game-setup-and-config
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Profile is derived at build time from SKILL.md and install vectors. Subject to drift from author intent.
Heads up: 未限定 allowed-tools,默认拥有全部工具权限。
---
name: game-setup-and-config
description: Use this skill when creating a new Phaser 4 game instance or configuring GameConfig options. Cov…
category: other
runtime: Node.js
---
# game-setup-and-config output preview
## PART A: Task fit
- Use case: 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..
- Inputs: target material, constraints, expected output, and acceptance criteria.
- Evidence boundary: follow “Quick Start / Core Concepts / Boot Sequence (src/core/Game.js)” and do not present inference as author intent.
## PART B: Execution result
- **01** The card summarizes the use case; runtime output centers on “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.”.
- **02** When the source has headings, the agent prioritizes “Quick Start / Core Concepts / Boot Sequence (src/core/Game.js)” so the result follows the author’s structure.
- **03** Typical output includes task judgment, concrete steps, required commands or file edits, validation, and follow-up options.
- **04** Risk context follows the fingerprint: read files, write/modify files; mostly runs locally; usually needs no extra API key.
## Running Rules
- read files, write/modify files; mostly runs locally; usually needs no extra API key.
- Validate with a small sample before expanding scope.
- Return the result, validation criteria, and next iteration options. The source does not require a stable slash command. After installation, invoke the skill by name and describe the task.
Name target files or source material, expected output, forbidden changes, and whether network or shell access is allowed. Permission fingerprint: read files, write/modify files.
Start with a small task and check whether the result follows “Quick Start / Core Concepts / Boot Sequence (src/core/Game.js)”. Inspect diffs, logs, previews, or tests before expanding scope.
Confirm the final output includes a concrete result, evidence, and next action. If it stays generic, tighten inputs, boundaries, and acceptance criteria.
---
name: game-setup-and-config
description: Use this skill when creating a new Phaser 4 game instance or configuring GameConfig options. Cov…
category: other
source: phaserjs/phaser
---
# game-setup-and-config
## When to use
- Use this skill when creating a new Phaser 4 game instance or configuring GameConfig options. Covers renderer selection…
- Use it when the task has clear inputs, repeatable steps, and validation criteria.
## What to provide
- Target material, scope, expected result, and forbidden changes.
- Whether network, commands, file writes, or external services are allowed.
## Execution rules
- Organize steps around “Quick Start / Core Concepts / Boot Sequence (src/core/Game.js)” and keep inference separate from source facts.
- read files, write/modify files; mostly runs locally; usually needs no extra API key.
- Validate with a small sample before expanding the task.
## Output requirements
- Return the deliverable, key evidence, validation method, and next action.
- Mark missing information as unknown; do not invent commands, platforms, or dependencies. The author source anchors workflow facts; repository files anchor sources and commands; Fluxly only adds fit, limitations, and quality judgment.
skill "game-setup-and-config" {
input -> user goal + target files + boundaries + acceptance criteria
context -> Quick Start / Core Concepts / Boot Sequence (src/core/Game.js)
rules -> SKILL.md triggers / order / output contract
runtime -> Node.js | read files, write/modify files | mostly runs locally
guardrails -> usually needs no extra API key + small-sample validation + diff/log review
output -> copyable result + checklist + next iteration
} 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 |
height |
number|string |
768 |
Base game height |
zoom |
number |
1 |
Zoom multiplier. Use constants: NO_ZOOM (1), ZOOM_2X (2), ZOOM_4X (4), MAX_ZOOM (-1) |
parent |
HTMLElement|string |
undefined |
DOM parent for the canvas |
mode |
number |
Phaser.Scale.NONE (0) |
Scale mode (see table below) |
expandParent |
boolean |
true |
Allow adjusting parent CSS height to 100% |
autoRound |
boolean |
false |
Round display/style sizes for performance |
autoCenter |
number |
NO_CENTER (0) |
Canvas centering mode (see table below) |
resizeInterval |
number |
500 |
Milliseconds between browser size checks |
fullscreenTarget |
HTMLElement|string |
null |
Element for fullscreen mode |
min |
{width, height} |
{0, 0} |
Minimum canvas dimensions |
max |
{width, height} |
{0, 0} |
Maximum canvas dimensions (0 = no limit) |
snap |
{width, height} |
{0, 0} |
Snap canvas size to multiples |
Scale Modes (src/scale/const/SCALE_MODE_CONST.js)
| Constant | Value | Behavior |
|---|---|---|
Phaser.Scale.NONE |
0 |
No scaling. Canvas stays at config size |
Phaser.Scale.WIDTH_CONTROLS_HEIGHT |
1 |
Height adjusts based on width |
Phaser.Scale.HEIGHT_CONTROLS_WIDTH |
2 |
Width adjusts based on height |
Phaser.Scale.FIT |
3 |
Fit inside parent keeping aspect ratio (letterboxing) |
Phaser.Scale.ENVELOP |
4 |
Cover parent keeping aspect ratio (may overflow) |
Phaser.Scale.RESIZE |
5 |
Canvas resizes to fill parent, ignoring aspect ratio |
Phaser.Scale.EXPAND |
6 |
Like RESIZE for visible area + FIT for canvas scale |
Center Modes (src/scale/const/CENTER_CONST.js)
| Constant | Value |
|---|---|
Phaser.Scale.NO_CENTER |
0 |
Phaser.Scale.CENTER_BOTH |
1 |
Phaser.Scale.CENTER_HORIZONTALLY |
2 |
Phaser.Scale.CENTER_VERTICALLY |
3 |
Zoom Constants (src/scale/const/ZOOM_CONST.js)
| Constant | Value | Behavior |
|---|---|---|
Phaser.Scale.NO_ZOOM |
1 |
No zoom |
Phaser.Scale.ZOOM_2X |
2 |
2x zoom |
Phaser.Scale.ZOOM_4X |
4 |
4x zoom |
Phaser.Scale.MAX_ZOOM |
-1 |
Max integer zoom that fits in parent |
render (Phaser.Types.Core.RenderConfig)
These can be set at the top level OR nested under render. The render sub-object takes priority.
