groups-and-containers — Claude Code skill: what it does
A Phaser 4 skill covering Group, Container and Layer, object pooling and nested transforms, so you stop guessing how to organise sprites.
npx skills add phaserjs/phaser --skill groups-and-containers -a claude-codeWhat groups-and-containers does
The skill sorts out the three ways to group game objects in Phaser 4 and says when each one fits. A Group is a logical collection with no transform: this.add.group() takes existing sprites, or create(100, 200, 'enemy') spawns them outright. A Container acts as a visual parent, so children inherit position, rotation, scale and alpha. Set this.add.container(10, 10), call add([icon, label]), and the whole HUD moves as one. A Layer only controls render order.
Pooling gets its own section. Instead of destroying objects you park them with killAndHide and pull them back through get, getFirstDead or getFirstAlive. The group config carries maxSize, while getTotalUsed, getTotalFree and isFull report how much of the pool is left.
Containers cost something: every child needs matrix math per frame, and nesting multiplies it. Skip them when no shared transform is needed. Containers are also exclusive by default, since adding a child pulls it out of its previous one, which setExclusive(false) overrides. A Layer cannot sit inside a Container.
What it helps with
- collect enemies or bullets into a single collection
- keep a 30-bullet pool and reuse the inactive ones
- move a HUD as one unit instead of nudging every element
- separate background and gameplay by render order
- trace frame cost back to deeply nested containers
Example prompts for the agent
- Build a bullet pool of 30 with a Group: park inactive bullets with `killAndHide` and pull new ones through `get`.
- Wrap the heart icon and its label in `this.add.container(10, 10)` so they move together.
- Put the sky and the player on separate Layers so render order stops depending on add order.
How to install groups-and-containers
1Skills CLI (Vercel)
npx skills add phaserjs/phaser --skill groups-and-containers -a claude-code2Manually: put the files in place
~/.claude/skills/groups-and-containers/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/groups-and-containers/
1Skills CLI (Vercel)
npx skills add phaserjs/phaser --skill groups-and-containers -a codex2Manually: put the files in place
.agents/skills/groups-and-containers/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add phaserjs/phaser --skill groups-and-containers -a cursor2Manually: put the files in place
.cursor/skills/groups-and-containers/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install phaserjs/phaser groups-and-containers2Manually: put the files in place
.github/skills/groups-and-containers/SKILL.md1Skills CLI (Vercel)
npx skills add phaserjs/phaser --skill groups-and-containers -a gemini-cli2Platform CLI
gemini skills install https://github.com/phaserjs/phaser --path skills/groups-and-containersManually: put the files in place
.devin/skills/groups-and-containers/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add phaserjs/phaser --skill groups-and-containers -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
From the same set25
The whole set →Similar
Questions about groups-and-containers
How do I install groups-and-containers in Claude Code?
Run npx skills add phaserjs/phaser --skill groups-and-containers -a claude-code. The skill file lands at ~/.claude/skills/groups-and-containers/SKILL.md.
What does groups-and-containers do?
It explains how to group game objects in Phaser 4 with Group, Container and Layer. It also covers object pooling via getFirstDead and how container children inherit transforms.
What is the difference between a Container and a Group?
A Container sits on the display list, its children inherit position, rotation and scale, and by default a child belongs to one Container only. A Group stays off the display list, supports pooling and lets an object join several groups at once.
Source text
SKILL.md · MIT
---
name: groups-and-containers
description: "Use this skill when using Groups or Containers in Phaser 4. Covers organizing game objects, object pooling, batch operations, and nested transforms with Containers. Triggers on: Group, Container, object pool, getFirstDead, children."
---
# Groups and Containers
> Logical grouping (Group), visual grouping with transform inheritance (Container), render-layer grouping (Layer), object pooling, and when to use each in Phaser 4.
