A phaser array was a weapon comprised of a linear arrangement of numerous phaser emitters located in strategic areas of a starship, space station, or other vessel. In the 23rd century, phaser arrays had smaller numbers of emitters, and were commonly referred to as phaser banks often like gun turrets on 20th century warships (TOS: 'The Corbomite Maneuver', 'Balance of Terror') By the 24th. CTO and CIO at Lotus&Company Inc. Skymarionsky has 15 repositories available. Follow their code on GitHub. A phaser coupling was a component aboard a starship that transferred power to the phaser emitters. In 2267, while stuck in the mirror universe, Captain Kirk ordered Montgomery Scott, both of whom were trying to return to their own reality, to disable the main phaser couplings on the ISS Enterprise, in an attempt to stop the destruction of the Halkan homeworld. (TOS: 'Mirror, Mirror') The. Console - Universal - Enhanced Dynamic Tactical System: Tactical Mode (Disables Regenerative Mode, +5 Weapon power, +30 Starship Targeting Systems), Tachyon Inversion Beam (Requires Regenerative Mode), Phaser Lotus (Requires Tactical Mode) Advanced Quantum Slipstream Drive; Starship Mastery Package (Destroyer) Precise Weapon Systems. Notes of Phaser 3 Blitter Type to start searching phaser3-rex-notes memory Notes of Phaser 3 phaser3-rex-notes Home System System Game Game Game Main loop Scene Scene Scene Scene manager Scale manager Full screen Orientation Snapshot Device Plugin system.
Now is the perfect opportunity to get our new Tier 6 Veteran Heavy Destroyers!
We're currently featuring a Lifetime Subscription Sale! Get all Veteran Ships and more!
All 1,000 day subscribers and lifetime account holders will gain access to new Tier 6 Veteran Heavy Destroyers for all factions. These starships are available for all three factions and feature an improved version of the Dynamic Tactical System universal console and a new starship trait. In addition, these new Tier 6 starships will also include a brand new costume. We're also reducing the rank requirement of the Tier 5 Heavy Destroyers to level 40 (Rear Admiral, Brigadier General or Subadmiral). Below are the stats for these awesome new starships!
After the success of the Chimera Class Heavy Destroyer prototype, Utopia Plantia shipyard has decided to make further advancements upon the experimental design of the Heavy Destroyer. The result is the Manticore Class Heavy Destroyer.
This starship features a Lieutenant Commander Engineering/Command specialist bridge officer seat.
- Faction: Starfleet
- Required Rank: Vice Admiral
- Availability: 1,000 Day Veteran Reward
- Hull Strength: 39,675 at level 50 and 46,000 at level 60
- Shield Modifier: 0.9
- Crew: 750
- Weapons: 4 Fore, 3 Aft
- Device Slots: 3
- Bridge Officer Stations: Commander Tactical, Lieutenant Commander Engineering/Command, Lieutenant Science, Lieutenant Commander Universal, Ensign Universal
- Console Modifications: 5 Tactical, 3 Engineering, 2 Science
- Base Turn Rate: 14
- Impulse Modifier: 0.22
- Inertia: 80
- +10 Weapon Power, +5 Shield Power
- Can Equip Dual Cannons
- Regenerative Mode (Innate): +5 Auxiliary Power, +30 Starship Shield Systems
- Console - Universal - Enhanced Dynamic Tactical System: Tactical Mode (Disables Regenerative Mode, +5 Weapon power, +30 Starship Targeting Systems), Tachyon Inversion Beam (Requires Regenerative Mode), Phaser Lotus (Requires Tactical Mode)
- Advanced Quantum Slipstream Drive
- Starship Mastery Package (Destroyer)
- Precise Weapon Systems
- Enhanced Weapon Banks
- Devastating Weaponry
- Enhanced Weapon Systems
- Weapon System Synergy (Starship Trait)
After the success of the Peghqu' Heavy Destroyer prototype, the Empire shipyards has decided to make further advancements upon the experimental design of the Heavy Destroyer. The result is the Duvqu' Heavy Destroyer.
This starship features a Lieutenant Commander Engineering/Command specialist bridge officer seat.
