Phaser Game Prototyping (6th Book edition and 5th edition Bonus Content)
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Phaser Game Prototyping

Building 100s of games using HTML5 & Phaser.js Gaming Frameworks (6th Edition includes v2.x.x & v3.24+)

About the Book

This large print workbook is the 6th edition - a hands-on tutorial guide for Game Prototype creations using Micro-services and component object programming with an emphasis on Phaser v2.x.x, CE, v3.16+ and any JavaScript Gaming Frameworks. 

Phaser Game Prototyping is a hands-on guide for making browser games using Phaser's official, CE (community edition) JavaScript Game Frameworks. Master the important skills and techniques you need for Phaser using our unique component object programming. This book delves into many of the great classic game mechanisms and design mechanics techniques. All written in a fun and friendly style with completed projects and open-ended exercises that encourage you to build your own game projects. You'll also download supporting tools to classify the book’s snippets and add your own modification.


  • Part I demonstrates basic game mechanisms and components from the Phaser JS Game Framework using the OLOO paradigm. It starts by showing you how you to build game mechanisms in any Phaser version! By the end of Part I, you’ll have a complete, fully-functional Game Prototype , reusable components, and the supporting tools to manage further game production. You’ll have a game character’s visual and its meta descriptions. Learn to control your avatar through either the keyboard, mouse, or touch-screen interfaces. Develop game environments, create game scene migrations and then learn how to use collision detection within a standard game loops. Build dynamic menu response system,and an interactive game world. 
  • Part II demonstrates how to connect all your new game prototypes and components into various game mechanics using the raw power of native JavaScript OLOO. What I show you, will open the pathway to building a game within a month or even 7-days! This is not hipe; I eat my own dog food and have pushed game prototypes out for final artwork within 7 days. You’ll learn to make RPG maze games, code 6 different combat systems, develop heads-up displays (HUD) that are both internal to and outside of the Phaser canvas, apply 6 different artificial intelligence systems, create tiled-maps with the Phaser features, and other fast-paced actions that cover all the popular game perspective of 2D and 2.5D gaming. I'll reveal what I'm doing with Phaser 3D and WebXR games too. You’ll discover how to develop games and multi-level isometric scenes using existing features in Phaser v3.13+. All these techniques -- and supporting source code -- are explained in an easy-to-understand manner for game designers to gain new skills or simply update your skills from Phaser v2.x.x.

You’ll find detailed working examples on the book's website (with dozens of illustrations and many concepts) you can freely apply to your own gaming projects. All the source code comments enhance the book’s explanation. 


What you’ll learn:

  • By the end of this workbook, you’ll have integrated into your own game designs:
  • Adopted processes for business project management and agile software development.
  • Organized a standard file structure for developing games in general;
  • Used a blank game template to scaffold further game projects;
  • Imported resources and game assets;
  • Displayed, animated and moved game avatars on various screen renderings;
  • Managed groups of game objects;
  • Deployed heads-up display (HUD) on game scenes both inside and outside the canvas;
  • Used customized web fonts;
  • Incorporated multiple game-inputs (touch, multi-touch, accelerometer, mouse, and keyboard);
  • Rendered several physics systems;
  • Included graphics effects (gfx) (particle systems, rotations, fades, shaders and more);
  • Created and managed game state-phases;
  • Managed permanent game assets across state-phases;
  • Optimized your game for various mobile devices;
  • Integrated 3rd-party scripts and services;
  • Deploy single-player games.
  • Web Sockets demystified for scalable massive online game deployments.

Who This Book Is For:

Students -- and professionals in -- game development with some experience in HTML5 and JavaScript who want to enhance -- or begin learning the essential techniques of -- Phaser v2.x.x JavaScript skills. If you are interested in making browser games, especially for the mobile market, then Phaser Game Prototyping is a perfect choice.

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About the Author

Stephen Gose
Stephen Gose

Avatar is an adorable cartoon sketch of my wife. 46th anniversary this coming Sept 1, 2024!

