phaserjs/phaser1 file

Data Manager

Use this skill when using the Phaser 4 DataManager to store custom key-value data on game objects, listen for data change events, or manage game state. Triggers on: setData, getData, data events, custom data storage.

Specification
Skill ID
phaserjs/phaser/data-manager
Publisher
phaserjs
Repository
phaser
Installs
0
Files
1
Synced
Sep 23, 2026
How to use it

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.

phaserjs/phaser/data-managerInstalls these files
  • SKILL.md

What this skill tells the agent

DataManager

Phaser's DataManager provides key-value storage with event-driven change tracking. It operates at three levels: per-GameObject (sprite.setData/getData), per-Scene (this.data), and global (this.registry). Every set/change/remove operation emits events, enabling reactive data binding between game systems without tight coupling.

Key source paths: src/data/DataManager.js, src/data/DataManagerPlugin.js, src/data/events/, src/gameobjects/GameObject.js (setData/getData/incData/toggleData) Related skills: ../scenes/SKILL.md, ../events-system/SKILL.md

Quick Start

// Per-GameObject data (auto-creates DataManager on first use)
const gem = this.add.sprite(100, 100, 'gem');
gem.setData('value', 50);
gem.setData({ color: 'red', level: 2 });
gem.getData('value');            // 50
gem.getData(['value', 'color']); // [50, 'red']

// Increment / toggle helpers
gem.incData('value', 10);       // value is now 60
gem.incData('value', -5);       // value is now 55 (negative to decrement)
gem.toggleData('active');        // false -> true (starts from false if unset)

// Scene-level data (this.data is a DataManagerPlugin)
this.data.set('score', 0);
this.data.get('score');          // 0
this.data.values.score += 100;   // triggers changedata event

// Global registry (shared across ALL scenes)
this.registry.set('highScore', 9999);
// Any scene can read it:
this.registry.get('highScore');  // 9999

Core Concepts

DataManager (Phaser.Data.DataManager)

The base class that stores key-value pairs in an internal list object. It provides:

  • `set(key, value)` -- stores a value; emits setdata (new key) or changedata + changedata-{key} (existing key). Accepts an object to set multiple keys at once.
  • `get(key)` -- retrieves a value, or pass an array of keys to get an array of values.
  • `inc(key, amount)` -- increments a numeric value (defaults to +1). Creates from 0 if key does not exist.
  • `toggle(key)` -- flips a boolean value. Creates from false if key does not exist.
  • `remove(key)` -- deletes a key; emits removedata. Accepts an array of keys.
  • `has(key)` -- returns true if the key exists.
  • `getAll()` -- returns a shallow copy of all key-value pairs as a plain object.
  • `query(regex)` -- returns all entries whose keys match the given RegExp.
  • `each(callback, context, ...args)` -- iterates all entries. Callback signature: (parent, key, value, ...args).
  • `merge(data, overwrite)` -- bulk-imports from an object. overwrite defaults to true; set false to skip existing keys.
  • `pop(key)` -- retrieves and deletes a key in one call; emits removedata.
  • `reset()` -- clears all data and unfreezes.
  • `freeze` / `setFreeze(bool)` -- when frozen, all set/remove/inc/toggle operations silently no-op.
  • `count` -- read-only property returning the number of stored entries.

The values proxy object allows direct property access with event emission:

// After set('gold', 100), you can do:
data.values.gold += 50; // emits changedata and changedata-gold
// But you MUST use set() to create a key first -- direct assignment
// to values for a new key will NOT set up the event proxy.

Scene Data Plugin (Phaser.Data.DataManagerPlugin)

Extends DataManager. Registered as the data scene plugin, accessible as this.data in any Scene. It uses the Scene's event emitter (scene.sys.events), so data events fire on the Scene's event bus.

// In a Scene's create():
this.data.set('lives', 3);

// Listen on the scene's event emitter
this.events.on('changedata-lives', (scene, value, previousValue) => {
    console.log('Lives changed from', previousValue, 'to', value);
});

The plugin auto-cleans on scene shutdown (removes its shutdown listener) and fully destroys on scene destroy.