- Faction: Klingon
- Required Rank: Lieutenant General
- Availability: 1,000 Day Veteran Reward
- Hull Strength: 39,675 at level 50 and 46,000 at level 60
- Shield Modifier: 0.833
- Crew: 750
- Weapons: 4 Fore, 3 Aft
- Device Slots: 3
- Bridge Officer Stations: Commander Tactical, Lieutenant Commander Engineering/Command, Lieutenant Science, Lieutenant Commander Universal, Ensign Universal
- Console Modifications: 5 Tactical, 3 Engineering, 2 Science
- Base Turn Rate: 14
- Impulse Modifier: 0.22
- Inertia: 80
- +10 Weapon Power, +5 Shield Power
- Can Equip Dual Cannons
- Battle Cloaking Device
- Regenerative Mode (Innate): +5 Auxiliary Power, +30 Starship Shield Systems
- Console - Universal - Enhanced Dynamic Tactical System: Tactical Mode (Disables Regenerative Mode, +5 Weapon power, +30 Starship Targeting Systems), Tachyon Inversion Beam (Requires Regenerative Mode), Disruptor Lotus (Requires Tactical Mode)
- Advanced Quantum Slipstream Drive
- Starship Mastery Package (Destroyer)
- Precise Weapon Systems
- Enhanced Weapon Banks
- Devastating Weaponry
- Enhanced Weapon Systems
- Weapon System Synergy (Starship Trait)
After the success of the Daeinos Heavy Destroyer prototype, the Romulan Republic shipyards have decided to make further advancements upon the experimental design of the Heavy Destroyer. The result is the Dinaes Heavy Destroyer.
This starship features a Lieutenant Commander Engineering/Command specialist bridge officer seat.
- Faction: Romulan
- Required Rank: Vice Admiral
- Availability: 1,000 Day Veteran Reward
- Hull Strength: 39,675 at level 50 and 46,000 at level 60
- Shield Modifier: 0.83
- Crew: 750
- Weapons: 4 Fore, 3 Aft
- Device Slots: 3
- Bridge Officer Stations: Commander Tactical, Lieutenant Commander Engineering/Command, Lieutenant Science, Lieutenant Commander Universal, Ensign Universal
- Console Modifications: 5 Tactical, 3 Engineering, 2 Science
- Base Turn Rate: 14
- Impulse Modifier: 0.22
- Inertia: 80
- +10 Weapon Power, +5 Shield Power
- Can Equip Dual Cannons
- Romulan Battle Cloaking Device
- Regenerative Mode (Innate): +5 Auxiliary Power, +30 Starship Shield Systems
- Console - Universal - Enhanced Dynamic Tactical System: Tactical Mode (Disables Regenerative Mode, +5 Weapon power, +30 Starship Targeting Systems), Tachyon Inversion Beam (Requires Regenerative Mode), Plasma Lotus (Requires Tactical Mode)
- Advanced Quantum Slipstream Drive
- Starship Mastery Package (Destroyer)
- Precise Weapon Systems
- Enhanced Weapon Banks
- Devastating Weaponry
- Enhanced Weapon Systems
- Weapon System Synergy (Starship Trait)
- Singularity Warp Core
- 40 Base Power for All Subsystems
- Plasma Shockwave
- Quantum Absorption
- Warp Shadows
- Singularity Jump
- Singularity Overcharge
Console – Universal – Enhanced Dynamic Tactical System
The Heavy Destroyer is similar to an Escort, but has many qualities of Light Cruisers and Science Vessels. While in its innate Regenerative Mode, excess power is transferred to the Auxiliary System and you gain a bonus to Starship Shield Systems. It comes equipped with a prototype Enhanced Dynamic Tactical System console (or EDTS). This console allows you to transform your ship between Regenerative Mode and Tactical Mode.
In Regenerative Mode, your Tachyon Inversion Beam is enabled, which can siphon shields from multiple targets. Activating Tactical Mode transfers power to your Weapon Systems, and increases your ships Starship Targeting Systems skill, granting an Accuracy bonus. In Tactical Mode, the EDTS console enables a powerful multi-targeting lotus, which is capable of piercing multiple targets. However, while in Tactical Mode, your Starship Shield Systems bonus, Auxiliary Power bonus and Tachyon Inversion Beam are disabled.
This console also provides a passive bonus to Critical Severity and Hull Hit Points.
This unique station mod may only be equipped on Heavy Destroyers, but may be equipped in any of their console mod slots.
