
Phaser Scene Management
FreeMaster the lifecycle and transitions of Phaser scenes.
Free · Opens the source repo
What Phaser Scene Management does
The Phaser Scene Management skill provides developers with a comprehensive understanding of how to effectively manage scenes within a Phaser 4 game. Scenes are fundamental to organizing game elements, and this skill covers essential lifecycle methods such as init, preload, create, and update. Each scene can be independently controlled, allowing for complex game structures where scenes can be paused, restarted, or run in parallel with others. This flexibility is crucial for creating dynamic gameplay experiences.
The skill introduces the SceneManager, a key component responsible for orchestrating scene transitions and maintaining the order of scene updates. Developers will learn how to utilize the ScenePlugin, which simplifies scene management by queuing operations like starting, stopping, and sleeping scenes. This ensures that developers can focus on game logic without worrying about the underlying complexities of scene handling.
In addition to lifecycle management, the skill also explains scene communication, allowing for data transfer between scenes. This is particularly useful for passing game state or player progress. With built-in support for injected properties, developers can access global managers and scene-specific systems, streamlining the development process and enhancing productivity.
Overall, this skill is designed for game developers who are looking to deepen their understanding of Phaser's scene architecture and leverage its capabilities to build engaging games. Whether you are a beginner or have some experience with Phaser, this skill will provide valuable insights into effective scene management.
When to use it
Use this skill when developing games with Phaser 4, especially when you need to manage multiple scenes and their interactions.
When not to use it
This skill may not be suitable for simple games that do not require multiple scenes or complex transitions.
What you can build with it
Creating a Multi-Level Game
Use this skill to manage different levels as separate scenes, allowing for smooth transitions and state management.
Implementing a Pause Feature
Leverage the scene lifecycle methods to pause and resume gameplay, enhancing user experience.
Managing Game State Across Scenes
Utilize scene communication to pass player data and game state, ensuring continuity in gameplay.
How to install Phaser Scene Management
View source1. Install with the skills CLI
npx skills add phaserjs/phaser/scenes --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 phaserjsScenes
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():
- PENDING (0) - Scene is registered but not yet started.
- INIT (1) -
scene.init(data)is called if defined. Data comes fromsettings.data. - START (2) -
Systems.start()fires. Eventsstartandreadyare emitted. - LOADING (3) -
scene.preload()is called if defined. Loader runs. On completion, proceeds to create. - CREATING (4) -
scene.create(data)is called if defined. Samedataas init. - RUNNING (5) -
scene.update(time, delta)called every frame. Scene renders. - PAUSED (6) - No update, but still renders.
- SLEEPING (7) - No update, no render. State preserved in memory.
- SHUTDOWN (8) - Scene is shut down, systems emit
shutdown. Can be restarted. - 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 ScenePlugin) instead. The SceneManager:
- Maintains an ordered array of scenes (determines render/update order)
- Processes a queue of operations (start, stop, sleep, etc.) at the start of each game step
- All ScenePlugin methods are queued, not immediate (they execute next frame)
Common Patterns
Switching Between Scenes
// start() -- shuts down current scene, starts target scene
// Current scene gets SHUTDOWN event; target gets full lifecycle
this.scene.start('LevelTwo', { score: 100 });
// restart() -- shuts down and restarts the same scene
this.scene.restart({ score: 0 });
// switch() -- sleeps current scene, starts/wakes target scene
// Current scene state is preserved in memory
this.scene.switch('PauseMenu', { fromScene: 'GameScene' });
// transition() -- animated transition with duration
this.scene.transition({
target: 'LevelTwo',
duration: 1000,
moveAbove: true, // render target above this scene
sleep: false, // false = stop this scene (default), true = sleep it
remove: false, // true = remove this scene from manager after transition
allowInput: false, // allow input on this scene during transition
data: { score: 100 },
onUpdate: function (progress) {
// progress: 0 to 1 over duration
}
});
Running Scenes in Parallel
// launch() -- starts another scene in parallel (does NOT stop current scene)
this.scene.launch('UIScene', { lives: 3 });
// run() -- smart launcher: starts if not running, resumes if paused, wakes if sleeping
this.scene.run('UIScene', { lives: 3 });
// Control render order of parallel scenes
this.scene.bringToTop('UIScene'); // render last (on top)
