
Events System
FreeMaster event-driven programming in Phaser 4.
Free · Opens the source repo
What Events System does
The Events System skill is essential for developers working with the Phaser 4 framework, particularly when implementing event-driven programming. Phaser employs the EventEmitter pattern throughout its architecture, allowing for efficient communication between various components such as Game, Scene, Input, and more. This skill provides a comprehensive guide to understanding and utilizing the EventEmitter, enabling developers to create responsive and interactive game experiences.
With this skill, users will learn how to effectively listen for events, emit custom events, and manage event listeners. The provided examples demonstrate how to use methods like on, once, and emit, as well as how to manage listener lifecycle with off and removeAllListeners. The skill emphasizes the importance of using named constants for events to prevent typos and enhance IDE autocomplete, which can significantly improve development efficiency.
This skill is particularly beneficial for game developers who want to leverage Phaser's event system to create dynamic interactions within their games. By understanding the core concepts of event handling, developers can implement complex game mechanics and ensure smooth communication between different game elements. The skill also includes best practices for managing event listeners to avoid memory leaks, which is crucial in game development where performance is key.
Overall, the Events System skill is a valuable resource for anyone looking to deepen their understanding of Phaser's event-driven architecture and enhance their game development capabilities.
When to use it
Use this skill when developing games with Phaser 4 that require event handling, such as responding to user input or managing game state changes.
When not to use it
This skill may not be suitable for projects that do not utilize the Phaser framework or for developers who are not working with event-driven programming.
What you can build with it
Listening for User Input
Capture user interactions, such as mouse clicks or keyboard presses, by setting up event listeners on the input system.
Managing Scene Lifecycle
Utilize scene events to handle transitions and clean up resources effectively when scenes are shut down.
Custom Event Emission
Create and emit custom events to facilitate communication between different game components, enhancing modularity.
How to install Events System
View source1. Install with the skills CLI
npx skills add phaserjs/phaser/events-system --agent claude-code2. Or install it manually
Download the skill folder and drop it into ~/.claude/skills/ for all projects, or .claude/skills/ to scope it to one repo. Restart Claude Code so it picks up the new skill.
Anthropic's agentic coding CLI, and the reference implementation of Agent Skills. Drop a skill folder into ~/.claude/skills and Claude Code loads it automatically whenever a task matches the skill's description. Claude Code docs
Inside SKILL.md
Written by phaserjsEvents System
Phaser uses the EventEmitter pattern (via eventemitter3) throughout the entire framework. Every major system -- Game, Scene, Input, Loader, Cameras, Sound, Tweens, Physics, Textures, Animations -- is an EventEmitter or contains one. Events use lowercase string keys. Phaser provides named constants for all built-in events to avoid typos and enable IDE autocomplete.
Key source paths: src/events/EventEmitter.js, src/scene/events/, src/core/events/, src/input/events/, src/loader/events/, src/animations/events/, src/cameras/2d/events/, src/sound/events/, src/tweens/events/, src/physics/arcade/events/, src/textures/events/, src/gameobjects/events/, src/time/events/
Related skills: ../scenes/SKILL.md, ../input-keyboard-mouse-touch/SKILL.md
Quick Start
// on — listen for an event (persists until removed)
this.input.on('pointerdown', (pointer) => {
console.log('clicked at', pointer.x, pointer.y);
});
// once — listen for an event, auto-removes after first fire
this.events.once('shutdown', () => {
console.log('scene shutting down');
});
// off — remove a specific listener (must pass same function reference)
const handler = (pointer) => { /* ... */ };
this.input.on('pointerdown', handler);
this.input.off('pointerdown', handler);
// emit — fire a custom event with arguments
this.events.emit('player-died', this.player, this.score);
// removeAllListeners — remove all listeners for an event (or all events)
this.events.removeAllListeners('player-died');
this.events.removeAllListeners(); // all events
Using Named Constants (Preferred)
// Always prefer constants over raw strings to prevent typos
this.events.on(Phaser.Scenes.Events.UPDATE, (time, delta) => {
// runs every frame
});
this.input.on(Phaser.Input.Events.POINTER_DOWN, (pointer) => {
// pointer pressed
});
this.game.events.on(Phaser.Core.Events.BLUR, () => {
// browser tab lost focus
});
Core Concepts
EventEmitter Base Class
Phaser.Events.EventEmitter extends eventemitter3. It adds shutdown() and destroy() methods that both call removeAllListeners().