Stephen Gose, Ph.D. Information Systems (honorary) (and second-generation German) is a retired Professor Emeritus with a 41-year career as a certified network engineer, and "Certified Cisco Academy Instructor" (CCAI) since 2002. He is listed in the Who's Who for Information Technology for his directly related work for the Internet backbones found in the Caribbean, Netherlands, Israel, and Russia. He was awarded "Letters of Appreciation" from AT&T, and the German, Israeli, Dutch, and Russian Governments. Steve has nearly three decades of international "teaching and conference lecturing" in both Local-Area and Wide-Area Networks, network security, Internet backbones, software engineering, and program/project management. He is a retired US Army Signal Corps Officer. He earned, in 2014, the ITT Technical Institute's "Instructor of the Year" out of 8,000 instructors across 144 campuses throughout the USA. 

He graduated from Grand Canyon University with his first B.A. in Religions and Music Education, then a B.S. in Business Admin. from the University of Maryland, and an M.B.A in International Management from Liberty University.

He is currently pursuing his Th.D. He has served as a licensed minister since 1972 and as a missionary to Okinawa, Japan. He earned the US Army Chaplain Outstanding Service Award in 1983. 

In his spare time(?), Steve enjoys creating online casual games, software engineering, and managing his online gaming businesses. 

My driving theme: "Always stay humble and kind"

His personal website is:

His game showcase is:

His theology website:

Game Support Site:

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6th Book edition and 5th edition Bonus Content

515+ page, Game Prototyping guide focused on Phaser JavaScript Framework in standard JavaScript and ES6, Phaser versions 2.x.x and 3.x. Bonus! Content: Free Affiliate Guide, 300+ page bonus content (1,508 resource files; 310+MB (uncompressed)). Total of 815+ pages! All chapters with complete source code available on the supporting book's website Bonus Content: 232 MB (20171216 - zipped)


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    Free Affiliate Guide

    Learn how to use this document and leverage revenues in our Gaming Community.

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6th edition Book (only)

Special pre-release discounted price. DOES NOT INCLUDE BONUS CONTENT. 507+ pages, Game Prototype guide (only).


  • extras
    Free Affiliate Guide

    Learn how to use this document and leverage revenues in our Gaming Community.

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  • WEB

  • English

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Reader Testimonials

Melody Romero
Melody Romero

International Children Games

I bought your book Phaser Game Prototyping. I loved it, I even managed to understand how javascript worked thanks to his explanation. With some university colleagues, we want to develop games to include children with specific learning difficulties starting in Chile. Thank you very much for your work Melody Romero Desarrollador de software en Imagoos Chile

