemaps, animations, input handling, and game architecture. Trigger: "create phaser game", "add phaser scene", "phaser sprite", "phaser physics", "game development with phaser".
|
Phaser Game Development
Build fast, polished 2D browser games using Phaser 3's scene-based architecture and physics systems.
Philosophy: Games as Living Systems
Games are not static UIs—they are dynamic systems where entities interact, state evolves, and player input drives everything. Before writing code, think architecturally.
Before building, ask:
- What scenes does this game need? (Boot, Menu, Game, Pause, GameOver)
- What entities exist and how do they interact?
- What state must persist across scenes?
- What physics model fits? (Arcade for speed, Matter for realism)
- What input methods will players use?
Core principles:
- Scene-First Architecture: Structure games around scenes, not global state
- Composition Over Inheritance: Build entities from game objects and components
- Physics-Aware Design: Choose physics system before coding collisions
- Asset Pipeline Discipline: Preload everything, reference by key
- Frame-Rate Independence: Use delta time, not frame counting
Game Configuration
Every Phaser game starts with a configuration object.
Minimal Configuration
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
scene: [BootScene, GameScene]
};
const game = new Phaser.Game(config);
Full Configuration Pattern
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
parent: 'game-container',
backgroundColor: '#2d2d2d',
scale: {
mode: Phaser.Scale.FIT,
autoCenter: Phaser.Scale.CENTER_BOTH
},
physics: {
default: 'arcade',
arcade: {
gravity: { y: 300 },
debug: false
}
},
scene: [BootScene, MenuScene, GameScene, GameOverScene]
};
Physics System Choice
| System | Use When |
|---|
| Arcade | Platformers, shooters, most 2D games. Fast, simple AABB collisions |
| Matter | Physics puzzles, ragdolls, realistic collisions. Slower, more accurate |
| None | Menu scenes, visual novels, card games |
Scene Architecture
Scenes are the fundamental organizational unit. Each scene has a lifecycle.
Scene Lifecycle Methods
class GameScene extends Phaser.Scene {
constructor() {
super('GameScene');
}
init(data) {
this.level = data.level || 1;
}
preload() {
this.load.image('player', 'assets/player.png');
this.load.spritesheet('enemy', 'assets/enemy.png', {
frameWidth: 32, frameHeight: 32
});
}
create() {
this.player = this.physics.add.sprite(100, 100, 'player');
this.cursors = this.input.keyboard.createCursorKeys();
}
update(time, delta) {
this.player.x += this.speed * (delta / 1000);
}
}
Scene Transitions
this.scene.start('GameOverScene', { score: this.score });
this.scene.launch('UIScene');
this.scene.pause('GameScene');
this.scene.resume('GameScene');
this.scene.stop('UIScene');
Recommended Scene Structure
scenes/
├── BootScene.js # Asset loading, progress bar
├── MenuScene.js # Title screen, options
├── GameScene.js # Main gameplay
├── UIScene.js # HUD overlay (launched parallel)
├── PauseScene.js # Pause menu overlay
└── GameOverScene.js # End screen, restart option
Game Objects
Everything visible in Phaser is a Game Object.
Common Game Objects
this.add.image(400, 300, 'background');
const player = this.add.sprite(100, 100, 'player');
const score = this.add.text(16, 16, 'Score: 0', {
fontSize: '32px',
fill: '#fff'
});
const graphics = this.add.graphics();
graphics.fillStyle(0xff0000);
graphics.fillRect(100, 100, 50, 50);
const container = this.add.container(400, 300, [sprite1, sprite2]);
const map = this.make.tilemap({ key: 'level1' });
Sprite Creation Patterns
const sprite = this.add.sprite(x, y, 'textureKey');
const sprite = this.physics.add.sprite(x, y, 'textureKey');
const sprite = this.add.sprite(x, y, 'sheet', frameIndex);
const sprite = this.add.sprite(x, y, 'atlas', 'frameName');
Physics Systems
Arcade Physics (Recommended Default)
Fast, simple physics for most 2D games.
this.physics.add.sprite(x, y, 'player');
this.physics.add.existing(sprite);
sprite.body.setVelocity(200, 0);
sprite.body.setBounce(0.5);
sprite.body.setCollideWorldBounds(true);
sprite.body.setGravityY(300);
this.physics.add.collider(player, platforms);
this.physics.add.overlap(player, coins, collectCoin, null, this);
function collectCoin(player, coin) {
coin.disableBody(true, true);
this.score += 10;
}
Physics Groups
const platforms = this.physics.add.staticGroup();
platforms.create(400, 568, 'ground').setScale(2).refreshBody();
const enemies = this.physics.add.group({
key: 'enemy',
repeat: 5,
setXY: { x: 100, y: 0, stepX: 70 }
});
enemies.children.iterate(enemy => {
enemy.setBounce(Phaser.Math.FloatBetween(0.4, 0.8));
});
Matter Physics
For realistic physics simulations.
