Interphase is a new book for Phaser developers of all skill levels.

With 400 pages of content you'll find detailed articles, game development "Making Of" guides and tutorials. All were written using the latest version of Phaser, so you won't be learning any out-dated tricks here.

As well as the book you get all the source code, graphics and assets to go with it, as well as lots of extras too.

Contents include:

A Guide to the Phaser State Manager

A comprehensive to using States in Phaser. It explains the internal workings of the State Manager, describing what the reserved properties and methods are, how to use them and how they can make your code more concise.

It also includes lots of example source code. If you've ever wondered how, or why, to logically split your game up then this guide is for you.

8 'Making Of' Guides

Interphase contains 8 complete games. Each is finished to a high standard. With clearly named variables, logical structures and professional original pixel art. The detailed 'Making Of' guides for each game will teach you different aspects of Phaser.

You'll learn how to use P2 Physics by building a game of 8 Ball Pool. 10 Second Clicker introduces shaders and adding your own uniforms to them. Create a bitmap based particle emitter in Lazer Dash and loads more. Check out the full contents list for details.

Full source code, graphics and extras are included for all 8 games.

Each game also has a Debug Mode built in, so you can hit the D key to view all kinds of debug data specific to the game. From physics bodies to aim lines, it's a very useful way to learn. Here's the 8 Ball Pool game with Debug mode enabled:

These are not your average 'beginners guides'. Here's some of the topics covered:

Tile Map scanning

Level design with Tiled

Using shaders in your game

Adding uniforms to shaders

Revolute Constraints in P2 Physics

Collision detection and hit boxes

Bitmap Particle Emitters

Creating underwater turbulence

Screen sized bitmap fonts

Multi-axis tweening

Object pools and object re-use

Creating a billiards game in P2

Making sprites shake

All games were written using Phaser 2.4.4 so are completely up to date.

We plan to release more issues of Interphase in the future, however we promise that all content is fully self-contained. You will never find an article that says "Continued next issue".

Extra Tutorials

As well as guides on how to make the 8 games we've also got extra tutorials that focus on one specific topic.

For example there's a tutorial on recent advancements to the Phaser Loader - it may sound dull, but it can cut your game code down dramatically!

Or how about a tutorial on plotting the trajectory of Arcade Physics sprites so you can determine where they will land? Or how to build a flip-screen tilemap game? It's all in here.

Hidden Content

Make sure you explore the 'Cover Disk' folder carefully - because we're hiding a couple of little treats in there specially for you :)

The image below shows 6 pages out of 400!

What will I actually receive?

You'll get a zip file containing all the code and assets for the games and tutorials, as well as PDF, ePub and mobi versions of the book, so you can read it on any device.

Interphase will also be published on the Phaser web site where we can keep the content fresh (sadly even we make typos!). Your purchase includes access to this site once it's live.

In short you'll get an instant download of all the content and the ability to read it online too.

Learning so much reading through "Interphase #1" from @photonstorm! — Brian Garcia (@briangarcia_dp) September 13, 2015

@photonstorm Having a blast reading #Interphase, it's very informative even for people with experience. Can't wait for the next issue!! — Javier Corra (@jackfreak) September 12, 2015

Juste receive the link to http://t.co/z6LDmInX4t, the digital book for #phaser framework devs from @photonstorm and ... It's amazing ! TU ! — Grégory Besson (@gregorybesson) September 13, 2015

I got Interphase #1 :D Thanks for this #f*amazing stuff @photonstorm — Jorge Enríquez (@jorgeenriquezm) September 12, 2015

Wow! Interphase #1 is awesome! It worth every penny I paid! Great work, @photonstorm ! You're cool! :) — Vladimir Karmishin (@dr_vlat) September 12, 2015

Interphase issue 1 is out, and it is awesome. @photonstorm and Illija have created a fantastic #gamedev resource. http://t.co/UHSV7f9nZq — Ryan Malm (@ryanmalm) September 14, 2015

Full Contents List

Here's the "Contents" list from the book so you can see exactly what you get:

