Phaser 3 Mouse Drag - Phaser3 Typing CST Test
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Phaser 3 Mouse Drag — Phaser3 Code
Drags a sprite with the mouse.
# phaser3/demo/mouse_drag.html
<html>
<head>
<script src="https://cdn.jsdelivr.net/npm/phaser@3.60.0/dist/phaser.min.js"></script>
</head>
<body>
<script>
const config = { type: Phaser.AUTO, width: 800, height: 600, scene: { preload, create } };
const game = new Phaser.Game(config);
let player;
function preload() {
this.load.image('player', 'https://examples.phaser.io/assets/sprites/phaser-dude.png');
}
function create() {
player = this.add.sprite(400, 300, 'player').setInteractive();
this.input.setDraggable(player);
this.input.on('drag', (pointer, gameObject, dragX, dragY) => { gameObject.x = dragX; gameObject.y = dragY; });
}
</script>
</body>
</html>Phaser3 Language Guide
Phaser 3 is a fast, open-source HTML5 game framework for creating 2D games for the web and mobile. It provides a complete ecosystem for rendering, physics, input, audio, and animation, allowing developers to build rich, interactive games in JavaScript or TypeScript.
Primary Use Cases
- ▸2D browser-based games
- ▸Interactive educational content
- ▸Gamified UI experiences
- ▸HTML5 advertising and promotional games
- ▸Rapid prototyping of interactive experiences
Notable Features
- ▸WebGL and Canvas rendering support
- ▸Physics engines: Arcade, Matter.js, Impact
- ▸Tilemaps for 2D worlds
- ▸Sprite animations, particle systems, and tweens
- ▸Scene management and modular game architecture
Origin & Creator
Phaser was originally created by Richard Davey and maintained by Photon Storm, with Phaser 3 released in 2018 as the modern version of the framework.
Industrial Note
Phaser 3 is widely used for web-based games, educational games, interactive demos, gamified apps, and HTML5 advergames.
Quick Explain
- ▸Phaser 3 provides a full-featured game engine with rendering, physics, audio, input, and animation subsystems.
- ▸It supports Canvas and WebGL rendering for performance and compatibility.
- ▸Developers can build browser-based games for desktop and mobile platforms.
- ▸The framework includes Scenes, Game Objects, Tilemaps, and Plugins for modular development.
- ▸Phaser 3 abstracts complex low-level game engine functionality, enabling rapid game prototyping and production.
Core Features
- ▸Game Objects: Sprites, Text, Images, Shapes
- ▸Scene lifecycle management (create, update, preload)
- ▸Tweens and animations
- ▸Input handling (keyboard, mouse, touch, gamepad)
- ▸Physics integration and collision detection
Learning Path
- ▸Learn JavaScript/TypeScript basics
- ▸Understand Phaser 3 core concepts: Game, Scene, Game Objects
- ▸Implement simple sprites and physics
- ▸Add input and interactive gameplay
- ▸Build full game prototype with scenes and assets
Practical Examples
- ▸Side-scrolling platformer
- ▸Top-down shooter
- ▸Match-3 puzzle game
- ▸Educational interactive game
- ▸Browser-based physics sandbox
Comparisons
- ▸Phaser 3 vs Pixi.js: Phaser includes full game engine, Pixi is renderer-only
- ▸Phaser 3 vs Three.js: Phaser 3 for 2D, Three.js for 3D
- ▸Phaser 3 vs Construct: Phaser more code-focused, Construct is drag-and-drop
- ▸Phaser 3 vs Godot HTML5 export: Phaser JS-native, Godot heavy engine export
- ▸Phaser 3 vs Impact.js: Phaser more modern, larger community, better plugins
Strengths
- ▸Full-featured 2D game engine
- ▸Fast and optimized for web and mobile
- ▸Extensible via plugins and custom components
- ▸Strong community support and documentation
- ▸Easy to prototype and deploy games quickly
Limitations
- ▸Limited 3D capabilities (2D focused)
- ▸Large games may require careful performance optimization
- ▸Physics engines have limitations for complex simulations
- ▸Browser performance variability
- ▸Requires understanding of game loop and scene management
When NOT to Use
- ▸3D games or complex 3D graphics
- ▸High-end AAA performance games
- ▸Server-side rendering
- ▸Projects requiring advanced shader pipelines
- ▸Very large-scale online MMO games
Cheat Sheet
- ▸new Phaser.Game(config) - initialize game
- ▸scene.preload() - load assets
- ▸scene.create() - add game objects
- ▸scene.update() - game loop logic
- ▸this.physics.add.sprite(x, y, 'key') - add physics-enabled sprite
FAQ
- ▸Can Phaser 3 run on mobile? -> Yes, HTML5 compatible
- ▸Does Phaser 3 support WebGL? -> Yes, with Canvas fallback
- ▸Can I use Phaser with React/Vue? -> Yes, via canvas embedding
- ▸Is Phaser 3 free? -> Yes, MIT license
- ▸Does Phaser 3 have physics engines? -> Yes, Arcade, Matter.js, Impact
30-Day Skill Plan
- ▸Week 1: Phaser setup and basic sprites
- ▸Week 2: Physics, collisions, and input
- ▸Week 3: Tilemaps and camera control
- ▸Week 4: Tweens, particles, and UI
- ▸Week 5: Advanced game logic and scene management
Final Summary
- ▸Phaser 3 is a robust 2D game engine for browser and mobile games.
- ▸Includes rendering, physics, input, audio, and animation systems.
- ▸Scene-based architecture allows modular game design.
- ▸Highly extensible and supported by an active community.
- ▸Ideal for building interactive games, educational apps, and prototypes.
Project Structure
- ▸index.html - canvas container
- ▸main.js / game.js - Phaser game initialization and scenes
- ▸assets/ - images, spritesheets, audio, tilemaps
- ▸scenes/ - individual scene scripts
- ▸utils/ - helper functions or plugins
Monetization
- ▸Advergames and marketing campaigns
- ▸Paid educational games
- ▸Browser-based premium games
- ▸Interactive gamified apps for clients
- ▸Microtransactions in casual browser games
Productivity Tips
- ▸Reuse Game Objects and assets
- ▸Use modular scene structure
- ▸Optimize preload and asset caching
- ▸Profile frequently on mobile devices
- ▸Use plugins to extend functionality
Basic Concepts
- ▸Game - main instance managing scenes and global settings
- ▸Scene - container for game objects and logic
- ▸Game Object - interactive entity such as sprite or text
- ▸Tween - animation of properties over time
- ▸Physics Body - collision-enabled object managed by physics engine