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A Deep Dive into Open-Source Phaser 3 Game Projects: Architecture, Mechanics, and Debugging Strategies Executive Summary This report provides a comprehensive examination of open-source Phaser 3 game projects, analyzing their common architectural patterns, core game mechanics, and essential debugging and optimization strategies. Phaser 3, a robust and versatile HTML5 game framework, is widely adopted for its efficiency in 2D game development across various platforms. By dissecting existing open-source implementations, this analysis aims to offer practical insights into effective game design, development workflows, and troubleshooting methodologies. The findings highlight the critical role of modularity, performance considerations, and specialized debugging tools in creating high-quality, maintainable Phaser 3 games. 1. Introduction to Open-Source Phaser 3 Game Development 1.1 The Power of Phaser 3 for Web Games Phaser 3 stands as a prominent, open-source HTML5 game framework, offering robust WebGL and Canvas rendering capabilities across a spectrum of desktop and mobile web browsers. Its design prioritizes performance and flexibility, making it a favored choice for 2D game development. The framework supports both JavaScript and TypeScript, with TypeScript definitions automatically generated from JSDoc comments, which facilitates type-safe development and improved code maintainability. At its core, Phaser is a JavaScript library that developers integrate into their web pages or bundles, subsequently writing game code to run within a web browser. While primarily focused on web-first deployment, Phaser games can be compiled into native applications for platforms like iOS, Android, and Steam through the use of third-party tools. The framework provides a rich and developer-friendly API that simplifies complex tasks such as physics simulations, sprite animations, input handling, and intricate scene management. This comprehensive feature set, coupled with an active development cycle and a large, supportive community, positions Phaser as one of the most highly-starred game frameworks on GitHub. Furthermore, its compatibility and ready-made templates for integration with modern JavaScript frameworks like React, Vue, and Svelte underscore its adaptability within contemporary web development ecosystems. 1.2 Why Study Open-Source Projects? Open-source projects serve as invaluable practical blueprints for developers, extending learning beyond theoretical documentation by showcasing real-world applications of Phaser's features and established best practices. While Phaser's API documentation is comprehensive, detailing the functionalities of methods and properties, it often does not fully convey the practical strategies for combining these elements into a cohesive, functional game. Studying these projects offers critical insights into the implementation of complex game mechanics, the structuring of scenes, and the methods employed to overcome common development challenges. This approach to learning, which moves beyond mere theoretical understanding, is particularly beneficial. For instance, understanding the lifecycle methods of a Phaser scene—init(), preload(), create(), and update()—is one aspect. However, observing how these methods are strategically applied within a multi-scene game, such as a platformer with distinct Boot, Preloader, MainMenu, Game, and GameOver scenes, provides a deeper, practical context. This direct exposure to working code demonstrates how Phaser's capabilities are leveraged in a real-world setting, accelerating a developer's proficiency by providing tangible, working models that can be analyzed, adapted, and extended. The inherent open-source nature of Phaser fosters a community-driven learning environment where practical examples bridge the gap left by theoretical documentation, especially for complex integrations or advanced architectural patterns. This collaborative ecosystem significantly enhances the learning curve for developers. 2. Architectural Patterns and Code Structure Across Genres This section analyzes specific open-source Phaser 3 games to illustrate common architectural patterns and code structures tailored to different game genres. 2.1 Platformer Games: Building Dynamic Worlds Case Study: TorresjDev/TS-Phaser-Game-Jumper This project exemplifies a modern, TypeScript-powered platformer game, showcasing professional development practices including automated Continuous Integration/Continuous Deployment (CI/CD) and Webpack optimization. The game features smooth platformer mechanics, a coin collection system, dynamic bomb spawning with intelligent physics, and unique Pac-Man style wrapping behavior for the player. A key emphasis of this project is its modularity and clear separation of concerns, which contributes to a more maintainable and scalable codebase. Scene Flow and Game Configuration The game employs a clear, modular scene structure, comprising five distinct scenes: Boot, Preloader, MainMenu, Game, and GameOver. The Boot scene is responsible for initializing the Phaser engine and setting up initial transitions. The Preloader scene efficiently handles the loading of all game assets, including sprites, audio, and animations, often displaying a progress indication to ensure a seamless transition to the main menu. The MainMenu scene presents the interactive user interface, the Game scene encapsulates the core gameplay logic, and the GameOver scene displays scores and offers restart options. This modular approach is instrumental in promoting a clean separation of concerns, thereby simplifying development, debugging, and maintenance by isolating issues to specific game states. The explicit separation of game logic into multiple, distinct scenes is a strong indicator of robust scene management practices. Phaser's scene concept allows for the logical division of a game into manageable sections, such as a loading screen, main menu, game level, or high score table. By having dedicated scenes for specific purposes, the game can manage its resources more efficiently. For example, heavy game assets required for gameplay are loaded only in the Preloader and Game scenes, rather than being present in the MainMenu or GameOver scenes, which significantly reduces initial load times and overall memory footprint. This aligns with broader performance optimization strategies that advocate for lazy loading of assets. This modularity not only aids in the development process by allowing developers to focus on isolated components but also improves overall game performance and long-term maintainability. This architectural choice is crucial for scalability in larger game projects, enabling different development teams to work on distinct game sections concurrently without significant conflicts, and simplifying debugging and updates as changes in one scene are less likely to inadvertently affect others. // src/main.ts (or similar entry point) import Phaser from 'phaser'; import { BootScene } from './scenes/BootScene'; import { PreloaderScene } from './scenes/PreloaderScene'; import { MainMenuScene } from './scenes/MainMenuScene'; import { GameScene } from './scenes/GameScene'; import { GameOverScene } from './scenes/GameOverScene'; const config: Phaser.Types.Core.GameConfig = {     type: Phaser.AUTO, // Automatically choose WebGL or Canvas [span_55](start_span)[span_55](end_span)     width: 800,     height: 600,     parent: 'game-container', // HTML element ID to append canvas to     pixelArt: true, // Recommended for pixel art games     physics: {         default: 'arcade', // Using Arcade Physics for performance [span_56](start_span)[span_56](end_span)         arcade: {             gravity: { y: 800 }, // Example gravity setting             debug: true // Enable physics debug drawing