Full API (inherited from eventemitter3):
| Method | Description |
|---|---|
on(event, fn, context?) | Add persistent listener. Returns this for chaining |
addListener(event, fn, context?) | Alias for on |
once(event, fn, context?) | Add one-time listener; auto-removed after first fire |
off(event, fn?, context?, once?) | Remove listener(s). Must pass same fn reference to remove specific listener |
removeListener(event, fn?, context?, once?) | Alias for off |
removeAllListeners(event?) | Remove all listeners for event, or all events if no arg |
emit(event, ...args) | Fire event. Returns true if it had listeners |
listeners(event) | Return array of listener functions for an event |
listenerCount(event) | Return number of listeners for an event |
eventNames() | Return array of event names that have listeners |
shutdown() | Calls removeAllListeners() |
destroy() | Calls removeAllListeners() |
Event Strings vs Constants
Every built-in event is a lowercase string exported as a constant. The constant name maps predictably to the string:
Phaser.Scenes.Events.UPDATE // 'update'
Phaser.Scenes.Events.PRE_UPDATE // 'preupdate'
Phaser.Scenes.Events.SHUTDOWN // 'shutdown'
Phaser.Core.Events.BOOT // 'boot'
Phaser.Input.Events.POINTER_DOWN // 'pointerdown'
Some events use a key-suffix pattern for per-key listening:
// Loader: listen for a specific file completing
this.load.on(Phaser.Loader.Events.FILE_KEY_COMPLETE + 'image-logo', (key, type, data) => {});
// String value: 'filecomplete-image-logo'
// Animations: listen for a specific animation completing on a sprite
sprite.on(Phaser.Animations.Events.ANIMATION_COMPLETE_KEY + 'walk', () => {});
// String value: 'animationcomplete-walk'
// Textures: listen for a specific texture being added
this.textures.on(Phaser.Textures.Events.ADD_KEY + 'myTexture', () => {});
// String value: 'addtexture-myTexture'
Context (Third Argument)
The third argument to on/once sets this inside the callback. Defaults to the emitter.
// 'this' inside handler refers to the scene
this.input.on('pointerdown', function (pointer) {
this.cameras.main.shake(100); // 'this' = scene
}, this);
// Arrow functions ignore the context argument (they capture lexical 'this')
this.input.on('pointerdown', (pointer) => {
this.cameras.main.shake(100); // 'this' = enclosing scope (scene in create)
});
Common Patterns
Scene Lifecycle Events
Frame loop order: preupdate -> update -> Scene.update() -> postupdate -> prerender -> render
create() {
this.events.on(Phaser.Scenes.Events.UPDATE, this.onUpdate, this);
// CRITICAL: always clean up on shutdown to prevent leaks on scene restart
this.events.on(Phaser.Scenes.Events.SHUTDOWN, () => {
this.events.off(Phaser.Scenes.Events.UPDATE, this.onUpdate, this);
this.input.off('pointerdown', this.onPointerDown, this);
});
}
Game-Level Events
// game.events fires on the Game instance, shared across all scenes
// Access from a scene via this.game.events
this.game.events.on(Phaser.Core.Events.BLUR, this.handleBlur, this);
this.game.events.on(Phaser.Core.Events.VISIBLE, this.handleVisible, this);
Inter-Scene Communication
// METHOD 1: game.events — a global event bus accessible from all scenes
// Scene A emits:
this.game.events.emit('score-changed', this.score);
// Scene B listens:
this.game.events.on('score-changed', (score) => { this.scoreText.setText(score); });
// METHOD 2: this.registry — a shared DataManager across all scenes
// The registry is a Phaser.Data.DataManager on the Game instance.
