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/scenes

Use this skill when working with Phaser 4 scenes. Covers scene lifecycle methods, scene transitions, parallel scenes, scene communication, sleeping, pausing, restarting, and the SceneManager. Triggers on: Scene, scene lifecycle, preload, create, update, scene transition,

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phaser
40k28 skills
Install
$ npx -y skills add phaserjs/phaser --skill scenes --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/scenes

Context preview

The summary Claude sees to decide when to auto-load this skill.

Use this skill when working with Phaser 4 scenes. Covers scene lifecycle methods, scene transitions, parallel scenes, scene communication, sleeping, pausing, restarting, and the SceneManager. Triggers on: Scene, scene lifecycle, preload, create, update, scene transition,

SKILL.md

scenes.SKILL.md
name: scenes
description: "Use this skill when working with Phaser 4 scenes. Covers scene lifecycle methods, scene transitions, parallel scenes, scene communication, sleeping, pausing, restarting, and the SceneManager. Triggers on: Scene, scene lifecycle, preload, create, update, scene transition, SceneManager."

Scenes

> Scenes are the organizational backbone of a Phaser game. Each Scene has its own lifecycle (init, preload, create, update), its own set of injected systems (this.add, this.input, this.cameras, etc.), and can be started, stopped, paused, slept, or run in parallel with other Scenes. The ScenePlugin (`this.scene`) controls all multi-scene orchestration.

**Key source paths:** `src/scene/Scene.js`, `src/scene/Systems.js`, `src/scene/SceneManager.js`, `src/scene/ScenePlugin.js`, `src/scene/Settings.js`, `src/scene/const.js`, `src/scene/events/`, `src/scene/InjectionMap.js` **Related skills:** ../game-setup-and-config/SKILL.md, ../loading-assets/SKILL.md, ../events-system/SKILL.md

Quick Start

// Minimal scene with all lifecycle methods
class GameScene extends Phaser.Scene {
    constructor() {
        super('GameScene');
    }

    init(data) {
        // Called first. Receives data passed from other scenes.
        // 'data' is whatever was passed via scene.start('GameScene', { level: 1 })
        this.level = data.level || 1;
    }

    preload() {
        // Called after init. Load assets here.
        this.load.image('logo', 'assets/logo.png');
    }

    create(data) {
        // Called after preload completes. Set up game objects.
        // 'data' is the same object passed to init.
        this.add.image(400, 300, 'logo');
    }

    update(time, delta) {
        // Called every frame while scene is RUNNING.
        // time: current time (ms), delta: ms since last frame (smoothed)
    }
}

const config = {
    width: 800,
    height: 600,
    scene: [GameScene]
};

const game = new Phaser.Game(config);

Core Concepts

Scene Lifecycle

The lifecycle is driven by `SceneManager.bootScene()` and `SceneManager.create()`:

1. **PENDING (0)** - Scene is registered but not yet started. 2. **INIT (1)** - `scene.init(data)` is called if defined. Data comes from `settings.data`. 3. **START (2)** - `Systems.start()` fires. Events `start` and `ready` are emitted. 4. **LOADING (3)** - `scene.preload()` is called if defined. Loader runs. On completion, proceeds to create. 5. **CREATING (4)** - `scene.create(data)` is called if defined. Same `data` as init. 6. **RUNNING (5)** - `scene.update(time, delta)` called every frame. Scene renders. 7. **PAUSED (6)** - No update, but still renders. 8. **SLEEPING (7)** - No update, no render. State preserved in memory. 9. **SHUTDOWN (8)** - Scene is shut down, systems emit `shutdown`. Can be restarted. 10. **DESTROYED (9)** - Scene is fully destroyed. Cannot be restarted.

State constants are on `Phaser.Scenes`: `Phaser.Scenes.PENDING`, `Phaser.Scenes.RUNNING`, etc.

**Flow when no preload exists:** `init()` -> `create()` -> `update()` loop (preload is skipped entirely).

**Flow with preload:** `init()` -> `preload()` -> loader runs -> `create()` -> `update()` loop.

Scene-Injected Properties

These properties are injected into every Scene instance via the InjectionMap (`src/scene/InjectionMap.js`). The left side is the Systems key, the right is the Scene property name.

Global Managers (shared across all scenes)

| Scene Property | Type | Description | |---|---|---| | `this.game` | `Phaser.Game` | The Game instance | | `this.renderer` | `CanvasRenderer \| WebGLRenderer` | The active renderer | | `this.anims` | `Phaser.Animations.AnimationManager` | Global animation manager | | `this.cache` | `Phaser.Cache.CacheManager` | Global cache for non-image assets | | `this.plugins` | `Phaser.Plugins.PluginManager` | Global plugin manager | | `this.registry` | `Phaser.Data.DataManager` | Global data manager (shared between scenes) | | `this.scale` | `Phaser.Scale.ScaleManager` | Global scale manager | | `this.sound` | `NoAudio \| HTML5Audio \| WebAudioSoundManager` | Sound manager | | `this.textures` | `Phaser.Textures.TextureManager` | Global texture manager |

Scene-Specific Systems (unique per scene)

| Scene Property | Type | Description | |---|---|---| | `this.sys` | `Phaser.Scenes.Systems` | Scene systems (never overwrite) | | `this.events` | `Phaser.Events.EventEmitter` | Scene-specific event emitter | | `this.cameras` | `Phaser.Cameras.Scene2D.CameraManager` | Scene camera manager | | `this.add` | `Phaser.GameObjects.GameObjectFactory` | Factory: creates and adds to display list | | `this.make` | `Phaser.GameObjects.GameObjectCreator` | Creator: creates but does NOT add to display list | | `this.scene` | `Phaser.Scenes.ScenePlugin` | Scene manager plugin (start/stop/launch) | | `this.children` | `Phaser.GameObjects.DisplayList` | The scene display list | | `this.lights` | `Phaser.GameObjects.LightsManager` | Scene lights (plugin) | | `this.data` | `Phaser.Data.DataManager` | Scene-specific data manager | | `this.input` | `Phaser.Input.InputPlugin` | Scene input manager (plugin) | | `this.load` | `Phaser.Loader.LoaderPlugin` | Scene loader (plugin) | | `this.time` | `Phaser.Time.Clock` | Scene time/clock (plugin) | | `this.tweens` | `Phaser.Tweens.TweenManager` | Scene tween manager (plugin) | | `this.physics` | `Phaser.Physics.Arcade.ArcadePhysics` | Arcade physics (if configured) | | `this.matter` | `Phaser.Physics.Matter.MatterPhysics` | Matter physics (if configured) |

Customizing the Injection Map

// Rename injected properties via scene config
const config = {
    key: 'MyScene',
    map: {
        add: 'makeStuff',   // this.makeStuff instead of this.add
        load: 'loader'      // this.loader instead of this.load
    }
};

Scene Manager

The `SceneManager` (`src/scene/SceneManager.js`) is a game-level system. Do not call its methods directly -- use `this.scene` (the Scene

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Ships withphaser

Phaser is a fast, free, and fun open source HTML5 game framework that offers WebGL and Canvas rendering across desktop and mobile web browsers and has been actively developed for over 13 years.

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