The active game configuration settings, parsed from a Phaser.Types.Core.GameConfig object.
new Config([GameConfig])
name | type | arguments | description |
---|---|---|---|
GameConfig | Phaser.Types.Core.GameConfig | <optional> |
The configuration object for your Phaser Game instance. |
When set to true
, WebGL uses linear interpolation to draw scaled or rotated textures, giving a smooth appearance. When set to false
, WebGL uses nearest-neighbor interpolation, giving a crisper appearance. false
also disables antialiasing of the game canvas itself, if the browser supports it, when the game canvas is scaled.
Sets the antialias
property when the WebGL context is created. Setting this value does not impact any subsequent textures that are created, or the canvas style attributes.
The Audio Configuration object.
Automatically center the canvas within the parent?
If true
the window will automatically be given focus immediately and on any future mousedown event.
Automatically enable the Mobile Pipeline if iOS or Android detected?
Automatically round the display and style sizes of the canvas. This can help with performance in lower-powered devices.
The background color of the game canvas. The default is black. This value is ignored if transparent
is set to true
.
The default WebGL Batch size. Represents the number of quads that can be added to a single batch.
Force Phaser to use your own Canvas element instead of creating one.
Optional CSS attributes to be set on the canvas object created by the renderer.
Whether the game canvas will be cleared between each rendering frame. You can disable this if you have a full-screen background image or game object.
Force Phaser to use your own Canvas context instead of creating one.
Is Phaser running under a custom (non-native web) environment? If so, set this to true
to skip internal Feature detection. If true
the renderType
cannot be left as AUTO
.
A base64 encoded PNG that will be used as the default blank texture.
The default physics system. It will be started for each scene. Either 'arcade', 'impact' or 'matter'.
The WebGL Pipeline that Game Objects will use by default. Set to 'MultiPipeline' as standard. See also 'autoMobilePipeline'.
The plugins installed into every Scene (in addition to CoreScene and Global).
When set to true
it will create a desynchronized context for both 2D and WebGL. See https://developers.google.com/web/updates/2019/05/desynchronized for details.
Set to true
to disable the right-click context menu.
Disables the automatic creation of the Post FX Pipelines. If disabled, you cannot use the built-in Post FX on Game Objects.
Disables the automatic creation of the Pre FX Pipelines. If disabled, you cannot use the built-in Pre FX on Game Objects.
Should the game create a div element to act as a DOM Container? Only enable if you're using DOM Element objects. You must provide a parent object if you use this feature.
The default pointerEvents
attribute set on the DOM Container.
Is the Scale Manager allowed to adjust the CSS height property of the parent to be 100%?
Let the browser abort creating a WebGL context if it judges performance would be unacceptable.
The Frame Rate Configuration object, as parsed by the Timestep class.
The DOM element that will be sent into full screen mode, or its id
. If undefined Phaser will create its own div and insert the canvas into it when entering fullscreen mode.
The title of the game.
The URL of the game.
The version of the game.
The distance of the Glow FX (defaults to 10)
The quality of the Glow FX (defaults to 0.1)
The height of the underlying canvas, in pixels.
Don't write the banner line to the console.log. See Phaser.Types.Core.BannerConfig
for details of this object.
Omit Phaser's name and version from the banner.
The number of Pointer objects created by default. In a mouse-only, or non-multi touch game, you can leave this as 1.
Enable the Gamepad Plugin. This can be disabled in games that don't need gamepad input.
The DOM Target to listen for gamepad events on. Defaults to window
if not specified.
Enable the Keyboard Plugin. This can be disabled in games that don't need keyboard input.
preventDefault
will be called on every non-modified key which has a key code in this array. By default, it is empty.
The DOM Target to listen for keyboard events on. Defaults to window
if not specified.
Enable the Mouse Plugin. This can be disabled in games that don't need mouse input.
The DOM Target to listen for mouse events on. Defaults to the game canvas if not specified.
Should mousedown
DOM events have preventDefault
called on them?
Should mousemove
DOM events have preventDefault
called on them?
Should mouseup
DOM events have preventDefault
called on them?
Should wheel
DOM events have preventDefault
called on them?
The smoothing factor to apply during Pointer movement. See {@link Phaser.Input.Pointer#smoothFactor}.
Enable the Touch Plugin. This can be disabled in games that don't need touch input.
