phaserjs/phaser1 file

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.

Specification
Skill ID
phaserjs/phaser/game-setup-and-config
Publisher
phaserjs
Repository
phaser
Installs
0
Files
1
Synced
Sep 23, 2026
How to use it

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)

  1. new Phaser.Game(config) -- parses config into a Phaser.Core.Config instance.
  2. Creates global managers: AnimationManager, TextureManager, CacheManager, InputManager, SceneManager, ScaleManager, SoundManager, TimeStep, PluginManager.
  3. Waits for DOMContentLoaded, then calls boot().
  4. boot() creates the renderer (CreateRenderer), adds the canvas to the DOM (AddToDOM), prints the debug header, emits BOOT.
  5. Once textures are ready (TextureManager emits READY), emits READY then calls start().
  6. start() begins the TimeStep loop, sets up the VisibilityHandler, calls config.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)

ConstantValueBehavior
Phaser.AUTO0WebGL if supported, else falls back to Canvas
Phaser.CANVAS1Force Canvas renderer
Phaser.WEBGL2Force WebGL -- no fallback if unsupported
Phaser.HEADLESS3No 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

PropertyTypeDefaultDescription
typenumberPhaser.AUTO (0)Renderer: AUTO, CANVAS, WEBGL, or HEADLESS
width`number\string`1024Game width in pixels (or '100%'). Overridden by scale.width
height`number\string`768Game height in pixels (or '100%'). Overridden by scale.height
zoomnumber1Canvas zoom multiplier. Overridden by scale.zoom
parent`HTMLElement\string\null`undefinedDOM element or id for canvas. undefined = document body. null = no parent
canvasHTMLCanvasElementnullProvide your own canvas element
context`CanvasRenderingContext2D\WebGLRenderingContext`nullProvide your own rendering context
canvasStylestringnullCSS styles applied to the canvas element
customEnvironmentbooleanfalseSkip feature detection for non-browser environments. renderType cannot be AUTO if true
scene`SceneType\SceneType[]`nullScene class (extends Phaser.Scene) or array of scene classes
seedstring[][random]Seed for Phaser.Math.RND
titlestring''Game title shown in console banner
urlstring'https://phaser.io/...'Game URL shown in console banner
versionstring''Game version shown in console banner
autoFocusbooleantrueAuto-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
disableContextMenubooleanfalseDisable right-click context menu
backgroundColor`string\number`0x000000Canvas 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)

PropertyTypeDefaultDescription
width`number\string`1024Base game width

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.

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