Weapon System Synergy (Starship Trait)
After reaching level 5 in your Heavy Destroyer’s Starship Mastery, you will unlock the Weapon System Synergy trait. While this trait is slotted, each time a directed energy weapon is activated on your ship, you will shunt a small amount of power to your projectile emitters. This is represented by building up stacks of Weapon System Synergy. Upon reaching 10 stacks, your projectile weapons will become primed and deal additional damage and shield bleedthrough for several seconds. After this expires there is a short lockout window before you can begin building up Weapon System Synergy stacks again.
Q&A
Q: Will fleet versions of these ships be available when the Tier 6 Heavy Destroyers are released?
A: Fleet versions of these ships will be released at a later date.
Q: What’s the difference between the Tier 5 console and the Tier 6 console?
Phaser Lockout
A: The Tier 6 console provides a passive bonus to Critical Severity and Maximum Hull Hit Points. This stat bonus is not present on the Tier 5 console. Additionally, the tier 5 Heavy Destroyer Console (Console – Universal – Dynamic Tactical System) cannot be put onto the tier 6 Heavy Destroyers. Likewise, the tier 6 Heavy Destroyer Console (Console – Universal – Enhanced Dynamic Tactical System) cannot be put onto the tier 5 Heavy Destroyers.
Q: How do I claim one of these ships?
A: All 1,000-day subscribers and lifetime subscription players can purchase these ships under the “Tier 6” category in the ship store.
Q: Can the Tier 5 ship parts be used on the Tier 6 version of the Heavy Destroyer?
A: Yes, you can mix-and-match these parts as both the Tier 5 and Tier 6 ships come with both the original and new costumes.
Q: Do I have to claim the Tier 5 version of the Heavy Destroyer to be eligible for the Tier 6 version?
A: No, you can claim these separately and the only requirements are:
- You are either a 1,000-day subscriber or a lifetime subscriber
- You meet the level requirement
- Level 40 for the Tier 5 Heavy Destroyer
- Level 50 for the Tier 6 Heavy Destroyer
Phil “Gorngonzolla” Zeleski
Lead Systems Designer
Star Trek Online
Lead Systems Designer
Star Trek Online
Phaser 2.6.2
'Via': If a class has an entry in the via column it means you can quickly access it through a local reference. I.e. you can control the camera via
this.camera
from any state, or game.camera
if game has been globally defined.Class | Via | Description |
---|---|---|
Game | game | Manages booting, creating subsystems and running the logic and render loop. |
World | world | The Game World in which all Game Objects live. |
Camera | camera | The Camera is your view into the Game World. |
Stage | stage | The Stage is the root display object. |
Game States
Class | Via | Description |
---|---|---|
StateManager | state | Creates, manages and swaps your Game States. |
State | A base Game State object you can extend. |
Loader
Class | Via | Description |
---|---|---|
Cache | cache | The Cache is where all loaded assets are stored and retrieved from. |
Loader | load | Loads all external asset types (images, audio, json, xml, txt) and adds them to the Cache. Automatically invoked by a States preload method. |
LoaderParser | A Static Class used by the Loader to handle parsing of complex asset types. |
Game Scaling
Class | Via | Description |
---|---|---|
ScaleManager | scale | Manages the sizing and scaling of your game across devices. |
FlexGrid | scale.grid | A responsive layout grid (still in testing) |
FlexLayer | A responsive grid layer (still in testing) |
Signals
Class | Description |
---|---|
Signal | Signals are Phasers internal Event system. |
SignalBinding | Manages which callbacks are bound to a Signal. |
Plugins
Class | Via | Description |
---|---|---|
PluginManager | plugins | Installs, updates and destroys Plugins. |
Plugin | A base Plugin object you can extend. |
Game Objects
Class | Via | Description |
---|---|---|
GameObjectFactory | add | A helper class that can create any of the Phaser Game Objects and adds them to the Game World. |
GameObjectCreator | make | A helper class that can creates and returns any Phaser Game Object. |
Group | Groups can contain multiple Game Objects and have the ability to search, sort, call, update and filter them. | |
InputHandler | object.input | If a Game Object is enabled for input this class controls all input related events, including clicks and drag. |
Events | object.events | All of the Game Object level events. |
Create | create | Dynamic Sprite and Texture generation methods. |
Display
![Phaser load audio Phaser load audio](/uploads/1/1/9/0/119007815/617772873.jpg)
Class | Description |
---|---|