**Key source paths:** `src/gameobjects/group/`, `src/gameobjects/container/`, `src/gameobjects/layer/`
**Related skills:** ../sprites-and-images/SKILL.md, ../physics-arcade/SKILL.md
## Quick Start
```js
// In a Scene's create() method:
// --- Group: logical collection, no transform, great for pooling ---
const enemies = this.add.group();
enemies.create(100, 200, 'enemy'); // creates Sprite at (100,200)
enemies.create(300, 200, 'enemy');
// --- Container: visual parent with inherited transform ---
const hud = this.add.container(10, 10);
const icon = this.add.image(0, 0, 'heart');
const label = this.add.text(20, 0, 'x3');
hud.add([icon, label]); // children move/scale/rotate with hud
// --- Layer: render-ordering bucket, no position/scale ---
const bgLayer = this.add.layer();
const fgLayer = this.add.layer();
bgLayer.add(this.add.image(400, 300, 'sky'));
fgLayer.add(this.add.sprite(400, 300, 'player'));
```
## Core Concepts
### Group vs Container vs Layer
| Feature | Group | Container | Layer |
|---|---|---|---|
| **Purpose** | Logical collection / pool | Visual parent with transform | Render-order bucket |
| **On display list** | No (children are) | Yes (renders children) | Yes (renders children) |
| **Position/rotation/scale** | No | Yes (children inherit) | No |
| **Children storage** | `children` (Set) | `list` (Array) | List (Structs.List) |
| **Physics** | Via physics.add.group() | Limited (offsets if not at 0,0) | No |
| **Input** | No (children can) | Yes (needs hit area shape) | No |
| **Object pooling** | Yes (getFirstDead, kill) | No | No |
| **Masks** | No | Yes (not per-child in Canvas) | Yes |
| **Alpha/blend/visible** | No (batch via setVisible) | Yes | Yes |
| **Nesting** | N/A | Container in Container | Cannot go in Container |
| **Extends** | EventEmitter | GameObject | List |
| **Factory** | `this.add.group()` | `this.add.container(x, y)` | `this.add.layer()` |
### When to Use Each
**Group:** Managing collections of similar objects (enemies, bullets, coins), object pooling with active/inactive lifecycle, physics group collisions. No shared visual transform. Members can belong to multiple Groups simultaneously.
**Container:** Children inherit position, rotation, scale, alpha. Composite UI elements (health bars, inventory slots), moving/rotating clusters as one unit, nested transforms. By default exclusive -- a child can only belong to one Container (use `setExclusive(false)` to override).
**Layer:** Controlling render order of object batches, applying shared alpha/blend/mask. No position/scale/rotation. Lightweight render bucketing.
### Container vs Group at a Glance
- **Container has position, rotation, scale, alpha** -- Group does not. If you need children to move/rotate as a unit, use Container.
- **Container is exclusive by default** -- adding a child removes it from its previous Container. Group is non-exclusive; a game object can be in many Groups.
- **Container is on the display list** -- it renders its children. Group is not on the display list; its children render individually on the Scene.
- **Group supports object pooling** -- getFirstDead, kill, killAndHide. Container does not.
- **Container has performance cost** -- each child requires matrix math per frame. Deeper nesting = more cost. Prefer Group or Layer when transforms are not needed.
## Common Patterns
### Creating and Populating Groups
```js
// Empty group, add existing objects
const gems = this.add.group();
gems.add(existingSprite);
gems.addMultiple([sprite1, sprite2, sprite3]);
// Group with config -- creates children automatically
const coins = this.add.group({
classType: Phaser.GameObjects.Sprite,
key: 'coin',
quantity: 10, // overrides frameQuantity
setXY: { x: 50, y: 300, stepX: 60 },
setScale: { x: 0.5, y: 0.5 }
});
// Custom class type with pool limit
const bullets = this.add.group({
classType: Bullet, // must accept (scene, x, y, key, frame)
maxSize: 30,
defaultKey: 'bullet',
runChildUpdate: true // calls child.update() each frame
});
```
### Object Pooling with getFirstDead
The core pooling pattern: deactivate objects instead of destroying them, then reuse inactive ones.