Should touch events be captured? I.e. have prevent default called on them.
The DOM Target to listen for touch events on. Defaults to the game canvas if not specified.
Should Phaser listen for input events on the Window? If you disable this, events like 'POINTER_UP_OUTSIDE' will no longer fire.
An array of global plugins to be installed.
An array of Scene level plugins to be installed.
Should the XHR request use async or not?
A URL used to resolve paths given to the loader. Example: 'http://labs.phaser.io/assets/'.
'anonymous', 'use-credentials', or undefined
. If you're not making cross-origin requests, leave this as undefined
. See {@link https://developer.mozilla.org/en-US/docs/Web/HTML/CORS_settings_attributes}.
Optional load type for image, XHR
is default, or HTMLImageElement
for a lightweight way.
An array of schemes that the Loader considers as being 'local' files. Defaults to: [ 'file://', 'capacitor://' ]
.
Maximum parallel downloads allowed for resources (Default to 32).
The number of times to retry a file load if it fails.
Optional password for all XHR requests.
A URL path used to resolve relative paths given to the loader. Example: 'images/sprites/'.
The response type of the XHR request, e.g. blob
, text
, etc.
Optional XHR timeout value, in ms.
Optional username for all XHR requests.
Optional XHR withCredentials value.
The maximum height, in pixels, the canvas will scale up to. A value of zero means no maximum.
The maximum number of lights allowed to be visible within range of a single Camera in the LightManager.
When in WebGL mode, this sets the maximum number of GPU Textures to use. The default, -1, will use all available units. The WebGL1 spec says all browsers should provide a minimum of 8.
The maximum width, in pixels, the canvas will scale up to. A value of zero means no maximum.
The minimum height, in pixels, the canvas will scale down to. A value of zero means no minimum.
The minimum width, in pixels, the canvas will scale down to. A value of zero means no minimum.
Sets the mipmap magFilter to be used when creating WebGL textures. Don't set unless you wish to create mipmaps. Set to one of the following: 'NEAREST', 'LINEAR', 'NEAREST_MIPMAP_NEAREST', 'LINEAR_MIPMAP_NEAREST', 'NEAREST_MIPMAP_LINEAR' or 'LINEAR_MIPMAP_LINEAR'.
A base64 encoded PNG that will be used as the default texture when a texture is assigned that is missing or not loaded.
A parent DOM element into which the canvas created by the renderer will be injected.
The Physics Configuration object.
An object mapping WebGL names to WebGLPipeline classes. These should be class constructors, not instances.
Prevent pixel art from becoming blurred when scaled. It will remain crisp (tells the WebGL renderer to automatically create textures using a linear filter mode).
A function to run at the end of the boot sequence. At this point, all the game systems have started and plugins have been loaded.
"high-performance", "low-power" or "default". A hint to the browser on how much device power the game might use.
Called before Phaser boots. Useful for initializing anything not related to Phaser that Phaser may require while booting.
In WebGL mode, sets the drawing buffer to contain colors with pre-multiplied alpha.
If the value is true the WebGL buffers will not be cleared and will preserve their values until cleared or overwritten by the author.
Force Phaser to use a specific renderer. Can be CONST.CANVAS
, CONST.WEBGL
, CONST.HEADLESS
or CONST.AUTO
(default)
How many ms should elapse before checking if the browser size has changed?
Draw texture-based Game Objects at only whole-integer positions. Game Objects without textures, like Graphics, ignore this property.
The scale mode as used by the Scale Manager. The default is zero, which is no scaling.
The default Scene configuration object.
A seed which the Random Data Generator will use. If not given, a dynamic seed based on the time is used.
The vertical amount to snap the canvas by when the Scale Manager is resizing. A value of zero means no snapping.
The horizontal amount to snap the canvas by when the Scale Manager is resizing. A value of zero means no snapping.
false
or 0
= Use the built-in StableSort (needed for older browsers), true
or 1
= Rely on ES2019 Array.sort being stable (modern browsers only), or -1
= Try and determine this automatically based on browser inspection (not guaranteed to work, errs on side of caution).
Whether the game canvas will have a transparent background.
A base64 encoded PNG that will be used as the default texture when a texture is assigned that is white or not loaded.
The width of the underlying canvas, in pixels.
The zoom factor, as used by the Scale Manager.