| name | graphics-and-shapes |
| description | Use this skill when drawing shapes and graphics in Phaser 4. Covers the Graphics game object, lines, rectangles, circles, arcs, polygons, gradients, fill, stroke, and generated textures. Triggers on: Graphics, draw shape, fillRect, lineStyle, polygon, arc. |
Phaser 4 — Graphics and Shapes
Drawing primitives with the Graphics game object, and using Shape game objects (Arc, Curve, Ellipse, Grid, IsoBox, IsoTriangle, Line, Polygon, Rectangle, Star, Triangle).
Related skills: sprites-and-images.md, game-object-components.md
Quick Start
const gfx = this.add.graphics();
gfx.fillStyle(0x00aa00, 1);
gfx.fillRect(50, 50, 200, 100);
gfx.lineStyle(3, 0xff0000, 1);
gfx.strokeCircle(400, 150, 60);
const rect = this.add.rectangle(150, 100, 200, 100, 0x00aa00);
const circle = this.add.circle(400, 150, 60);
circle.setStrokeStyle(3, 0xff0000);
Core Concepts — Graphics vs Shape Objects
Phaser offers two approaches for rendering primitives without textures.
Graphics Game Object
Created with this.add.graphics(). An imperative drawing surface — you call methods like fillRect, strokeCircle, beginPath/lineTo/strokePath to build up a command buffer that replays each frame.
- Factory:
this.add.graphics(config?) where config is { x?, y?, lineStyle?, fillStyle? }.
- Supports paths, arcs, gradients, rounded rectangles, canvas transforms (
translateCanvas, scaleCanvas, rotateCanvas), and save/restore.
- Can generate a Texture from the drawing via
generateTexture(key, width, height).
- Expensive to render, especially with complex shapes. Uses its own WebGL shader. Group Graphics objects together to minimize batch flushes.
- Components: AlphaSingle, BlendMode, Depth, Lighting, Mask, RenderNodes, Transform, Visible, ScrollFactor.
- Does NOT include Origin or GetBounds (position is set via options or
setPosition).
Shape Game Objects
Individual game objects (Arc, Rectangle, Star, etc.) extending the base Shape class. Each renders one predefined geometric shape with precomputed path data.
- Created via dedicated factory methods:
this.add.rectangle(...), this.add.circle(...), etc.
- Fully featured game objects: can be tweened, scaled, added to groups/containers, enabled for input/physics.
- Style via
setFillStyle(color, alpha) and setStrokeStyle(lineWidth, color, alpha).
- Share the same WebGL batch as Graphics for efficient rendering.
- Do NOT support gradients, path detail threshold, or canvas transforms.
- Components: AlphaSingle, BlendMode, Depth, GetBounds, Lighting, Mask, Origin, RenderNodes, ScrollFactor, Transform, Visible.
- Include Origin and GetBounds (unlike Graphics).
When to use which:
- Use Graphics for dynamic drawing, complex paths, multiple shapes on one object, gradients, or generating textures.
- Use Shape objects for individual UI elements, simple indicators, physics-enabled shapes, or anything that benefits from game object features (origin, bounds, input).
