| name | Writing Phaser 3 Games |
| description | Provides battle-tested patterns, best practices, and code examples for building Phaser 3 games. Use when writing game code, implementing game mechanics, setting up scenes, handling physics, animations, input, or any Phaser-related development. Covers architecture, performance, algorithms, and common pitfalls. |
Phaser 3 Game Development Skill
Quick Start
Most Common Patterns
Multi-Scene Flow
const config = {
scene: [ Boot, Preloader, MainMenu, Game, GameOver ]
};
// Boot → Preloader → MainMenu → Game → GameOver
Object Pooling
create() {
this.projectiles = this.physics.add.group({
classType: Projectile,
frameQuantity: 20,
active: false,
visible: false
});
}
fire() {
const projectile = this.projectiles.getFirstDead(false);
if (projectile) projectile.fire(x, y);
}
Global Animations
// In Preloader.js create()
this.anims.create({
key: 'walk',
frames: this.anims.generateFrameNumbers('player', { start: 0, end: 3 }),
frameRate: 10,
repeat: -1
});
JustDown Input
if (Phaser.Input.Keyboard.JustDown(this.spacebar)) {
this.jump();
}
Navigation Guide
How to Use This Skill
This skill provides access to 18 comprehensive pattern files covering all aspects of Phaser 3 development. Each file contains detailed patterns, code examples, and best practices.
To find specific patterns:
# Read a specific topic
Read knowledgebase/06-input-handling.md
# Search for a pattern across all files
grep -r "object pooling" knowledgebase/
# Find patterns by keyword
grep -i "animation" knowledgebase/*.md
grep -i "collision" knowledgebase/*.md
Quick lookup by number:
- 01 = Scene Architecture
- 02 = Asset Management
- 03 = Physics & Collision
- 04 = Movement Patterns
- 05 = Animation System
- 06 = Input Handling
- 07 = State Management
- 08 = Object Pooling & Memory
- 09 = Grid Systems
- 10 = Custom Game Objects
- 11 = UI/HUD Patterns
- 12 = Tween & Visual Effects
- 13 = Audio Integration
- 14 = Game Loop Patterns
- 15 = Algorithm Implementations
- 16 = Performance Optimization
- 17 = Code Organization
- 18 = Development Philosophy
Table of Contents
1. Scene Architecture
knowledgebase/01-scene-architecture.md
Multi-scene flow, parallel scenes for UI overlays, scene transitions with effects, data passing between scenes.
Key Patterns:
- Boot → Preloader → MainMenu → Game → GameOver flow
- Parallel UI scene with
scene.launch() - Camera fade transitions
- Scene data passing via
init(data)
2. Asset Management
knowledgebase/02-asset-management.md
Two-stage loading, texture atlases, multi-format audio, font synchronization.
Key Patterns:
- Bootstrap assets in Boot, full assets in Preloader
- Texture atlas for multiple sprites
- Multi-format audio for browser compatibility
- WebFont loading synchronization
3. Physics & Collision
knowledgebase/03-physics-collision.md
Physics configuration, collision vs overlap, dynamic responses, state-gated collision.
Key Patterns:
- Collider for physical blocking, overlap for triggers
- Position-based dynamic response (paddle hits)
- State-gated collision checks
- Per-track/layer collision isolation
4. Movement Patterns
knowledgebase/04-movement-patterns.md
Velocity-based, time-based discrete, timer-based, pursuit, direction validation, screen wrapping.
Key Patterns:
- Velocity-based for continuous action games
- Time-based discrete for grid games
- Timer-based for turn-based games
- Direction validation (prevent 180° turns)
5. Animation System
knowledgebase/05-animation-system.md
Global animation creation, reverse animations, animation-driven logic, state-based control.
Key Patterns:
- Create animations once in Preloader, use everywhere
- Animation events for gameplay synchronization
- State-based animation control with caching
- External animation JSON data
6. Input Handling
knowledgebase/06-input-handling.md
Keyboard, pointer, touch, JustDown pattern, dual input support, input gating, cleanup.
Key Patterns:
- JustDown for single-press detection
- Dual keyboard + pointer support
- Input gating during animations
- Event-driven pointer movement
- One-time input with
once()
7. State Management
knowledgebase/07-state-management.md
Scene-level state, registry for persistence, localStorage, GameObject data component, state machines.
Key Patterns:
- Constructor for config, init() for resettable state
- Registry for cross-scene data
- GameObject data component for custom properties
- Boolean flags vs state machines
8. Object Pooling & Memory
knowledgebase/08-object-pooling-memory.md
Group-based pooling, enable/disable pattern, object reuse, dynamic texture cleanup.
