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Phaser Core

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.

3k tokens
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the whole folder, loaded on every use
2
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instructions only
0
copies elsewhere
how many repositories repackaged it
401
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill phaser-core

The instruction itself

12 sections, as written by the author

Phaser 3 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.

When to use

  • Use when starting a Phaser 3 game, wiring the Phaser.Game config, structuring

Scenes, loading assets in preload, or fixing scene transitions and shared

state.

  • Use when the project has 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.

Core workflow

  • Create the game from a config. 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.

  • Model each screen as a Scene. Subclass Phaser.Scene, pass a unique

key to super, and implement the lifecycle: init(data)preload()

create(data)update(time, delta).

  • Load assets in preload, use them in create. Queued assets are not

available until create. 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 through this.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 undefined in create/update → you forgot to queue them in

preload, or used the wrong key. The loader runs between preload and create.

  • State leaks across a restart → you set fields in the constructor. The Scene

instance is reused; reset run state in init() and clear arrays on shutdown.

  • this.scene.start vs this.scene.launchstart 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; plain

function callbacks 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.

  • Nothing renders / black screen → confirm the canvas mounted, width/height

are set, and a scene actually started (check game.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.

  • 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.

How to use it

Copy the folder

Take gamedev-skills/phaser-core from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

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.