- Skill ID
- gamedev-skills/awesome-gamedev-agent-skills/phaser-core
- Publisher
- gamedev-skills
- Repository
- awesome-gamedev-agent-skills
- Installs
- 0
- Files
- 2
- Synced
- Sep 23, 2026
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
gamedev-skills/awesome-gamedev-agent-skills/phaser-coreInstalls these files- SKILL.md
- references/scene-flow.md
What this skill tells the agent
Phaser 4 Core
Set up the foundation of a Phaser game: the Game config, the Scene lifecycle, asset loading, cameras, and passing data between scenes. Targets Phaser 4.2 for new projects; keep an existing Phaser 3.90 project on its pinned major unless the user explicitly asks for a migration.
When to use
- Use when starting a Phaser game, wiring the
Phaser.Gameconfig, structuringScenes, loading assets inpreload, or fixing scene transitions and shared state. - Use when the project has
phaserinpackage.jsonorimport Phaser from 'phaser', and code usespreload()/create()/update().
*When not to use:* movement, velocity, colliders, gravity, or overlap → use phaser-arcade-physics. Complex rigid-body simulation uses Matter physics (a separate concern). For cross-engine save/load patterns use save-systems.
Core workflow
- Detect the installed major first. Read
package.jsonand the lockfile. Use Phaser 4.2 for new work; do not silently rewrite a Phaser 3 project as Phaser 4. - Create the game from a config.
new Phaser.Game(config)withtype: Phaser.AUTO(WebGL with Canvas fallback), awidth/height, and ascenearray. The first scene (and any withactive: true) starts automatically. - Model each screen as a `Scene`. Subclass
Phaser.Scene, pass a uniquekeytosuper, and implement the lifecycle:init(data)→preload()→create(data)→update(time, delta). - Load assets in `preload`, use them in `create`. Queued assets are not available until
create. The loader is per-scene; the cache it fills is global. - Reset per-run state in `init()`, not the constructor. A scene instance is reused across restarts, so constructor-set fields keep stale values.
- Move between screens with
this.scene.start/launch/switch/sleep/wake. Share data throughthis.registry(global) or a sibling scene's event emitter. - Run and observe. Serve the page, open it, and confirm assets load (watch the Network tab and console) and scenes switch as expected before assuming success.
Patterns
1. Game config + boot (ES module)
// main.js — one Game owns the renderer, loop, cache, and Scene Manager.
import Phaser from 'phaser';
import BootScene from './scenes/BootScene.js';
import PlayScene from './scenes/PlayScene.js';
const config = {
type: Phaser.AUTO, // WebGL if available, else Canvas
width: 800,
height: 600,
backgroundColor: '#1d1d28',
scale: { mode: Phaser.Scale.FIT, autoCenter: Phaser.Scale.CENTER_BOTH },
scene: [BootScene, PlayScene] // BootScene starts first
};
new Phaser.Game(config);2. A Scene with the full lifecycle
// scenes/PlayScene.js
import Phaser from 'phaser';
export default class PlayScene extends Phaser.Scene {
constructor() {
super('play'); // unique scene key
}
init(data) {
// Reset run-specific state HERE so restarts start clean.
this.score = 0;
this.level = data.level ?? 1;
}
preload() {
// Queue downloads. Not usable until create().
this.load.image('player', 'assets/player.png');
this.load.spritesheet('coin', 'assets/coin.png', { frameWidth: 16, frameHeight: 16 });
}
create() {
this.player = this.add.sprite(400, 300, 'player');
this.scoreText = this.add.text(10, 10, 'Score: 0', { fontSize: '20px', color: '#fff' });
this.cursors = this.input.keyboard.createCursorKeys();
}
update(time, delta) {
// delta is milliseconds since last frame; divide by 1000 for seconds.
const speed = 200 * (delta / 1000);
if (this.cursors.left.isDown) this.player.x -= speed;
if (this.cursors.right.isDown) this.player.x += speed;
}
}3. Cross-scene data + events
// The registry is a global DataManager shared by every scene.
this.registry.set('coins', 0); // in any scene
const coins = this.registry.get('coins'); // read anywhere
// React to registry changes (e.g. a HUD scene listening to gameplay):
this.registry.events.on('changedata-coins', (parent, value) => {
this.coinText.setText(`Coins: ${value}`);
});
// Talk directly to another running scene via its event emitter:
const ui = this.scene.get('hud');
ui.events.emit('show-message', 'Level cleared!');4. Scene transitions (pick the right verb)
this.scene.start('gameover', { score: this.score }); // stop this scene, start target
this.scene.launch('hud'); // run a second scene in parallel (overlay HUD)
this.scene.switch('menu'); // sleep this scene, start/wake target
this.scene.pause(); // freeze updates but keep rendering (modal)
this.scene.sleep(); // stop updating AND rendering, keep state for wake5. A camera that follows the player
this.cameras.main.setBounds(0, 0, 1600, 1200); // world size
this.cameras.main.startFollow(this.player, true, 0.1, 0.1); // smooth lerp follow
this.cameras.main.setZoom(1.5);Pitfalls
- Assets are `undefined` in `create`/`update` → you forgot to queue them in
preload, or used the wrong key. The loader runs betweenpreloadandcreate. - State leaks across a restart → you set fields in the constructor. The Scene instance is reused; reset run state in
init()and clear arrays onshutdown. - `this.scene.start` vs `this.scene.launch` →
startstops the calling scene;launchruns the target alongside it. Usingstartfor a HUD hides the game. - `this` is wrong in a callback → arrow functions keep the Scene's
this; plainfunctioncallbacks need a context argument or.bind(this). - Phaser 2 tutorials don't work → "States" were renamed to "Scenes" in Phaser 3, and each Scene owns its own systems (input, cameras, tweens) rather than a global Game World.
- Phaser 3 custom pipelines fail in Phaser 4 → Phaser 4 rebuilt the renderer and replaced the old FX/pipeline extension points. Migrate custom shaders and renderer plugins against the Phaser 4 guide; do not mechanically copy internal renderer code.
- Nothing renders / black screen → confirm the canvas mounted,
width/heightare set, and a scene actually started (checkgame.scene.dump()output).
References
- For the full scene state machine (pause/resume vs sleep/wake vs stop/start, the restart-state bug, and removing/replacing scenes), read
references/scene-flow.md.
Related skills
phaser-arcade-physics— velocity, gravity, colliders, overlap, and groups.input-systems— rebindable, multi-device input architecture (engine-agnostic).pixijs-rendering/threejs-scene-setup— other browser rendering stacks.platformer/puzzle— genre templates that compose Phaser skills.
More from gamedev-skills
Use this skill in a project
Open any RiverX project, search the Skills panel for gamedev-skills/awesome-gamedev-agent-skills/phaser-core, and install it in one click.
