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
updateandrenderare scheduled, and whatdeltaactually 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
Imageand aSprite. - 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.