Common Patterns
Fill and Stroke Styles (Graphics)
const gfx = this.add.graphics();
gfx.fillStyle(0xff0000, 1);
gfx.lineStyle(4, 0x00ff00, 1);
gfx.fillGradientStyle(
0xff0000, 0x00ff00, 0x0000ff, 0xffff00,
1, 1, 1, 1
);
gfx.fillRect(0, 0, 300, 200);
gfx.lineGradientStyle(2, 0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 1);
Drawing Primitives (Graphics)
const gfx = this.add.graphics();
gfx.fillStyle(0x0000ff);
gfx.fillRect(x, y, width, height);
gfx.lineStyle(2, 0xffffff);
gfx.strokeRect(x, y, width, height);
gfx.fillCircle(x, y, radius);
gfx.strokeCircle(x, y, radius);
gfx.fillEllipse(x, y, width, height, smoothness);
gfx.strokeEllipse(x, y, width, height, smoothness);
gfx.fillTriangle(x0, y0, x1, y1, x2, y2);
gfx.strokeTriangle(x0, y0, x1, y1, x2, y2);
gfx.fillPoint(x, y, size);
gfx.lineBetween(x1, y1, x2, y2);
Rounded Rectangles
const gfx = this.add.graphics();
gfx.fillStyle(0x333333);
gfx.fillRoundedRect(50, 50, 300, 200, 16);
gfx.lineStyle(2, 0xffffff);
gfx.strokeRoundedRect(50, 50, 300, 200, 16);
gfx.fillRoundedRect(50, 50, 300, 200, {
tl: 20, tr: 20, bl: 0, br: 0
});
gfx.fillRoundedRect(50, 50, 300, 200, { tl: -10, tr: -10, bl: -10, br: -10 });
Path Drawing
const gfx = this.add.graphics();
gfx.lineStyle(3, 0xffff00);
gfx.beginPath();
gfx.moveTo(100, 100);
gfx.lineTo(200, 50);
gfx.lineTo(300, 100);
gfx.lineTo(250, 200);
gfx.closePath();
gfx.strokePath();
gfx.fillStyle(0x00aaff);
gfx.beginPath();
gfx.moveTo(100, 100);
gfx.lineTo(200, 50);
gfx.lineTo(300, 100);
gfx.closePath();
gfx.fillPath();
gfx.beginPath();
gfx.arc(200, 200, 80, 0, Math.PI / 2, false, 0);
gfx.strokePath();
gfx.slice(200, 200, 80, 0, Math.PI / 3, false);
gfx.fillPath();
gfx.strokePoints(points, closeShape, closePath, endIndex);
gfx.fillPoints(points, closeShape, closePath, endIndex);
Geom Shape Helpers
Graphics has convenience methods that accept Phaser.Geom objects directly:
const circle = new Phaser.Geom.Circle(200, 200, 50);
const rect = new Phaser.Geom.Rectangle(50, 50, 100, 80);
gfx.fillCircleShape(circle);
gfx.strokeCircleShape(circle);
gfx.fillRectShape(rect);
gfx.strokeRectShape(rect);
gfx.fillTriangleShape(triangle);
gfx.strokeTriangleShape(triangle);
gfx.strokeLineShape(line);
gfx.fillEllipseShape(ellipse, smoothness);
gfx.strokeEllipseShape(ellipse, smoothness);
Canvas Transforms (Graphics)
const gfx = this.add.graphics();
gfx.save();
gfx.translateCanvas(100, 100);
gfx.rotateCanvas(0.5);
gfx.scaleCanvas(2, 2);
gfx.fillStyle(0xff0000);
gfx.fillRect(0, 0, 50, 50);
gfx.restore();
Generating Textures from Graphics
const gfx = this.add.graphics();
gfx.fillStyle(0xff0000);
gfx.fillCircle(32, 32, 32);
gfx.generateTexture('redCircle', 64, 64);
gfx.destroy();
this.add.image(400, 300, 'redCircle');
Note: fillGradientStyle will NOT appear in generated textures (Canvas API limitation).
