Phaser
Phaser 2.6.2
"Via": If a class has an entry in the via column it means you can quickly access it through a local reference. I.e. you can control the camera via this.camera from any state, or game.camera if game has been globally defined.
Game States
| Class | Via | Description |
| StateManager | state | Creates, manages and swaps your Game States. |
| State | | A base Game State object you can extend. |
Loader
| Class | Via | Description |
| Cache | cache | The Cache is where all loaded assets are stored and retrieved from. |
| Loader | load | Loads all external asset types (images, audio, json, xml, txt) and adds them to the Cache. Automatically invoked by a States preload method. |
| LoaderParser | | A Static Class used by the Loader to handle parsing of complex asset types. |
Game Scaling
| Class | Via | Description |
| ScaleManager | scale | Manages the sizing and scaling of your game across devices. |
| FlexGrid | scale.grid | A responsive layout grid (still in testing) |
| FlexLayer | | A responsive grid layer (still in testing) |
Signals
| Class | Description |
| Signal | Signals are Phasers internal Event system. |
| SignalBinding | Manages which callbacks are bound to a Signal. |
Plugins
| Class | Via | Description |
| PluginManager | plugins | Installs, updates and destroys Plugins. |
| Plugin | | A base Plugin object you can extend. |
Game Objects
| Class | Via | Description |
| GameObjectFactory | add | A helper class that can create any of the Phaser Game Objects and adds them to the Game World. |
| GameObjectCreator | make | A helper class that can creates and returns any Phaser Game Object. |
| Group | | Groups can contain multiple Game Objects and have the ability to search, sort, call, update and filter them. |
| InputHandler | object.input | If a Game Object is enabled for input this class controls all input related events, including clicks and drag. |
| Events | object.events | All of the Game Object level events. |
| Create | create | Dynamic Sprite and Texture generation methods. |
Display
| Class | Description |
| Sprite | A Game Object with a texture, capable of running animation, input events and physics. |
| Image | A lighter Game Object with a texture and input, but no physics or animation handlers. |
| TileSprite | A Game Object with a repeating texture that can be scrolled and scaled. |
| Button | An Image Game Object with helper methods and events to turn it into a UI Button. |
| SpriteBatch | A custom Sprite Batch. Can render multiple Sprites significantly faster if they share the same texture. |
| Rope | A jointed Game Object with a strip-based texture. |
Graphics
| Class | Description |
| Graphics | Allows you to draw primitive shapes (lines, rects, circles), setting color, stroke and fills. |
| BitmapData | Provides a powerful interface to a blank Canvas object. Can be used as a Sprite texture. |
| RenderTexture | A special kind of texture you can draw Sprites to extremely quickly. |
Text
| Class | Description |
| Text | Displays text using system fonts or Web Fonts, with optional fills, shadows and strokes. |
| BitmapText | A texture based text object that uses a Bitmap Font file. |
| RetroFont | Similar to a BitmapText object but uses a classic sprite sheet. Each character is a fixed-width. |
Animation
| Class | Via | Description |
| AnimationManager | sprite.animations | Adds, plays and updates animations on Sprite Game Objects. |
| Animation | | The base Animation object that the Animation Manager creates. |
| AnimationParser | | Used internally by the Phaser Loader to parse animation data from external files. |
| FrameData | | A collection of Frame objects that comprise an animation. |
| Frame | | A single Frame of an Animation. Stored inside of a FrameData object. |
Geometry
| Class | Description |
| Circle | A Circle object consisting of a position and diameter. |
| Ellipse | An Ellipse object consisting of a position, width and height. |
| Line | A Line object consisting of two points at the start and end of the Line. |
| Point | A Point object consisting of an x and y position. |
| Polygon | A Polygon object consisting of a series of Points. |
| Rectangle | A Rectangle object consisting of an x, y, width and height. |
| RoundedRectangle | A Rectangle object consisting of an x, y, width, height and corner radius. |
Time
| Class | Via | Description |
| Time | time | The core internal clock on which all Phaser time related operations rely. |
| Timer | time.create | A custom Timer that contains one or more TimerEvents. Can be used either once or be set to repeat. |
| TimerEvent | time.add | A single time related event object. Belongs to a Phaser.Timer. |
Tilemaps
| Class | Description |
| Tilemap | A Tilemap consists of one or more TilemapLayers and associated tile data. Contains methods for tile data manipulation and TilemapLayer generation. |
| TilemapLayer | A single layer within a Tilemap. Extends from Phaser.Sprite and is responsible for rendering itself. |
| Tileset | An object containing a texture and data used for rendering tiles by a TilemapLayer. |
| Tile | A single Tile object with related properties. One of these exists for every tile in a map. |
| TilemapParser | A Static class used to parse externally loaded map data. Typically called directly by Phaser.Loader. |
Math
| Class | Via | Description |
| Math | math | Contains lots of math related helper methods including fuzzy logic and interpolation. |
| QuadTree | | A stand-alone QuadTree implementation. Used by Arcade Physics but can also be used directly. |
| RandomDataGenerator | rnd | A seedable repeatable random data generator. |
Network
| Class | Via | Description |
| Net | net | Browser URL and query string related methods. |
Particles
| Class | Via | Description |
| Particles | particles | The Phaser Particle Manager. Called during the game loop and updates any associated Particle Emitters. |
| Emitter | | An Arcade Physics based Particle Emitter. Created via add.emitter in the GameObjectFactory. |
| Particle | | A single Particle object as emitted by the Emitter. Extends Phaser.Sprite. |
Physics
| Class | Via | Description |
| Physics | physics | The core Physics Manager. Provides access to all of the physics sub-systems. |
Arcade Physics
| Class | Via | Description |
| Arcade | physics.arcade | The Arcade Physics handler. Contains collision, overlap and movement related methods. |
| Body | sprite.body | An Arcade Physics Body. Contains velocity, acceleration, drag and other related properties. |
| Weapon | game.add.weapon | An Arcade Physics powered Weapon plugin, for easy bullet pool management. |
Ninja Physics
Ninja Physics is not bundled in Phaser by default. Please see the README custom build details section.