Key Patterns:
- Pre-create with
frameQuantity, recycle withgetFirstDead() - Enable/disable instead of create/destroy
- Reset pattern for reusable objects
- Dynamic texture cleanup prevention
9. Grid Systems
knowledgebase/09-grid-systems.md
Dual coordinates, 2D arrays, adjacency helpers, grid alignment, visualization.
Key Patterns:
- Separate grid coordinates from pixel coordinates
- 2D array with bounds checking
- Adjacency helpers (8-direction, 4-direction)
- Grid-aligned group creation
10. Custom Game Objects
knowledgebase/10-custom-game-objects.md
Extending Sprite/Image, composition pattern, extending groups, self-registration.
Key Patterns:
- Extend Sprite when physics + animations needed
- Extend Image for static sprites with physics
- Composition for non-visual managers
- Must call
super.preUpdate()for animations
11. UI/HUD Patterns
knowledgebase/11-ui-hud-patterns.md
Text styling, positioning, dynamic updates, bitmap fonts, icon counters, layering.
Key Patterns:
- Text origin for positioning (top-left, center, etc.)
- Animated counters with tweens
- Icon-based counters (hearts, lives)
- Depth/z-ordering for layered UI
12. Tween & Visual Effects
knowledgebase/12-tween-visual-effects.md
Basic tweens, staggered animations, choreographed sequences, camera effects, particles.
Key Patterns:
- Tween callbacks for sequencing
- Staggered grid animations
- Choreographed sequences with accumulating delays
- Camera shake, flash, fade
- Particle emitters
13. Audio Integration
knowledgebase/13-audio-integration.md
Sound management, audio lock handling, centralized audio, delayed/sequenced audio.
Key Patterns:
- Multi-format audio loading
- Audio lock detection and handling
- Centralized audio management in UI scene
- Persistent music across scenes
14. Game Loop Patterns
knowledgebase/14-game-loop-patterns.md
Standard update, minimal event-driven, preUpdate for custom objects, delegation, timers.
Key Patterns:
- Early exit guards in update()
- Event-driven for turn-based games
- Timer-based recurring/one-shot events
- Update delegation to managers
15. Algorithm Implementations
knowledgebase/15-algorithm-implementations.md
Flood fill, smart random placement, solvable puzzle generation, proximity calculation, following chains, AI.
Key Patterns:
- Recursive flood fill with 4-direction spread
- Valid position collection for guaranteed placement
- Walker algorithm for solvable puzzles
- Following chain with ShiftPosition
16. Performance Optimization
knowledgebase/16-performance-optimization.md
Object pooling, texture caching, minimize update logic, event-driven, static groups.
Key Patterns:
- Object pooling eliminates GC pauses
- Static groups for immovable objects
- Event-driven over polling in update()
- Texture atlas for rendering performance
17. Code Organization
knowledgebase/17-code-organization.md
File structure, ES6 modules, constants management, separation of concerns.
Key Patterns:
- Scenes, gameobjects, managers, utils, constants folders
- ES6 module imports
- Constant files for sprite/animation/audio keys
- Clear initialization order in create()
18. Development Philosophy
knowledgebase/18-development-philosophy.md
Architecture principles, when to use physics, scene decisions, update vs events, progressive difficulty.
Key Patterns:
- When to use physics vs manual logic
- Single vs multi vs parallel scenes
- Update() vs event-driven approaches
- Progressive difficulty patterns
Core Patterns Reference
Scene Setup
export default class Game extends Phaser.Scene {
constructor() {
super('Game');
// Configuration constants
this.GRID_SIZE = 32;
}
init() {
// Reset resettable state
this.score = 0;
this.gameOver = false;
}
create() {
// Initialize objects
this.player = new Player(this);
this.enemies = this.physics.add.group();
// Setup collisions
this.physics.add.collider(this.player, this.enemies, this.onHit, null, this);
}
update(time, delta) {
if (this.gameOver) return;
// Game logic
}
}
Custom Game Object
export default class Player extends Phaser.Physics.Arcade.Sprite {
constructor(scene, x, y) {
super(scene, x, y, 'player');
// Self-register
scene.add.existing(this);
scene.physics.add.existing(this);
// Configuration
this.setCollideWorldBounds(true);
this.isAlive = true;
}
preUpdate(time, delta) {
super.preUpdate(time, delta); // ESSENTIAL for animations
if (!this.isAlive) return;
this.handleMovement();
}
}
Grid System
// Dual coordinate system
this.gridX = 5;
this.gridY = 3;
this.sprite.x = this.gridX * TILE_SIZE;
this.sprite.y = this.gridY * TILE_SIZE;
// 2D array with bounds checking
getCellXY(x, y) {
if (x < 0 || x >= this.width || y < 0 || y >= this.height) {
return null;
}
return this.grid[y][x];
}
Collision Handling
// Physical collision
