Skip to content
Frontend
Skill

/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,

From plugin
phaser
41k28 skills

Claude Code

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

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

Read more
@phaserjs
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.

Stars on GitHub

Momentum

stars in total
40.7k
Star history of phaserjs/phaser on GitHub, a chart by star-history.com

Other skills on phaser.

actions-and-utilities

actions-and-utilities

Use this skill when working with Phaser 4 utility functions, actions, alignment, grid layout, or batch operations on game…

@phaserjs@phaserjsInstall Skill
animations

animations

Use this skill when creating or controlling sprite animations in Phaser 4. Covers spritesheets, atlases, AnimationManager,…

@phaserjs@phaserjsInstall Skill
audio-and-sound

audio-and-sound

Use this skill when adding audio or sound to a Phaser 4 game. Covers loading audio, playing sounds, music, volume, spatial audio,…

@phaserjs@phaserjsInstall Skill
cameras

cameras

Use this skill when working with cameras in Phaser 4. Covers camera effects (shake, fade, flash, pan, zoom), following sprites,…

@phaserjs@phaserjsInstall Skill
curves-and-paths

curves-and-paths

Use this skill when working with curves and paths in Phaser 4. Covers splines, bezier curves, lines, ellipses, path followers,…

@phaserjs@phaserjsInstall Skill
data-manager

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,…

@phaserjs@phaserjsInstall Skill

More skills from other plugins.

next-bundle-optimizer
Auto-invoked

next-bundle-optimizer

Audit and reduce Next.js browser initial-load work. Use for slow route startup, oversized client bundles, duplicate browser…

nextjs5d143k
@vercel@vercelInstall Skill
migrate-radix-to-base

migrate-radix-to-base

Migrates React projects and components from Radix UI to Base UI. Use when asked to migrate from radix, move to base-ui, convert…

ui2w127k
@shadcn-ui@shadcn-uiInstall Skill
chrome-release-cls

chrome-release-cls

Given a Chrome Releases blog post URL (chromereleases.googleblog.com), extract every CVE/bug and find the underlying Gerrit CL…

electron5d124k
@electron@electronInstall Skill
taste-skill
Auto-invoked

taste-skill

tasteskill v2, the anti-slop frontend skill. Art direction for websites, distilled from a study of 247 curated gallery sites (One…

Questions about scenes.

Which coding agents can use scenes?
scenes installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.