phaserjs/phaser1 file

Events System

Use this skill when working with the Phaser 4 event system. Covers EventEmitter, scene events, game events, custom events, and event-driven communication. Triggers on: events, on, emit, EventEmitter, scene events, listeners.

Specification
Skill ID
phaserjs/phaser/events-system
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/events-systemInstalls these files
  • SKILL.md

What this skill tells the agent

Events System

Phaser uses the EventEmitter pattern (via eventemitter3) throughout the entire framework. Every major system -- Game, Scene, Input, Loader, Cameras, Sound, Tweens, Physics, Textures, Animations -- is an EventEmitter or contains one. Events use lowercase string keys. Phaser provides named constants for all built-in events to avoid typos and enable IDE autocomplete.

Key source paths: src/events/EventEmitter.js, src/scene/events/, src/core/events/, src/input/events/, src/loader/events/, src/animations/events/, src/cameras/2d/events/, src/sound/events/, src/tweens/events/, src/physics/arcade/events/, src/textures/events/, src/gameobjects/events/, src/time/events/ Related skills: ../scenes/SKILL.md, ../input-keyboard-mouse-touch/SKILL.md

Quick Start

// on — listen for an event (persists until removed)
this.input.on('pointerdown', (pointer) => {
    console.log('clicked at', pointer.x, pointer.y);
});

// once — listen for an event, auto-removes after first fire
this.events.once('shutdown', () => {
    console.log('scene shutting down');
});

// off — remove a specific listener (must pass same function reference)
const handler = (pointer) => { /* ... */ };
this.input.on('pointerdown', handler);
this.input.off('pointerdown', handler);

// emit — fire a custom event with arguments
this.events.emit('player-died', this.player, this.score);

// removeAllListeners — remove all listeners for an event (or all events)
this.events.removeAllListeners('player-died');
this.events.removeAllListeners(); // all events

Using Named Constants (Preferred)

// Always prefer constants over raw strings to prevent typos
this.events.on(Phaser.Scenes.Events.UPDATE, (time, delta) => {
    // runs every frame
});

this.input.on(Phaser.Input.Events.POINTER_DOWN, (pointer) => {
    // pointer pressed
});

this.game.events.on(Phaser.Core.Events.BLUR, () => {
    // browser tab lost focus
});

Core Concepts

EventEmitter Base Class

Phaser.Events.EventEmitter extends eventemitter3. It adds shutdown() and destroy() methods that both call removeAllListeners().

Full API (inherited from eventemitter3):

MethodDescription
on(event, fn, context?)Add persistent listener. Returns this for chaining
addListener(event, fn, context?)Alias for on
once(event, fn, context?)Add one-time listener; auto-removed after first fire
off(event, fn?, context?, once?)Remove listener(s). Must pass same fn reference to remove specific listener
removeListener(event, fn?, context?, once?)Alias for off
removeAllListeners(event?)Remove all listeners for event, or all events if no arg
emit(event, ...args)Fire event. Returns true if it had listeners
listeners(event)Return array of listener functions for an event
listenerCount(event)Return number of listeners for an event
eventNames()Return array of event names that have listeners
shutdown()Calls removeAllListeners()
destroy()Calls removeAllListeners()

Event Strings vs Constants

Every built-in event is a lowercase string exported as a constant. The constant name maps predictably to the string:

Phaser.Scenes.Events.UPDATE        // 'update'
Phaser.Scenes.Events.PRE_UPDATE    // 'preupdate'
Phaser.Scenes.Events.SHUTDOWN      // 'shutdown'
Phaser.Core.Events.BOOT            // 'boot'
Phaser.Input.Events.POINTER_DOWN   // 'pointerdown'

Some events use a key-suffix pattern for per-key listening:

// Loader: listen for a specific file completing
this.load.on(Phaser.Loader.Events.FILE_KEY_COMPLETE + 'image-logo', (key, type, data) => {});
// String value: 'filecomplete-image-logo'

// Animations: listen for a specific animation completing on a sprite
sprite.on(Phaser.Animations.Events.ANIMATION_COMPLETE_KEY + 'walk', () => {});
// String value: 'animationcomplete-walk'

// Textures: listen for a specific texture being added
this.textures.on(Phaser.Textures.Events.ADD_KEY + 'myTexture', () => {});
// String value: 'addtexture-myTexture'

Context (Third Argument)

The third argument to on/once sets this inside the callback. Defaults to the emitter.

