~1 min read

Core Concepts

The mental model behind Phaser 4 — what each subsystem is for, and how they fit together.

The pages in this section explain why Phaser is shaped the way it is. They are not recipes — see Guides for those — but the vocabulary on this page reappears across the rest of the encyclopedia.

The major subsystems

  • The Game Loop — how update and render are scheduled, and what delta actually means.
  • Scenes — Phaser’s unit of “screen” or “mode,” and how multiple scenes coexist.
  • Game Objects — the retained display list, transforms, and the difference between an Image and a Sprite.
  • Cameras — viewports, scroll, zoom, and effects.
  • Input — keyboard, pointer, and gamepad, and how Phaser routes events to objects.
  • Loader & Assets — the loading pipeline and the typed cache that serves everything else.

If you only read one page in this section, read Scenes. Almost everything else is structured around it.