Table of Contents

    • Distribution Permission
      • Supporting website
    • Forwards
    • Disclosures
    • Disclaimer
    • About this Workbook:
      • Viewing the Source Code
      • Links and References
      • Who should use this workbook?
      • Your newly obtained skills…
    • Game Design System™
      • Game Studio - Book Series
      • Game Studio - Online Courses
      • “Making Browser Games” - Books Series
      • “Making Browser Games” Series - online Courses
      • Programming Courses
      • “Walk-Thru Tutorial” Series - Online Courses
  • Part I: Product Management
    • 1 Game Studio & Project Preparations
      • 1.1 Workstation Setup
        • Batteries not included … Web Server Required
        • Deeper Dive: Testing “MMoGs” Locally??!
        • Development Tools
      • 1.2 Project Setup
        • Deeper Dive: Project Data Structure
        • Deeper Dive: And its name shall be called …
        • Project Directories & Files
      • 1.3 Game Project “Concept & Design”
        • Introduction to Game Design System™
        • What makes a Good Game?
      • 1.4 Preparing a “Gaming Product”
        • Why are you doing this?
        • What are you making?
        • What technology will you use?
        • “Loose lips sink ships” … and revenues!
        • What features are included?
        • What features are mandatory?
        • How will you encode it?
      • 1.5 Game Design Architecture
        • “Oh! Oh!”
        • “Top-down”
        • “Bottom-up”
        • “Oh! Oh!” vs. Top-Down vs. Bottom-Up vs. OLOO
      • 1.6 Game Project Summarized:
        • Concept Development:
        • Design:
        • Production Encoding:
      • 1.7 Summary
      • 1.8 Chapter References:
    • 2 Building a Game Prototype
      • 2.1 Creating Prototype Mechanisms — 4-Step method
        • Step 0) Preparation and Research
        • Step 1) Generate Game Phases (as needed).
        • Step 2) Generate code for triggering events.
        • Step 3) Generate transition
        • Step 4) Create your Game’s Core & auxiliary functions
      • 2.2 Using “Box” Graphics
      • 2.3 Game Practicum: Box Prototyping
        • Phaser III Code Review
        • Phaser v2.x.x Code Review
      • 2.4 3D Prototypes
      • 2.5 “ToTo, … we’re not in Kansas anymore” — Dorothy
      • 2.6 Starting Your “Game Recipe”™
        • Step #0) the Front-Door
        • Task #1-1 Instructions:
        • Compare your code
        • Mobile “Single Web Page Applications” (SWPA)
        • Cocoon.js - Cloud Alternatives
        • Task #2: Launching a Game
        • Deeper Dive: Launching a Phaser III Game.
        • Game “Config
      • 2.7 Deeper Dive: To Infinity and Beyond!
      • 2.8 Summary
      • 2.9 Chapter References:
    • 3 Game Phases, Scenes & Roses.
      • 3.1 Bare-Bones Prototypes
      • 3.2 Using a Phaser Scene as a “Game Phase”
      • 3.3 9 Essential Functions of a Phaser “Scene”
      • 3.4 Game Phases as Modules
        • “Phaser.Game” — One File to Rule them all …
        • Main.js (aka “launch” or index.js)
        • Boot.js
        • Preload.js
        • Deeper Dive: Artwork & Resources Security
        • Deeper Dive: Phaser Cache
        • Deeper Dive: Loader Examples
        • Splash.js or Language.js?
        • Main Menu.js
        • Play.js
        • Deeper Dive: JS Modules
      • 3.5 Step #1 of 4: Generate Game Phases
        • Dynamically Including Game Phases
        • Deeper Dive: D.R.Y. Stand-alone
        • Step #3 of 4: Game Phase Transitions
        • Deeper Dive: The CMS “Game Shell”
        • Deeper Dive: When to use a game shell
      • 3.6 Encoding Phaser Scenes as a “Game Phase”
        • Vanilla, Chocolate, or Strawberry Creme-filled?
        • Overriding Essential Functions inside Phaser.Scene
        • Creating Scenes using ES5 Prototypes
        • Creating Scenes using Phaser.Class
        • Creating Scenes by extending Phaser.Class
        • ES6 Considerations: “Strawberry”
        • Creating Scene Configuration files
        • Deeper Dive: Defining Other Scene Properties
        • Deeper Dive: ES9 Modules
      • 3.7 Summary
      • 3.8 Chapter References:
  • Part II: Mechanisms vs. Mechanics
