Indicates whether the HTML5 Canvas API (CanvasRenderingContext2D) is available in this browser. Required for the Canvas renderer to function.
True if canvas supports a 'copy' bitblt onto itself when the source and destination regions overlap. This is used for fast pixel copy operations. Will be null if it could not be determined, false on iOS and Safari where it is known not to work.
Indicates whether the File, FileReader, FileList, and Blob APIs are all available, enabling file reading operations within the browser.
Indicates whether the FileSystem API (requestFileSystem) is available, allowing sandboxed local file storage access.
Indicates whether the getUserMedia API is available and functional. Used for accessing camera and microphone input. Note: older versions of Firefox (below 21) may report support but not actually work correctly.
Indicates whether the device uses little-endian byte ordering. Only detected if the browser supports TypedArrays. Will be null if endianness could not be determined.
Indicates whether the Web Storage localStorage API is available for persisting key-value data between browser sessions.
Indicates whether the Pointer Lock API is available, which allows the mouse cursor to be hidden and locked to the game canvas for first-person style input.
Indicates whether the browser's Array.sort implementation is stable, meaning equal elements retain their original relative order after sorting.
Indicates whether the device supports 32-bit pixel manipulation of canvas image data using ArrayBuffer and typed array views (Uint8ClampedArray / Int32Array). Requires little-endian byte ordering.
Indicates whether the Vibration API is available, enabling haptic feedback on supported mobile devices.
Indicates whether WebGL is available in this browser. Required for the WebGL renderer to function.
Indicates whether Web Workers are available, enabling background JavaScript execution on a separate thread.
Determines the features of the browser running this Phaser Game instance. These values are read-only and populated during the boot sequence of the game. They are then referenced by internal game systems and are available for you to access via
this.sys.game.device.featuresfrom within any Scene.