Registry (Global Data Store)

The registry is a plain DataManager instance on the Game object (game.registry). It has its own dedicated EventEmitter (not shared with any scene). Every scene gets a reference as this.registry via the injection map.

// Scene A sets global data
this.registry.set('currentLevel', 1);

// Scene B reads it
const level = this.registry.get('currentLevel');

// Listen for registry changes (note: events fire on registry.events, NOT this.events)
this.registry.events.on('changedata-currentLevel', (game, value, previousValue) => {
    console.log('Level changed to', value);
});

The registry persists for the lifetime of the Game. It is never automatically cleared on scene restart or shutdown.

Per-GameObject Data

GameObjects do NOT have a DataManager by default. It is created lazily on first call to setData(), getData(), incData(), or toggleData(). You can also explicitly call setDataEnabled().

The DataManager's event emitter is the GameObject itself (which extends EventEmitter), so data events fire directly on the GameObject:

const player = this.add.sprite(0, 0, 'player');
player.setData('hp', 100);

// Listen directly on the game object
player.on('changedata-hp', (gameObject, value, previousValue) => {
    if (value <= 0) {
        gameObject.destroy();
    }
});

Common Patterns

Setting and Getting Data

// Single key
sprite.setData('speed', 200);
sprite.getData('speed'); // 200

// Multiple keys at once (object form)
sprite.setData({ speed: 200, direction: 'left', hp: 100 });

// Batch get with destructuring
const [speed, hp] = sprite.getData(['speed', 'hp']);

// Direct values access (read and write after initial set)
sprite.data.values.speed = 300; // emits changedata event
const s = sprite.data.values.speed; // 300

Listening for Changes

// Listen for ANY data change on a game object
sprite.on('changedata', (gameObject, key, value, previousValue) => {
    console.log(key, 'changed to', value);
});

// Listen for a SPECIFIC key change (preferred -- more efficient)
sprite.on('changedata-hp', (gameObject, value, previousValue) => {
    this.hpBar.setValue(value);
});

// Listen for new data being set (first time only)
sprite.on('setdata', (gameObject, key, value) => {
    console.log('New data key:', key);
});

// Listen for data removal
sprite.on('removedata', (gameObject, key, value) => {
    console.log('Removed:', key, 'was', value);
});

Global Registry for Cross-Scene State

// HUD scene watches for score changes set by the Game scene
// In HUDScene.create():
this.registry.events.on('changedata-score', (game, value) => {
    this.scoreText.setText('Score: ' + value);
});
this.events.once('shutdown', () => {
    this.registry.events.off('changedata-score');
});

// In GameScene.update():
this.registry.set('score', this.score);

Complex Data and Objects

// You can store any value type: numbers, strings, booleans, objects, arrays
sprite.setData('inventory', ['sword', 'shield']);
sprite.setData('stats', { str: 10, dex: 8, int: 12 });

// CAUTION: mutating a stored object/array does NOT trigger changedata
const inv = sprite.getData('inventory');
inv.push('potion');
// No event fired! The reference didn't change.

// To trigger the event, re-set the key:
sprite.setData('inventory', [...inv]); // new array reference triggers changedata

Merging Data

// Merge defaults -- only sets keys that don't already exist
sprite.data.merge({ hp: 100, speed: 200, armor: 0 }, false);

// Merge and overwrite existing values
sprite.data.merge(savedState, true);

Querying Data by Pattern

// Find all keys matching a regex
this.data.set('enemy_1_hp', 50);
this.data.set('enemy_2_hp', 80);
this.data.set('player_hp', 100);

const enemyData = this.data.query(/^enemy_/);
// { enemy_1_hp: 50, enemy_2_hp: 80 }

Freezing Data

// Prevent all modifications (set, remove, inc, toggle all become no-ops)
sprite.data.freeze = true;
sprite.setData('hp', 0); // silently ignored
sprite.data.freeze = false;

Use this skill in a project

Open any RiverX project, search the Skills panel for phaserjs/phaser/data-manager, and install it in one click.

Use this skill