data-manager

Manage key-value state storage and reactive updates in Phaser game environments.

Updated Mar 27, 2026
One-click install
npx skills add https://github.com/tja688/WebGameDevPlace --skill data-manager-tja688
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: data-manager
Source: https://github.com/tja688/WebGameDevPlace/tree/main/.claude/skills/data-manager
Command: npx skills add https://github.com/tja688/WebGameDevPlace --skill data-manager-tja688

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This skill solves the challenge of managing game state and synchronization across different game objects, scenes, and global systems without creating tightly coupled, hard-to-maintain code.

Core Features & Use Cases

  • Reactive Event Tracking: Automatically triggers events when data is set, changed, or removed, allowing UI elements or game systems to update instantly.
  • Multi-Level Storage: Provides consistent key-value storage at the GameObject, Scene, and Global Registry levels.
  • Use Case: Use this to synchronize a player's health value across a sprite, a HUD scene, and a global save-game registry simultaneously using event listeners.

Quick Start

Use the data-manager skill to set a new key-value pair on a game object and attach a listener to react to its future changes.

Frequently Asked Questions about data-manager

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

FAQPage Schema
How do I manage Phaser game state reactively across multiple scenes?

To manage Phaser game state reactively, this skill provides key-value storage at GameObject, Scene, and Global Registry levels. It automatically triggers events when data is set, changed, or removed, allowing decoupled communication and instant UI updates across multiple scenes.

What is the best way to synchronize a player's health value between a sprite and a HUD?

The best way to synchronize player health between a sprite and a HUD is using multi-level key-value storage with reactive event tracking. You can attach event listeners to the health value so that UI elements automatically reflect updates whenever the data changes.

Can I use event-driven data updates to decouple game systems in Phaser?

Yes, you can use event-driven data updates to decouple game systems in Phaser. This skill implements standardized lifecycle methods including set, get, increment, and toggle operations with built-in change tracking to facilitate communication without tightly coupled code.

Does this data manager support increment and toggle operations for game state?

Yes, this data manager supports increment and toggle operations for game state. It implements standardized data lifecycle methods including set, get, increment, and toggle, all featuring built-in change tracking that automatically fires reactive events upon modification.

When do I need a dedicated state manager for my Phaser game?

You need a dedicated state manager when synchronizing data across GameObjects, Scenes, and global systems becomes complex. If your game requires reactive event tracking to prevent tightly coupled, hard-to-maintain code between interacting systems, this multi-level storage approach is necessary.