// Scene A sets data:
this.registry.set('score', 100);
// Scene B listens for changes:
this.registry.events.on('changedata-score', (parent, value, previousValue) => {
this.scoreText.setText(value);
});
// METHOD 3: Direct scene access via ScenePlugin
this.scene.get('UIScene').events.emit('update-health', hp);
Custom Events
// Emit custom events with arbitrary data arguments
this.events.emit('player-died', this.player, { lives: this.lives });
this.events.on('player-died', (player, data) => {
console.log('Lives remaining:', data.lives);
});
All Event Namespaces Reference
Scene Events (Phaser.Scenes.Events)
Emitter: this.events (the Scene's Systems EventEmitter)
| Constant | String | When |
|---|---|---|
BOOT | 'boot' | Scene Systems boot (for plugins) |
READY | 'ready' | Scene Systems fully ready |
START | 'start' | Scene starts running |
CREATE | 'create' | After Scene.create() completes |
PRE_UPDATE | 'preupdate' | Before update each frame |
UPDATE | 'update' | Main update each frame |
POST_UPDATE | 'postupdate' | After update each frame |
PRE_RENDER | 'prerender' | Before render each frame |
RENDER | 'render' | During render each frame |
PAUSE | 'pause' | Scene paused |
RESUME | 'resume' | Scene resumed from pause |
SLEEP | 'sleep' | Scene put to sleep |
WAKE | 'wake' | Scene woken from sleep |
SHUTDOWN | 'shutdown' | Scene shutting down (may restart) |
DESTROY | 'destroy' | Scene permanently destroyed |
ADDED_TO_SCENE | 'addedtoscene' | GameObject added to scene |
REMOVED_FROM_SCENE | 'removedfromscene' | GameObject removed from scene |
TRANSITION_INIT | 'transitioninit' | Transition initialized (target scene) |
TRANSITION_START | 'transitionstart' | Transition started (target scene) |
TRANSITION_OUT | 'transitionout' | Transition out (source scene) |
TRANSITION_COMPLETE | 'transitioncomplete' | Transition finished |
TRANSITION_WAKE | 'transitionwake' | Transition wakes target scene |
Game Events (Phaser.Core.Events)
Emitter: this.game.events or game.events
| Constant | String | When |
|---|---|---|
BOOT | 'boot' | Game instance finished booting |
READY | 'ready' | Game ready to start running |
SYSTEM_READY | 'systemready' | All global systems ready |
PRE_STEP | 'prestep' | Before game loop step |
STEP | 'step' | Main game loop step |
POST_STEP | 'poststep' | After game loop step |
PRE_RENDER | 'prerender' | Before rendering all scenes |
POST_RENDER | 'postrender' | After rendering all scenes |
PAUSE | 'pause' | Game paused |
RESUME | 'resume' | Game resumed |
BLUR | 'blur' | Browser tab lost focus |
FOCUS | 'focus' | Browser tab gained focus |
HIDDEN | 'hidden' | Page Visibility API: hidden |
VISIBLE | 'visible' | Page Visibility API: visible |
CONTEXT_LOST | 'contextlost' | WebGL context lost |
DESTROY | 'destroy' | Game being destroyed |
Input Events (Phaser.Input.Events)
Emitter: this.input (scene-level) or individual GameObjects. Events exist at three levels: scene-level (this.input), scene-level with gameobject prefix, and directly on interactive GameObjects. See ../input-keyboard-mouse-touch/SKILL.md for full usage.
