See demos, screenshots.
It shows:
- Game Objects with origin, bounds, rotation, input
- Bitmap Masks
- Input pointers
- Camera bounds, deadzone, and follow target
- Lights
It doesn't show:
- Game Objects in Containers
- Blitter Bobs
- Particle Emitters
The current version of the plugin requires Phaser v3.53.0 or later. It should work with Phaser v3.80.0-beta.2 as well, but if you're installing the plugin with npm you'll need to use --force
.
Download and add the plugin UMD script:
<script src='path/to/phaser.js'></script>
<script src='path/to/phaser-plugin-debug-draw.umd.js'></script>
Or use the CDN scripts:
<script src='https://cdn.jsdelivr.net/npm/phaser@3.70.0'></script>
<script src='https://cdn.jsdelivr.net/npm/phaser-plugin-debug-draw@7.1.0'></script>
Then add to your game config:
/* global PhaserDebugDrawPlugin */
new Phaser.Game({
plugins: {
scene: [
{ key: 'DebugDrawPlugin', plugin: PhaserDebugDrawPlugin, mapping: 'debugDraw' }
]
}
});
Or if you would rather activate the plugin per scene:
/* global PhaserDebugDrawPlugin */
new Phaser.Game({
plugins: {
scene: [{ key: 'DebugDrawPlugin', plugin: PhaserDebugDrawPlugin }]
},
scene: [
new Phaser.Scene({
key: 'debugDrawScene',
plugins: [
...Phaser.Plugins.DefaultPlugins.DefaultScene,
'DebugDrawPlugin'
]
}),
new Phaser.Scene({
key: 'noDebugDrawScene'
})
]
});
import DebugDrawPlugin from 'phaser-plugin-debug-draw';
new Phaser.Game({
plugins: {
scene: [
{ key: 'DebugDrawPlugin', plugin: DebugDrawPlugin, mapping: 'debugDraw' }
]
}
});
Add to your first scene:
function preload () {
this.load.scenePlugin(
'PhaserDebugDrawPlugin',
'https://cdn.jsdelivr.net/npm/phaser-plugin-debug-draw@7.1.0',
'debugDraw',
'debugDraw'
);
}
Given a global variable game
:
game.scene
.getScenes(true)[0]
.load
.scenePlugin(
'PhaserDebugDrawPlugin',
'https://cdn.jsdelivr.net/npm/phaser-plugin-debug-draw@7.1.0',
'debugDraw',
'debugDraw'
)
.start();
Set properties on the plugin instance, e.g.,
// In scene `init()` or `create()`:
this.debugDraw.showPointers = false;
See console.log(this.debugDraw)
for all the options.
It draws a dot on the Game Object's x
, y
.
If the Game Object has an origin, it also draws a rectangle from the origin with dimensions (displayWidth
, displayWidth
) or (height
, width
).
// In scene `create()`:
mesh.setDebug(this.debugDraw.graphic);
rope.setDebug(this.debugDraw.graphic);