data-manager

Manage Phaser 4 DataManager state with set, get, merge, and change events.

Updated Apr 25, 2026
One-click install
npx skills add https://github.com/dzyamik/furry-match3 --skill data-manager-dzyamik
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: data-manager
Source: https://github.com/dzyamik/furry-match3/tree/main/.claude/skills/data-manager
Command: npx skills add https://github.com/dzyamik/furry-match3 --skill data-manager-dzyamik

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

A centralized and event-driven approach to storing and reacting to per-object, scene, and global data in Phaser 4 games, reducing tight coupling and streamlining state management.

Core Features & Use Cases

  • Per-GameObject data via setData/getData on game objects
  • Scene-level data via this.data
  • Global registry via this.registry
  • Change events and reactive bindings to drive UI and gameplay logic

Quick Start

Create a DataManager on a sprite, set a value, and listen for changes to update UI.

Frequently Asked Questions about data-manager

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I manage and react to game state across Phaser 4 scenes?

To manage game state in Phaser 4, use a centralized DataManager that handles per-object storage, scene-level data, and global registry synchronization with change events. This reduces tight coupling and streamlines reactive state updates across your scenes.

What is the best way to store per-object data in Phaser 4?

Storing per-object data in Phaser 4 uses setData and getData APIs on game objects. This allows individual sprites or game objects to maintain their own state while emitting change events for reactive UI and gameplay logic updates.

How do I listen for data changes and update UI in Phaser 4?

Listen for data changes in Phaser 4 by binding events to the DataManager. When values are updated via set, merge, or inc, change events are emitted, allowing you to drive UI updates and gameplay logic reactively.

Does Phaser 4 support global registry state synchronization across scenes?

Phaser 4 supports cross-scene state synchronization via the global registry. You can use this.registry to store and access shared game state, ensuring data remains consistent and accessible across different scenes in your game.

What are the limitations of freezing or resetting DataManager state in Phaser?

Freezing DataManager state in Phaser prevents further modifications to the data, while reset clears the stored values. Use freeze for locking readonly state during critical operations and reset to safely clear stale data between game sessions.