    • 4 Building Game Prototypes, Mechanisms & Tools
      • 4.1 Task #3: Mini-Me
        • Creating an Avatar - “visual display”
        • Deeper Dive: Display selected frames from a sprite-sheet.
        • Deeper Dive: Using Base64 Images
        • Creating an Avatar’s metadata
        • Deeper Dive 3.19+ Tweens
      • 4.2 Task #4: Moving Game Elements
        • Deeper Dive: Phaser III Input Manager
        • Deeper Dive: Future Proofing your source code.
        • Deeper Dive: Configuring the Keyboard (Phaser v3.16+ updated)
      • 4.4 Task #5: Things that go bump …
        • Walls and Camera boundaries
        • Interior Decoration
        • Deeper Dive on Game Objects hit areas.
        • Doors, Knobs, and Buttons
        • Deeper Dive: Writing Optimized Code
        • Deeper Dive: Buttons as a “Class” or “Scenes”?!!?
        • Deeper Dive: Button size considerations
        • Deeper Dive: Adding Buttons & Mobile Touch
      • 4.5 Task #6: When Worlds Collide …
      • 4.6 Task #7: It’s curtains for you …
      • 4.7 Other Game Mechanics Categories
      • 4.8 The Finish Line: You’re AWESOME … Gloat, Gloat …
      • 4.9 Chapter Source Code & Demo
      • 4.10 Summary
      • 4.11 Chapter References
    • 5 Dem’s fightin’ words
      • 5.1 Launching Web Sockets
      • 5.2 Dynamic Combat Menus
      • 5.3 So, Give Me Some Space …
        • Melee Weapons
        • Ranged Weapons
      • 5.4 OO!, OW! AH!, OW! Stayin’ alive! Stayin’ alive!
        • Grid-less Combat
        • Grid-ed Combat
      • 5.5 Tactical Tiled-Maps
      • 5.6 Squares and Checkered Grids
        • Deeper Dive: Phaser III Grids
        • Hexagonal Grids
        • Deeper Dive: Real hexagonal grids
        • Squishes
      • 5.7 Rules of Engagement: Take 5 paces, turn, and …
        • Been there … done that …
      • 5.8 “Where’s the beef?”
        • Click-fest
        • Guitar hero - Time to get it Right!
        • Days of our Lives - Drama Theater
        • SCA Virtual “Fighter Practice” by Steve Echos
        • En Guard method
        • Yeap! Ya betcha’ ‘ur life!
      • 5.9 Story narrative
      • 5.10 Frisking, Fondling, or Groping
      • 5.11 Chapter Source Code
      • 5.12 Complete Combat Prototypes
      • 5.13 Summary
      • 5.14 Footnotes
    • 6 Game Mechanism Components
      • 6.1 Phaser III inline script - Reviewed
        • Phaser v2.x.x inline script - Reviewed
        • Adding Display objects
        • Adding Control Mechanisms
        • Adding Buttons & Mobile Touch
        • Phaser III “Actions”
        • Components
        • DOM
        • Game Objects
        • System Components
      • 6.2 Tile Map
        • Tilemap Rendering - new Dynamic method
        • Tilemap Rendering - new Static method
      • 6.3 Phaser III Systems
        • v3 Boot
        • v3 Cache
        • v3 Device Manager
        • v3 Events
        • v3 Input Manager
        • Deeper Dive: v3.16+ New Keyboard rewrite!
        • v3 Loader
        • v3 Sound
        • v3 Scene Manager
        • v3 Texture Manager
        • v3 Tween Manager
        • Deeper Dive 3.19+ Tweens
      • 6.4 Phaser3 Finish Line: You’re AWESOME … Gloat!, Gloat!
        • Phaser v3 Source Code & Demos
      • 6.5 v3 Animations
        • Deeper Dive: History of Animation
        • Animation Today
        • Animation Recommendations
        • Frame Rates Recommendations
        • Tweens
      • 6.6 Camera & Viewports
      • 6.7 Summary
      • 6.8 Chapter Footnotes:
    • 7 Whazzz-sUP! …. HUD Development
      • 7.1 HUD Housing Development
      • 7.2 HUD as Panels
      • 7.3 HUD Panels outside the Canvas?!?
      • 7.4 HUD Demos
      • 7.5 Summary
      • 7.6 Footnotes
    • 8 Don’t make me think or “Artificial Intelligence for Dummies”
      • 8.1 The “6 of 9”
      • 8.2 Chasing
      • 8.3 Evading
      • 8.4 Patterns
      • 8.5 Fuzzy logic
      • 8.6 Finite State Machines (FSM)
        • FSM Resolving Combat Outcomes
        • FSM Resolving AI behaviors
      • 8.7 Recursive World Feedback
        • Probability Data Tables
      • 8.8 Complete AI Prototypes
      • 8.9 Chapter Source Code
      • 8.10 Summary
      • 8.11 Footnotes
  • Part III: “Walk-thru” Tutorials & Resources
    • 9 Game Prototype Libraries
