Phaser - HTML5 Game Framework

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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. You can take a look at their incredible games.

Visit: The Phaser website and follow on Twitter (#phaserjs)
Learn: API Docs, Support Forum and StackOverflow
Code: 1700+ Examples (source available in this repo)
Read: The Phaser World Newsletter
Discord: Join us on Discord
Extend: With Phaser Plugins
Be awesome: Support the future of Phaser

Grab the source and join the fun!

What's New

13th July 2020

I'm pleased to announce the immediate availability of Phaser 3.24. This release is primarily a maintenance release, with the focus mostly on bug fixes and updates. Even so, there are over 70 updates in this version alone. From improvements to the Arcade Physics system, to new Tween events and the ability to chain multiple animations, to some important fixes. If you're currently using 3.23 then we recommend this upgrade. 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.

So, please do spend some time digging through the Change Log. I assure you, it's worth while :)

I'd like to send a massive thank-you to everyone who supports Phaser on Patreon (and now even GitHub Sponsors, too!) Your continued backing keeps allowing me to work on Phaser full-time and this great new releases is the very real result of that. If you've ever considered becoming a backer, now is the perfect time!

As well as all of these updates, development has been progressing rapidly on Phaser 4. If you'd like to stay abreast of developments then I'm now publishing them to the Phaser Patreon. Here you can find details about the latest developments and concepts behind Phaser 4.

You can also follow Phaser on Twitter and chat with fellow Phaser devs in our Discord.

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!


Rich - @photonstorm


Support Phaser

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.

There are other benefits to backing Phaser, too:

Backers Perks

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.

Extra special thanks to the following companies who's support makes Phaser possible:


Download Phaser

Phaser 3 is available via GitHub, npm and CDNs:


Install via npm:

npm install phaser


Phaser is on jsDelivr which is a "super-fast CDN for developers". Include the following in your html:

<script src="//"></script>

or the minified version:

<script src="//"></script>

API Documentation

Go to to read the docs online. Use the drop-down menus at the top to navigate the namespaces, classes and Game Objects lists.

Or, if you wish to run the docs locally you can checkout the phaser3-docs repository and then read the documentation by pointing your browser to the docs/ folder.

The documentation for Phaser 3 is an on-going project. Please help us by searching the Phaser code for any instance of the string [description] and then replacing it with some documentation.

TypeScript Definitions

The TypeScript definitions can be found inside the types folder. They are also referenced in the types entry in package.json.

Depending on your project, you may need to add the following to your tsconfig.json file:

"typeRoots": [
"types": [

We recently published a new Phaser 3 TypeScript Project Template, which you can use to get started with if you like.

The TS defs are automatically generated from the JSDoc comments found in the Phaser source code. If you wish to help refine them then you must edit the Phaser JSDoc blocks directly, not the defs file. You can find more details about the parser we built in the scripts/tsgen folder.


We use Webpack to build Phaser and we take advantage of its conditional build flag feature to handle renderer swapping. If you wish to use Webpack with Phaser then please use our Phaser 3 Project Template as it's already set-up to handle the build conditions Phaser needs. Recent changes to our build steps mean you should now be able to use any other packager, like Parcel, without any config changes.


Phaser is released under the MIT License.

Getting Started

Tutorials and guides on Phaser 3 development are being published every week.

We've 3 tutorials related specifically to creating Facebook Instant Games with Phaser:

Source Code Examples

During our development of Phaser 3, we created hundreds of examples with the full source code and assets ready available. These examples are now fully integrated into the Phaser website. You can also browse them on Phaser 3 Labs via a more advanced interface, or clone the examples repo. We are constantly adding to and refining these examples.