// 'this' inside handler refers to the scene
this.input.on('pointerdown', function (pointer) {
    this.cameras.main.shake(100); // 'this' = scene
}, this);

// Arrow functions ignore the context argument (they capture lexical 'this')
this.input.on('pointerdown', (pointer) => {
    this.cameras.main.shake(100); // 'this' = enclosing scope (scene in create)
});

Common Patterns

Scene Lifecycle Events

Frame loop order: preupdate -> update -> Scene.update() -> postupdate -> prerender -> render

create() {
    this.events.on(Phaser.Scenes.Events.UPDATE, this.onUpdate, this);
    // CRITICAL: always clean up on shutdown to prevent leaks on scene restart
    this.events.on(Phaser.Scenes.Events.SHUTDOWN, () => {
        this.events.off(Phaser.Scenes.Events.UPDATE, this.onUpdate, this);
        this.input.off('pointerdown', this.onPointerDown, this);
    });
}

Game-Level Events

// game.events fires on the Game instance, shared across all scenes
// Access from a scene via this.game.events
this.game.events.on(Phaser.Core.Events.BLUR, this.handleBlur, this);
this.game.events.on(Phaser.Core.Events.VISIBLE, this.handleVisible, this);

Inter-Scene Communication

// METHOD 1: game.events — a global event bus accessible from all scenes
// Scene A emits:
this.game.events.emit('score-changed', this.score);
// Scene B listens:
this.game.events.on('score-changed', (score) => { this.scoreText.setText(score); });

// METHOD 2: this.registry — a shared DataManager across all scenes
// The registry is a Phaser.Data.DataManager on the Game instance.
// Scene A sets data:
this.registry.set('score', 100);
// Scene B listens for changes:
this.registry.events.on('changedata-score', (parent, value, previousValue) => {
    this.scoreText.setText(value);
});

// METHOD 3: Direct scene access via ScenePlugin
this.scene.get('UIScene').events.emit('update-health', hp);

Custom Events

// Emit custom events with arbitrary data arguments
this.events.emit('player-died', this.player, { lives: this.lives });
this.events.on('player-died', (player, data) => {
    console.log('Lives remaining:', data.lives);
});

All Event Namespaces Reference

Scene Events (Phaser.Scenes.Events)

Emitter: this.events (the Scene's Systems EventEmitter)

ConstantStringWhen
BOOT'boot'Scene Systems boot (for plugins)
READY'ready'Scene Systems fully ready
START'start'Scene starts running
CREATE'create'After Scene.create() completes
PRE_UPDATE'preupdate'Before update each frame
UPDATE'update'Main update each frame
POST_UPDATE'postupdate'After update each frame
PRE_RENDER'prerender'Before render each frame
RENDER'render'During render each frame
PAUSE'pause'Scene paused
RESUME'resume'Scene resumed from pause
SLEEP'sleep'Scene put to sleep
WAKE'wake'Scene woken from sleep
SHUTDOWN'shutdown'Scene shutting down (may restart)
DESTROY'destroy'Scene permanently destroyed
ADDED_TO_SCENE'addedtoscene'GameObject added to scene
REMOVED_FROM_SCENE'removedfromscene'GameObject removed from scene
TRANSITION_INIT'transitioninit'Transition initialized (target scene)
TRANSITION_START'transitionstart'Transition started (target scene)
TRANSITION_OUT'transitionout'Transition out (source scene)
TRANSITION_COMPLETE'transitioncomplete'Transition finished
TRANSITION_WAKE'transitionwake'Transition wakes target scene

Use this skill in a project

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

Use this skill