      • 9.1 Walk-through Tutorial Series
        • Introductory (Difficulty Rating #1)
        • Intermediate (Difficulty Rating #2 to #3)
        • Advanced — “The Full Monty!” (Difficulty Rating #4)
      • 9.2 References:
    • 10 What’s next?
      • 10.1 Game Distribution & Marketing
        • Introduction: 8-Step Deployment Method.
      • 10.2 Book Review Protocol
      • 10.3 Tell the world about your game!
  • Appendix
    • More Resources
      • JavaScript Garden
      • Additional Appendices
      • Other resources:
      • Selling your Game Assets
    • Appendix: Online Game Development
    • Appendix: Making WebXR Games!
    • Appendix: Phaser III Plugins
    • Appendix: Network Concepts
      • Security Concerns
        • Protecting Game Assets
        • Use of <iframe>
        • Bad Bot!
        • Other Considerations
      • Game Services (Back-end)
      • CMS - Server-side Frameworks
      • Index Page (Non-Traditional Method)
        • High Scores Services
      • Membership Login
      • Production release version.
      • CodeIgniter & Phaser Integrated CMS
        • CodeIgniter Prep Step-by-Step
        • Game Shell (click dummy)
      • Summary
      • Chapter Footnotes
    • Appendix: “How to Start a WebSocket”
      • Testing Your Browser
      • WebSocket Protocol Handshake
        • Deeper Dive: WebSocket API
      • Sample Source Code: Client-side WebSocket
        • Step #1: Game index page
        • Step #2: Generate Event handlers
    • Appendix: Project Mgmt Methods
      • Prototyping
        • Basic Principles
        • Strengths:
        • Weaknesses:
        • Situations where most appropriate:
        • Situations where least appropriate:
      • Incremental
        • Basic Principles:
        • Strengths:
        • Weaknesses:
        • Situations where most appropriate:
        • Situations where least appropriate:
      • Spiral
        • Basic Principles:
        • Strengths:
        • Weaknesses:
        • Situations where most appropriate:
        • Situations where least appropriate:
      • Rapid Application Development (RAD)
        • Basic Principles:**
        • Strengths:
        • Weaknesses:
        • Situations where most appropriate:
        • Situations where least appropriate:
      • Test-Driven Development
        • Basic Principles:
        • Expected Benefits
        • Common Pitfalls
        • Typical team pitfalls include:
        • Signs of Use
        • Skill Levels
        • Further Reading on Test Driven Development
      • Game Project Management Foot Notes:
    • Appendix: Consolidated Phaser Examples
      • Phaser III (1st to 6th editions):
        • Demonstrations:
        • Searching for Game Mechanics and Mechanisms.
        • Content Management System embedded in HTML5 <canvas> tag.
      • Phaser III Examples
        • Phaser III Game Prototyping Demonstrations
        • Game Mechanics & Mechanisms identified
        • WebSockets, Dynamic Menus, Combat, and FSM
    • Appendix: Game Automation Tools
      • Deeper Dive: Database Protection Considerations
      • Database Schema Construction (Copyright-able!!)
        • Database Record Construction
        • Database structure
      • Remote Codebase Using AppML
      • Building an AppML application
      • Sample AppML codebase (Public Access)
      • Remote codebase Using JSON
        • Per-user storage
      • Chapter Source Code & Demo
      • Summary
      • Chapter References
    • Appendix: OLOO - Safe JavaScript
      • Deeper Dive: JS Delegation (aka “Inheritance”?)
      • The old way
      • Objects Linking to Other Objects (OLOO)
      • Compare your code
      • Object.create
      • Exercise Lesson 9:
      • Game Singletons
      • Deeper Dive: Object Manipulation objects in ES5/6
      • Lesson Summary
      • Resource References:
    • Appendix: Common Pitfalls
      • Lacking Debugging Tools?
        • Deeper Dive: Console Commands
      • Same “Name-spaces”
      • Callbacks
      • Missing Documentation
        • Deeper Dive: What is Dragon Speak
  • Notes
  • Answers to Exercises
      • Appendix
        • Appendix: OLOO - Safe JavaScript

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