Sprite | A Game Object with a texture, capable of running animation, input events and physics. |
Image | A lighter Game Object with a texture and input, but no physics or animation handlers. |
TileSprite | A Game Object with a repeating texture that can be scrolled and scaled. |
Button | An Image Game Object with helper methods and events to turn it into a UI Button. |
SpriteBatch | A custom Sprite Batch. Can render multiple Sprites significantly faster if they share the same texture. |
Rope | A jointed Game Object with a strip-based texture. |
Graphics
Class | Description |
---|---|
Graphics | Allows you to draw primitive shapes (lines, rects, circles), setting color, stroke and fills. |
BitmapData | Provides a powerful interface to a blank Canvas object. Can be used as a Sprite texture. |
RenderTexture | A special kind of texture you can draw Sprites to extremely quickly. |
Text
Class | Description |
---|---|
Text | Displays text using system fonts or Web Fonts, with optional fills, shadows and strokes. |
BitmapText | A texture based text object that uses a Bitmap Font file. |
RetroFont | Similar to a BitmapText object but uses a classic sprite sheet. Each character is a fixed-width. |
Animation
Class | Via | Description |
---|---|---|
AnimationManager | sprite.animations | Adds, plays and updates animations on Sprite Game Objects. |
Animation | The base Animation object that the Animation Manager creates. | |
AnimationParser | Used internally by the Phaser Loader to parse animation data from external files. | |
FrameData | A collection of Frame objects that comprise an animation. | |
Frame | A single Frame of an Animation. Stored inside of a FrameData object. |
Geometry
Class | Description |
---|---|
Circle | A Circle object consisting of a position and diameter. |
Ellipse | An Ellipse object consisting of a position, width and height. |
Line | A Line object consisting of two points at the start and end of the Line. |
Point | A Point object consisting of an x and y position. |
Polygon | A Polygon object consisting of a series of Points. |
Rectangle | A Rectangle object consisting of an x, y, width and height. |
RoundedRectangle | A Rectangle object consisting of an x, y, width, height and corner radius. |
Time
Class | Via | Description |
---|---|---|
Time | time | The core internal clock on which all Phaser time related operations rely. |
Timer | time.create | A custom Timer that contains one or more TimerEvents. Can be used either once or be set to repeat. |
TimerEvent | time.add | A single time related event object. Belongs to a Phaser.Timer. |
Tilemaps
Class | Description |
---|---|
Tilemap | A Tilemap consists of one or more TilemapLayers and associated tile data. Contains methods for tile data manipulation and TilemapLayer generation. |
TilemapLayer | A single layer within a Tilemap. Extends from Phaser.Sprite and is responsible for rendering itself. |
Tileset | An object containing a texture and data used for rendering tiles by a TilemapLayer. |
Tile | A single Tile object with related properties. One of these exists for every tile in a map. |
TilemapParser | A Static class used to parse externally loaded map data. Typically called directly by Phaser.Loader. |
Math
Class | Via | Description |
---|---|---|
Math | math | Contains lots of math related helper methods including fuzzy logic and interpolation. |
QuadTree | A stand-alone QuadTree implementation. Used by Arcade Physics but can also be used directly. | |
RandomDataGenerator | rnd | A seedable repeatable random data generator. |
Network
Class | Via | Description |
---|---|---|
Net | net | Browser URL and query string related methods. |
Particles
Class | Via | Description |
---|---|---|
Particles | particles | The Phaser Particle Manager. Called during the game loop and updates any associated Particle Emitters. |
Emitter | An Arcade Physics based Particle Emitter. Created via add.emitter in the GameObjectFactory. | |
Particle | A single Particle object as emitted by the Emitter. Extends Phaser.Sprite. |
Physics
Class | Via | Description |
---|---|---|
Physics | physics | The core Physics Manager. Provides access to all of the physics sub-systems. |
Arcade Physics
Class | Via | Description |
---|---|---|
Arcade | physics.arcade | The Arcade Physics handler. Contains collision, overlap and movement related methods. |
Body | sprite.body | An Arcade Physics Body. Contains velocity, acceleration, drag and other related properties. |
Weapon | game.add.weapon | An Arcade Physics powered Weapon plugin, for easy bullet pool management. |
Ninja Physics
Ninja Physics is not bundled in Phaser by default. Please see the README custom build details section.