| Class | Via | Description |
| Ninja | physics.ninja | The Ninja Physics handler. Contains collision, overlap and movement related methods. |
| Body | sprite.body | A Ninja Physics Body. Contains velocity, acceleration, drag and other related properties. |
| AABB | | An AABB Ninja Physics Body type. |
| Circle | | A Circle Ninja Physics Body type. |
| Tile | | A Tile Ninja Physics Body type. |
P2 Physics
Input
| Class | Via | Description |
| Input | input | The Input Manager. Responsible for handling all Input sub-systems. Also looks after Input enabled Game Objects. |
| Pointer | input.pointer | Pointers encapsulate all mouse or touch related input, regardless of how it was generated. On multi-touch systems more than one Pointer can be active at any one time. In Input related events a reference to the corresponding Pointer is passed. |
| DeviceButton | pointer.leftButton | Represents a button on a mouse or pen / stylus. |
| Keyboard | input.keyboard | The Keyboard input handler. Listens for device related events. Can also create Key objects. |
| Key | | A Key object is responsible for listening to a specific Key. Created by the Keyboard class. |
| KeyCode | | The KeyCode consts are used when creating new Key objects. |
| Mouse | input.mouse | A Mouse event handler. Listens for device related events and passes them on to the active Pointer. |
| MSPointer | input.mspointer | An MSPointer event handler. Listens for device related events and passes them on to the active Pointer. |
| Touch | input.touch | A Touch event handler. Listens for device related events and passes them on to the active Pointer. |
Gamepads
| Class | Via | Description |
| Gamepad | input.gamepad | The Gamepad Manager looks after all connected Gamepads to the device. Creates SinglePad instances. |
| SinglePad | input.gamepad.pad<1,4> | Represents a single connected gamepad. |
| DeviceButton | | Represents a button on a SinglePad instance. |
Tweens
| Class | Via | Description |
| TweenManager | tweens | The Tween Manager creates, updates and destroys all active tweens. |
| Tween | | A Tween object. Created via game.add.tween. Consists of TweenData objects that represent the tween and any child tweens. |
| TweenData | | A TweenData object contains all the information related to a tween. Created by and belongs to a Phaser.Tween object. |
| Easing | | A static class containing all of the easing functions available to Tweens. |
Sound
| Class | Via | Description |
| SoundManager | sound | The Sound Manager controls all Sound objects and can play, loop, fade and stop Sounds. |
| Sound | | A Sound object. Can be played, paused and stopped directly, and have its volume adjusted. |
| AudioSprite | | An Audio Sprite is a Sound object with related marker data representing sections of the audio. |
System
| Class | Via | Description |
| Canvas | | A static class containing Canvas creation and manipulation methods. Such as adding to the dom, setting touch actions, smoothing and image rendering. |
| Device | game.device | The Device class checks system capabilities and settings on boot and stores them for later access. |
| DOM | | A static class containing DOM specific methods including offset handling, viewport calibration and bounds checks. |
| RequestAnimationFrame | game.raf | Abstracts away the use of RAF or setTimeOut for the core game update loop. |
Utils
| Class | Via | Description |
| ArraySet | | ArraySet is a Set data structure (items must be unique within the set) that also maintains order. |
| ArrayUtils | | Array specific methods such as getRandomItem, shuffle, transposeMatrix, rotate and numberArray. |
| Color | | Phaser.Color is a set of static methods that assist in color manipulation and conversion. |
| Debug | game.debug | A collection of methods for displaying debug information about game objects. |
| LinkedList | | A basic Linked List data structure. |
| Utils | | Utility methods for Object and String inspection and modification. Including getProperty, pad, isPlainObject, extend and mixin. |