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Simple Physics Example - Phaser Typing CST Test

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Simple Physics Example — Phaser Code

Demonstrates Phaser Arcade Physics with gravity and bouncing objects.

import Phaser from 'phaser';

class PhysicsScene extends Phaser.Scene {
	preload() {
		this.load.image('ball', 'assets/ball.png');
	}

	create() {
		this.physics.world.setBounds(0, 0, 800, 600);
		const ball = this.physics.add.image(400, 100, 'ball');
		ball.setBounce(0.8);
		ball.setCollideWorldBounds(true);
		ball.setVelocity(100, 200);
	}
}

new Phaser.Game({ type: Phaser.AUTO, width: 800, height: 600, physics: { default: 'arcade' }, scene: [PhysicsScene] });

Phaser Language Guide

Phaser is a fast, open-source 2D HTML5 game framework used to create browser-based games for desktop and mobile, using JavaScript or TypeScript with WebGL/Canvas rendering.

Primary Use Cases

  • ▸Browser-based 2D games
  • ▸Educational games and e-learning apps
  • ▸HTML5 mobile games
  • ▸Prototypes and game jams
  • ▸Advergames and marketing interactives

Notable Features

  • ▸Scene-based architecture
  • ▸WebGL + Canvas dual rendering
  • ▸Arcade, Matter.js, and Impact physics
  • ▸Sprite animations + tilemaps
  • ▸Asset loading + input handling

Origin & Creator

Phaser was created by Richard Davey (Photon Storm) to provide a powerful, accessible, open-source framework for modern HTML5 game creation.

Industrial Note

Phaser dominates the HTML5 gaming market, especially in educational games, advergames, casino & gambling front-ends, interactive marketing campaigns, and lightweight browser-based entertainment.

Quick Explain

  • ▸Phaser is built for rapid game development directly in the browser using JavaScript.
  • ▸It supports WebGL and Canvas rendering with automatic fallbacks for compatibility.
  • ▸The framework includes physics engines, input systems, asset loaders, animations, and scenes.
  • ▸Developers can build, preview, and deploy games instantly using any browser or bundler.
  • ▸Phaser is ideal for web-first 2D games, educational apps, prototypes, and cross-browser experiences.

Core Features

  • ▸Scene management (boot, preload, game scenes)
  • ▸Camera + world systems
  • ▸Tween/animation manager
  • ▸Tilemap support (CSV, JSON, Tiled)
  • ▸Audio engine (WebAudio + HTML5 fallback)

Learning Path

  • ▸Week 1: Learn scenes, sprites, input
  • ▸Week 2: Physics + tilemaps
  • ▸Week 3: Animation + object pooling
  • ▸Week 4: UI + audio + particles
  • ▸Week 5: Optimization + publishing

Practical Examples

  • ▸Flappy Bird clone
  • ▸Top-down shooter
  • ▸Platformer with tilemaps
  • ▸Isometric puzzle game
  • ▸Hyper-casual HTML5 mobile game

Comparisons

  • ▸Phaser vs Godot: Phaser is browser-first; Godot is engine-first.
  • ▸Phaser vs Unity: Phaser is lightweight HTML5; Unity is heavy 3D/AAA.
  • ▸Phaser vs Construct: Phaser is code-based; Construct is visual-first.
  • ▸Phaser vs PixiJS: Phaser adds physics/scenes; Pixi is purely rendering.
  • ▸Phaser excels in HTML5 web and mobile browser games.

Strengths

  • ▸Extremely fast WebGL rendering
  • ▸Perfect for browser and mobile web games
  • ▸Large community + tons of examples
  • ▸Simple JavaScript/TypeScript workflow
  • ▸Zero installer: just code and run

Limitations

  • ▸Not built for 3D
  • ▸No built-in editor (third-party only)
  • ▸Large projects require custom architecture
  • ▸Physics engines limited compared to Unity
  • ▸Not suitable for console/native 3D games

When NOT to Use

  • ▸3D games
  • ▸Console/AAA pipeline
  • ▸VR/AR apps
  • ▸Heavy simulation-based physics
  • ▸Projects requiring built-in visual editor

Cheat Sheet

  • ▸`preload()`: load assets
  • ▸`create()`: initialize game objects
  • ▸`update()`: per-frame logic
  • ▸`this.physics.add.sprite()`: physics-enabled sprite
  • ▸`this.add.sprite()`: regular sprite

FAQ

  • ▸Is Phaser free?
  • ▸Yes, fully MIT open-source.
  • ▸Does Phaser support mobile?
  • ▸Yes, mobile browsers + Cordova/Capacitor.
  • ▸Does Phaser have 3D?
  • ▸No, 2D-only.
  • ▸Which physics engine should I use?
  • ▸Arcade for simple, Matter.js for advanced physics.
  • ▸Can I use TypeScript?
  • ▸Yes, official type definitions available.

30-Day Skill Plan

  • ▸Recreate classic games
  • ▸Study Phaser examples repository
  • ▸Learn WebGL basics
  • ▸Use TypeScript for scalability
  • ▸Refactor scenes into modular architecture

Final Summary

  • ▸Phaser is the leading HTML5 2D game framework.
  • ▸It uses WebGL for fast rendering and supports flexible physics, scenes, and asset systems.
  • ▸Perfect for browser, educational, mobile web, and casual games.
  • ▸Lightweight, open-source, and simple to start.
  • ▸Ideal for indie developers, hobbyists, studios, and commercial HTML5 portals.

Project Structure

  • ▸src/scenes/
  • ▸src/assets/
  • ▸src/game.js or main.ts
  • ▸config folder
  • ▸build/bundler setup (optional)

Monetization

  • ▸Ad networks for HTML5 portals
  • ▸Rewarded video ads (via SDK wrappers)
  • ▸In-game purchases via web APIs
  • ▸Selling licenses to portals
  • ▸PWA in-app purchases

Productivity Tips

  • ▸Use Vite for instant reload
  • ▸Use TexturePacker for atlases
  • ▸Reuse sprites via pooling
  • ▸Use tweens for simple animations
  • ▸Load assets early to avoid lag

Basic Concepts

  • ▸Scenes organize game logic
  • ▸Sprites are visual game objects
  • ▸Physics bodies manage movement/collisions
  • ▸Tilemaps define world layouts
  • ▸Tweens animate properties

Official Docs

  • ▸https://phaser.io/
  • ▸https://newdocs.phaser.io/
  • ▸https://github.com/photonstorm/phaser

More Phaser Typing Exercises

Phaser Simple Counter GamePhaser Simple Click GamePhaser Keyboard Movement ExamplePhaser Text Typing EffectPhaser Sprite Animation ExamplePhaser Platformer Jump ExamplePhaser Timer Countdown ExamplePhaser Mouse Trail ExamplePhaser Background Parallax Example

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