Huge list of Phaser 3 Plugins

Super community member RexRainbow has been publishing Phaser 3 content for years, building up an impressive catalogue in that time. You'll find loads of plugins, from UI controls such as text input boxes, to Firebase support, Finite State Machines and lots more. As well as the plugins there is also a comprehensive set of 'Notes' about Phaser 3, going into great detail about how the various systems work. It's an invaluable resource and well worth checking out at

Create Your First Phaser 3 Example

Create an index.html page locally and paste the following code into it:

<!DOCTYPE html>
    <script src=""></script> 



This is a standard empty webpage. You'll notice there's a script tag that is pulling in a build of Phaser 3, but otherwise this webpage doesn't do anything yet. Now let's set-up the game config. Paste the following between the <script></script> tags:

var config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    physics: {
        default: 'arcade',
        arcade: {
            gravity: { y: 200 }
    scene: {
        preload: preload,
        create: create

config is a pretty standard Phaser 3 Game Configuration object. We tell config to use the WebGL renderer if it can, set the canvas to a size of 800x600 pixels, enable Arcade Physics, and finally call the preload and create functions. preload and create have not been implemented yet, so if you run this JavaScript code, you will have an error. Add the following after config:

var game = new Phaser.Game(config);

function preload ()

    this.load.image('sky', 'assets/skies/space3.png');
    this.load.image('logo', 'assets/sprites/phaser3-logo.png');
    this.load.image('red', 'assets/particles/red.png');

function create ()

game is a Phaser Game instance that uses our configuration object config. We also add function definitions for preload and create. The preload function helps you easily load assets into your game. In preload, we set the Base URL to be the Phaser server and load 3 PNG files.

The create function is empty, so it's time to fill it in:

function create ()
    this.add.image(400, 300, 'sky');

    var particles = this.add.particles('red');

    var emitter = particles.createEmitter({
        speed: 100,
        scale: { start: 1, end: 0 },
        blendMode: 'ADD'

    var logo = this.physics.add.image(400, 100, 'logo');

    logo.setVelocity(100, 200);
    logo.setBounce(1, 1);


Here we add a sky image into the game and create a Particle Emitter. The scale value means that the particles will initially be large and will shrink to nothing as their lifespan progresses.

After creating the emitter, we add a logo image called logo. Since logo is a Physics Image, logo is given a physics body by default. We set some properties for logo: velocity, bounce (or restitution), and collision with the world bounds. These properties will make our logo bounce around the screen. Finally, we tell the particle emitter to follow the logo - so as the logo moves, the particles will flow from it.

Run it in your browser and you'll see the following:

Phaser 3 Demo

(Got an error? Here's the full code)

This is a tiny example, and there are hundreds more for you to explore, but hopefully it shows how expressive and quick Phaser is to use. With just a few easily readable lines of code, we've got something pretty impressive up on screen!


Ourcade have published two great Phaser 3 books. They'll take you from getting set-up, through to finishing your first game using modern JavaScript or TypeScript and they're both completely free! They also publish a huge range of quality tutorials and videos, so be sure to check out their site every week.

Building Phaser

There are both plain and minified compiled versions of Phaser in the dist folder of the repository. The plain version is for use during development, and the minified version is for production use. You can also create your own builds.

Custom Builds

Phaser 3 is built using Webpack and we take advantage of the Webpack definePlugin feature to allow for conditional building of the Canvas and WebGL renderers and extra plugins. You can custom the build process to only include the features you require. Doing so can cut the main build file size down to just 70KB.

Read our comprehensive guide on creating Custom Builds of Phaser 3 for full details.

Building from Source

If you wish to build Phaser 3 from source, ensure you have the required packages by cloning the repository and then running npm install on your source directory.

You can then run webpack to create a development build in the build folder which includes source maps for local testing. You can also npm run dist to create a minified packaged build in the dist folder. For a list of all commands available use npm run help.

