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Getting started with Phaser, Part 3
<script src="http://s.cdpn.io/35162/phaser.js"></script>
<div id="game"></div>
/*
Getting Started with Phaser - Part 3
*/
/*
After giving the game a size you can give it up to 3 extra parameters.
These control the functions called by the game when it is started.
init. This is where you load assets like images and sound or set-up basic game settings.
Init isn't used for creating game objects, it's just for getting things all set-up. When Phasers loader
finishes loading it will automatically call the create function, if one exists.
create. This is where you create everything your game will need such as sprites and tilemaps. You can also
configure the game world here.
update. Phaser maintains its own core game loop. After processing the game objects and other internal
properties it will call your update function. You don't have to have an update function, but nearly all games
will. In here is where you'd do things like move sprites, check for input, perform collision and more.
Note: This isn't the only way to set the game functions, and for more advanced games you can use Phasers state
management features, but for this guide (and to get up and running quickly) we'll use the above approach.
*/
var myGame = new Phaser.Game(this, 'game', 600, 300, init, create update);
function init() {
// Because there is nothing in here the game just appears as a blank white object.
// Let's change that in Part 4 :)
}
function create() {
// Create is always called after init.
}
function update() {
// This is called every frame by the core game loop
}
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