| Property | Type | Default | Description |
|---|---|---|---|
antialias |
boolean |
true |
Linear interpolation for scaled/rotated textures |
antialiasGL |
boolean |
true |
Antialias on WebGL context creation |
pixelArt |
boolean |
false |
Sets antialias: false, roundPixels: true automatically |
smoothPixelArt |
boolean |
false |
WebGL only. Blocky pixels with smooth edges |
roundPixels |
boolean |
false |
Snap texture-based objects to integer positions |
transparent |
boolean |
false |
Transparent canvas background |
clearBeforeRender |
boolean |
true |
Clear canvas each frame |
preserveDrawingBuffer |
boolean |
false |
Preserve WebGL buffers between frames |
premultipliedAlpha |
boolean |
true |
Pre-multiplied alpha in WebGL drawing buffer |
desynchronized |
boolean |
false |
Desynchronized rendering context |
failIfMajorPerformanceCaveat |
boolean |
false |
Abort WebGL if browser reports poor performance |
powerPreference |
string |
'default' |
'high-performance', 'low-power', or 'default' |
batchSize |
number |
16384 |
Max quads per WebGL batch |
maxTextures |
number |
-1 |
Max GPU textures. -1 = use all available |
maxLights |
number |
10 |
Max lights visible per camera |
autoMobileTextures |
boolean |
true |
Restrict to 1 texture per batch on iOS/Android |
selfShadow |
boolean |
false |
Self-shadowing on lit textured objects |
pathDetailThreshold |
number |
1 |
Point-combining threshold for Graphics WebGL paths |
skipUnreadyShaders |
boolean |
false |
Skip drawing objects whose shader is still compiling |
mipmapFilter |
string |
'' |
Mipmap filter: 'NEAREST', 'LINEAR', 'NEAREST_MIPMAP_NEAREST', etc. |
renderNodes |
object |
{} |
Custom render nodes for WebGL renderer |
fps (Phaser.Types.Core.FPSConfig)
| Property | Type | Default | Description |
|---|---|---|---|
min |
number |
5 |
Minimum acceptable FPS |
target |
number |
60 |
Target FPS (informational, does not enforce) |
limit |
number |
0 |
Enforce max FPS. 0 = no limit |
forceSetTimeOut |
boolean |
false |
Use setTimeout instead of requestAnimationFrame |
deltaHistory |
number |
10 |
Frames to average for delta smoothing |
panicMax |
number |
120 |
Frames before trusting delta again after a panic |
smoothStep |
boolean |
true |
Apply delta smoothing |
Other Sub-Configs
| Sub-Config Key | Type | Source |
|---|---|---|
callbacks |
CallbacksConfig |
src/core/typedefs/CallbacksConfig.js |
dom |
DOMContainerConfig |
src/core/typedefs/DOMContainerConfig.js |
input |
InputConfig |
src/core/typedefs/InputConfig.js |
loader |
LoaderConfig |
src/core/typedefs/LoaderConfig.js |
physics |
PhysicsConfig |
src/core/typedefs/PhysicsConfig.js |
plugins |
PluginObject|PluginObjectItem[] |
src/core/typedefs/PluginObject.js |
audio |
AudioConfig |
src/core/typedefs/AudioConfig.js |
images |
ImagesConfig |
src/core/typedefs/ImagesConfig.js |
Game Lifecycle, Pause/Resume, and Destroy
Game Lifecycle Events
Listen on game.events (or this.game.events from a Scene) for visibility and focus changes:
game.events.on('blur', () => { /* tab lost focus */ });
game.events.on('focus', () => { /* tab regained focus */ });
game.events.on('hidden', () => { /* Page Visibility API: page hidden */ });
game.events.on('visible', () => { /* Page Visibility API: page visible */ });
game.events.on('pause', () => { /* game.pause() was called */ });
game.events.on('resume', () => { /* game.resume() was called */ });
Use named constants: Phaser.Core.Events.BLUR, FOCUS, HIDDEN, VISIBLE, PAUSE, RESUME.