for development [span_57](start_span)[span_57](end_span)         }     },     scene: // Order matters for scene manager [span_27](start_span)[span_27](end_span) }; const game = new Phaser.Game(config); Player Movement and Physics (Arcade Physics) The game features smooth platformer mechanics with precise jump controls, which are achieved by leveraging Phaser's Arcade Physics system for efficient collision detection. It also implements dynamic physics for bombs, including horizontal wrapping and vertical bouncing, demonstrating the flexibility for custom physics behaviors. The emphasis on "precise jump controls" and "smart bomb physics" in this project suggests that the developers have meticulously tuned the physics bodies and collision detection parameters. This iterative tuning is critical for achieving the desired gameplay feel and addressing common physics inconsistencies such as "sprite tunnelling" or overlapping issues, where colliding sprites might pass through each other instead of rebounding as intended. To mitigate these problems, increasing the Frames Per Second (FPS) for the physics world (e.g., this.physics.world.setFPS(120)) and applying a bounce factor to colliding sprites (e.g., this.body.setBounce(1)) are recommended practices. These adjustments help ensure that collision detection is more granular and that objects react realistically upon impact, preventing visual glitches and maintaining game integrity. The process of fine-tuning physics parameters is often iterative, involving repeated testing and adjustment to achieve the optimal balance between realism and playability. // src/objects/Player.ts (simplified) class Player extends Phaser.Physics.Arcade.Sprite {     constructor(scene: Phaser.Scene, x: number, y: number) {         super(scene, x, y, 'player-atlas', 'idle'); // 'player-atlas' loaded in Preloader         scene.add.existing(this);         scene.physics.add.existing(this); // Add to Arcade Physics world         this.setBounce(0.2); // Player can bounce slightly [span_61](start_span)[span_61](end_span)         this.setCollideWorldBounds(true); // Player collides with game bounds         this.body.setGravityY(300); // Apply gravity         this.setOrigin(0.5, 0.5); // Set origin to center for consistent positioning         // Create animations (defined in Preloader or GameScene)         this.anims.play('idle');     }     update(cursors: Phaser.Types.Input.Keyboard.CursorKeys): void {         if (cursors.left.isDown) {             this.setVelocityX(-160);             this.setFlipX(true); // Flip sprite to face left             this.anims.play('run', true); // Play run animation         } else if (cursors.right.isDown) {             this.setVelocityX(160);             this.setFlipX(false); // No flip for right             this.anims.play('run', true);         } else {             this.setVelocityX(0);             this.anims.play('idle', true); // Play idle animation         }         if (cursors.up.isDown && this.body.touching.down) {             this.setVelocityY(-330); // Jump             this.anims.play('jump', true); // Play jump animation         }     } } 2.2 RPG Games: Crafting Interactive Narratives Case Study: pierpo/phaser3-simple-rpg This project is a simple RPG developed as a TypeScript exercise with Phaser. It integrates with Tiled for map creation, though the project's documentation notes that some dependencies, including the Phaser version, may be outdated. This project serves as a foundational example for understanding how RPG elements can be structured within a Phaser environment. Modular Entities and Interactions The pierpo/phaser3-simple-rpg project demonstrates a clear separation of game logic from Phaser's visual components, particularly through its Player and Npc entities. This design decision allows core game objects and their behaviors to exist independently of the game engine's rendering and display mechanisms. For instance, player state management (e.g., health, inventory, position in the game world) and NPC artificial intelligence (AI) can be defined in plain JavaScript/TypeScript objects, which then interact with Phaser sprites or images for their visual representation. This architectural approach, often referred to as a Model-State-Controller (MSC) pattern in game development, significantly enhances the unit testability and maintainability of the codebase. By decoupling the game's core logic from its visual presentation, developers can write isolated tests for critical game systems without needing to instantiate a full Phaser game environment. For example, the Player entity's health system or the Npc entity's pathfinding logic can be tested independently, ensuring their correctness before integration with the visual layer. This separation also simplifies debugging, as issues can often be narrowed down to either the core logic (e.g., an incorrect calculation in the player's attack damage) or the visual representation (e.g., a sprite animation not playing correctly), rather than a tangled mix of both. This modularity is particularly beneficial for complex games like RPGs, where intricate systems for inventory, combat, dialogue, and character progression need to be robust and easily modifiable. // src/entities/Player.ts (simplified) import * as Phaser from 'phaser'; export class Player extends Phaser.GameObjects.Sprite {     private speed: number = 100;     private health: number = 100;     // Other game-specific properties     constructor(scene: Phaser.Scene, x: number, y: number, texture: string, frame?: string | number) {         super(scene, x, y, texture, frame);         scene.add.existing(this);         scene.physics.add.existing(this); // Assuming Arcade Physics for simplicity         this.setOrigin(0.5, 0.5);         this.setCollideWorldBounds(true);         this.body.setSize(16, 16); // Example: Smaller physics body than visual sprite     }     public getHealth(): number {         return this.health;     }     public takeDamage(amount: number): void {         this.health -= amount;         if (this.health <= 0) {             this.onDeath();         }     }     private onDeath(): void {         // Handle player death logic (e.g., play animation, show game over screen)         this.scene.events.emit('player-died');         this.destroy();     }     public update(cursors: Phaser.Types.Input.Keyboard.CursorKeys): void {         this.body.setVelocity(0);         if (cursors.left.isDown) {             this.body.setVelocityX(-this.speed);         } else if (cursors.right.isDown) {             this.body.setVelocityX(this.speed);         }         if (cursors.up.isDown) {             this.body.setVelocityY(-this.speed);         } else if (cursors.down.isDown) {             this.body.setVelocityY(this.speed);         }         this.body.velocity.normalize().scale(this.speed); // Normalize diagonal movement     } } // src/entities/Npc.ts (simplified) import * as Phaser from 'phaser'; export class Npc extends Phaser.GameObjects.Sprite {     private dialogue: string = ["Hello!", "How are you?"];     private dialogueIndex: number = 0;     constructor(scene: Phaser.Scene, x: number, y: number, texture: string, frame?: string | number) {         super(scene, x, y, texture, frame);         scene.add.existing(this);         scene.physics.add.existing(this); // Assuming Arcade Physics for simplicity         this.setOrigin(0.5, 0.5);         this.setImmovable(true); // NPCs are often static or controlled by AI     }     public interact(): string {         const currentDialogue = this.dialogue[this.dialogueIndex];         this.dialogueIndex = (this.dialogueIndex + 1) % this.dialogue.length;         return currentDialogue;     }     // Example of simple NPC movement logic     public update(): void {         // Simple idle animation or movement         // this.anims.play('npc_idle', true);     } } Tiled Map Integration The project effectively utilizes Tiled, a popular open-source tilemap editing software, for creating game maps and setting up collision layers. Tiled allows designers to visually construct game worlds with tilesets and define various properties and object layers, which Phaser can then import and interpret. The integration of Tiled maps significantly streamlines the level design process and facilitates efficient collision setup. Tiled allows for the definition of custom properties for different object types and layers, which can then be read by Phaser to dynamically configure game elements and their interactions. For instance, collision properties can be assigned directly within Tiled, and Phaser can generate physics bodies based on these definitions. This visual approach to level design, combined with programmatic interpretation, reduces the manual effort required for level creation and ensures consistency. A critical practice to prevent common issues is to preprocess tilemaps within the build system to validate these properties. This validation step can catch typos or incorrect property assignments early in the development cycle, saving considerable debugging time later. By automating checks for correct properties, developers can avoid headaches caused by subtle errors in Tiled data that might otherwise lead to unexpected game behavior. // src/scenes/GameScene.ts (simplified) class GameScene extends Phaser.Scene {     private map: Phaser.Tilemaps.Tilemap;     private tileset: Phaser.Tilemaps.Tileset;     private groundLayer: Phaser.Tilemaps.TilemapLayer;     private player: Player;     private npcs: Npc =;     constructor() {         super({ key: 'GameScene' });     }     preload(): void {         this.load.tilemapTiledJSON('map', 'assets/tilemaps/level1.json');         this.load.image('tiles', 'assets/tilesets/tiles.png');         this.load.atlas('player-atlas', 'assets/sprites/player.png', 'assets/sprites/player.json');         this.load.atlas('npc-atlas', 'assets/sprites/npc.png', 'assets/sprites/npc.json');     }     create(): void {         this.map = this.make.tilemap({ key: 'map' });         this.tileset = this.map.addTilesetImage('tileset_name_in_tiled', 'tiles'); // 'tileset_name_in_tiled' matches Tiled export         this.groundLayer = this.map.createLayer('Ground', this.tileset, 0, 0); // 'Ground' is layer name in Tiled         // Set collision properties from Tiled layer         this.groundLayer.setCollisionByProperty({ collides: true });         this.physics.add.collider(this.player, this.groundLayer);         // Spawn player from Tiled object layer         const playerSpawnPoint = this.map.findObject('Objects', obj => obj.name === 'PlayerSpawn');         if (playerSpawnPoint) {             this.player = new Player(this, playerSpawnPoint.x, playerSpawnPoint.y, 'player-atlas');             this.physics.add.collider(this.player, this.groundLayer);         }         // Spawn NPCs from Tiled object layer         const npcSpawnPoints = this.map.filterObjects('Objects', obj => obj.type === 'NPC');         npcSpawnPoints.forEach(point => {             const npc = new Npc(this, point.x, point.y, 'npc-atlas');             this.npcs.push(npc);             this.physics.add.collider(npc, this.groundLayer);         });         this.cameras.main.startFollow(this.player);     }     update(): void {         this.player.update(this.input.keyboard.createCursorKeys());         this.npcs.forEach(npc => npc.update());     } } 2.3 Puzzle Games: Engaging Logic and User Experience Case Study: ourcade/phaser3-sokoban-template This project is a simple Sokoban (push-box) puzzle game template, accompanied by a 13-part YouTube tutorial series demonstrating its creation. Built with Phaser 3 and TypeScript, it serves as an excellent example for understanding grid-based game logic and user interface integration. Grid-Based Movement and Logic The core mechanics of this Sokoban game involve pushing boxes on a grid, controlled by keyboard input, while tracking the number of moves. The game supports different box and target colors, multiple levels, and integrates Tiled tilemap support. A clear grid representation and robust state management are fundamental to simplifying complex interactions and ensuring predictable behavior, which is paramount for puzzle games. In a Sokoban game, the precise movement of the player and boxes, along with their interactions with walls and target locations, demands a highly structured approach to game state. Representing the game world as a grid (e.g., a 2D array) allows for straightforward calculations of movement, collision, and win conditions. Each cell in the grid can store information about its contents (e.g., empty, wall, box, target, player), enabling the game logic to determine valid moves and update the state accurately. This structured approach ensures that the game adheres to its rules consistently, preventing unexpected behaviors that could frustrate players in a logic-driven puzzle. // src/objects/Player.ts (simplified for Sokoban) import * as Phaser from 'phaser'; export class Player extends Phaser.GameObjects.Sprite {     private tileSize: number;     private isMoving: boolean = false;     constructor(scene: Phaser.Scene, x: number, y: number, texture: string, tileSize: number) {         super(scene, x, y, texture);         scene.add.existing(this);         this.tileSize = tileSize;     }     public move(directionX: number, directionY: number): void {         if (this.isMoving) return;         const targetX = this.x + directionX * this.tileSize;         const targetY = this.y + directionY * this.tileSize;         // Check if move is valid (e.g., not into a wall, can push box)         // This logic would typically be handled by the GameScene or a dedicated GameState manager         // For simplicity, assuming valid move for this snippet:         this.isMoving = true;         this.scene.tweens.add({             targets: this,             x: targetX,             y: targetY,             duration: 150,             ease: 'Power1',             onComplete: () => {                 this.isMoving = false;                 this.scene.events.emit('player-moved'); // Notify scene             }         });     }     public getGridPosition(): { row: number, col: number } {         return {             row: Math.floor(this.y / this.tileSize),             col: Math.floor(this.x / this.tileSize)         };     }     public getIsMoving(): boolean {         return this.isMoving;     } } // src/objects/Box.ts (simplified for Sokoban) import * as Phaser from 'phaser'; export class Box extends Phaser.GameObjects.Sprite {     private tileSize: number;     private isMoving: boolean = false;     constructor(scene: Phaser.Scene, x: number, y: number, texture: string, tileSize: number) {         super(scene, x, y, texture);         scene.add.existing(this);         this.tileSize = tileSize;     }     public push(directionX: number, directionY: number): void {         if (this.isMoving) return;         const targetX = this.x + directionX * this.tileSize;         const targetY = this.y + directionY * this.tileSize;         this.isMoving = true;         this.scene.tweens.add({             targets: this,             x: targetX,             y: targetY,             duration: 150,             ease: 'Power1',             onComplete: () => {                 this.isMoving = false;                 this.scene.events.emit('box-moved'); // Notify scene             }         });     }     public getGridPosition(): { row: number, col: number } {         return {             row: Math.floor(this.y / this.tileSize),             col: Math.floor(this.x / this.tileSize)         };     }     public getIsMoving(): boolean {         return this.isMoving;     } } UI and Sound Integration The project integrates UI elements using DOM