loading-assets

Load and manage Phaser 4 assets during preload with progress tracking.

Updated Apr 26, 2026
One-click install
npx skills add https://github.com/kehwar/pixi-square --skill loading-assets-kehwar
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: loading-assets
Source: https://github.com/kehwar/pixi-square/tree/main/.agents/skills/loading-assets
Command: npx skills add https://github.com/kehwar/pixi-square --skill loading-assets-kehwar

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

Loading assets for Phaser 4 can be complex and error-prone when handling many asset types; this guide provides a structured approach to using the Loader to queue, load, and cache assets so scenes can access them reliably.

Core Features & Use Cases

  • Coverage of images, spritesheets, atlases, audio, JSON, tilemaps, and bitmap fonts loaded in preload() with global caches for cross-scene access.
  • Built-in support for load events and progress feedback to drive loading screens and ensure assets are ready before create().
  • Applicable from small demonstrations to large, production games, enabling deterministic asset availability and smoother startup.

Quick Start

Queue assets in preload() with this.load and rely on Phaser to cache them for use in create().

Frequently Asked Questions about loading-assets

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

FAQPage Schema
How do I load images, audio, and tilemaps in Phaser 4?

To load images, audio, and tilemaps in Phaser 4, queue the files in the preload() lifecycle using this.load, which caches them globally for reliable access in create().

What is the best way to track asset loading progress for a loading screen in Phaser?

Track asset loading progress by listening to Phaser's built-in load events during preload(), providing progress feedback to drive loading screens before transitioning to create().

Can I use spritesheets and bitmap fonts across multiple scenes in Phaser?

You can use spritesheets and bitmap fonts across multiple scenes because the Phaser loader stores them in global caches during preload(), ensuring deterministic cross-scene availability.

Does Phaser 4 support loading JSON files and atlases during the preload phase?

Phaser 4 supports loading JSON files and atlases during the preload phase through the Loader API, caching them globally so scenes can access the parsed data reliably.

Why does my Phaser scene run before all assets are fully loaded?

Scenes may run before assets load if they are not properly queued in preload(), so ensure all files are registered with this.load to guarantee availability before create() executes.