scenes

Guide Phaser Scene development with lifecycle states and cross-scene communication.

Updated Feb 11, 2026
One-click install
npx skills add https://github.com/ArtRiv/game-topicos-especiais --skill scenes-artriv
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: scenes
Source: https://github.com/ArtRiv/game-topicos-especiais/tree/main/skills/scenes
Command: npx skills add https://github.com/ArtRiv/game-topicos-especiais --skill scenes-artriv

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

Phaser projects often struggle with correctly managing Scene lifecycles, transitions, and cross-scene communication, which leads to inconsistent state, bugs during switching, and confusing update/render behavior.

Core Features & Use Cases

  • Scene lifecycle mastery: Understand and correctly handle init, preload, create, update, and state changes like pause, sleep, shutdown, and destroy.
  • Reliable scene control: Start, restart, launch, run, switch, pause/resume, and stop Scenes while knowing what each operation does to the current Scene.
  • Transitions and data flow: Configure animated transitions and pass data through start/launch/restart/switch/wake/run, plus coordinate communication via scene events and the global registry.

Quick Start

Use the scenes skill when implementing a Phaser scene that loads assets in preload, sets up game objects in create, updates logic in update, and transitions cleanly to another scene while passing initialization data.

Frequently Asked Questions about scenes

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

FAQPage Schema
How do I manage Phaser scene lifecycle states like pause, sleep, and shutdown?

Phaser scene lifecycle management requires correctly handling init, preload, create, and update phases alongside state changes like pause, sleep, shutdown, and destroy to prevent inconsistent game state and buggy rendering during transitions.

What is the best way to transition between Phaser scenes while passing data?

Transitioning between Phaser scenes involves using start, launch, switch, or run operations to pass initialization data, allowing you to configure animated transitions and cleanly transfer game state between active scenes.

How do I communicate between parallel running Phaser scenes?

Cross-scene communication in Phaser is handled through event-driven patterns using scene events and the global registry, enabling parallel scenes to coordinate state updates and share data without direct references.

What does the Phaser SceneManager start operation do to the current scene?

The Phaser SceneManager start operation shuts down the current scene and launches a new one, while launch runs a scene in parallel, switch performs an animated transition, and run starts a scene only if it is not already running.

Why does my Phaser scene update loop keep running after switching to another scene?

Scene update loops continue running if the scene is not properly paused, slept, or stopped during transitions, requiring correct SceneManager operations to halt active rendering and update logic when switching game states.