elements, leveraging technologies like JSX and Bulma, and incorporates sound effects to enhance the gameplay experience. Integrating external UI frameworks like Bulma via DOM elements and incorporating sound effects significantly enhances the user experience in a game. While Phaser is excellent for game rendering, using standard HTML/CSS for UI elements can offer greater flexibility and responsiveness for menus, score displays, and other non-gameplay overlays. However, it is important to remember that DOM elements appear either entirely above or entirely below the game canvas and cannot be blended into the display list with Phaser Game Objects. For audio, Phaser automatically attempts to use the Web Audio API and falls back to the Audio Tag if not supported, providing a consistent API across browsers. A common challenge with audio is browser autoplay restrictions, which often prevent sound from playing until a user gesture (e.g., a click or tap) is detected. Phaser attempts to resume the audio context after the first user interaction, but developers must be aware of these limitations and design their games accordingly. For instance, a "Play" button on the main menu can serve as the initial user gesture to unlock audio. // src/scenes/GameScene.ts (simplified UI and Sound integration) class GameScene extends Phaser.Scene {     private movesText: Phaser.GameObjects.Text;     private levelCompleteSound: Phaser.Sound.BaseSound;     constructor() {         super({ key: 'GameScene' });     }     preload(): void {         // Load sound effects         this.load.audio('level-complete-sound', 'assets/audio/level_complete.mp3');         // Load fonts or other UI assets if needed     }     create(): void {         //... (previous game setup)...         // Example UI: Display moves count using Phaser Text         this.movesText = this.add.text(10, 10, 'Moves: 0', {             fontSize: '32px',             color: '#ffffff'         }).setScrollFactor(0); // Keep UI fixed on screen         // Example UI: Integrating a DOM element for a restart button         // Requires 'dom: { createContainer: true }' in game config [span_91](start_span)[span_91](end_span)[span_95](start_span)[span_95](end_span)         const restartButton = this.add.dom(this.sys.game.canvas.width / 2, this.sys.game.canvas.height - 50)           .createFromHTML('');         restartButton.setOrigin(0.5);         restartButton.setScrollFactor(0);         restartButton.addListener('click');         restartButton.on('click', () => {             this.scene.restart();         });         // Initialize sound         this.levelCompleteSound = this.sound.add('level-complete-sound');         // Listen for game events to play sound         this.events.on('level-finished', () => {             this.levelCompleteSound.play();             // Optionally transition to next scene or show victory screen             this.scene.start('LevelCompleteScene');         });         this.events.on('player-moved', this.updateMovesCount, this);         this.events.on('box-moved', this.updateMovesCount, this);     }     private moves: number = 0;     private updateMovesCount(): void {         this.moves++;         this.movesText.setText(`Moves: ${this.moves}`);     } } 3. Debugging and Optimization Strategies in Phaser 3 Projects Effective debugging and optimization are crucial for developing performant and stable Phaser 3 games. Developers leverage a combination of browser-native tools and Phaser-specific features to identify and resolve issues. 3.1 Browser Developer Tools for Debugging Modern web browsers provide powerful developer tools that are indispensable for debugging Phaser 3 games. Console Tab The Console tab is a primary tool for logging information, errors, and warnings during game execution. While console.log() is widely used for quick checks, adopting a structured logging strategy is a more robust practice, especially for larger projects. Implementing a custom Logger class, which can encapsulate different logging strategies, allows developers to control what is logged and where (e.g., to the browser console, an in-game console, or a remote logging service). This approach enables easy adherence to the best practice of avoiding console.log() in production builds, as the console logger can simply be excluded for release versions. // src/utils/Logger.ts (simplified) export interface ILogger {     log(message: string,...args: any): void; } export class ConsoleLogger implements ILogger {     log(message: string,...args: any): void {         console.log(`[GAME] ${message}`,...args);     } } // In a Scene or Game Object import { ConsoleLogger, ILogger } from '../utils/Logger'; // Example usage within a Scene class MyGameScene extends Phaser.Scene {     private logger: ILogger;     constructor() {         super({ key: 'MyGameScene' });         // In a real application, you might inject this or use a global instance         this.logger = new ConsoleLogger();     }     create(): void {         this.logger.log('MyGameScene created successfully!');         const playerHealth = 100;         this.logger.log('Player health:', playerHealth);     }     update(): void {         // this.logger.log('Game update loop running...'); // Avoid excessive logging in update     } } Sources Tab (Breakpoints) The Sources tab in browser developer tools allows developers to pause JavaScript execution at specific points using breakpoints, enabling inspection of variables, call stacks, and execution flow. Various types of breakpoints offer granular control over the debugging process. Breakpoint Type Purpose Line-of-code Pause on an exact region of code The availability of diverse breakpoint types allows for highly targeted debugging, significantly accelerating the identification of issues. For instance, a conditional line-of-code breakpoint can be set within a game loop to pause execution only when a specific game object reaches a certain coordinate or a variable exceeds a threshold, avoiding unnecessary pauses during normal operation. Similarly, DOM change breakpoints are invaluable for tracking unexpected modifications to the game's canvas or other HTML elements, which might indicate issues with Phaser's rendering or external scripts. Event listener breakpoints can pinpoint exactly which code is triggered by user interactions or game events, helping to diagnose unresponsive input or unintended event propagation. This precise control over execution flow enables developers to quickly isolate the root cause of complex bugs, making the debugging process more efficient and less reliant on speculative console.log statements. Breakpoints can be set by clicking the line number in the Sources panel, and managed from the Breakpoints section, allowing enabling, disabling, or removal. Elements Tab (Canvas Inspection) The Elements tab is primarily used to inspect and manipulate the Document Object Model (DOM) of a web page. While Phaser games render on a element, which is not directly inspectable as HTML elements, the Elements tab remains useful for examining the canvas element itself and any other HTML elements integrated with the game. Phaser's DOMElement Game Objects allow developers to control and manipulate HTML elements positioned over the game canvas, useful for UI elements like input forms or banner ads. However, it is crucial to remember their limitations: DOMElements appear strictly above or below the game canvas and cannot be blended into the display list with regular Phaser Game Objects. They also cannot be enabled for direct Phaser input events; native event listeners must be added via addListener. For DOMElements to display, dom: { createContainer: true } must be enabled in the game configuration, and a parent container specified. Network Tab (Asset Loading) The Network tab in browser developer tools is essential for monitoring asset