Scene-level pointer events (on this.input):
POINTER_DOWN 'pointerdown' | POINTER_UP 'pointerup' | POINTER_MOVE 'pointermove' | POINTER_OVER 'pointerover' | POINTER_OUT 'pointerout' | POINTER_WHEEL 'wheel' | POINTER_DOWN_OUTSIDE 'pointerdownoutside' | POINTER_UP_OUTSIDE 'pointerupoutside'
Scene-level gameobject events (on this.input):
GAMEOBJECT_DOWN 'gameobjectdown' | GAMEOBJECT_UP 'gameobjectup' | GAMEOBJECT_MOVE 'gameobjectmove' | GAMEOBJECT_OVER 'gameobjectover' | GAMEOBJECT_OUT 'gameobjectout' | GAMEOBJECT_WHEEL 'gameobjectwheel'
Per-GameObject events (emitted on the GameObject itself, requires setInteractive()):
GAMEOBJECT_POINTER_DOWN 'pointerdown' | GAMEOBJECT_POINTER_UP 'pointerup' | GAMEOBJECT_POINTER_MOVE 'pointermove' | GAMEOBJECT_POINTER_OVER 'pointerover' | GAMEOBJECT_POINTER_OUT 'pointerout' | GAMEOBJECT_POINTER_WHEEL 'wheel'
Drag events (on this.input and on GameObjects with same string):
DRAG_START/GAMEOBJECT_DRAG_START 'dragstart' | DRAG/GAMEOBJECT_DRAG 'drag' | DRAG_END/GAMEOBJECT_DRAG_END 'dragend' | DRAG_ENTER/GAMEOBJECT_DRAG_ENTER 'dragenter' | DRAG_OVER/GAMEOBJECT_DRAG_OVER 'dragover' | DRAG_LEAVE/GAMEOBJECT_DRAG_LEAVE 'dragleave' | DROP/GAMEOBJECT_DROP 'drop'
Other: GAME_OUT 'gameout' | GAME_OVER 'gameover' | POINTERLOCK_CHANGE 'pointerlockchange'
Loader Events (Phaser.Loader.Events)
Emitter: this.load
| Constant | String | When |
|---|---|---|
ADD | 'addfile' | File added to load queue |
START | 'start' | Loader starts |
PROGRESS | 'progress' | Overall progress updated (0-1) |
FILE_LOAD | 'load' | Individual file loaded |
FILE_PROGRESS | 'fileprogress' | Individual file progress |
FILE_COMPLETE | 'filecomplete' | Individual file completed processing |
FILE_KEY_COMPLETE | 'filecomplete-' | Specific file completed (append type-key) |
FILE_LOAD_ERROR | 'loaderror' | File failed to load |
POST_PROCESS | 'postprocess' | All files loaded, post-processing |
COMPLETE | 'complete' | All loading complete |
Animation Events (Phaser.Animations.Events)
Emitter: individual sprites (per-sprite) or this.anims (global AnimationManager)
| Constant | String | When |
|---|---|---|
ADD_ANIMATION | 'add' | Animation added to manager |
REMOVE_ANIMATION | 'remove' | Animation removed from manager |
PAUSE_ALL | 'pauseall' | All animations paused |
RESUME_ALL | 'resumeall' | All animations resumed |
ANIMATION_START | 'animationstart' | Animation starts playing on a sprite |
ANIMATION_RESTART | 'animationrestart' | Animation restarts on a sprite |
ANIMATION_REPEAT | 'animationrepeat' | Animation repeats on a sprite |
ANIMATION_UPDATE | 'animationupdate' | Animation frame changes on a sprite |
ANIMATION_COMPLETE | 'animationcomplete' | Animation finishes on a sprite |
ANIMATION_COMPLETE_KEY | 'animationcomplete-' | Specific animation finishes (append key) |
ANIMATION_STOP | 'animationstop' | Animation stopped on a sprite |
Camera Events (Phaser.Cameras.Scene2D.Events)
Emitter: individual camera instance (e.g. this.cameras.main). Each camera effect has a START and COMPLETE pair.
DESTROY 'cameradestroy' | FADE_IN_START 'camerafadeinstart' | FADE_IN_COMPLETE 'camerafadeincomplete' | FADE_OUT_START 'camerafadeoutstart' | FADE_OUT_COMPLETE 'camerafadeoutcomplete' | FLASH_START 'cameraflashstart' | FLASH_COMPLETE 'cameraflashcomplete' | PAN_START 'camerapanstart' | PAN_COMPLETE 'camerapancomplete' | ROTATE_START 'camerarotatestart' | ROTATE_COMPLETE 'camerarotatecomplete' | SHAKE_START 'camerashakestart' | SHAKE_COMPLETE 'camerashakecomplete' | ZOOM_START 'camerazoomstart' | ZOOM_COMPLETE 'camerazoomcomplete' | FOLLOW_UPDATE 'followupdate' | PRE_RENDER 'prerender' | POST_RENDER 'postrender'
