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scenes — Claude Code skill: Phaser 4 scene lifecycle

A Phaser 4 scene reference for your coding agent: lifecycle order, transitions, parallel scenes, and the ScenePlugin queue that fires a frame later.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add phaserjs/phaser --skill scenes -a claude-code
Open on GitHub

What scenes does

The skill covers Phaser 4 scenes: the init → preload → create → update cycle, the states a scene moves through, and the systems each scene gets, from this.add and this.input to this.scene. Reach for it when your agent writes game code and gets the call order wrong, or touches a system before create has run.

It also maps the ScenePlugin calls: start, restart, switch, transition with a duration, sleeping and pausing, scenes running in parallel, and data handed over through init(data) and create(data). An injected-properties table plus InjectionMap show how to rename this.add in scene config.

One thing to watch: this.scene calls are queued, not immediate. The SceneManager runs them at the start of the next game step, so code that starts a scene and expects its objects on the following line breaks. Don't call SceneManager methods directly, go through this.scene.

What it helps with

  • split a game into scenes with their own preload and create
  • pass level data when starting the next scene
  • keep a scene's state in memory with sleep instead of a restart
  • add an animated transition with a set duration
  • rename injected properties through the scene config map

Example prompts for the agent

  • Add a menu scene and a level scene, switch between them with `this.scene.start` and pass data through `init(data)`.
  • Make the scene transition use `duration: 1000` with `moveAbove: true`.
  • Why did `update` stop firing after `this.scene.switch`? Walk through the scenes skill.

How to install scenes

1Skills CLI (Vercel)

npx skills add phaserjs/phaser --skill scenes -a claude-code

2Manually: put the files in place

~/.claude/skills/scenes/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/scenes/

From the same set25

The whole set →
game-setup-and-config phaserjs Guides agent setup for Phaser 4 instances and GameConfig options. Useful when configuring renderers, canvas scaling, FPS caps, and pixel art settings. Claude Code CX Codex Cursor +1 1,200installs sprites-and-images phaserjs Guides agents on creating Sprite and Image objects in Phaser 4. Explains factory methods, texture frames, mixin components, and visual transforms. Claude Code CX Codex Cursor +1 1,100installs animations phaserjs Skill for creating and controlling sprite animations in Phaser 4. Covers spritesheet and atlas loading, animation creation via AnimationManager, playback, pause, chaining, and events. Claude Code CX Codex Cursor +1 1,000installs tilemaps phaserjs Guides Phaser 4 tilemap work, from loading Tiled maps to creating layers and tile collision. Use it while building tile-based game levels. Claude Code CX Codex Cursor +1 962installs v4-new-features phaserjs Skill for learning Phaser 4 updates: Filters replace FX, RenderNodes, new game objects (CaptureFrame, Gradient, Noise, SpriteGPULayer), and tint modes. Helps navigate the rewritten WebGL engine. Claude Code CX Codex Cursor +1 951installs audio-and-sound phaserjs Adds audio loading, background music, volume controls, and spatial audio to Phaser 4 games using SoundManager and the Web Audio API. Claude Code CX Codex Cursor +1 938installs scale-and-responsive phaserjs A skill to set up responsive scaling for Phaser 4 games: choose a scale mode, center the canvas, enable fullscreen, and handle window resize events. Claude Code CX Codex Cursor +1 910installs loading-assets phaserjs This skill guides Phaser 4 asset loading through the Loader plugin. Use it when working with preload(), spritesheets, audio, tilemaps, or load progress. Claude Code CX Codex Cursor +1 901installs

Similar

Questions about scenes

How to install scenes in Claude Code?

Run npx skills add phaserjs/phaser --skill scenes -a claude-code. The skill lands at ~/.claude/skills/scenes/SKILL.md.

What does the scenes skill do?

It documents Phaser 4 scenes: the lifecycle and its states, the properties injected into a scene, transitions, pausing and sleeping, and passing data between scenes with ScenePlugin.

Why don't `this.scene` calls take effect right away?

The SceneManager drains them from a queue at the start of the next game step, so the target scene's objects are not there yet on the same line.

Source text

SKILL.md · MIT
---
name: scenes
description: "Use this skill when working with Phaser 4 scenes. Covers scene lifecycle methods, scene transitions, parallel scenes, scene communication, sleeping, pausing, restarting, and the SceneManager. Triggers on: Scene, scene lifecycle, preload, create, update, scene transition, SceneManager."
---

# Scenes

> 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

```js
// 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()`:

1. **PENDING (0)** - Scene is registered but not yet started.
2. **INIT (1)** - `scene.init(data)` is called if defined. Data comes from `settings.data`.
3. **START (2)** - `Systems.start()` fires. Events `start` and `ready` are emitted.
4. **LOADING (3)** - `scene.preload()` is called if defined. Loader runs. On completion, proceeds to create.
5. **CREATING (4)** - `scene.create(data)` is called if defined. Same `data` as init.
6. **RUNNING (5)** - `scene.update(time, delta)` called every frame. Scene renders.
7. **PAUSED (6)** - No update, but still renders.
8. **SLEEPING (7)** - No update, no render. State preserved in memory.
9. **SHUTDOWN (8)** - Scene is shut down, systems emit `shutdown`. Can be restarted.
10. **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

```js
// 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

```js
// 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

```js
// 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

```js
// 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

```js
// 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

```js
// 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.

```js
// 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):
```js
super({ key: 'MinimalScene', plugins: [] });
// No this.load, this.tweens, this.time, this.input, this.data, this.lights
```

Include only specific plugins:
```js
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:
```js
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.

```js
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](references/REFERENCE.md).

## Gotchas and Common Mistakes

1. **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.

2. **`start()` shuts down the calling scene.** `this.scene.start('X')` stops the current scene and starts X. If you want both running, use `launch()` or `run()`.

3. **`switch()` sleeps, `start()` shuts down.** `switch()` preserves the current scene in memory (sleep), while `start()` triggers a full shutdown. Sleeping scenes still have their events and references live.

4. **Paused scenes still render.** `pause()` only stops the update loop. The scene is still drawn. Use `sleep()` to stop both update and render.

5. **Do not overwrite `this.sys`.** The Scene class JSDoc explicitly warns: overwriting `this.sys` will break everything.

6. **`this.scene.start()` with no key restarts the current scene.** This is equivalent to `this.scene.restart()`.

7. **Data passed to `start()`/`launch()` is available in both `init(data)` and `create(data)`.** It is stored in `settings.data` and accessible later via `this.sys.getData()`.

8. **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.

9. **Scene render order = array order.** Scenes later in the array render on top. Use `bringToTop()`, `sendToBack()`, `moveAbove()`, `moveBelow()` to control layering.

10. **`shutdown` vs `destroy`.** 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.

11. **Plugin properties like `this.physics` and `this.matter` are only available if the physics system is configured.** They will be undefined otherwise.

12. **The `create` event fires AFTER the `create()` method returns**, and after the status changes to RUNNING. If you need to do post-create setup, listen for this event.

13. **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.

14. **Clean up on `shutdown` to avoid stale references.** Listen for `this.events.once('shutdown', ...)` to clear arrays holding game objects, remove external event listeners, etc. Stale references to destroyed game objects cause errors on restart.

15. **`switch()` restarts a paused scene, never resumes it.** If you need resume behavior, use `run()` instead.

16. **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.

© phaserjs · MIT · phaserjs/phaser

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