loading, identifying large assets, and troubleshooting network-related issues such as Cross-Origin Resource Sharing (CORS) errors. This tab displays all network requests made by the page, including images, audio files, and JSON data, showing their size, loading time, and any errors. Proactive asset management, facilitated by monitoring network requests, is critical for both game performance and reliability. Large image sizes or unoptimized audio files can significantly slow down page load times. The Network tab's waterfall chart helps visualize the timing of each resource loading, allowing developers to identify bottlenecks, such as images larger than their display space, which can then be resized for optimization. Furthermore, CORS errors are a common problem when loading assets from different domains, such as Content Delivery Networks (CDNs). These errors occur due to the browser's Same-Origin Policy, which prevents a game from loading resources from a different domain without explicit permission. Solutions include downloading and localizing images to the project folder, or configuring CORS headers on the server hosting the assets. Addressing these issues proactively ensures that all game assets load correctly and efficiently, contributing to a smooth user experience. // preload() function in a Phaser Scene (simplified) preload () {     // Correct way to load local assets after downloading them to your project folder     // (e.g., next to index.html or in an 'assets' subdirectory)     this.load.image('sky', 'assets/skies/space3.png'); // Assuming 'assets' folder     this.load.image('logo', 'assets/phaser3-logo.png');     this.load.image('red', 'assets/red.png');     // If using a CDN with proper CORS configuration (example, not guaranteed to work without server setup)     // this.load.image('sky_cdn', 'https://cdn.example.com/assets/skies/space3.png'); } 3.2 Performance Profiling and Memory Management Optimizing game performance and managing memory effectively are crucial for delivering a smooth user experience, especially in browser-based games that operate within resource-constrained environments. Performance Tab The Performance tab in Chrome DevTools is a powerful tool for analyzing a web game's runtime performance. It allows developers to record and visualize various metrics over time, including Frames Per Second (FPS), CPU usage, and network activity. By starting a recording (often in Incognito mode to avoid extension interference) and interacting with the game, developers can capture detailed performance data. Detailed performance profiling helps pinpoint specific bottlenecks, such as long-running tasks, forced reflows (layout recalculations), or excessive rendering operations. The FPS chart visually indicates drops in framerate with red bars, while a full CPU chart suggests the CPU is maxed out. The flame chart in the "Main" section provides a detailed breakdown of main thread activity, showing call stacks and the duration of each function. Developers can zoom into specific timeframes to analyze individual "Animation Frame Fired" events and identify functions causing delays. For instance, if changing a sprite's style and then querying its position in every animation frame forces the browser to re-layout elements, this will appear as purple "Layout" events with warnings about "forced reflows". This level of detail enables targeted optimizations, such as using CSS transform and opacity for animations instead of properties that trigger layout recalculations. Simulating CPU throttling can also help assess performance on lower-end devices. Memory Tab The Memory tab in Chrome DevTools provides various tools for detecting and diagnosing JavaScript memory leaks, which can lead to progressive performance degradation or frequent pauses due to garbage collection. Memory Leak Pattern Description Prevention/Troubleshooting Method Lingering References in Closures Closures capture variables from their outer scope. If a closure (e.g., a callback function) is kept alive longer than needed, it can prevent large data structures it references from being garbage collected. Nullify references to closures when they are no longer needed. DOM Elements Held in JavaScript Dynamically created DOM elements removed from the page but still referenced by JavaScript variables will not be garbage collected. Set JavaScript references to null once the DOM element is no longer needed. Timers and Intervals Not Cleared setInterval and setTimeout callbacks, and any variables they reference, remain in memory if the timers are not explicitly cleared using clearInterval or clearTimeout. Always clear timers (clearInterval, clearTimeout) when they are no longer required. Detached DOM Trees A group of DOM nodes removed from the main document but still referenced by JavaScript, preventing their memory from being reclaimed. Set the JavaScript variable referencing the detached tree to null. Event Listeners Not Removed When an event listener is added to a DOM element, the browser maintains a reference. If the element is removed but the listener remains active, both the node and listener may persist. Explicitly use removeEventListener before or immediately after removing the DOM element. Systematic memory leak detection and prevention are critical for long-running games, as memory bloat or frequent garbage collections can severely impact user experience. The Performance panel's "Memory" checkbox visualizes JS heap and DOM node counts over time; a consistently higher ending value after forced garbage collection (trash can icon) can indicate a leak. Heap Snapshots capture memory distribution at a point in time, allowing filtering for "Detached DOM trees" to identify nodes removed from the DOM but still referenced. Allocation Timelines track new memory allocations over time, showing blue bars for new allocations that are potential leaks. Allocation Sampling breaks down memory allocation by JavaScript function, helping to pinpoint which functions are responsible for large allocations. Identifying and addressing these patterns ensures that memory is efficiently managed, preventing performance degradation over extended play sessions. Optimization Best Practices Optimizing for resource-constrained environments, such as web browsers on various devices, is vital for Phaser 3 games due to inherent memory and bandwidth limitations. Key strategies include: Object Pooling: In action-packed games with frequent creation/destruction of objects (e.g., bullets, enemies), object pooling reuses objects instead of constantly creating and destroying them, preventing memory leaks and garbage collection pauses. Objects should be set to active = false and visible = false when no longer needed, and their associated tweens or particle emitters stopped. Caching References: Avoid expensive DOM lookups or array searches within game loops by caching references to frequently accessed objects or DOM elements. Selective Rendering and Updating: Only render and update what is necessary. Game objects that are off-screen or no longer active should be set to setVisible(false) and setActive(false) to remove them from update and render loops. Asset Compression and Lazy Loading: Large asset sizes (images, audio) are major culprits for slow loading times. Compressing assets using tools like Squoosh (for images) and FFmpeg (for audio) is crucial. Lazy loading assets, where they are loaded only when needed, also improves initial load times. Canvas Size and Rendering Method Experimentation: Experimenting with smaller canvas sizes and even switching from WebGL to Canvas rendering can yield significant performance boosts on older or less powerful devices. Surprisingly, Canvas rendering can sometimes outperform WebGL on such devices due to different hardware acceleration characteristics. // Example of object pooling (conceptual) class