physics: {
default: 'matter',
matter: {
gravity: { y: 1 },
debug: true
}
}
const ball = this.matter.add.circle(400, 100, 25);
const box = this.matter.add.rectangle(400, 400, 100, 50, { isStatic: true });
const player = this.matter.add.sprite(100, 100, 'player');
player.setFriction(0.005);
player.setBounce(0.9);
Input Handling
Keyboard Input
this.cursors = this.input.keyboard.createCursorKeys();
if (this.cursors.left.isDown) {
player.setVelocityX(-160);
} else if (this.cursors.right.isDown) {
player.setVelocityX(160);
}
if (this.cursors.up.isDown && player.body.touching.down) {
player.setVelocityY(-330);
}
this.spaceKey = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE);
this.input.keyboard.on('keydown-SPACE', () => {
this.fire();
});
Pointer/Mouse Input
this.input.on('pointerdown', (pointer) => {
console.log(pointer.x, pointer.y);
});
sprite.setInteractive();
sprite.on('pointerdown', () => {
sprite.setTint(0xff0000);
});
sprite.on('pointerup', () => {
sprite.clearTint();
});
this.input.setDraggable(sprite);
this.input.on('drag', (pointer, obj, dragX, dragY) => {
obj.x = dragX;
obj.y = dragY;
});
Animations
Creating Animations
this.anims.create({
key: 'walk',
frames: this.anims.generateFrameNumbers('player', { start: 0, end: 3 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'jump',
frames: [{ key: 'player', frame: 4 }],
frameRate: 20
});
this.anims.create({
key: 'explode',
frames: this.anims.generateFrameNames('atlas', {
prefix: 'explosion_',
start: 1,
end: 8,
zeroPad: 2
}),
frameRate: 16,
hideOnComplete: true
});
Playing Animations
sprite.anims.play('walk', true);
sprite.anims.play('jump');
sprite.anims.stop();
sprite.on('animationcomplete', (anim, frame) => {
if (anim.key === 'die') {
sprite.destroy();
}
});
Asset Loading
Preload Patterns
preload() {
this.load.image('sky', 'assets/sky.png');
this.load.spritesheet('player', 'assets/player.png', {
frameWidth: 32,
frameHeight: 48
});
this.load.atlas('sprites', 'assets/sprites.png', 'assets/sprites.json');
this.load.tilemapTiledJSON('map', 'assets/level1.json');
this.load.image('tiles', 'assets/tileset.png');
this.load.audio('bgm', 'assets/music.mp3');
this.load.audio('sfx', ['assets/sound.ogg', 'assets/sound.mp3']);
this.load.on('progress', (value) => {
console.log(`Loading: ${Math.round(value * 100)}%`);
});
}
Boot Scene Pattern
class BootScene extends Phaser.Scene {
constructor() {
super('BootScene');
}
preload() {
const width = this.cameras.main.width;
const height = this.cameras.main.height;
const progressBar = this.add.graphics();
const progressBox = this.add.graphics();
progressBox.fillStyle(0x222222, 0.8);
progressBox.fillRect(width/2 - 160, height/2 - 25, 320, 50);
this.load.on('progress', (value) => {
progressBar.clear();
progressBar.fillStyle(0xffffff, 1);
progressBar.fillRect(width/2 - 150, height/2 - 15, 300 * value, 30);
});
this.load.image('player', 'assets/player.png');
}
create() {
this.scene.start('MenuScene');
}
}
Tilemaps (Tiled Integration)
Loading and Creating
preload() {
this.load.tilemapTiledJSON('map', 'assets/map.json');
this.load.image('tiles', 'assets/tileset.png');
}
create() {
const map = this.make.tilemap({ key: 'map' });
const tileset = map.addTilesetImage('tileset-name-in-tiled', 'tiles');
const backgroundLayer = map.createLayer('Background', tileset, 0, 0);
const groundLayer = map.createLayer('Ground', tileset, 0, 0);
groundLayer.setCollisionByProperty({ collides: true });
groundLayer.setCollisionBetween(1, 100);
this.physics.add.collider(this.player, groundLayer);
}
Object Layers
const spawnPoint = map.findObject('Objects', obj => obj.name === 'spawn');
this.player = this.physics.add.sprite(spawnPoint.x, spawnPoint.y, 'player');
const coins = map.createFromObjects('Objects', {
name: 'coin',
key: 'coin'
});
this.physics.world.enable(coins);
Project Structure
Recommended Organization
game/
├── src/
│ ├── scenes/
│ │ ├── BootScene.js
│ │ ├── MenuScene.js
│ │ ├── GameScene.js
│ │ └── UIScene.js
│ ├── gameObjects/
│ │ ├── Player.js
│ │ ├── Enemy.js
│ │ └── Collectible.js
│ ├── systems/
│ │ ├── InputManager.js
│ │ └── AudioManager.js
│ ├── config/
│ │ └── gameConfig.js
│ └── main.js
├── assets/
│ ├── images/
│ ├── audio/
│ ├── tilemaps/
│ └── fonts/
├── index.html
└── package.json
ES Module Setup
import Phaser from 'phaser';
import BootScene from './scenes/BootScene';
import GameScene from './scenes/GameScene';
import { gameConfig } from './config/gameConfig';
const config = {
...gameConfig,
scene: [BootScene, GameScene]
};
new Phaser.Game(config);
Anti-Patterns to Avoid
❌ Global State Soup: Storing game state on window or module globals
Why bad: Untrackable bugs, scene transitions break state