Shape Objects — Fill and Stroke
const rect = this.add.rectangle(200, 150, 100, 80, 0xff0000, 1);
rect.setFillStyle(0x00ff00, 0.8);
rect.setStrokeStyle(3, 0xffffff, 1);
rect.setFillStyle();
rect.setStrokeStyle();
rect.fillColor = 0x0000ff;
rect.fillAlpha = 0.5;
rect.strokeColor = 0xffffff;
rect.strokeAlpha = 1;
rect.lineWidth = 2;
rect.isFilled = true;
rect.isStroked = true;
rect.closePath = true;
All Shape Types
| Factory Method | Class | Parameters (after x, y) | Fill | Stroke | Notes |
|---|
this.add.arc(x, y, radius, startAngle, endAngle, anticlockwise, fillColor, fillAlpha) | Arc | radius=128, startAngle=0, endAngle=360 (degrees), anticlockwise=false | Yes | Yes | Angles in degrees. Full circle by default. |
this.add.circle(x, y, radius, fillColor, fillAlpha) | Arc | radius=128 | Yes | Yes | Alias for Arc with 0-360 angles. |
this.add.curve(x, y, curve, fillColor, fillAlpha) | Curve | Phaser.Curves.Curve object | Yes | Yes | Has smoothness property / setSmoothness(). |
this.add.ellipse(x, y, width, height, fillColor, fillAlpha) | Ellipse | width=128, height=128 | Yes | Yes | Equal w/h renders as circle. Has smoothness. |
this.add.grid(x, y, width, height, cellWidth, cellHeight, fillColor, fillAlpha, outlineFillColor, outlineFillAlpha) | Grid | width=128, height=128, cellWidth=32, cellHeight=32 | Yes | No | Has altFillColor/altFillAlpha for checkerboard. Outline via outlineFillColor. |
this.add.isobox(x, y, size, height, fillTop, fillLeft, fillRight) | IsoBox | size=48, height=32, fillTop=0xeeeeee, fillLeft=0x999999, fillRight=0xcccccc | Yes | No | Isometric box. showTop, showLeft, showRight, projection. |
this.add.isotriangle(x, y, size, height, reversed, fillTop, fillLeft, fillRight) | IsoTriangle | size=48, height=32, reversed=false | Yes | No | Isometric pyramid. showTop, showLeft, showRight, projection, reversed. |
this.add.line(x, y, x1, y1, x2, y2, strokeColor, strokeAlpha) | Line | x1=0, y1=0, x2=128, y2=0 | No | Yes | Stroke only. Constructor takes stroke color (not fill). |
this.add.polygon(x, y, points, fillColor, fillAlpha) | Polygon | points (various formats) | Yes | Yes | Points: array of Vec2, [x,y,...] pairs, or [[x,y],...]. |
this.add.rectangle(x, y, width, height, fillColor, fillAlpha) | Rectangle | width=128, height=128 | Yes | Yes | Change size via width/height properties. |
this.add.star(x, y, points, innerRadius, outerRadius, fillColor, fillAlpha) | Star | points=5, innerRadius=32, outerRadius=64 | Yes | Yes | 4 points = diamond. More points = spikier. |
this.add.triangle(x, y, x1, y1, x2, y2, x3, y3, fillColor, fillAlpha) | Triangle | x1=0,y1=128, x2=64,y2=0, x3=128,y3=128 | Yes | Yes | Always closed. Use Polygon for open shapes. |
API Quick Reference — Graphics Methods
Style Methods
| Method | Signature | Notes |
|---|
fillStyle | (color, alpha=1) | Set fill for subsequent fill calls |
lineStyle | (lineWidth, color, alpha=1) | Set stroke for subsequent stroke calls |
fillGradientStyle | (tl, tr, bl, br, aTL=1, aTR, aBL, aBR) | WebGL only. 4 corner colors. |
lineGradientStyle | (lineWidth, tl, tr, bl, br, alpha=1) | WebGL only. |
setDefaultStyles | (options) | Set via { lineStyle: {width,color,alpha}, fillStyle: {color,alpha} } |
Path Methods
| Method | Signature | Notes |
|---|
beginPath | () | Start a new path |
moveTo | (x, y) | Move draw position |
lineTo | (x, y) | Line to position |
arc | (x, y, radius, startAngle, endAngle, anticlockwise=false, overshoot=0) | Angles in radians |
closePath | () | Close current path |
fillPath / fill | () | Fill the current path |
strokePath / stroke | () | Stroke the current path |