BulletPool {     private pool: Phaser.GameObjects.Sprite =;     private scene: Phaser.Scene;     constructor(scene: Phaser.Scene, texture: string, poolSize: number) {         this.scene = scene;         for (let i = 0; i < poolSize; i++) {             const bullet = scene.physics.add.sprite(0, 0, texture);             bullet.setActive(false).setVisible(false);             this.pool.push(bullet);         }     }     public getBullet(x: number, y: number): Phaser.GameObjects.Sprite {         let bullet = this.pool.find(b =>!b.active);         if (!bullet) {             // Optionally expand pool if needed             bullet = this.scene.physics.add.sprite(0, 0, 'bullet');             this.pool.push(bullet);         }         bullet.body.reset(x, y); // Reset physics body         bullet.setActive(true).setVisible(true);         return bullet;     }     public releaseBullet(bullet: Phaser.GameObjects.Sprite): void {         bullet.setActive(false).setVisible(false);         // Stop any tweens or particles attached to the bullet         // bullet.myTween?.stop();         // bullet.myEmitter?.stop();     } } // Example of selective rendering/updating // In an Enemy class class Enemy extends Phaser.Physics.Arcade.Sprite {     //... constructor and other methods...     onDeath(): void {         this.setVisible(false); // Hide sprite         this.setActive(false);   // Stop updating logic and physics         // Stop any associated tweens or particle emitters [span_189](start_span)[span_189](end_span)         // this.scene.tweens.getTweensOf(this).forEach(tween => tween.stop());         // this.particleEmitter?.stop();     } } // Example of caching DOM references // In a Scene's create() method class UIScene extends Phaser.Scene {     private scoreEleMap: { [key: string]: HTMLElement };     create(): void {         // Cache references to DOM elements instead of querying them repeatedly [span_190](start_span)[span_190](end_span)         this.scoreEleMap = {             "killed": document.getElementById("score-killed"),             "points": document.getElementById("score-points"),         };     }     updateScore(key: string, value: string): void {         if (this.scoreEleMap[key]) {             this.scoreEleMap[key].innerHTML = value;         }     } } 3.3 Specialized Debugging Tools and Techniques Beyond general browser tools, Phaser offers specialized debugging features and techniques that provide deeper insights into game-specific issues. Phaser Debug Tool Extension The Phaser Debug Tool is a powerful browser extension available for Chrome and Firefox that allows for real-time inspection and modification of Phaser games. When activated, it hooks into the running Phaser instance, providing a control panel with various functionalities. This includes a real-time FPS meter, a list of all scenes in the Scene Manager, and a detailed list of active children on the Display List. Developers can dynamically edit properties of Game Objects, such as their name, visibility, alpha, position, rotation, and scale, directly within the running game. It also supports extended Game Objects like Spine and Text, and allows viewing containers and their children. The ability to change textures or frames dynamically makes it an invaluable tool for rapid iteration and visual debugging during development. Phaser Debug Draw Plugin The samme/phaser-plugin-debug-draw is a dedicated debug display plugin for Phaser 3 that visualizes various game elements. It can show: Game Objects: Displays their origin, bounds, rotation, and input areas. Bitmap Masks. Input pointers. Camera: Shows camera bounds, deadzone, and follow target. Lights. However, it does not display Game Objects in Containers, Blitter Bobs, or Particle Emitters. Visual debugging tools like the Phaser Debug Draw Plugin provide immediate feedback on the state of game objects, physics bodies, and input areas, which is invaluable for understanding and troubleshooting complex interactions. For instance, visualizing the bounding boxes of physics bodies (debugShowBody) and their velocity vectors (debugShowVelocity) can quickly reveal discrepancies between a sprite's visual appearance and its physical properties, helping diagnose collision issues or unexpected movement. Similarly, seeing the active input pointers and the hit areas of interactive game objects can help identify why certain clicks or touches are not registering as expected. This visual representation of internal game states allows developers to intuitively grasp problems that would be difficult to infer from console logs alone, significantly streamlining the debugging process for graphical and interactive elements. The plugin can be installed globally or per scene and configured with various options. // Example: Installing and using Phaser Debug Draw Plugin // In your game config (for global activation): const config = {     //... other config...     plugins: {         scene:     } }; // In a Scene's create() method (to enable physics debug drawing): class MyGameScene extends Phaser.Scene {     //...     create(): void {         // Enable debug drawing for Arcade Physics world         this.physics.world.debugGraphic.visible = true; // Make sure the debug graphic is visible         // To draw specific physics bodies:         const player = this.physics.add.sprite(100, 100, 'player');         player.setDebugBodyColor(0xFF00FF); // Set a custom color for player's physics body [span_211](start_span)[span_211](end_span)         player.body.debugShowBody = true; // Show the body outline [span_212](start_span)[span_212](end_span)         player.body.debugShowVelocity = true; // Show velocity vector [span_213](start_span)[span_213](end_span)         // To draw input hit areas:         const button = this.add.image(400, 300, 'button').setInteractive();         this.input.enableDebug(button, 0x00FF00); // Enable debug drawing for button's hit area [span_216](start_span)[span_216](end_span)         // Accessing plugin options (e.g., in init() or create()):         // this.debugDraw.showPointers = false; // Disable pointer display [span_208](start_span)[span_208](end_span)         // console.log(this.debugDraw); // Log all available options [span_209](start_span)[span_209](end_span)     } } Scene Transition Debugging Debugging scene transitions often involves addressing issues related to un-reset state variables or invalid object references from previous scene cycles. When a scene restarts, its internal state variables might not be automatically reinitialized, leading to unexpected game behavior. Similarly, if references to game objects from a previous scene instance are maintained outside the scene's lifecycle, attempting to interact with these destroyed objects after a restart will result in errors. Robust scene management, particularly during transitions, is critical to prevent these bugs and ensure a seamless gameplay flow. The init() method of a Phaser scene is called every time the scene is started, making it the ideal place to initialize or reset all scene-level state variables. This ensures that each time a scene begins, it starts from a known, clean state. Conversely, the shutdown event, emitted when a scene is stopped, provides an opportunity to clear or reset arrays and collections of game objects. This prevents lingering references to destroyed objects that could cause TypeErrors or other runtime issues in subsequent scene runs. By meticulously managing the initialization and cleanup of state and object references within these lifecycle methods, developers can effectively prevent common issues associated with scene restarts and ensure smooth transitions between game states. // Example: Resetting state variables in init() and clearing objects on shutdown class GameScene extends Phaser.Scene {     private score: number;     private playerLives: number;     private enemies: Phaser.GameObjects.Sprite =;     constructor() {         super({ key: 'GameScene' });     }     init(data: { newGame?: boolean }): void {         // Initialize or reset state variables here [span_45](start_span)[span_45](end_span)         this.score = 0;         this.playerLives = 3;         this.enemies.length = 0; // Ensure array is empty on scene start         if (data.newGame) {             // Logic for a brand new game start             this.score = 0;             this.playerLives = 3;         } else {             // Logic for loading a saved game or restarting with current score             // this.score = data.currentScore | | 0;         }     }     create(): void {         //... game object creation...         