Change Log

Change Log

Version 3.24 - Rem - 13th July 2020

Arcade Physics New Features, Updates and Fixes

  • When colliding physics groups with the search tree enabled, there was an unnecessary intersection test for each body returned by the search (thanks @samme)
  • When doing an overlap collision, there was an unnecessary intersection test for each pair of overlapping bodies (thanks @samme)
  • Sprite vs. Static Group collision tests now always use the static tree (thanks @samme)
  • Fixed a bug where if you added a static body to a sprite with scale ≠ 1, the body position was incorrect (thanks @samme)
  • If you passed in an array of children when creating a Physics Group, they didn't receive bodies. Fix #5152 (thanks @samme)
  • New types allow for better docs / TypeScript defs especially in the Factory functions: ArcadePhysicsCallback, GameObjectWithBody, GameObjectWithDynamicBody, GameObjectWithStaticBody, ImageWithDynamicBody, ImageWithStaticBody, SpriteWithDynamicBody and SpriteWithStaticBody. Fix #4994 (thanks @samme @gnesher)
  • Body.updateFromGameObject is a new method that extracts the relevant code from preUpdate, allowing you to read the body's new position and center immediately, before the next physics step. It also lets refreshBody work for dynamic bodies, where previously it would error (thanks @samme)
  • Momentum exchange wasn't working correctly vs. immovable bodies. The movable body tended to stop. Fix #4770 (thanks @samme)
  • The Body mass was decreasing the inertia instead of increasing it. Fix #4770 (thanks @samme)
  • The separation vector seemed to be incorrect, causing the slip / slide collisions. The separation is now correct for circle–circle collisions (although not fully for circle–rectangle collisions), part fix #4770 (thanks @samme)
  • The Arcade Body delta was incorrectly calculated on bodies created during the update step, causing the position to be off. Fix #5204 (thanks @zackexplosion @samme)
  • Arcade.Components.Size.setBodySize is a new method available on Arcade Physics Game Objects that allows you to set the body size. This replaces setSize which is now deprecated. Fix #4786 (thanks @wingyplus)

New Features

  • The Animation component has a new property nextAnimsQueue which allows you to sequence Sprite animations to play in order, i.e:'digging').anims.chain('lifting').anims.chain('looking').anims.chain('lowering'); (thanks @tgroborsch)
  • Group.setActive is a new method that will set the active state of a Group, just like it does on other Game Objects (thanks @samme)
  • Group.setName is a new method that will set the name property of a Group, just like it does on other Game Objects (thanks @samme)
  • TWEEN_STOP is a new event dispatched by a Tween when it stops playback (thanks @samme @RollinSafary)
  • You can now specify an onStop callback when creating a Tween as part of the tween config, which is invoked when a Tween stops playback (thanks @samme @RollinSafary)
  • Previously, if you created a timeline and passed no tweens in the config, the timeline would be created but all config properties were ignored. Now the timeline's own properties (completeDelay, loop, loopDelay, useFrames, onStart, onUpdate, onLoop, onYoyo, onComplete, etc.) are set from the config properly (thanks @samme)
  • TextStyle.wordWrapWidth lets you set the maximum width of a line of text (thanks @mikewesthad)
  • TextStyle.wordWrapCallback is a custom function that will is responsible for wrapping the text (thanks @mikewesthad)
  • TextStyle.wordWrapCallbackScope is the scope that will be applied when the wordWrapCallback is invoked (thanks @mikewesthad)
  • TextStyle.wordWrapUseAdvanced controls whether or not to use the advanced wrapping algorithm (thanks @mikewesthad)
  • KeyboardPlugin.removeAllKeys is a new method that allows you to automatically remove all Key instances that the plugin has created, making house-keeping a little easier (thanks @samme)
  • Math.RotateTo is a new function that will position a point at the given angle and distance (thanks @samme)
  • Display.Bounds.GetBounds is a new function that will return the un-transformed bounds of the given Game Object as a Rectangle (thanks @samme)


  • The Pointer.dragStartX/YGlobal and Pointer.dragX/Y values are now populated from the worldX/Y, which means using those values directly in Input Drag callbacks will now work when the Camera is zoomed. Fix #4755 (thanks @braindx)
  • The browser field has been added to the Phaser package.json pointing to the dist/phaser.js umd build (thanks @FredKSchott)
  • Calling TimeStep.wake() while the loop is running will now cause nothing to happen, rather than sleeping and then waking again (thanks @samme)
  • Container.getBounds will no longer set the temp rect bounds to the first child of the Container by default (which would error if the child had no bounds, like a Graphics object) and instead sets it as it iterates the children (thanks @blopa)
  • File.state will now be set to the FILE_LOADING state while loading and FILE_LOADED after loading (thanks @samme)
  • BaseCamera.cull now moves some of its calculations outside of the cull loop to speed it up (thanks @samme)
  • SceneManager.createSceneFromInstance had a small refactor to avoid a pointless condition (thanks @samme)

