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  • Phaser Coding Tips 3

    Phaser Coding Tips is a free weekly email – subscribe here.



    One of the biggest genres of game that devs new to Phaser want to create are platformers. It appears they can’t get enough of their Mario fix. Being a fan of the genre myself I figured it would make a great new series, especially when you factor in all the things that a platform game needs. In this issue we’ll get started with the platforms themselves.

    Get the source

    There are two source files this week. The first shows the core mechanics of just the platforms working and the second is the game Jump Up!

    I’m only going to highlight the most important parts of the code here. So please always look at the source first. If you’ve questions about something I didn’t cover then ask on the forum.

    Run / Edit Part 1 on jsbin or codepen.
    Run / Edit Part 2 on jsbin or codepen.
    Or clone the phaser-coding-tips git repo.


    “Ride on” Platforms

    What does a platform game need? Platforms of course! In this weeks Coding Tips we’re going to create two different types of platform, each with their own characteristics. First up is our standard platform. It looks like this:


    The platforms are added to a Physics Group:

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  • Phaser 3 Development Log – w/e 16th Jan


    Development of Phaser 3 is already under way. I asked Pete Baron, who is doing the core work on the new renderer to sum-up his week so far. Note that not everything reported in here is guaranteed to land in Phaser 3. We’re still in the experimentation stage. Even so, here is his report:

    Phaser 3 Renderer Progress

    All source and examples can be found in the phaser3 Git repo

    The demos can be found here


    I researched WebGL, Shaders, Canvas, and DOM sprites. Concluded that DOM sprites are cool but we need to support WebGL + Canvas as a priority. WebGL for the power users and Canvas for its accurate drawing API. If possible I’d like to include DOM sprites as a third alternative, but that can be put in later so I won’t be including it initially.

    My first tests with shaders were expectedly disappointing (<3000 quads), however when I managed to get a tri-strip sprite batch going the performance was impressive (> 100k quads).

    This week

    I’ve hooked up a few higher level objects to form the shell of the eventual API and make constructing demos much easier.
    (All class names are prefixed with my initials, ‘pb’ – this is not an attempt at fame and glory, it just makes it much easier to do global search and replace when I decide a class is incorrectly named… “Layer” would be dodgy s&r, but pbLayer is much safer.

    Towards the end of the project I expect to have a long chat with Rich and rename pretty much everything).

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  • Phaser Coding Tips 2

    Phaser Coding Tips is a free weekly email – subscribe here.



    Missed Issue 1? Read it before continuing. It contains Part 1 of the Tanks game.

    I was really pleased with the reception the first issue received! It seems I wasn’t the only one looking for small and focused tutorials. In this issue we complete the tanks game, although there’s plenty of scope left for you to push it further. If you do so please share the end result!



    Tanks – Part 2

    In Part 1 we got the tank displayed and firing a single bullet at some targets. Now it’s time to make it a proper tanks game and add a landscape!


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  • Phaser Coding Tips 1

    Phaser Coding Tips is a free weekly email – subscribe here.



    If you’re anything like me you probably write loads of code. From prototypes demonstrating a single mechanic to helper functions. And sometimes you might even finish a game :)

    I started this series as a means to share code with you in an informal manner, one game dev to another. The aim is to build-up something over the course of a couple of weeks. Each chunk being easily digestible in a short period of time. It’s something I call “lunch break game dev”: in that you can read and experiment for yourself in under an hour (just try not to get crumbs in your keyboard.)

    I’m not writing to any fixed agenda here. I fully expect this series to evolve. If something doesn’t work I’ll pull it, and I equally won’t be scared of trying new things. Maybe one week the code will be far too easy for you, another it might be the opposite. But hopefully in all cases it will spark some ideas for you to play with regardless.

    Finally I’m not here to try and “sell” you anything. If I release a new book or plugin then I’ll probably write about it, but only because I’ll be so pleased at having achieved that! On the whole this is our place to write some code together, so please do leave feedback and ideas.

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  • Phaser v2.1.3 and Pixi v2 are out!


    Over at Goodboy Digital they’ve been working away on Pixi v2 for some time now. As Phaser is built on-top of Pixi we’ve a vested interest in what is happening in Pixi land and its implications for Phaser. And Pixi v2 is their latest, freshest release.

    There’s a detailed blog post explaining all about it, but the headliners include:

    • Full High DPI canvas support
    • iOS8 WebGL fixes
    • Improved rendering performance across the board
    • Significant updates to the Graphics class
    • Sprite level shaders & more!

    There have been a few Pixi API changes to accommodate all of this, but we’ve been able to blend all of these features into Phaser with no changes to our API, so nothing should ‘break’ if upgrading from an earlier build. Instead you just get to reap the benefits :)

    As well as changes to Pixi there are also Phaser specific updates and fixes in this release, including little gems like Sound.fadeTo, BitmapData.getFirstPixel, BitmapData.getBounds, Rectangle.scale and more. See the change log for full details.

    As usual you can grab the latest build of Phaser from github.

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