const enemy1 = this.physics.add.sprite(200, 200, 'enemy');         this.enemies.push(enemy1);         // Listen for the 'shutdown' event to clean up [span_46](start_span)[span_46](end_span)         this.events.once('shutdown', () => {             // Clear references to game objects that might persist             this.enemies.forEach(enemy => enemy.destroy()); // Destroy game objects if not handled by Phaser             this.enemies.length = 0; // Clear the array reference             console.log('GameScene shutdown: enemies array cleared.');         });     }     //... update() and other methods... } Tween Debugging Phaser's TweenManager controls and updates tweens, which are used to alter properties of target objects over time. While the framework does not provide specific debugging techniques for tweens, understanding the TweenManager's properties and methods is crucial for troubleshooting their behavior. Developers can inspect the paused property to check if the entire tween system is halted, or the processing property to see if the manager is actively updating tweens. The timeScale property, if set to 0, will effectively freeze all tweens, which can be useful for diagnosing why animations are not progressing. The tweens array holds all currently processed tweens, allowing for programmatic inspection of their active state. Methods like getTweens() and getTweensOf(target) can be used to retrieve and inspect specific tweens, while isTweening(target) checks if an object is currently being animated. pauseAll() and resumeAll() are helpful for isolating issues, and tick() can manually advance the system one step at a time for frame-by-frame analysis. It is also important to remember that tweens are "fire-and-forget" and automatically destroy themselves unless persist is set to true, which can be a common cause of unexpected tween termination. Audio Troubleshooting Common audio issues in Phaser 3 games often revolve around browser autoplay restrictions, incorrect audio system configuration, and loading failures. Most browsers prevent sound from playing until a user gesture (e.g., a click or tap) is detected; the sound manager's locked property can be checked to determine if audio is currently locked. Phaser attempts to resume the audio context after the first user interaction, but a console warning like "The AudioContext was not allowed to start" is normal in such cases. To avoid this, games can be designed to start after a user click, or audio can be completely disabled via noAudio: true in the game configuration. Loading failures can occur if the audio file's media type does not match the device's supported formats, leading to the file not being downloaded and subsequent errors when attempting to play it. It is recommended to support at least MP3 for publishing games. The global nature of the Phaser Sound Manager means that sounds started in one scene will not automatically stop when transitioning to another, requiring manual stopping of looping sounds to prevent them from continuing unexpectedly. Recent iOS versions (e.g., 17.5.1 and 18.1.1) have shown issues with Web Audio, where sound might stop after losing and regaining browser focus, often requiring a new Web Audio context to be created or resumed after a Phaser.Core.Events.VISIBLE event. // Example: Audio configuration and unlocking var config = {     type: Phaser.AUTO,     width: 800,     height: 600,     scene: MyGameScene,     audio: {         disableWebAudio: false, // Set to true to force HTML5 Audio [span_107](start_span)[span_107](end_span)         noAudio: false // Set to true to completely disable audio [span_108](start_span)[span_108](end_span)     },     //... other config... }; class MyGameScene extends Phaser.Scene {     //...     create(): void {         // Check if audio is locked and unlock on first user interaction         if (this.sound.locked) {             this.input.once('pointerdown', () => {                 this.sound.unlock();                 console.log('Audio unlocked!');             });         }         // Example: Playing a looping background music         const bgMusic = this.sound.add('bg_music', { loop: true });         bgMusic.play();         // Ensure looping sounds are stopped on scene shutdown         this.events.once('shutdown', () => {             if (bgMusic.isPlaying) {                 bgMusic.stop();                 console.log('Background music stopped on scene shutdown.');             }         });         // iOS 17.5.1+ workaround for audio loss on focus change [span_227](start_span)[span_227](end_span)         this.game.events.on(Phaser.Core.Events.VISIBLE, () => {             setTimeout(() => {                 const gameSound = this.game.sound as Phaser.Sound.WebAudioSoundManager;                 if (gameSound && gameSound.context.state === 'suspended') {                     gameSound.context.resume().then(() => {                         console.log('Web Audio context resumed after visibility change.');                     }).catch(e => console.error('Failed to resume audio context:', e));                 }             }, 100); // Small delay to allow browser to stabilize         });     } } 4. Best Practices for Robust Phaser 3 Development Adopting best practices in Phaser 3 development is crucial for preventing bugs, enhancing maintainability, and ensuring long-term project success. 4.1 Code Structure and Organization Effective code structure and organization are foundational for robust Phaser 3 development. Using TypeScript over plain JavaScript is highly recommended, especially for projects with numerous files and complex data structures, as it helps catch type-related errors before runtime. Centralizing string keys for assets and scenes in a separate constants file prevents typos and improves consistency. For scene management, extending Phaser.Scene for each scene and placing each scene in its own file promotes modularity and organization. A key practice is to keep the Scene's update method as minimal as possible, offloading complex logic to plugins or other systems that listen for update events. This separation prevents the update method from becoming cluttered and difficult to reason about. Employing finite state machines (FSMs) instead of large if/else statements for state variables helps separate logic and improves code navigation by isolating state implementations into their own files. An Entity-Component-System (ECS) architecture is also beneficial for organizing logic, especially for game objects, by avoiding monolithic update methods within extended Phaser.GameObjects.Sprite classes. Treating input as a piece of scene state rather than belonging to a player entity allows any system needing input to access it from the scene level, promoting centralized handling. Lastly, creating custom plugins liberally for scene-level (e.g., sound effects, tilemap area loading) or global functionality (e.g., data persistence) helps encapsulate related logic and enhances reusability. 