Section Page Number Welcome to Interphase i A Sense of Wonder ii Feedback iv Phaser Version v 1. State Manager Guide 1 Introduction 3 Close Encounters of the first kind 4 What is a State? 6 There can only be one active State 7 States don’t have Display properties 8 An Example of a State 9 A note on terminology 13 The Structure of a State 14 Predefined Methods 15 Predefined Properties 17 The State Flow 19 The State Methods 25 init 26 preload 29 loadUpdate 33 loadRender 39 create 40 update 41 preRender 46 render 51 resize 55 paused 58 resumed 61 pauseUpdate 62 shutdown 64 How to create a State 65 Object Literal 66 Extending Phaser.State 67 Adding a State to the State Manager 69 Dynamically adding a State 71 Changing States 72 The State Change Process 73 clearWorld 75 clearCache 80 Restarting a State 81 Project Structure 82 Quick and Dirty 83 A Small Project Structure 84 A Medium Project Structure 86 A Large Project Structure 95 Summary 104 2. The Making of 8 Ball Pool 105 The Game Concept 106 The Game Artwork 108 The Game Code 110 1. Preparing the Table Physics 111 2. Building the Table 119 3. How deep are your pockets? 120 4. Creating the Balls 122 5. Laying the Table 125 6. Adding Ball Shadows 128 7. Contact Materials 132 8. Drawing the Cue 134 9. Cue Power Fill 137 10. Taking the Shot 139 11. Placing the Cue Ball 142 Extending the Game 147 Further Reading 148 3. The Making of 10 Second Clicker 149 The Game Concept 150 The Game Artwork 152 The Game Code 154 1. Creating the Alien 155 2. Our alien has got the shakes 156 3. Click Handler 157 4. Countdown Timer 160 5. Adding a shader to the background 163 6. Updating the shader 165 7. Adding our own uniform to the shader 166 8. Changing the uniform over time 169 9. Star shine 173 10. displayStars 175 Extending the Game 178 Further Reading 179 4. The Making of Lazer Dash 180 The Game Concept 181 The Game Artwork 183 The Game Code 184 1. Player Controls 185 2. Wish upon a Star 187 3. Picking up Stars 188 4. Pulsing Stars 189 5. Sharks with Lazers! 191 6. World Wrap 194 7. Bitmap Particle Emitter 195 8. Death Sequence 203 Extending the Game 205 Further Reading 206 5. The Making of Mined Out 207 The Game Concept 208 The Game Artwork 212 The Game Code 214 1. The Tilemap 215 2. Moving one tile at a time 217 3. Checking for Mines 218 4. Counting adjacent Mines 222 5. The Warning Bubble 224 6. Action Replay 226 7. Scoring 228 Extending the Game 229 Further Reading 230 6. The Making of Off the Hook 231 The Game Concept 232 The Game Artwork 234 The Game Code 236 1. Creating the Player 237 2. Dynamic Properties 239 3. Controlling the Player 240 4. Horizontally and Vertically flipping a Sprite 241 5. Dropping the bait 244 6. Catching the bait 248 7. Bubbles Particle Emitter 250 8. When the wind blows 253 Extending the Game 256 Further Reading 257 7. The Making of Slalom 258 The Game Concept 259 The Game Artwork 261 The Game Code 262 1. The Player 263 2. Player Controls 264 3. The Land and Depth Sorting 266 4. The Items Timer 269 5. Releasing Obstacles 272 6. Releasing Flags 273 7. Collision Detection and Hit boxes 275 8. Getting Faster 278 Extending the Game 279 Further Reading 280 8. The Making of Aquaplane 281 The Game Concept 282 The Game Artwork 284 The Game Code 285 1. The Visual Structure 286 2. Boat Building 288 3. Revolute Constraint 290 4. Attaching the Rope 292 5. Controlling the Boat 294 6. Releasing Items 297 7. Custom Bounds with Arcade Physics 301 8. Making Waves 302 Extending the Game 304 Further Reading 305 9. The Making of Hot Hoops 306 The Game Concept 307 The Game Artwork 309 The Game Code 312 1. Preparing the Physics Shapes 313 2. Team Building 316 3. Creating the Balls 319 4. White Pixels can’t Jump 321 5. Creating a Physics Sensor 323 6. Ball vs. Sensor 326 7. The P2 Reference Hierarchy 329 8. Moving the Backboard 330 9. Recycling the Balls 332 Extending the Game 333 Further Reading 334 10. Tutorial: Overloading the Preloader 335 Introduction 336 Contents 337 1. The stages of the Loader 338 2. Loader.baseURL 340 3. Loader.path 341 4. Relative vs. Absolute 343 5. Auto URLs 344 6. Image Arrays 345 7. Auto-detect Texture Atlas Format 346 8. Optimizing our Preload code 347 Summary 349 11. Tutorial: Super Fake 3D 350 Introduction 351 Contents 352 1. Prepare your ‘3D’ Image 353 2. 10 Lines of Magic 354 3. Adding a little Depth 356 4. Making it Ghostly 358 5. Zooming Ghostly Blurs 360 6. Try different Images 362 Summary 363 12. Tutorial: Physics Body Direction 364 Introduction 365 Contents 366 1. Creating the Physics Object 367 2. Adding a Direction Line 368 3. Rendering the Line 369 Summary 371 13. Tutorial: Flip Screen Tilemaps 372 Introduction 373 Contents 374 1. Preparing the Tilemap 375 2. Building the Game Objects 376 3. Defining the Scroll Zones 378 4. Walking up Ladders 381 Summary 384 Game Over. You Win 386

Thank you!

Thank you for taking an interest in Interphase. We hope you learn, enjoy and get inspired by what we've put together. All the best with your game development, where-ever it may lead you.

Rich & Ilija