Phaser Lotus Image
Class | Via | Description |
---|---|---|
Ninja | physics.ninja | The Ninja Physics handler. Contains collision, overlap and movement related methods. |
Body | sprite.body | A Ninja Physics Body. Contains velocity, acceleration, drag and other related properties. |
AABB | An AABB Ninja Physics Body type. | |
Circle | A Circle Ninja Physics Body type. | |
Tile | A Tile Ninja Physics Body type. |
Phaser Loader
P2 Physics
Class | Via | Description |
---|---|---|
P2 | phyiscs.p2 | The P2 Physics World. Contains collision, overlap and movement related methods. |
Body | sprite.body | A P2 Physics Body. Contains velocity, acceleration, drag and other related properties. |
BodyDebug | A Debug specific version of a P2 Body object. Renders out its shape for visual debugging. | |
Material | A P2 Material used for world responses, such as friction and restitution. | |
ContactMaterial | A P2 Contact Material used for contact responses. | |
CollisionGroup | A P2 Collision Group. | |
FixtureList | The P2 Fixture List handler. | |
Constraints: | Distance Constraint, GearConstraint, LockConstraint, PrismaticConstraint, RevoluteConstraint | |
PointProxy | Responsible for proxing Phaser Game World to P2 Physics values. | |
InversePointProxy | Responsible for proxing Phaser Game World to inversed P2 Physics values. | |
Spring | A P2 Spring object. | |
RotationalSpring | A P2 Rotational Spring object. |
Input
Class | Via | Description |
---|---|---|
Input | input | The Input Manager. Responsible for handling all Input sub-systems. Also looks after Input enabled Game Objects. |
Pointer | input.pointer | Pointers encapsulate all mouse or touch related input, regardless of how it was generated. On multi-touch systems more than one Pointer can be active at any one time. In Input related events a reference to the corresponding Pointer is passed. |
DeviceButton | pointer.leftButton | Represents a button on a mouse or pen / stylus. |
Keyboard | input.keyboard | The Keyboard input handler. Listens for device related events. Can also create Key objects. |
Key | A Key object is responsible for listening to a specific Key. Created by the Keyboard class. | |
KeyCode | The KeyCode consts are used when creating new Key objects. | |
Mouse | input.mouse | A Mouse event handler. Listens for device related events and passes them on to the active Pointer. |
MSPointer | input.mspointer | An MSPointer event handler. Listens for device related events and passes them on to the active Pointer. |
Touch | input.touch | A Touch event handler. Listens for device related events and passes them on to the active Pointer. |
Gamepads
Class | Via | Description |
---|---|---|
Gamepad | input.gamepad | The Gamepad Manager looks after all connected Gamepads to the device. Creates SinglePad instances. |
SinglePad | input.gamepad.pad<1,4> | Represents a single connected gamepad. |
DeviceButton | Represents a button on a SinglePad instance. |
Tweens
Class | Via | Description |
---|---|---|
TweenManager | tweens | The Tween Manager creates, updates and destroys all active tweens. |
Tween | A Tween object. Created via game.add.tween . Consists of TweenData objects that represent the tween and any child tweens. | |
TweenData | A TweenData object contains all the information related to a tween. Created by and belongs to a Phaser.Tween object. | |
Easing | A static class containing all of the easing functions available to Tweens. |
Sound
Class | Via | Description |
---|---|---|
SoundManager | sound | The Sound Manager controls all Sound objects and can play, loop, fade and stop Sounds. |
Sound | A Sound object. Can be played, paused and stopped directly, and have its volume adjusted. | |
AudioSprite | An Audio Sprite is a Sound object with related marker data representing sections of the audio. |
System
Class | Via | Description |
---|---|---|
Canvas | A static class containing Canvas creation and manipulation methods. Such as adding to the dom, setting touch actions, smoothing and image rendering. | |
Device | game.device | The Device class checks system capabilities and settings on boot and stores them for later access. |
DOM | A static class containing DOM specific methods including offset handling, viewport calibration and bounds checks. | |
RequestAnimationFrame | game.raf | Abstracts away the use of RAF or setTimeOut for the core game update loop. |
Phaser Load Audio
Utils
Class | Via | Description |
---|---|---|
ArraySet | ArraySet is a Set data structure (items must be unique within the set) that also maintains order. | |
ArrayUtils | Array specific methods such as getRandomItem, shuffle, transposeMatrix, rotate and numberArray. | |
Color | Phaser.Color is a set of static methods that assist in color manipulation and conversion. | |
Debug | game.debug | A collection of methods for displaying debug information about game objects. |
LinkedList | A basic Linked List data structure. | |
Utils | Utility methods for Object and String inspection and modification. Including getProperty, pad, isPlainObject, extend and mixin. |