Sound Events (Phaser.Sound.Events)
Emitter: individual sound instances or this.sound (SoundManager)
Per-sound instance events:
PLAY 'play' | PAUSE 'pause' | RESUME 'resume' | STOP 'stop' | COMPLETE 'complete' | LOOP 'loop' | LOOPED 'looped' | SEEK 'seek' | MUTE 'mute' | VOLUME 'volume' | RATE 'rate' | DETUNE 'detune' | PAN 'pan' | DECODED 'decoded' | DESTROY 'destroy'
SoundManager-level events (on this.sound):
GLOBAL_MUTE 'mute' | GLOBAL_VOLUME 'volume' | GLOBAL_RATE 'rate' | GLOBAL_DETUNE 'detune' | PAUSE_ALL 'pauseall' | RESUME_ALL 'resumeall' | STOP_ALL 'stopall' | DECODED_ALL 'decodedall' | UNLOCKED 'unlocked'
Tween Events (Phaser.Tweens.Events)
Emitter: individual tween instances
| Constant | String | When |
|---|---|---|
TWEEN_ACTIVE | 'active' | Tween becomes active |
TWEEN_START | 'start' | Tween starts first play |
TWEEN_UPDATE | 'update' | Tween updates a value |
TWEEN_YOYO | 'yoyo' | Tween yoyos (reverses direction) |
TWEEN_REPEAT | 'repeat' | Tween repeats |
TWEEN_LOOP | 'loop' | Tween loops |
TWEEN_PAUSE | 'pause' | Tween paused |
TWEEN_RESUME | 'resume' | Tween resumed |
TWEEN_COMPLETE | 'complete' | Tween finishes |
TWEEN_STOP | 'stop' | Tween stopped manually |
Arcade Physics Events (Phaser.Physics.Arcade.Events)
Emitter: this.physics.world
| Constant | String | When |
|---|---|---|
COLLIDE | 'collide' | Two bodies collide |
OVERLAP | 'overlap' | Two bodies overlap |
TILE_COLLIDE | 'tilecollide' | Body collides with a tile |
TILE_OVERLAP | 'tileoverlap' | Body overlaps with a tile |
WORLD_BOUNDS | 'worldbounds' | Body hits world boundary |
WORLD_STEP | 'worldstep' | Physics world completes a step |
PAUSE | 'pause' | Physics world paused |
RESUME | 'resume' | Physics world resumed |
Texture Events (Phaser.Textures.Events)
Emitter: this.textures (TextureManager)
| Constant | String | When |
|---|---|---|
ADD | 'addtexture' | Any texture added |
ADD_KEY | 'addtexture-' | Specific texture added (append key) |
REMOVE | 'removetexture' | Any texture removed |
REMOVE_KEY | 'removetexture-' | Specific texture removed (append key) |
LOAD | 'onload' | Texture source loaded |
ERROR | 'onerror' | Texture source load error |
READY | 'ready' | Texture manager ready |
GameObject Events (Phaser.GameObjects.Events)
Emitter: individual GameObjects
| Constant | String | When |
|---|---|---|
ADDED_TO_SCENE | 'addedtoscene' | GameObject added to a scene |
REMOVED_FROM_SCENE | 'removedfromscene' | GameObject removed from scene |
DESTROY | 'destroy' | GameObject destroyed |
Video GameObject events (on Video GameObjects):
VIDEO_PLAY 'play' | VIDEO_PLAYING 'playing' | VIDEO_COMPLETE 'complete' | VIDEO_LOOP 'loop' | VIDEO_STOP 'stop' | VIDEO_CREATED 'created' | VIDEO_ERROR 'error' | VIDEO_LOCKED 'locked' | VIDEO_UNLOCKED 'unlocked' | VIDEO_METADATA 'metadata' | VIDEO_SEEKED 'seeked' | VIDEO_SEEKING 'seeking' | VIDEO_STALLED 'stalled' | VIDEO_TEXTURE 'textureready' | VIDEO_UNSUPPORTED 'unsupported'
Time Events (Phaser.Time.Events)
Emitter: Phaser.Time.TimerEvent instances
| Constant | String | When |
|---|---|---|
COMPLETE | 'complete' | TimerEvent finishes all repeats |
Event Removal Safety
You must pass the SAME function reference AND the same context/scope to off() that you used with on(). Anonymous or inline arrow functions cannot be removed.