Bug Fixes

  • Fixed a TypeError warning when importing JSON objects directly to the url argument of any of the Loader filetypes. Fix #5189 (thanks @awweather @samme)
  • The NOOP function was incorrectly imported by the Mouse and Keyboard Manager. Fix #5170 (thanks @samme @gregolai)
  • When Audio files failed to decode on loading, they would always show 'undefined' as the key in the error log, now they show the actual key (thanks @samme)
  • When the Sprite Sheet parser results in zero frames, the warning will now tell you the texture name that caused it (thanks @samme)
  • KeyboardPlugin.checkDown didn't set the duration to zero if the parameter was omitted, causing it to always return false. Fix #5146 (thanks @lozzajp)
  • If you passed in an array of children when creating a Group, they were not added and removed correctly. Fix #5151 (thanks @samme)
  • When using HTML5 Audio with pauseOnBlur (the default), if you play a sound, schedule stopping the sound (e.g., timer, tween complete callback), leave the page, and return to the page, the sound stop() will error (thanks @samme)
  • Using a Render Texture when you're also using the headless renderer would cause an error (thanks @samme)
  • Ellipse.setWidth would incorrectly set the xRadius to the diameter (thanks @rexrainbow)
  • Ellipse.setHeight would incorrectly set the yRadius to the diameter (thanks @rexrainbow)
  • When specifically setting the parent property in the Game Config to null the canvas was appended to the document body, when it should have been ignored (allowing you to add it to the dom directly). Fix #5191 (thanks @MerganThePirate)
  • Containers will now apply nested masks correctly when using the Canvas Renderer specifically (thanks @scott20145)
  • Calling Scale.startFullScreen would fail in Safari on Mac OS, throwing a fullscreenfailed error. It now triggers fullscreen mode correctly, as on other browsers. Fix #5143 (thanks @samme @novaknole)
  • Calling setCrop on a Matter Physics Sprite would throw a TypeError, but will now crop correctly. Not that it only crops the texture, the body is unaffected. Fix #5211 (thanks @MatthewRorke @samme)
  • The Static Tilemap Layer would ignore the layer rotation and parent transform when using WebGL (but worked in Canvas). Both modes now work in the same manner (thanks @cruzdanilo)
  • Calling getTextBounds on a BitmapText object would return the incorrect values if the origin had been changed, but the text itself had not, as it was using out of date dimensions. Changing the origin now automatically triggers BitmapText to be dirty, forcing the bounds to be refreshed. Fix #5121 (thanks @thenonamezz)
  • The ISO Triangle shape would skip rendering the left side of the first triangle in the batch. It now renders all ISO Triangles correctly. Fix #5164 (thanks @mattjennings)

Examples, Documentation and TypeScript

My thanks to the following for helping with the Phaser 3 Examples, Docs and TypeScript definitions, either by reporting errors, fixing them or helping author the docs:

@samme @SanderVanhove @SirJosh3917 @mooreInteractive @A-312 @lozzajp @mikewesthad @j-waters @futuremarc

Please see the complete Change Log for previous releases.


The Contributors Guide contains full details on how to help with Phaser development. The main points are:

  • Found a bug? Report it on GitHub Issues and include a code sample. Please state which version of Phaser you are using! This is vitally important.

  • Before submitting a Pull Request run your code through ES Lint using our config and respect our Editor Config.

  • Before contributing read the code of conduct.

Written something cool in Phaser? Please tell us about it in the forum, or email

Created by

Phaser is a Photon Storm production.


Created by Richard Davey. Powered by coffee, anime, pixels and love.

The Phaser logo and characters are © 2020 Photon Storm Limited.

All rights reserved.

"Above all, video games are meant to be just one thing: fun. Fun for everyone." - Satoru Iwata