```js
// Setup pool
const bullets = this.add.group({
classType: Phaser.GameObjects.Sprite,
defaultKey: 'bullet',
maxSize: 30
});
// Fire a bullet -- get() finds first inactive member or creates one
function fireBullet(x, y) {
const bullet = bullets.get(x, y);
if (bullet) {
bullet.setActive(true);
bullet.setVisible(true);
bullet.body.velocity.y = -300; // if physics enabled
}
}
// Deactivate when off-screen or on hit
function killBullet(bullet) {
bullets.killAndHide(bullet); // sets active=false, visible=false
// If using physics, also reset the body:
// bullet.body.stop();
}
// Alternative: manual getFirst
const inactive = bullets.getFirst(false); // first where active===false
const active = bullets.getFirstAlive(); // first where active===true
const dead = bullets.getFirstDead(true, x, y); // first inactive, create if null
```
**Pool helper methods on Group:**
| Method | Description |
|---|---|
| `get(x, y, key, frame)` | Shortcut: `getFirst(false, true, ...)` -- finds inactive or creates |
| `getFirst(state, createIfNull, x, y, key, frame)` | First member matching active `state` |
| `getFirstAlive(createIfNull, x, y, key, frame)` | First member where `active===true` |
| `getFirstDead(createIfNull, x, y, key, frame)` | First member where `active===false` |
| `getLast(state, createIfNull, x, y, key, frame)` | Like getFirst but searches back-to-front |
| `kill(gameObject)` | Sets `active=false` on a member |
| `killAndHide(gameObject)` | Sets `active=false` and `visible=false` |
| `countActive(value)` | Count members where `active===value` (default true) |
| `getTotalUsed()` | Count of active members |
| `getTotalFree()` | `maxSize - active count` (remaining pool capacity) |
| `isFull()` | True if `children.size >= maxSize` |
### Physics Groups
Physics groups extend Group with automatic body assignment. See ../physics-arcade/SKILL.md for full details.
```js
// Arcade Physics group -- every member gets a dynamic body
const enemies = this.physics.add.group({
key: 'enemy',
quantity: 5,
setXY: { x: 100, y: 100, stepX: 80 }
});
// Static physics group -- immovable bodies
const platforms = this.physics.add.staticGroup();
platforms.create(400, 568, 'ground');
// Collide physics groups with each other
this.physics.add.collider(player, platforms);
this.physics.add.overlap(bullets, enemies, onHit);
```
### Containers with Nested Transforms
```js
// HUD that follows camera
const hud = this.add.container(10, 10);
hud.setScrollFactor(0); // pinned to camera
const healthBar = this.add.rectangle(0, 0, 200, 20, 0x00ff00);
const healthText = this.add.text(210, -5, '100 HP');
hud.add([healthBar, healthText]);
// Move everything at once
hud.setPosition(50, 50);
// Scale and rotate propagate to children
hud.setScale(1.5);
hud.setRotation(0.1);
// Alpha affects all children
hud.setAlpha(0.8);
// Nested containers
const inventory = this.add.container(300, 500);
for (let i = 0; i < 5; i++) {
const slot = this.add.container(i * 55, 0);
slot.add([
this.add.rectangle(0, 0, 48, 48, 0x333333),
this.add.image(0, 0, `item-${i}`)
]);
inventory.add(slot); // Container inside Container
}
```
**Key Container methods:**
| Method | Description |
|---|---|
| `add(child)` / `addAt(child, index)` | Add Game Object(s); removes from display list |
| `remove(child, destroyChild)` | Remove; optionally destroy |
| `getAt(index)` / `getIndex(child)` | Access by index |
| `getByName(name)` / `getFirst(prop, val)` | Query children |
| `getAll(prop, val)` / `count(prop, val)` | Filtered access and counting |
| `sort(property)` / `swap(a, b)` / `moveTo(child, idx)` | Ordering |
| `each(cb, ctx)` / `iterate(cb, ctx)` | Iteration (iterate passes index) |
| `setScrollFactor(x, y, updateChildren)` | Pass true to also apply to children |
| `getBounds(output)` | Bounding rect of all children |
| `pointToContainer(source, output)` | World point to local space |
