loading-assets

Automate asset loading and progress tracking in Phaser 4 scenes.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

The Phaser Loader and asset-loading workflow are essential for game scenes, but managing preload queues, caching, and load progress can be error-prone. This Skill provides guidance on using the Loader plugin to reliably preload images, spritesheets, atlases, audio, JSON, tilemaps, and fonts, while tracking progress and ensuring assets are ready for use in create().

Core Features & Use Cases

  • Queues asset files in preload() using this.load with images, spritesheets, atlases, audio, JSON, tilemaps, and bitmap fonts
  • Handles load progress events to drive loading screens and ensure assets are cached before scene start
  • Demonstrates typical Phaser 4/TypeScript project structure and how to inspect loaded assets across scenes

Quick Start

Define a Scene with a preload() that queues assets using this.load and rely on create() to use them once loading completes

Frequently Asked Questions about loading-assets

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

FAQPage Schema
How do I preload images and spritesheets in Phaser 4?

Track Phaser load progress by listening to load progress events during the preload() phase. These events provide continuous updates to drive loading screens and verify assets are fully cached before scenes start.

What is the standard lifecycle for loading audio and JSON data in Phaser?

The standard lifecycle for loading audio and JSON data in Phaser uses the preload() method to queue files and the create() method to use them. The Loader plugin manages the fetch and cache process between these two phases.

Can I use this Phaser asset loading workflow for tilemaps and bitmap fonts?

Yes, you can use this Phaser asset loading workflow for tilemaps and bitmap fonts. The Loader plugin supports queuing these formats in preload() and ensures they are cached and ready for use in create().

Why are my Phaser textures missing when I try to use them in create()?

Phaser textures are missing in create() when the load queue has not finished or caching semantics were bypassed. You must enforce the standard preload/create lifecycle and rely on the Loader plugin to guarantee assets are ready.