// BAD: arrow function cannot be removed later
this.events.on('update', () => { this.doStuff(); });
// GOOD: named method can be removed
this.events.on('update', this.onUpdate, this);
this.events.off('update', this.onUpdate, this);
once() Auto-Removes
once() automatically removes the listener after first fire. No manual cleanup needed.
this.events.once(Phaser.Scenes.Events.CREATE, this.onFirstCreate, this);
Utility Methods
emitter.listenerCount('update'); // number of listeners for an event
emitter.eventNames(); // ['update', 'player-died'] -- all registered event names
emitter.removeAllListeners('player-died'); // remove all listeners for one event
emitter.removeAllListeners(); // remove ALL listeners for ALL events
Creating a Standalone EventEmitter
const bus = new Phaser.Events.EventEmitter();
bus.on('inventory-changed', (items) => { console.log(items.length); });
bus.emit('inventory-changed', this.inventory);
Scene Events vs Game Events
this.events-- Scene-specific. Fires scene lifecycle events. Cleaned up when scene is destroyed.this.game.events-- Global. Fires game-level events (blur, focus, pause, resume). Persists across scene restarts -- clean up on SHUTDOWN.
create() {
this.events.on(Phaser.Scenes.Events.UPDATE, this.onUpdate, this);
this.game.events.on(Phaser.Core.Events.BLUR, this.onBlur, this);
this.events.once(Phaser.Scenes.Events.SHUTDOWN, () => {
this.game.events.off(Phaser.Core.Events.BLUR, this.onBlur, this);
});
}
Gotchas
Memory Leaks from Unremoved Listeners
The most common source of bugs. If a scene uses on() and the scene restarts via scene.restart(), old listeners persist because on() does not auto-remove. Each restart adds duplicate listeners.
// BAD: leaks listeners on every scene restart
create() {
this.input.on('pointerdown', this.shoot, this);
}
// GOOD: clean up in shutdown
create() {
this.input.on('pointerdown', this.shoot, this);
this.events.once(Phaser.Scenes.Events.SHUTDOWN, () => {
this.input.off('pointerdown', this.shoot, this);
});
}
// ALSO GOOD: use once() for events you only need fired once
create() {
this.events.once(Phaser.Scenes.Events.CREATE, this.onFirstCreate, this);
}
shutdown vs destroy
SHUTDOWNfires when a scene stops but can restart later. Clean up listeners here.DESTROYfires when a scene is permanently removed. Use for final cleanup.- A scene restart fires
SHUTDOWNthenSTARTthenCREATE. It does NOT fireDESTROY.
Context Binding
The third argument to on/once sets this inside the callback. Without it, this defaults to the emitter, not the scene. Use this as the third argument with regular functions, or use arrow functions (which capture lexical this).
off() Requires Exact References
off() only works if you pass the exact same function reference (and context) used with on(). Anonymous functions or arrow literals cannot be removed -- store a reference or use a class method.
Input Event Hierarchy
Input events fire in order: (1) GAMEOBJECT_POINTER_DOWN on the GameObject, (2) GAMEOBJECT_DOWN on this.input, (3) POINTER_DOWN on this.input. Higher handlers can stop propagation.
Game Events vs Scene Events
this.game.events and this.events are different emitters. Game events fire once per game loop tick across all scenes. Scene events fire per-scene. Listeners on game.events persist across scene restarts -- always clean them up on SHUTDOWN:
create() {
this.game.events.on(Phaser.Core.Events.BLUR, this.onBlur, this);
this.events.once(Phaser.Scenes.Events.SHUTDOWN, () => {
this.game.events.off(Phaser.Core.Events.BLUR, this.onBlur, this);
});
}
Source File Map
| Path | Description |
|---|---|
src/events/EventEmitter.js | Base EventEmitter class (wraps eventemitter3) |
src/scene/events/ | Scene lifecycle events (22 events) |
src/core/events/ | Game-level events (16 events) |
src/input/events/ | Input/pointer/drag events (48 events) |
src/loader/events/ | Asset loading events (10 events) |
src/animations/events/ | Animation playback events (11 events) |
src/cameras/2d/events/ | Camera effect events (18 events) |
src/sound/events/ | Sound playback events (24 events) |
src/tweens/events/ | Tween lifecycle events (10 events) |
src/physics/arcade/events/ | Arcade physics events (8 events) |
src/textures/events/ | Texture manager events (7 events) |
src/gameobjects/events/ | GameObject lifecycle + Video events (18 events) |
src/time/events/ | TimerEvent events (1 event) |
Frequently asked questions about Events System
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