| `setExclusive(value)` | When false, children can exist in multiple places |
| `replace(oldChild, newChild)` | Swap one child for another |
| `setSize(width, height)` | Set hit area size (required for input) |
| `length` | Read-only child count |
### Layers for Render Ordering
```js
const bgLayer = this.add.layer();
const entityLayer = this.add.layer();
const uiLayer = this.add.layer();
// Add objects -- they render in layer order, then by depth within layer
bgLayer.add(this.add.image(400, 300, 'sky'));
entityLayer.add(player);
entityLayer.add(enemy);
uiLayer.add(scoreText);
// Control depth of layers themselves
bgLayer.setDepth(0);
entityLayer.setDepth(1);
uiLayer.setDepth(2);
// Children set depth within their layer
enemy.setDepth(5); // relative to entityLayer, not the Scene
// Apply shared effects to entire layer
entityLayer.setAlpha(0.5);
entityLayer.setVisible(false);
entityLayer.setBlendMode(Phaser.BlendModes.ADD);
```
### Bulk Creation with createMultiple
```js
// createMultiple accepts a GroupCreateConfig or array of them
const coins = this.add.group();
coins.createMultiple({
key: 'coin',
quantity: 20,
setXY: { x: 50, y: 100, stepX: 40, stepY: 0 },
setScale: { x: 0.5, y: 0.5 },
setRotation: { value: 0, step: 0.1 }, // each rotated 0.1 more than previous
setAlpha: { value: 1 },
setOrigin: { x: 0.5, y: 0.5 },
setDepth: { value: 5 },
gridAlign: {
width: 5,
height: 4,
cellWidth: 48,
cellHeight: 48,
x: 100,
y: 200
}
});
// Multiple configs at once (creates two different sets)
coins.createMultiple([
{ key: 'gold-coin', quantity: 10, setXY: { x: 50, y: 100, stepX: 30 } },
{ key: 'silver-coin', quantity: 10, setXY: { x: 50, y: 200, stepX: 30 } }
]);
```
### Iterating and Batch Operations on Groups
```js
const enemies = this.add.group();
// Get all children as array
const all = enemies.getChildren();
const active = enemies.getMatching('active', true);
// Batch property operations
enemies.setXY(200, 300);
enemies.incX(5); // add 5 to each member's x
enemies.setVisible(false);
enemies.propertyValueSet('tintTopLeft', 0xff0000);
enemies.playAnimation('walk');
// Stepping: apply incremental values across members
enemies.setX(100, 50); // first at x=100, next at 150, then 200...
enemies.setY(200, 30); // first at y=200, next at 230, then 260...
enemies.setXY(100, 200, 50, 30); // combined X and Y stepping
enemies.incXY(10, 5); // add 10 to each x, 5 to each y
enemies.angle(0, 15); // first at 0 deg, next at 15, then 30...
enemies.setAlpha(1, -0.1); // first at 1.0, next at 0.9, then 0.8...
enemies.setScale(1, 0, 0.1, 0); // scaleX: 1.0, 1.1, 1.2... (stepX=0.1)
enemies.setDepth(0, 1); // depth 0, 1, 2, 3...
enemies.setOrigin(0.5);
enemies.setBlendMode(Phaser.BlendModes.ADD);
enemies.setTint(0xff0000);
enemies.shuffle(); // randomize order in the group
```
## API Quick Reference
### Group (Phaser.GameObjects.Group)
```
Factory: this.add.group(children?, config?)
Config types:
GroupConfig -- classType, name, active, maxSize, defaultKey, defaultFrame,
runChildUpdate, createCallback, removeCallback
GroupCreateConfig -- key (required), classType, frame, quantity, visible, active,
repeat, yoyo, frameQuantity, max, setXY, setRotation,
setScale, setOrigin, setAlpha, setDepth, setScrollFactor,
hitArea, gridAlign
Key members: children (Set), classType, maxSize, defaultKey, defaultFrame,
active, runChildUpdate
Lifecycle: create, createMultiple, add, addMultiple, remove, clear, destroy
Queries: getFirst, getFirstAlive, getFirstDead, getLast, get, getChildren,
getLength, getMatching, contains, countActive, getTotalUsed,
getTotalFree, isFull
Pool: get, getFirstDead, kill, killAndHide
Bulk ops: setX/Y/XY, incX/Y/XY, setAlpha, setVisible, toggleVisible,
playAnimation, propertyValueSet, propertyValueInc, setOrigin,
setDepth, shuffle, setBlendMode, setTint
```
### Container (Phaser.GameObjects.Container)
```
Factory: this.add.container(x?, y?, children?)