this.scene.sendToBack('Background'); // render first (behind)
this.scene.moveAbove('GameScene', 'UIScene'); // UIScene renders above GameScene
this.scene.moveBelow('GameScene', 'Background');
this.scene.moveUp('UIScene'); // move one position up
this.scene.moveDown('UIScene'); // move one position down
this.scene.swapPosition('SceneA', 'SceneB');
Passing Data Between Scenes
// Method 1: Pass data via start/launch/restart/switch/wake/run
this.scene.start('LevelScene', { level: 5, score: 1200 });
// In LevelScene:
// init(data) { data.level === 5 }
// create(data) { data.score === 1200 }
// Method 2: Access data later via sys.getData()
// In receiving scene, at any time:
const data = this.sys.getData(); // returns settings.data
// Method 3: Global registry (shared across ALL scenes)
// In Scene A:
this.registry.set('playerHP', 100);
// In Scene B:
const hp = this.registry.get('playerHP'); // 100
// Method 4: Scene-specific data manager
this.data.set('localValue', 42);
this.data.get('localValue'); // 42
// Method 5: Direct scene reference
const otherScene = this.scene.get('OtherScene');
otherScene.somePublicProperty;
// Method 6: Events on the global registry
// In Scene A:
this.registry.events.on('changedata-playerHP', (parent, value, previousValue) => {
// react to change
});
// In Scene B:
this.registry.set('playerHP', 50); // triggers the event in Scene A
Pausing and Resuming
// Pause: stops update loop, still renders
this.scene.pause(); // pause this scene
this.scene.pause('OtherScene'); // pause another scene
// Resume: restart update loop
this.scene.resume();
this.scene.resume('OtherScene', { message: 'welcome back' });
// Sleep: no update AND no render, but state preserved
this.scene.sleep();
this.scene.sleep('OtherScene');
// Wake: restore from sleep
this.scene.wake();
this.scene.wake('OtherScene', { data: 'here' });
// Stop: full shutdown, clears display list and timers
this.scene.stop();
this.scene.stop('OtherScene');
// Check state
this.scene.isActive('OtherScene'); // boolean
this.scene.isPaused('OtherScene'); // boolean
this.scene.isSleeping('OtherScene'); // boolean
this.scene.isVisible('OtherScene'); // boolean
// Control visibility/activity independently
this.scene.setActive(false); // pause
this.scene.setActive(true); // resume
this.scene.setVisible(false); // hide but still update
this.scene.setVisible(true); // show
Adding and Removing Scenes at Runtime
// Add a new scene dynamically
this.scene.add('BonusLevel', BonusLevelScene, false, { someData: true });
// args: key, sceneConfig, autoStart, data
// Remove a scene entirely (destroyed, cannot be restarted)
this.scene.remove('BonusLevel');
// Spawn multiple instances from one class
for (let i = 0; i < 5; i++) {
this.scene.add('Level' + i, new LevelScene('Level' + i), false);
}
Cross-Scene Event Communication
One scene emits custom events; another listens. The emitting scene is decoupled.
// GameScene emits events
class GameScene extends Phaser.Scene {
collectCoin(coin) {
coin.destroy();
this.events.emit('addScore', 10);
}
}
// UIScene listens (launched in parallel with { active: true })
class UIScene extends Phaser.Scene {
constructor() {
super({ key: 'UIScene', active: true });
}
create() {
this.score = 0;
this.scoreText = this.add.text(10, 10, 'Score: 0');
// Listen for events from GameScene
const gameScene = this.scene.get('GameScene');
gameScene.events.on('addScore', (points) => {
this.score += points;
this.scoreText.setText('Score: ' + this.score);
});
}
}
Configuring Plugins Per Scene
Disable all default plugins (only core plugins remain):
super({ key: 'MinimalScene', plugins: [] });
// No this.load, this.tweens, this.time, this.input, this.data, this.lights
Include only specific plugins:
super({ key: 'PreloadScene', plugins: ['Loader'] });
// Only this.load is available; this.tweens, this.time, etc. are undefined
Scene Config in Constructor
Pass config to super() for per-scene physics, loader, or preloaded files:
class Level1 extends Phaser.Scene {
constructor() {
super({
key: 'Level1',
physics: { arcade: { debug: true, gravity: { y: 200 } } },
loader: { path: 'assets/levels/1/' },
// 'pack' loads files before preload() runs -- good for progress bar assets
pack: {
files: [
{ type: 'image', key: 'bar', url: 'loaderBar.png' }
]
}
});
}
}
Safely Restarting Scenes
Reset state in init(), not the constructor. The constructor runs once; init() runs every start.
class GameScene extends Phaser.Scene {
constructor() {
super('GameScene');
// BAD: this.gameOver = false; -- only set once, not on restart
}
init() {
// GOOD: reset state every time the scene starts
this.gameOver = false;
this.score = 0;
}
create() {
// Clean up on shutdown to avoid stale references
this.events.once('shutdown', () => {
// Clear any arrays holding game object references
this.enemies = [];
});
}
}
Events
All events are emitted on this.events (the scene-specific EventEmitter) and have string values. Listen via this.events.on('eventname', callback).
