> For the complete documentation index, see [llms.txt](https://docs.launchboard.app/cxd/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.launchboard.app/cxd/video-game-code-reference-archive/project-references/phaser-coding.md).

# Phaser Coding

The following Phaser coding references are provided in this GitBook:

* [Game Display](/cxd/video-game-code-reference-archive/project-references/phaser-coding/game-display.md)
* [Game World](/cxd/video-game-code-reference-archive/project-references/phaser-coding/game-world.md)
* [Game Camera](/cxd/video-game-code-reference-archive/project-references/phaser-coding/game-camera.md)
* [Text](/cxd/video-game-code-reference-archive/project-references/phaser-coding/text.md)
* [Images](/cxd/video-game-code-reference-archive/project-references/phaser-coding/images.md)
* [Sprites, Animations, and Health](/cxd/video-game-code-reference-archive/project-references/phaser-coding/sprites-animations-and-health.md)
* [Group of Sprites](/cxd/video-game-code-reference-archive/project-references/phaser-coding/group-of-sprites.md)
* [Tilesprite Scrolling](/cxd/video-game-code-reference-archive/project-references/phaser-coding/tilesprite-scrolling.md)
* [Audio](/cxd/video-game-code-reference-archive/project-references/phaser-coding/audio.md)
* [Input](/cxd/video-game-code-reference-archive/project-references/phaser-coding/input.md)
* [Physics and Collisions](/cxd/video-game-code-reference-archive/project-references/phaser-coding/physics-and-collisions.md)
* [Weapon](/cxd/video-game-code-reference-archive/project-references/phaser-coding/weapon.md)
* [Particles](/cxd/video-game-code-reference-archive/project-references/phaser-coding/particles.md)
* [Tweens](/cxd/video-game-code-reference-archive/project-references/phaser-coding/tweens.md)
* [Timers](/cxd/video-game-code-reference-archive/project-references/phaser-coding/timers.md)
* [Random Numbers](/cxd/video-game-code-reference-archive/project-references/phaser-coding/random-numbers.md)
* [Enemy Behavior](/cxd/video-game-code-reference-archive/project-references/phaser-coding/enemy-behavior.md)
* [Miscellaneous Game Features](/cxd/video-game-code-reference-archive/project-references/phaser-coding/misc-game-features.md)

## External Resources

There are many other Phaser references, examples, and tutorials available online. Here's some you may find particularly useful:

* [Phaser CE API documentation](https://photonstorm.github.io/phaser-ce/) (provides details for every Phaser CE command)
* [Phaser CE code examples on Phaser.io](https://phaser.io/examples/v2) (Phaser 2 = Phaser CE)
* [Phaser CE code examples on CodePen](https://codepen.io/collection/AMbZgY/)
* [Phaser community tutorials on Phaser.io](http://phaser.io/news/category/tutorial) (older examples prior to 2018 use Phaser 2, but newer examples use Phaser 3)
* [Phaser game examples by Emanuele Feronato](http://www.emanueleferonato.com/category/phaser/) (her older examples prior to 2018 use Phaser 2, but newer examples use Phaser 3)

{% hint style="danger" %}
**PHASER 3 VS. PHASER CE:**  Phaser 3 is the newest version of Phaser (first released in February 2018), which is maintained and updated by the folks at Photon Storm. Phaser CE is an open-source version of the previous Phaser 2, which is maintained and updated by the Phaser developer community.

While the API methods for Phaser 3 are similar to Phaser CE, code written for one will **not** work in the other without modification. All of the code examples in this project guidebook are based on **Phaser CE**. Eventually, this guidebook will be revised to use Phaser 3, which does offer improvements. However, in the meantime, be sure to use Phaser CE for this project.
{% endhint %}


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