Game Setup And Config
Use this skill when creating a new Phaser 4 game instance or configuring GameConfig options. Covers renderer selection, canvas setup, scaling, pixel art, FPS settings, boot sequence, and all config sub-objects. Triggers on: new Phaser.Game, GameConfig, game setup, renderer, pixel art, FPS.
- Skill ID
- phaserjs/phaser/game-setup-and-config
- Publisher
- phaserjs
- Repository
- phaser
- Installs
- 0
- Files
- 1
- Synced
- Sep 23, 2026
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
phaserjs/phaser/game-setup-and-configInstalls these files- SKILL.md
What this skill tells the agent
Game Setup and Config
How to create a Phaser.Game instance with the right GameConfig options for renderer, scaling, pixel art, FPS, and canvas placement.
Key source paths: src/core/Game.js, src/core/Config.js, src/core/typedefs/GameConfig.js, src/const.js, src/scale/const/ Related skills: ../scenes/SKILL.md, ../loading-assets/SKILL.md, ../scale-and-responsive/SKILL.md
Quick Start
The simplest possible Phaser 4 game -- a single scene with the default 1024×768 canvas:
class MyScene extends Phaser.Scene {
preload() {
this.load.image('logo', 'assets/logo.png');
}
create() {
this.add.image(400, 300, 'logo');
}
}
const config = {
type: Phaser.AUTO,
scene: MyScene
};
const game = new Phaser.Game(config);new Phaser.Game(config) triggers the entire boot sequence: config parsing (Config), renderer creation, DOM insertion, and the game loop (TimeStep). The game waits for DOMContentLoaded before booting.
Core Concepts
Boot Sequence (src/core/Game.js)
new Phaser.Game(config)-- parses config into aPhaser.Core.Configinstance.- Creates global managers:
AnimationManager,TextureManager,CacheManager,InputManager,SceneManager,ScaleManager,SoundManager,TimeStep,PluginManager. - Waits for
DOMContentLoaded, then callsboot(). boot()creates the renderer (CreateRenderer), adds the canvas to the DOM (AddToDOM), prints the debug header, emitsBOOT.- Once textures are ready (
TextureManageremitsREADY), emitsREADYthen callsstart(). start()begins theTimeSteploop, sets up theVisibilityHandler, callsconfig.postBoot.
Config Parsing (src/core/Config.js)
The Config constructor reads a flat GameConfig object and resolves defaults. Some properties can be specified at top level OR nested inside sub-objects (e.g., width can be top-level or under scale.width). The scale sub-object takes priority when both are present.
Render properties can likewise be top-level shortcuts (e.g., pixelArt: true) or nested under render.
Renderer Constants (src/const.js)
| Constant | Value | Behavior |
|---|---|---|
Phaser.AUTO | 0 | WebGL if supported, else falls back to Canvas |
Phaser.CANVAS | 1 | Force Canvas renderer |
Phaser.WEBGL | 2 | Force WebGL -- no fallback if unsupported |
Phaser.HEADLESS | 3 | No renderer -- DOM still required. For unit testing only |
Set via config.type. Default is Phaser.AUTO.
Common Patterns
Pixel Art Game
When pixelArt is true, Config automatically sets antialias: false, antialiasGL: false, and roundPixels: true.
const config = {
type: Phaser.AUTO,
width: 320,
height: 240,
pixelArt: true,
scale: {
mode: Phaser.Scale.FIT,
autoCenter: Phaser.Scale.CENTER_BOTH,
zoom: Phaser.Scale.ZOOM_2X
},
scene: MyScene
};Smooth Pixel Art (WebGL only)
Preserves blocky pixels but smooths edges between them when scaled up:
const config = {
type: Phaser.WEBGL,
width: 320,
height: 240,
smoothPixelArt: true,
scene: MyScene
};When smoothPixelArt is true, Config sets antialias: true, antialiasGL: true, and pixelArt: false.