4.2 Defensive Programming Defensive programming techniques are essential to write safer, more reliable code that gracefully handles unexpected conditions and invalid inputs. Key practices include: Fail Fast: Design code to detect errors early and fail immediately rather than proceeding with invalid data, which can lead to more complex issues later. Type Checking: Explicitly check the types of inputs to functions and methods, especially in JavaScript where types are dynamic. TypeScript inherently aids in this, but runtime checks can still be valuable. Sanitize and Validate Inputs: Ensure all external inputs (e.g., user input, network data) are sanitized and validated against expected formats and ranges to prevent unexpected behavior or security vulnerabilities. Use Defaults: Provide sensible default values for parameters or variables to ensure functions behave predictably even when inputs are missing or incomplete. Guard Against Structure Change: Be mindful of external data structures or objects that might change, and implement checks to ensure their expected properties exist before access. Avoid Side Effects: Design functions to be pure where possible, meaning they produce the same output for the same input and do not modify external state. This makes code easier to test and reason about. Lock Down Your Precious: Protect critical data or objects from unintended modification, perhaps through immutability or careful access control. Use Timeouts: Implement timeouts for operations that might hang indefinitely (e.g., network requests, long computations) to prevent the game from freezing. Wrap Dangerous Code: Encapsulate potentially error-prone code (e.g., parsing user input, interacting with external APIs) within try-catch blocks to handle exceptions gracefully. Enumerate The Expected: Clearly define and enumerate all expected states, inputs, or outcomes, making it easier to identify and handle unexpected ones. 4.3 Testing Strategies While the provided research material primarily discusses unit testing strategies for Phaser 2, the general principles are largely applicable to Phaser 3, particularly the emphasis on architectural patterns that facilitate testability. Games, being real-time interactive simulations, present unique testing challenges compared to typical applications. The architectural pattern of separating core game logic from Phaser's visual components, as observed in the RPG case study, is a direct enabler of unit testability. By designing logical objects (e.g., player state, NPC AI, inventory systems) to exist independently of Phaser's display and physics systems, developers can use standard JavaScript testing frameworks like Mocha with assertion libraries like Chai and mocking libraries like Sinon. This allows for isolated testing of game mechanics without the overhead of a full game instance. For example, the logic for a player's combat system or an item's effect can be thoroughly tested with mock data, ensuring its correctness before visual integration. For action games, which are more reliant on timing, traditional playtesting remains crucial, but unit testing individual logic components still provides significant value. End-to-end testing tools can also be utilized to verify the complete game flow and user interactions. 5. Conclusions and Recommendations The analysis of open-source Phaser 3 game projects reveals that successful development hinges on a combination of thoughtful architectural design, meticulous attention to performance, and proficient use of debugging tools. The modular scene management observed in platformers demonstrates how dividing a game into logical states improves resource efficiency and maintainability. Similarly, the separation of core game logic from visual components in RPGs highlights a strategy that enhances testability and simplifies debugging. Puzzle games benefit from structured grid-based mechanics, ensuring predictable and consistent gameplay. For optimal development and a robust final product, the following recommendations are presented: Embrace Modular Architecture: Structure games using distinct Phaser Scenes for different game states (e.g., Boot, Preloader, MainMenu, Game, GameOver). This promotes a clear separation of concerns, improves resource loading, and simplifies debugging by isolating issues to specific game sections. Decouple Core Logic: Design game entities and their underlying logic (e.g., player stats, AI behaviors) to be independent of Phaser's visual components. This approach significantly enhances unit testability and maintainability, allowing for isolated testing of critical game systems. Prioritize Performance from Inception: Regularly profile game performance using browser developer tools (Performance tab) to identify bottlenecks such as long tasks, forced reflows, or excessive rendering. Implement optimizations like object pooling, caching references, selective rendering/updating, and asset compression to ensure smooth gameplay across various devices. Implement Systematic Memory Management: Utilize the Memory tab in developer tools (Heap Snapshots, Allocation Timelines) to detect and prevent memory leaks. Pay close attention to common patterns such as lingering references in closures, uncleared timers, and unremoved event listeners. Leverage Debugging Tools: Beyond standard console logging, employ advanced breakpoint types (conditional, event listener, exception) in the Sources tab for precise control over execution flow. Integrate specialized Phaser debugging tools, such as the Phaser Debug Tool browser extension for real-time inspection and modification, and the Phaser Debug Draw plugin for visual representation of physics bodies, input areas, and camera bounds. Adopt Defensive Programming Practices: Incorporate techniques like rigorous input validation, type checking (ideally with TypeScript), using default values, and guarding against unexpected data structures. This proactive approach helps prevent runtime errors and ensures code reliability. Address Browser-Specific Considerations: Be mindful of browser-specific behaviors, such as audio autoplay policies and potential memory retention issues, and implement appropriate workarounds or configurations. By adhering to these principles, developers can build high-quality, performant, and maintainable Phaser 3 games that deliver an exceptional user experience while streamlining the development and troubleshooting processes. Works cited 1. phaser3 - opensource - GitLab - apowo.com, https://code.apowo.com/opensource/phaser3 2. What is Phaser?, https://docs.phaser.io/phaser/getting-started/what-is-phaser 3. Working with Phaser, https://docs.phaser.io/phaser/getting-started/set-up-dev-environment 4. How to integrate your Phaser 3 game with any JavaScript Framework | by François - Medium, https://franzeus.medium.com/how-to-integrate-your-phaser-3-game-with-any-javascript-framework-879c1354e766 5. 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TorresjDev/TS-Phaser-Game-Jumper: Platformer game built with Phaser.js Collect coins avoid bombs jump through fun levels! - GitHub, https://github.com/TorresjDev/TS-Phaser-Game-Jumper 13. A template repository for using the Phaser game engine with Solana through Web3Auth. - GitHub, https://github.com/Bread-Heads-NFT/phaser-solana-platformer-template 14. A Phaser 3 project template that uses Webpack 5 for bundling - GitHub, https://github.com/phaserjs/template-webpack 15. TorresjDev/JS-Phaser-Game-Jumper: Platformer game built with Phaser.js Collect coins avoid bombs jump through fun levels! - GitHub, https://github.com/TorresjDev/JS-Phaser-Game 16. pierpo/phaser3-simple-rpg - GitHub, https://github.com/pierpo/phaser3-simple-rpg 17. Sokoban Template using Phaser 3 - Ourcade, https://ourcade.co/templates/sokoban-template/ 18. phaser-guides/Basics/Part3.md at master - GitHub, https://github.com/jdotrjs/phaser-guides/blob/master/Basics/Part3.md 19. 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