
Download the Phaser 3 starter kit from coding phase, unzip it into a projects folder, run npm install, then npm run watch, and view on localhost:3000.
Explore the starter kit for a Phaser 3 HTML5 game, covering the project structure, public assets, gulp server on localhost:3000, and module-based imports.
Explore Phaser 3 resources—from the Phaser dial home page and learn section to Rex Rainbow notes, open game art and shoe box tools, with Phaser 3 labs examples for sprites.
Master HTML5 game development with Phaser 3 by preloading a star image and rendering it in a scene using the add image method at specific x and y coordinates.
Learn how images become game objects in Phaser 3, access image methods, adjust scale and alpha, and recognize that objects can be images, sprites, or audio.
Explore the Phaser 3 notes to access properties like position, angle, visible, alpha, and flip for x or y, and check width and display size.
Discover how to build and animate sprites with sprite sheets in Phaser 3, defining frames, frame rate, and loops to create left-moving walk cycles and scalable visuals for 2D games.
Learn to draw shapes with Phaser 3 by creating and styling rectangles and circles, applying stroke, color, and radius, and exploring a variety of shapes for prototypes.
Create and customize text in Phaser 3 by adding a text object, setting font size and background color, and updating text with setText and Google fonts.
Generate a group of sprites with a group game object, configure stars from a loaded key, set starting x and y, and control spacing and scale in Phaser.
Phaser 3 containers group sprites and game objects, letting you move them as a unit, set X and Y, and add objects to the container for unified control.
Learn how to set the origin and pivot point of a sprite in Phaser 3, adjust scale, and position using origin coordinates to ensure accurate placement.
Create invisible end zones in Phaser 3 to trigger end-of-level actions when a sprite touches them, with debug visibility to verify collisions.
explore tiles and how to load them into a Phaser game, comparing tile-based games like Mario and Zelda with physics-focused titles, and understanding collision with tiles.
Explore creating and configuring tile maps in Phaser 3 by loading a tileset image, importing a tile map JSON, and building multiple layers (background, trees, terrain) with collision settings.
Phaser JS is huge; this course teaches essential concepts, phaser labs, and notes to build three simple games using render texture, particle emitters, and 2D lighting.
Install and configure tiled map editor, then create a new map and tile set embedded, using 16x16 tiles and layers for terrain, grass, and trees, with collide properties as booleans.
Build a tiled map with an object layer for spawns, coins, and ending; export to JSON, embed tile sets, and debug the map for Phaser 3 gameplay.
Duplicate the first level to create level two, clean up assets, then implement keyboard input to load and position the character, and prepare to add mouse and virtual button controls.
Enable the input keyboard in Phaser 3, create and map keys (w, a, s, d and space bar), and explore keyboard events and the API via the documentation.
Create Phaser cursor keys from the keyboard input and use up, down, left, and right presses to move a character, using isDown and isUp for responsive control.
Learn to handle mouse input in Phaser 3 by listening for pointer down and up, reading button, x and y coordinates, downtime and uptime, and moving a character accordingly.
Make a game object interactive and respond to pointer events such as pointer down, pointer over, and pointer out. Move and scale the sprite to enhance gameplay.
Learn to drag and drop game objects with a drop zone in Phaser 3, handling drag start, drag, drag enter, drop, and updating x, y, and origin.
Explore how physics engines in Phaser 3 apply gravity, mass, and velocity, with dynamic and static bodies in arcade and platformer games like Angry Birds.
explore phaser 3 arcade physics for game objects by configuring world gravity and collision bounds, adding dynamic or static bodies, and refining sprite collision boxes for accuracy.
Set world bounds and enable world bounce in Phaser 3 to confine gameplay within a 640 by 360 level. Use debugging graphics to visualize collisions and adjust bounds.
Configure colliders and overlaps in Phaser 3 to control how sprites interact, set world bounds, and use callbacks to score points when collisions occur.
Learn to animate game objects with Phaser 3 using tweens, covering setup, easing options, duration, yoyo, repeats, callbacks, and basic configuration.
Learn to animate with Phaser 3 tweens by controlling position, angle, origin, alpha, and scale, and use delay, repeat or loop, and loop delay to craft dynamic, timeline-based animations.
In this Phaser 3 master course lecture, learn to control tweens by triggering animations from a function, loading a bomb image as an interactive button, and pausing or resuming tweens.
Learn to use a timeline to orchestrate multiple tweens, sequencing animations with targets, linear easing, and a duration in milliseconds, using offsets to coordinate complex motion.
Discover how to find art sprites, extract them with shoe box, create sprite sheets and atlases, and animate a character in Phaser 3 through preload and animation setup.
Learn how to integrate audio in Phaser 3 by loading background music and sound effects, then control playback with play, stop, pause, resume, mute, and volume settings.
Build a local multiplayer tic tac toe game with Phaser 3, featuring animations, audio, and game logic using starter kit assets from open game art.
Preload audio and several images for the intro scene, including background, background box, title, tic tac toe image, and start button from the sprites/title screen assets.
Place and configure intro music and game sprites by setting origins and precise coordinates for the background, title, championships, tic tac toe, and start button.
Animate the title screen for an HTML5 Phaser 3 game by sequencing tweens that fade in the background, title, championships, tic tac toe, and start button with delays.
implement title screen input actions in Phaser 3 by wiring enter and space keys to start level 1 and converting the start button to a clickable or tappable control.
Load assets for level 1 by preloading audio and image files, commenting out the intro scene, and preparing the board, icons, and background for drawing on the canvas.
Set up the tic tac toe gameboard in Phaser 3 with a 3x3 interactive grid, current player logic, background, title, and X/O icons and sounds.
Implement an input method for boxes: handle clicks, update the game board array with X or circle, replace the clicked box with the corresponding image, and toggle the current player.
Practice extends the click handler across all board boxes by duplicating and adjusting else-if blocks, assigning box numbers and indices, and testing for valid clicks.
Implement a check win function that tests all winning lines for three matching marks (X or circle) and add a draw check with a continue flow.
Create winning animations in Phaser 3 HTML5 games by applying tweens to the winner background and icons, handling win logic, and animating the play‑again button with delay and sound.
Finish the tic tac toe game in phaser 3 by making the play again button interactive, stopping intro music, and restarting the scene for a fresh replay.
Have you ever wanted to create some video games? Well now is the time this course will teach you the #1 HTML5 Game Engine Phaser 3. You will learn not by just creating games and not understanding whats happening but by learning how to use the game engine. This course is different than all the other Phaser 3 courses because we make sure you know how to build your own games not just follow what the instructor is showing you.