Pause and Resume
// Pause the entire game loop (rendering and updates stop)
game.pause();
// Resume the game loop
game.resume();
// Check if the game is currently paused
if (game.isPaused) {
// game loop is not running
}
Destroying the Game
// Remove the canvas from the DOM and clean up
game.destroy(true);
// Full cleanup -- pass noReturn=true if you will NEVER create another Phaser instance
// This allows the framework to release additional internal references
game.destroy(true, true);
destroy(removeCanvas, noReturn) is asynchronous -- it flags the game for destruction on the next frame. Listen for Phaser.Core.Events.DESTROY to react to completion.
Global Game Members
The Game instance exposes key managers as properties, accessible from any Scene via this.game:
| Property | Type | Description |
|---|---|---|
game.config |
Phaser.Core.Config |
Parsed GameConfig (read-only after boot) |
game.scene |
SceneManager |
Start, stop, switch, and manage all scenes |
game.registry |
DataManager |
Shared data store across all scenes |
game.anims |
AnimationManager |
Global animation definitions |
game.cache |
CacheManager |
Stores loaded non-texture assets (JSON, XML, etc.) |
game.textures |
TextureManager |
Stores all loaded textures and sprite sheets |
game.sound |
SoundManager |
Global sound playback manager |
// Example: access the registry from any scene
this.game.registry.set('highScore', 9999);
// Example: access the scene manager
this.game.scene.start('MenuScene');
Gotchas and Common Mistakes
scale vs top-level config.
width,height,zoom, andparentcan be set at the top level or insidescale. Thescalesub-object values take priority. Avoid setting both to prevent confusion.Phaser.WEBGL has no fallback. Unlike
AUTO, usingPhaser.WEBGLdirectly will not fall back to Canvas if WebGL is unavailable. The game will fail silently.parent: null vs parent: undefined.
undefined(or omitted) appends the canvas todocument.body.nullmeans Phaser will not add the canvas to the DOM at all -- you must do it yourself.transparent overrides backgroundColor. When
transparent: true, the background color is forced torgba(0,0,0,0)regardless of what you set.fps.target does not enforce frame rate. It is advisory only. Use
fps.limitto actually cap the frame rate. The browser's display refresh rate is always the upper bound.fps.limit only slows down, never speeds up. Setting
limit: 120on a 60Hz display still results in 60 FPS.DOM Container requires a parent. Setting
dom.createContainer: truewithout providing aparentelement will not work.smoothPixelArt is WebGL-only. It has no effect with the Canvas renderer.
window.FORCE_WEBGL and window.FORCE_CANVAS. Config.js checks for these globals at the end of parsing and will override the
typesetting. This is intended for development/testing.Game.destroy() is asynchronous. It flags the game for destruction on the next frame. Listen for the
DESTROYevent to react to completion. PassnoReturn: trueonly if you will never create another Phaser instance on the same page.
v4 Changes from v3
- Default dimensions changed: Width defaults to
1024(was800), height to768(was600). - EXPAND scale mode added:
Phaser.Scale.EXPAND(value6) is new -- combines RESIZE visible area behavior with FIT canvas scaling. - Loader maxRetries default:
loader.maxRetriesdefaults to2(was0in early v3). - smoothPixelArt option: New WebGL-only rendering mode that smooths edges between blocky pixels.
- renderNodes config: New
render.renderNodesproperty for custom WebGL render node registration. - skipUnreadyShaders: New option for parallel shader compilation to prevent stutter.
- pathDetailThreshold: New config for Graphics WebGL path point combining.
Source File Map
| Concept | File |
|---|---|
| Game class / boot sequence | src/core/Game.js |
| Config parsing / all defaults | src/core/Config.js |
| GameConfig typedef | src/core/typedefs/GameConfig.js |
| Renderer constants (AUTO, WEBGL, CANVAS, HEADLESS) | src/const.js |
| FPSConfig typedef | src/core/typedefs/FPSConfig.js |
| RenderConfig typedef | src/core/typedefs/RenderConfig.js |
| ScaleConfig typedef | src/core/typedefs/ScaleConfig.js |
| Scale mode constants | src/scale/const/SCALE_MODE_CONST.js |
| Center constants | src/scale/const/CENTER_CONST.js |
| Zoom constants | src/scale/const/ZOOM_CONST.js |
| TimeStep (game loop) | src/core/TimeStep.js |
| Renderer creation | src/core/CreateRenderer.js |
| ScaleManager | src/scale/ScaleManager.js |
| CallbacksConfig typedef | src/core/typedefs/CallbacksConfig.js |
| DOMContainerConfig typedef | src/core/typedefs/DOMContainerConfig.js |
| InputConfig typedef | src/core/typedefs/InputConfig.js |
| LoaderConfig typedef | src/core/typedefs/LoaderConfig.js |
| All core typedefs | src/core/typedefs/ |
Decide Fit First
Design Intent
How To Use It
Boundaries And Review