gamedev-skills/phaser-core
> (init/preload/create/update), the asset loader, cameras, and cross-scene communication. Use when building or debugging a Phaser 3 game — when the user mentions Phaser, Phaser.Game, Phaser.Scene, preload/create/update, this.load, this.add, or scene transitions. For Arcade Physics movement/collisions use phaser-arcade-physics.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill phaser-core
Set up the foundation of a Phaser 3 game: the Game config, the Scene
lifecycle, asset loading, cameras, and passing data between scenes. Targets
Phaser 3.90.
Phaser.Game config, structuringScenes, loading assets in preload, or fixing scene transitions and shared
state.
phaser in package.json or import Phaser from 'phaser',and code uses preload()/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.
new Phaser.Game(config) with `type:Phaser.AUTO (WebGL with Canvas fallback), a width/height, and a scene`
array. The first scene (and any with active: true) starts automatically.
Scene. Subclass Phaser.Scene, pass a uniquekey to super, and implement the lifecycle: init(data) → preload() →
create(data) → update(time, delta).
preload, use them in create. Queued assets are notavailable until create. The loader is per-scene; the cache it fills is global.
init(), not the constructor. A scene instance isreused across restarts, so constructor-set fields keep stale values.
this.scene.start/launch/switch/sleep/wake.Share data through this.registry (global) or a sibling scene's event emitter.
Network tab and console) and scenes switch as expected before assuming success.
// 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);
// 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;
}
}
// 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!');
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
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);
undefined in create/update → you forgot to queue them inpreload, or used the wrong key. The loader runs between preload and create.
instance is reused; reset run state in init() and clear arrays on shutdown.
this.scene.start vs this.scene.launch → start stops the calling scene;launch runs the target alongside it. Using start for a HUD hides the game.
this is wrong in a callback → arrow functions keep the Scene's this; plainfunction callbacks need a context argument or .bind(this).
and each Scene owns its own systems (input, cameras, tweens) rather than a global
Game World.
width/heightare set, and a scene actually started (check game.scene.dump() output).
restart-state bug, and removing/replacing scenes), read
references/scene-flow.md.
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.Take gamedev-skills/phaser-core from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.