this.physics.add.collider(player, platforms);
// Trigger-based overlap
this.physics.add.overlap(player, coins, this.collectCoin, null, this);
// Collision with state gates
onHit(player, enemy) {
if (!player.isAlive) return;
if (player.invincible) return;
if (enemy.alpha < 1) return;
this.handleDamage(player, enemy);
}
Input Patterns
create() {
// Cursor keys
this.cursors = this.input.keyboard.createCursorKeys();
// Specific key
this.spacebar = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE);
// Pointer/touch
this.input.on('pointerdown', this.handleClick, this);
}
update() {
// Continuous input
if (this.cursors.left.isDown) {
this.player.setVelocityX(-160);
}
// Single-press input
if (Phaser.Input.Keyboard.JustDown(this.spacebar)) {
this.jump();
}
}
Animation Setup
// In Preloader create() - global animations
this.anims.create({
key: 'player-walk',
frames: this.anims.generateFrameNumbers('player', { start: 0, end: 3 }),
frameRate: 10,
repeat: -1
});
// In Game create() - use animations
this.player.play('player-walk');
// Animation events
this.player.on('animationcomplete-attack', this.spawnProjectile, this);
State Management
// Scene-level state
init() {
this.score = 0;
this.lives = 3;
this.gameOver = false;
}
// Registry for cross-scene data
this.registry.set('highscore', this.score);
const highscore = this.registry.get('highscore');
// GameObject data
sprite.setData({ gridX: 5, gridY: 3, type: 'enemy' });
const gridX = sprite.data.values.gridX;
Common Pitfalls
Critical mistakes to avoid:
Forgetting
super.preUpdate(time, delta)in custom sprites- Animations won't work without this
- Always call first thing in preUpdate()
Not calling
refreshBody()after scaling static groupsthis.platforms.create(x, y, 'platform') .setScale(2) .refreshBody(); // REQUIREDCreating objects in update() instead of pooling
- Causes GC pauses and poor performance
- Pre-create pools, recycle with enable/disable
Missing bounds checks on grid access
if (x < 0 || x >= width || y < 0 || y >= height) return null;Not cleaning up listeners/timers
shutdown() { this.input.off('pointerdown', this.handleClick); if (this.timer) this.timer.remove(); }Using wrong collision method
- Use
colliderfor physical blocking - Use
overlapfor triggers/pickups
- Use
Polling in update() when events would work
- Use physics overlap instead of distance checks
- Use pointer events instead of checking every frame
Hard-coding values instead of constants
// Bad: magic numbers sprite.x = 400; // Good: named constants const GRID_SIZE = 32; sprite.x = gridX * GRID_SIZE;Not resetting state in init()
- Scene restart won't work properly
- Put all resettable state in init(), not constructor
Ignoring context binding in callbacks
// Use arrow functions or bind this.time.delayedCall(1000, () => this.start(), [], this);
Performance Tips
- Object pools for frequently created/destroyed objects
- Texture atlases combine sprites into single image
- Static groups for immovable platforms/walls
- Event-driven over polling in update()
- Minimal update logic - only what's necessary each frame
- Cache lookups - don't search arrays every frame
- Set depth once - don't sort every frame
When to Read Detailed Files
Starting a new game? → Read 01-scene-architecture.md
Performance issues? → Read 16-performance-optimization.md
Grid-based game? → Read 09-grid-systems.md
Complex animations? → Read 05-animation-system.md and 12-tween-visual-effects.md
Input problems? → Read 06-input-handling.md
Memory leaks? → Read 08-object-pooling-memory.md
Implementing algorithms? → Read 15-algorithm-implementations.md
Architecture decisions? → Read 18-development-philosophy.md
Quick Reference Cheat Sheet
Scene Flow
Boot → Preloader → MainMenu → Game → GameOver
this.scene.start('NextScene', { score: this.score });
this.scene.launch('GameUI'); // Parallel scene
Physics
this.physics.add.collider(a, b); // Physical blocking
this.physics.add.overlap(a, b, callback); // Trigger only
sprite.setCollideWorldBounds(true);
sprite.setImmovable(true);
Groups & Pooling
this.items = this.physics.add.group({ frameQuantity: 20 });
const item = this.items.getFirstDead(false);
item.enableBody(true, x, y, true, true);
item.disableBody(true, true);
Input
this.cursors = this.input.keyboard.createCursorKeys();
Phaser.Input.Keyboard.JustDown(key)
this.input.on('pointerdown', callback, this);
Tweens
this.tweens.add({
targets: sprite,
x: 400,
duration: 1000,
ease: 'Power2',
onComplete: () => {}
});
Camera
this.cameras.main.shake(duration, intensity);
this.cameras.main.fadeOut(duration);
this.cameras.main.flash(duration, r, g, b);
This skill provides comprehensive Phaser 3 patterns. Read the detailed knowledgebase files for in-depth examples and advanced techniques.