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Phaser Game Configuration — Setting Up the Game Engine

DodaTech Updated 2026-06-28 2 min read

In this tutorial, you will learn about Phaser Game Configuration. We cover key concepts, practical examples, and best practices to help you master this topic.

Phaser game configuration defines the game canvas, renderer, physics, scaling, and initial scenes for both web and mobile platforms.

What You'll Learn

By the end of this guide, you will create a Phaser game with custom config, set canvas size and render mode, configure Arcade and Matter physics, implement responsive scaling, manage scenes, and optimize for mobile.

Basic Config

var config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    scene: {
        preload: preload,
        create: create,
        update: update
    }
};

var game = new Phaser.Game(config);

Physics Config

var config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    physics: {
        default: 'arcade',
        arcade: {
            gravity: { y: 300 },
            debug: false
        }
    },
    scene: MyScene
};

Responsive Scaling

var config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    scale: {
        mode: Phaser.Scale.FIT,
        autoCenter: Phaser.Scale.CENTER_BOTH,
        parent: 'game-container'
    }
};

Multiple Scenes

var config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    scene: [BootScene, MenuScene, GameScene, GameOverScene]
};

Common Mistakes

1. Missing Parent Container

Without parent container, the canvas appends to body. Set parent for DOM control.

2. Wrong Physics Gravity Direction

Gravity.y positive pulls down (Top-left origin). Negative pulls up.

3. AUTO Renderer Fallback

Phaser.AUTO tries WebGL then Canvas. On some mobile devices, force Canvas with Phaser.CANVAS.

4. Scene Not in Config

Scenes must be in the config array or added later. Missing scenes cause black screen.

5. Scale Mode Not Set

Without scale mode, the canvas does not resize with the window. Use Phaser.Scale.FIT for responsiveness.

Practice Questions

Q1: What does Phaser.AUTO do for renderer? A: Uses WebGL if available, falls back to Canvas.

Q2: How do you add gravity? A: In physics.arcade.gravity: { y: value }.

Q3: How do you make the canvas fill the browser window? A: Set scale.mode: Phaser.Scale.FIT and width/height as target dimensions.

Q4: How do you add multiple scenes? A: Pass an array of scene classes or configs to the scene property.

Q5: How do you switch scenes? A: Call this.scene.start('SceneName') inside a scene.

Challenge: Build a game that starts with a logo scene, transitions to a menu, then to gameplay. Use fade transitions between scenes.

FAQ

What is the default gravity?

No gravity by default. Set physics.arcade.gravity.y for downward pull.

Can I change config after game creation?

No. Config is read-only after game creation. Create a new game instance.

How do I set background color?

Set backgroundColor in config: '#333333'.

What is the parent option?

A DOM element or element id to contain the canvas.

Can I use Phaser without physics?

Yes. Omit the physics key from config for no physics overhead.

Try It Yourself

Create a minimal Phaser game config.

<!DOCTYPE html>
<html>
<head>
    <title>Phaser Config</title>
    <script src="https://cdn.jsdelivr.net/npm/phaser@3/dist/phaser.min.js"></script>
</head>
<body style="font-family:sans-serif;padding:20px;">
<h2>Minimal Phaser Game</h2>
<div id="game-container"></div>
<script>
var config = {
    type: Phaser.AUTO,
    width: 600,
    height: 400,
    parent: 'game-container',
    backgroundColor: '#1a1a2e',
    scale: {
        mode: Phaser.Scale.FIT,
        autoCenter: Phaser.Scale.CENTER_BOTH
    },
    scene: {
        create: function() {
            // Add a simple text
            this.add.text(300, 200, 'Hello Phaser', {
                fontSize: '32px',
                fill: '#4ecdc4'
            }).setOrigin(0.5);
        }
    }
};

var game = new Phaser.Game(config);
</script>
</body>
</html>

What's Next

Load game assets.

Loading Assets — Asset loading and management. Animations — Sprite animations.

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