Full-Window Responsive Game
const config = {
type: Phaser.AUTO,
scale: {
mode: Phaser.Scale.RESIZE,
parent: 'game-container',
width: '100%',
height: '100%'
},
scene: MyScene
};Fixed Aspect Ratio with FIT
const config = {
type: Phaser.AUTO,
scale: {
mode: Phaser.Scale.FIT,
parent: 'game-container',
autoCenter: Phaser.Scale.CENTER_BOTH,
width: 1280,
height: 720,
min: { width: 640, height: 360 },
max: { width: 1920, height: 1080 }
},
backgroundColor: '#2d2d2d',
scene: MyScene
};Custom FPS Limit
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
fps: {
target: 60,
limit: 30,
forceSetTimeOut: false,
smoothStep: true
},
scene: MyScene
};Transparent Canvas Over HTML
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
transparent: true,
parent: 'game-container',
scene: MyScene
};When transparent is true, backgroundColor is forced to 0x000000 with alpha 0.
Pre-existing Canvas Element
const canvas = document.getElementById('my-canvas');
const config = {
type: Phaser.WEBGL,
canvas: canvas,
width: 800,
height: 600,
scene: MyScene
};Multiple Scenes
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
scene: [BootScene, PreloadScene, MenuScene, GameScene],
physics: {
default: 'arcade',
arcade: { gravity: { y: 300 } }
}
};Only the first scene starts automatically. Others start only if they have { active: true } in their scene config. See ../scenes/SKILL.md.
Boot Callbacks
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
callbacks: {
preBoot: function (game) {
// Runs before Phaser boots. Game systems not yet available.
},
postBoot: function (game) {
// Runs after boot. All systems ready, game loop starting.
}
},
scene: MyScene
};Disabling Input Subsystems
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
input: {
keyboard: true,
mouse: true,
touch: false,
gamepad: false,
activePointers: 1,
windowEvents: true
},
disableContextMenu: true,
scene: MyScene
};Configuration Reference
Top-Level GameConfig Properties
| Property | Type | Default | Description | ||
|---|---|---|---|---|---|
type | number | Phaser.AUTO (0) | Renderer: AUTO, CANVAS, WEBGL, or HEADLESS | ||
width | `number\ | string` | 1024 | Game width in pixels (or '100%'). Overridden by scale.width | |
height | `number\ | string` | 768 | Game height in pixels (or '100%'). Overridden by scale.height | |
zoom | number | 1 | Canvas zoom multiplier. Overridden by scale.zoom | ||
parent | `HTMLElement\ | string\ | null` | undefined | DOM element or id for canvas. undefined = document body. null = no parent |
canvas | HTMLCanvasElement | null | Provide your own canvas element | ||
context | `CanvasRenderingContext2D\ | WebGLRenderingContext` | null | Provide your own rendering context | |
canvasStyle | string | null | CSS styles applied to the canvas element | ||
customEnvironment | boolean | false | Skip feature detection for non-browser environments. renderType cannot be AUTO if true | ||
scene | `SceneType\ | SceneType[]` | null | Scene class (extends Phaser.Scene) or array of scene classes | |
seed | string[] | [random] | Seed for Phaser.Math.RND | ||
title | string | '' | Game title shown in console banner | ||
url | string | 'https://phaser.io/...' | Game URL shown in console banner | ||
version | string | '' | Game version shown in console banner | ||
autoFocus | boolean | true | Auto-focus window on boot and mousedown | ||
stableSort | `number\ | boolean` | -1 | -1 = auto-detect, 0/false = built-in stable sort, 1/true = rely on native ES2019 sort | |
disableContextMenu | boolean | false | Disable right-click context menu | ||
backgroundColor | `string\ | number` | 0x000000 | Canvas background color. Accepts hex number, CSS string, or color object | |
banner | `boolean\ | BannerConfig` | (shown) | false to hide console banner entirely |
scale (Phaser.Types.Core.ScaleConfig)
| Property | Type | Default | Description | |
|---|---|---|---|---|
width | `number\ | string` | 1024 | Base game width |
More from phaserjs
Use this skill in a project
Open any RiverX project, search the Skills panel for phaserjs/phaser/game-setup-and-config, and install it in one click.