Lifecycle Events
| Event String | Constant | Callback Signature | When |
|---|---|---|---|
'boot' | Phaser.Scenes.Events.BOOT | (sys) | Once, when scene is first instantiated (for plugins) |
'start' | Phaser.Scenes.Events.START | (sys) | Scene systems start (for plugins) |
'ready' | Phaser.Scenes.Events.READY | (sys, data) | After start, for user code |
'create' | Phaser.Scenes.Events.CREATE | (scene) | After create() method runs, scene is now RUNNING |
'preupdate' | Phaser.Scenes.Events.PRE_UPDATE | (time, delta) | Before update each frame |
'update' | Phaser.Scenes.Events.UPDATE | (time, delta) | During update each frame |
'postupdate' | Phaser.Scenes.Events.POST_UPDATE | (time, delta) | After update each frame |
'prerender' | Phaser.Scenes.Events.PRE_RENDER | (renderer) | Before scene renders |
'render' | Phaser.Scenes.Events.RENDER | (renderer) | After scene renders |
State-Change Events
| Event String | Constant | Callback Signature | When |
|---|---|---|---|
'pause' | Phaser.Scenes.Events.PAUSE | (sys, data) | Scene is paused |
'resume' | Phaser.Scenes.Events.RESUME | (sys, data) | Scene is resumed |
'sleep' | Phaser.Scenes.Events.SLEEP | (sys, data) | Scene is sent to sleep |
'wake' | Phaser.Scenes.Events.WAKE | (sys, data) | Scene is woken up |
'shutdown' | Phaser.Scenes.Events.SHUTDOWN | (sys, data) | Scene is shutting down |
'destroy' | Phaser.Scenes.Events.DESTROY | (sys) | Scene is being destroyed |
Transition Events
| Event String | Constant | Callback Signature | Emitted On |
|---|---|---|---|
'transitionout' | TRANSITION_OUT | (targetScene, duration) | Source scene |
'transitioninit' | TRANSITION_INIT | (fromScene, duration) | Target scene (during init) |
'transitionstart' | TRANSITION_START | (fromScene, duration) | Target scene (after create) |
'transitionwake' | TRANSITION_WAKE | (fromScene, duration) | Target scene (if woken from sleep) |
'transitioncomplete' | TRANSITION_COMPLETE | (scene) | Target scene (when done) |
Game Object Events
| Event String | Constant | Callback Signature |
|---|---|---|
'addedtoscene' | ADDED_TO_SCENE | (gameObject, scene) |
'removedfromscene' | REMOVED_FROM_SCENE | (gameObject, scene) |
For detailed API reference tables and source file maps, see the reference guide.
Gotchas and Common Mistakes
-
Operations are queued, not immediate. Calling
this.scene.start('X')does not start X synchronously. It happens at the next SceneManager update. Do not rely on the target scene's state within the same frame. -
start()shuts down the calling scene.this.scene.start('X')stops the current scene and starts X. If you want both running, uselaunch()orrun(). -
switch()sleeps,start()shuts down.switch()preserves the current scene in memory (sleep), whilestart()triggers a full shutdown. Sleeping scenes still have their events and references live. -
Paused scenes still render.
pause()only stops the update loop. The scene is still drawn. Usesleep()to stop both update and render. -
Do not overwrite
this.sys. The Scene class JSDoc explicitly warns: overwritingthis.syswill break everything. -
this.scene.start()with no key restarts the current scene. This is equivalent tothis.scene.restart(). -
Data passed to
start()/launch()is available in bothinit(data)andcreate(data). It is stored insettings.dataand accessible later viathis.sys.getData(). -
Sleeping scenes can still receive events from other scenes. If Scene A is sleeping but Scene B emits on the global registry, Scene A's listeners still fire. Be careful with active listeners on sleeping scenes.
-
Scene render order = array order. Scenes later in the array render on top. Use
bringToTop(),sendToBack(),moveAbove(),moveBelow()to control layering. -
shutdownvsdestroy. Shutdown puts a scene into hibernation (can restart). Destroy permanently removes it. Listen to'shutdown'to free resources that should be recreated on restart. Listen to'destroy'for final cleanup. -
Plugin properties like
this.physicsandthis.matterare only available if the physics system is configured. They will be undefined otherwise. -
The
createevent fires AFTER thecreate()method returns, and after the status changes to RUNNING. If you need to do post-create setup, listen for this event. -
Reset state in
init(), not the constructor. The constructor only runs once when the scene is first instantiated.init()runs every time the scene starts/restarts. Place state resets there. -
Clean up on
shutdownto avoid stale references. Listen forthis.events.once('shutdown', ...)to clear arrays holding game objects, remove external event listeners, etc. Stale references to destroyed game objects cause errors on restart. -
switch()restarts a paused scene, never resumes it. If you need resume behavior, userun()instead. -
Scenes update in reverse order, render in forward order. The top scene updates first (gets input priority), but renders last (appears on top). Establish render order in the game config scene array.
Frequently asked questions about Phaser Scene Management
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