Extends: GameObject
Mixins: AlphaSingle, BlendMode, ComputedSize, Depth, Mask, Transform, Visible
Key members: list (Array), exclusive, maxSize, scrollFactorX/Y
Children: add, addAt, remove, removeAt, removeBetween, removeAll
Queries: getAt, getIndex, getByName, getFirst, getAll, getRandom, count
Ordering: sort, swap, moveTo, moveUp, moveDown, sendToBack, bringToTop,
moveAbove, moveBelow, reverse
Transform: pointToContainer, getBounds, getBoundsTransformMatrix
Iteration: each(cb, ctx), iterate(cb, ctx, ...args)
Config: setExclusive, setScrollFactor(x, y, updateChildren)
Property: length (read-only child count)
```
### Layer (Phaser.GameObjects.Layer)
```
Factory: this.add.layer(children?)
Extends: Phaser.Structs.List
Mixins: AlphaSingle, BlendMode, Depth, Filters, Mask, RenderSteps, Visible
Key members: scene, displayList, sortChildrenFlag
Children: add, remove (inherited from List)
Settings: setAlpha, setBlendMode, setDepth, setVisible, setMask, setName,
setActive, setState, setData, getData
No position, rotation, scale, scroll factor, input, or physics.
Cannot be added to a Container. Containers can be added to Layers.
```
## Gotchas
1. **Group is NOT on the display list.** Its children appear on the Scene display list individually. Moving a Group does nothing visually -- use Container for that.
2. **Container has performance overhead.** Every child requires extra matrix math per frame. Deep nesting multiplies this. Avoid Containers when a Group or Layer suffices.
3. **Container origin is always 0,0.** The transform point cannot be changed. Position children relative to (0,0).
4. **Container children lose Scene-level depth control.** A child's `depth` only orders within the Container. The Container's own depth positions it in the Scene.
5. **Physics + Container is problematic.** If a Container is not at (0,0), physics bodies on children will be offset. Avoid physics bodies on Container children.
6. **Container children cannot be individually masked in Canvas rendering.** Only the Container itself can have a mask. Masks do not stack for nested Containers. Masks do stack in WebGL rendering.
7. **Group.get() vs Group.getFirst() differ.** `get(x, y)` is shorthand for `getFirst(false, true, x, y)` -- finds first *inactive* member and creates if none found. `getFirst(state)` defaults to `active===false` without auto-creating.
8. **Layer cannot go inside a Container.** Containers can be added to Layers, but not the reverse.
9. **Group children Set is unordered.** No index-based access. Use `getChildren()` to get an array snapshot.
10. **killAndHide does not remove from the group.** It only sets `active=false` and `visible=false`. The object stays in the group for reuse.
11. **Container.setScrollFactor does not auto-propagate.** Pass `true` as the third argument to also update children: `container.setScrollFactor(0, 0, true)`.
12. **Group.create() adds to the Scene display list.** But `group.add()` does NOT unless you pass `true` as the second argument.
13. **Container needs setSize() for input.** Containers have no implicit size. You must call `container.setSize(width, height)` before `setInteractive()` will work with a hit area.
## Source File Map
| File | Description |
|---|---|
| `src/gameobjects/group/Group.js` | Group class -- pooling, create, getFirst*, kill, batch ops |
| `src/gameobjects/group/GroupFactory.js` | `this.add.group()` factory registration |
| `src/gameobjects/group/typedefs/GroupConfig.js` | GroupConfig typedef (classType, maxSize, callbacks) |
| `src/gameobjects/group/typedefs/GroupCreateConfig.js` | GroupCreateConfig typedef (key, quantity, setXY, etc.) |
| `src/gameobjects/container/Container.js` | Container class -- list management, nested transforms |
| `src/gameobjects/container/ContainerFactory.js` | `this.add.container()` factory registration |
| `src/gameobjects/container/ContainerRender.js` | Container WebGL/Canvas render functions |
| `src/gameobjects/layer/Layer.js` | Layer class -- display list bucket with alpha/blend/mask |
| `src/gameobjects/layer/LayerFactory.js` | `this.add.layer()` factory registration |
| `src/gameobjects/layer/LayerRender.js` | Layer WebGL/Canvas render functions |
| `src/physics/arcade/ArcadePhysics.js` | `this.physics.add.group()` / `staticGroup()` |
© phaserjs · MIT · phaserjs/phaser