Better: Use scene data, registries, or dedicated state managers
❌ Loading in Create: Loading assets in create() instead of preload()
Why bad: Assets may not be ready when referenced
Better: Always load in preload(), use Boot scene for all assets
❌ Frame-Dependent Logic: Using frame count instead of delta time
Why bad: Game speed varies with frame rate
Better: this.speed * (delta / 1000) for consistent movement
❌ Physics Overkill: Using Matter for simple platformer collisions
Why bad: Performance hit, unnecessary complexity
Better: Arcade physics handles 90% of 2D game needs
❌ Monolithic Scenes: One giant scene with all game logic
Why bad: Unmaintainable, hard to add features
Better: Separate scenes for menus, gameplay, UI overlays
❌ Magic Numbers: Hardcoded values scattered in code
Why bad: Impossible to balance, inconsistent
Better: Config objects, constants files
❌ Ignoring Object Pooling: Creating/destroying objects every frame
Why bad: Memory churn, garbage collection stutters
Better: Use groups with setActive(false) / setVisible(false)
❌ Synchronous Asset Access: Assuming assets load instantly
Why bad: Race conditions, undefined textures
Better: Chain scene starts, use load events
❌ Assuming Spritesheet Frame Dimensions: Using guessed frame sizes without verifying
Why bad: Wrong dimensions cause silent frame corruption; off-by-pixels compounds into broken visuals
Better: Open asset file, measure frames, calculate with spacing/margin, verify math adds up
❌ Ignoring Spritesheet Spacing: Not specifying spacing for gapped spritesheets
Why bad: Frames shift progressively; later frames read wrong pixel regions
Better: Check source asset for gaps between frames; use spacing: N in loader config
❌ Hardcoding Nine-Slice Colors: Using single background color for all UI panel variants
Why bad: Transparent frame edges reveal wrong color for different asset color schemes
Better: Per-asset background color config; sample from center frame (frame 4)
❌ Nine-Slice with Padded Frames: Treating the full frame as the slice region when the art is centered/padded inside each tile
Why bad: Edge tiles contribute interior fill, showing up as opaque “side bars” inside the panel
Better: Trim tiles to their effective content bounds (alpha bbox) and composite/cache a texture; add ~1px overlap + disable smoothing to avoid seams
❌ Scaling Discontinuous UI Art: Stretching a cropped ribbon/banner row that contains internal transparent gaps
Why bad: The transparent gutters get stretched, so the UI looks segmented or the fill disappears behind the frame.
Better: Slice the asset into caps/center, stretch only the center, and stitch the pieces (with ~1px overlap + smoothing disabled) before rendering at pivot sizes.
Variation Guidance
IMPORTANT: Game implementations should vary based on:
- Game Genre: Platformer physics differ from top-down shooter physics
- Target Platform: Mobile needs touch input, desktop can use keyboard
- Art Style: Pixel art uses nearest-neighbor scaling, HD art uses linear
- Performance Needs: Many sprites → object pooling; few sprites → simple creation
- Complexity: Simple games can inline; complex games need class hierarchies
Avoid converging on:
- Always using 800x600 resolution
- Always using Arcade physics
- Always using the same scene structure
- Copy-pasting boilerplate without adaptation
Quick Reference
Common Physics Properties
body.setVelocity(x, y)
body.setVelocityX(x)
body.setBounce(x, y)
body.setGravityY(y)
body.setCollideWorldBounds(true)
body.setImmovable(true)
body.setDrag(x, y)
body.setMaxVelocity(x, y)
Useful Scene Properties
this.cameras.main
this.physics.world
this.input.keyboard
this.sound
this.time
this.tweens
this.anims
this.registry
this.data
Essential Events
this.events.on('pause', callback)
this.events.on('resume', callback)
this.events.on('shutdown', callback)
this.physics.world.on('worldbounds', callback)
sprite.on('destroy', callback)
sprite.on('animationcomplete', callback)
See Also
- references/arcade-physics.md - Deep dive into Arcade physics
- references/tilemaps.md - Advanced tilemap techniques
- references/performance.md - Optimization strategies
- references/spritesheets-nineslice.md - Spritesheet loading (spacing/margin), nine-slice UI panels, asset inspection
Remember
Phaser gives you powerful primitives—scenes, sprites, physics, input—but architecture is your responsibility.
Think in systems: What scenes do you need? What entities exist? How do they interact? Answer these questions before writing code, and your game will be maintainable as it grows.
Claude is capable of building complete, polished Phaser games. These guidelines illuminate the path—they don't fence it.