About phaser-core
phaser-core is a skill for building the foundation of Phaser games, covering game configuration, Scene lifecycles, asset loading, and data sharing between scenes. It targets new Phaser 4.2 projects and advises keeping existing Phaser 3.90 projects on their pinned major version.
Key features
- 01Configure Phaser.Game and Scenes
- 02Structure Scene lifecycles
- 03Load and use game assets
- 04Manage transitions and shared state
- 05Set camera bounds and follow targets
Use cases
- 01Set up a Phaser game foundation
- 02Troubleshoot asset loading and scene transitions
- 03Share data between Scenes
- 04Choose a Phaser version for a new project
Install
Copy the command and run it in a terminal.
npx skills add https:/ / github.com/ gamedev-skills/ awesome-gamedev-agent-skills --skill phaser-coreAfter installing, type/phaser-corein Claude Code to confirm it loaded.
Bundled filesreferences/scene-flow.md
Details
From the project READMEPhaser 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. SubclassPhaser.Scene, pass a uniquekeytosuper, and implement the lifecycle:init(data)→preload()→create(data)→update(time, delta). - Load assets in
preload, use them increate. Queued assets are not available untilcreate. 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 wake
5. 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
undefinedincreate/update→ you forgot to queue them inpreload, 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.startvsthis.scene.launch→startstops the calling scene;launchruns the target alongside it. Usingstartfor a HUD hides the game.thisis wrong in a callback → arrow functions keep the Scene'sthis; 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.