
Game Setup and Config
FreeStreamline Phaser 4 game instance creation and configuration.
Free · Opens the source repo
What Game Setup and Config does
The Game Setup and Config skill is designed for developers working with Phaser 4, providing detailed guidance on how to create a new game instance and configure essential GameConfig options. This skill covers a variety of critical aspects including renderer selection, canvas setup, scaling, pixel art handling, FPS settings, and the boot sequence. It serves as a comprehensive reference for setting up a Phaser game from scratch, ensuring that developers can efficiently utilize the framework's capabilities.
When you initialize a new game with new Phaser.Game(config), this skill outlines the entire boot sequence, which includes parsing the configuration, creating the necessary renderers, and managing the DOM insertion. The skill also explains how to handle various configuration options, such as the different rendering modes (WebGL, Canvas, or Headless), and how to set up the game to accommodate pixel art or responsive designs. By following the provided examples, developers can quickly adapt their game configurations to suit their specific needs.
This skill is particularly useful for both new and experienced Phaser developers who want to streamline their game setup process. It provides common patterns and configurations that can be easily adapted for different game types, whether you are building a simple pixel art game or a complex multi-scene application. The clear examples and explanations make it easy to understand how to leverage Phaser's configuration options effectively.
Overall, Game Setup and Config is an essential resource for anyone looking to get started with Phaser 4 or improve their game setup workflow, ensuring that developers can focus more on game design and less on configuration headaches.
When to use it
Use this skill when starting a new Phaser 4 project or when needing to adjust game configuration settings.
When not to use it
This skill may not be suitable for projects using other game frameworks or for advanced users who prefer manual configuration without guidance.
What you can build with it
Creating a Simple Game
Set up a basic Phaser game with a single scene and default canvas size using the provided configuration example.
Implementing Pixel Art
Configure your game for pixel art by setting `pixelArt: true` in the GameConfig, ensuring proper rendering.
Responsive Game Design
Use the scaling options to create a full-window responsive game that adapts to different screen sizes.
How to install Game Setup and Config
View source1. Install with the skills CLI
npx skills add phaserjs/phaser/game-setup-and-config --agent claude-code2. Or install it manually
Download the skill folder and drop it into ~/.claude/skills/ for all projects, or .claude/skills/ to scope it to one repo. Restart Claude Code so it picks up the new skill.
Anthropic's agentic coding CLI, and the reference implementation of Agent Skills. Drop a skill folder into ~/.claude/skills and Claude Code loads it automatically whenever a task matches the skill's description. Claude Code docs
Inside SKILL.md
Written by phaserjsGame 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/ |
Frequently asked questions about Game Setup and Config
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