phaser4-gamedev
Build 2D browser games with Phaser 4: WebGL-first rendering, scenes, filters, lighting, shaders, DynamicTexture and RenderTexture, tilemaps, SpriteGPULayer, TilemapGPULayer, and Phaser 3 to 4 migration work.
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name phaser4-gamedev description Build 2D browser games with Phaser 4: WebGL-first rendering, scenes, filters, lighting, shaders, DynamicTexture and RenderTexture, tilemaps, SpriteGPULayer, TilemapGPULayer, and Phaser 3 to 4 migration work. metadata {"short-description":"Phaser 4 game dev and migration."} Phaser 4 Game Development Build 2D browser games using Phaser 4's WebGL-first renderer, scene model, and updated rendering APIs. Philosophy: Renderer-Aware, Asset-Exact Phaser 4 is not Phaser 3 with a few renamed methods. The renderer, filter model, shader assumptions, texture orientation, and batching behavior changed. Good Phaser 4 work starts by choosing the right rendering path and measuring assets before code is written. Before coding, ask: Is this a new Phaser 4 feature or a Phaser 3 migration? Does this feature stay on standard game object APIs, or does it depend on filters, shaders, lighting, or custom rendering? What is the asset source of truth: exact frame size, spacing, margin, atlas bounds, and texture orientation? Is the bottleneck CPU object churn, GPU fill rate, or batch breaking? Would SpriteGPULayer , TilemapGPULayer , RenderTexture , or a plain Sprite solve this more cleanly? Core principles : WebGL-first, not Canvas-first : Phaser 4 is designed around WebGL. Treat Canvas as legacy compatibility, not the default target. Measure assets before loader config : Sprite and tile bugs often start as incorrect frame metadata, not rendering bugs. Prefer the simplest rendering path : Use standard game objects until scale or effect requirements justify filters, GPU layers, or shader work. Treat rendering features as architectural choices : Filters, lighting, shaders, and render textures affect coordinate systems, batching, and debugging. Migration is selective redesign : Basic scene code may port cleanly, but masks, FX, custom pipelines, shaders, and texture workflows usually need real updates. STOP: Before Loading Any Spritesheet or Atlas Read references/spritesheets-and-textures.md first. Spritesheet loading is still fragile. A few pixels off in frame size, spacing, or margin can create silent corruption that looks like animation or rendering bugs later. NEVER guess frame dimensions. DO NOT assume texture orientation details are irrelevant if compressed textures or custom shaders are involved. STOP: Before Porting Phaser 3 Code Read references/migration-hotspots.md first. Search for the Phaser 3 APIs that changed meaning or disappeared. These are where most migration time goes: setTintFill BitmapMask preFX / postFX Phaser.Geom.Point Math.TAU / Math.PI2 setPipeline('Light2D') DynamicTexture / RenderTexture custom pipelines custom shader code TileSprite cropping Reference Files Read these before working on the relevant feature: When working on... Read first Migrating Phaser 3 code references/migration-hotspots.md Loading spritesheets, atlases, compressed textures, or TileSprite references/spritesheets-and-textures.md Performance issues, GPU layers, filters, lighting, or batching references/rendering-and-performance.md Architecture Decisions (Make Early) Rendering Path Choice Path Use when Standard game objects Most gameplay, UI, and ordinary animation SpriteGPULayer Very large numbers of mostly simple quads or particle-like members TilemapGPULayer Very large orthographic tile layers using one tileset RenderTexture / DynamicTexture You need capture, compositing, stamping, or texture reuse Filters / Shader The effect is genuinely image-space or shader-driven Physics System Choice System Use when Arcade Platformers, shooters, most 2D action games Matter Physics puzzles, compound bodies, more realistic collisions None Menu scenes, card games, visual novels, strategy UIs Scene Structure scenes/ ├── BootScene.ts # Asset loading, progress bar, shader/texture setup ├── MenuScene.ts # Title screen and options ├── GameScene.ts # Main gameplay ├── UIScene.ts # HUD overlay (launched in parallel) └── GameOverScene.ts # End screen and restart flow Scene Transitions this . scene . start ( 'GameScene' , { level : 1 }); // Stop current, start new this . scene . launch ( 'UIScene' ); // Run in parallel this . scene . pause ( 'GameScene' ); // Pause this . scene . stop ( 'UIScene' ); // Stop Core Patterns Game Configuration Prefer explicit WebGL unless there is a concrete reason not to. const config : Phaser . Types . Core . GameConfig = { type : Phaser . WEBGL , width : 800 , height : 600 , roundPixels : false , scale : { mode : Phaser . Scale . FIT , autoCenter : Phaser . Scale . CENTER_BOTH }, physics : { default : 'arcade' , arcade : { gravity : { y : 300 }, debug : false } }, scene : [ BootScene , MenuScene , GameScene ] }; Scene Lifecycle class GameScene extends Phaser.Scene { init ( data : unknown ) {} // Receive data from previous scene preload ( ) {} // Load assets before create create ( ) {} // Set up game objects, physics, input update ( time : number , delta : number ) {} // Use delta for frame-rate independence } Frame-Rate Independent Movement // Correct: scales with frame rate this . player . x += this . speed * (delta / 1000 ); // Wrong: varies with frame rate this . player . x += this . speed ; Phaser 4 Migration Replacements // Phaser 3 sprite. setTintFill ( 0xff0000 ); // Phaser 4 sprite. setTint ( 0xff0000 ). setTintMode ( Phaser . TintModes . FILL ); // Phaser 3 sprite. setPipeline ( 'Light2D' ); // Phaser 4 sprite. setLighting ( true ); // Phaser 3 const mask = new Phaser . Display . Masks . BitmapMask (scene, maskObject); sprite. setMask (mask); // Phaser 4 sprite. filters . internal . addMask (maskObject); RenderTexture and DynamicTexture Phaser 4 buffers drawing commands. If you queue drawing work into a DynamicTexture or RenderTexture , execute it deliberately. const rt = this . add . renderTexture ( 0 , 0 , 256 , 256 ); rt. draw (sprite, 0 , 0 ); rt. render (); Use preserve() or render modes only when they solve a concrete problem. Extra indirection complicates debugging quickly. Pixel Rounding Do not assume old roundPixels behavior. Phaser 4 defaults it to false , and per-object control is more explicit. sprite. vertexRoundMode = 'safe' ; Use rounding intentionally for pixel art. Leave it off for rotated, scaled, or camera-heavy scenes unless you want the visual tradeoff. Anti-Patterns to Avoid Anti-pattern Why it hurts Better Treating Phaser 4 as a drop-in Phaser 3 upgrade You miss renderer, filter, shader, and texture changes Audit migration hotspots first, then port intentionally Starting new work on Canvas-first assumptions Many Phaser 4 features are WebGL-centric or unavailable in Canvas Design for WebGL and treat Canvas as fallback only if required Guessing spritesheet or atlas metadata Visual corruption appears far away from the actual mistake Measure frames, spacing, margin, and bounds before loading Using filters or shaders for every visual effect More complexity, more batch breaks, harder debugging Use plain sprites, textures, and tint where possible Applying lighting or filters everywhere Shader changes break batches and can tank performance Reserve them for objects that benefit visually Forgetting render() on DynamicTexture or RenderTexture Queued work never lands on the texture Make render execution explicit in the workflow Using SpriteGPULayer for frequently mutated gameplay entities Its strength is scale, not arbitrary object behavior Keep complex interactive entities on normal game objects Assuming TilemapGPULayer is a universal tilemap replacement It is orthographic-only and more constrained Use it when the layer size and rendering profile justify it Making raw gl calls outside supported integration points You can desync Phaser's renderer state Use Extern or higher-level Phaser APIs Common pitfall: "the port compiles, so the migration is done." Rendering, shader, and texture bugs often survive the first compile. Variation Guidance Avoid converging on a single Phaser 4 setup. Choose based on context: Rendering path: standard objects vs GPU layers vs textures vs shader/filter pipelines Physics: Arcade vs Matter vs none Content: tilemaps vs pure sprites vs hybrid Pixel art handling: roundPixels off, safe per-object rounding, or deliberate full rounding Assets: spritesheets vs atlases vs single textures Scene layout: separate UIScene vs in-scene HUD What should vary is the architecture, not the rigor. Measure assets, check batching costs, and adapt the solution to the game's real constraints. Remember Phaser 4 gives you a more capable renderer and more explicit rendering tools, but it expects better architectural choices in return. Before coding: what rendering path are you choosing, what assets define the truth, and what batch-breaking features are actually worth their cost? Codex can do strong Phaser 4 work when the problem is framed precisely: scene boundaries, asset dimensions, rendering constraints, performance targets, and migration scope. These guidelines illuminate the path; they do not replace engineering judgment.
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