phaser-events-system

phaser-events-system is a skill for Claude Code, Codex from bullish0x/GameStudio. It costs 54 tokens per session (5,991 once invoked), scanned A, a copy of events-system, MIT.

A guide to Phaser 4's event system, where parts of a game listen for named signals and respond when they happen.

In plain words
What is it for?
Use it for click and keyboard handling, scene startup and shutdown, custom game events, and notifications from systems such as sound, cameras, and tweens.
Why use it?
It helps separate game systems so one part can react to input, loading, physics, scenes, or other changes without directly controlling another part.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: installed under .agents/ (shared by several agents).

Good fit Use it for click and keyboard handling, scene startup and shutdown, custom game events, and notifications from systems such as sound, cameras, and tweens.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/bullish0x/gamestudio/phaser-events-system
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add bullish0x/GameStudio --skill phaser-events-system
Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for phaser-events-system

README.md
[![agentmods](https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-events-system/github.svg)](https://agentmods.dev/skills/bullish0x/gamestudio/phaser-events-system)
Your own site
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-events-system"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-events-system/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for phaser-events-system

Your own site · 80×15
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-events-system"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-events-system.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 54 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,991 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 94% copy Near-identical to another mod in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00054 $0.05991
Opus 5 $0.00027 $0.02995
Sonnet 5 $0.00011 $0.01198
Haiku 4.5 $0.00005 $0.00599

Measured 8d ago against content hash 02338f7f8aa3, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

phaser-events-system scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 8d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

This is a copy

94% identical to events-system — 6 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.agents/skills/phaser-events-system/SKILL.md · 498 lines

How it starts

The opening of the file, as written. The whole thing — 498 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Events System

Phaser uses the EventEmitter pattern (via eventemitter3) throughout the entire framework. Every major system -- Game, Scene, Input, Loader, Cameras, Sound, Tweens, Physics, Textures, Animations -- is an EventEmitter or contains one. Events use lowercase string keys. Phaser provides named constants for all built-in events to avoid typos and enable IDE autocomplete.

Key source paths: src/events/EventEmitter.js, src/scene/events/, src/core/events/, src/input/events/, src/loader/events/, src/animations/events/, src/cameras/2d/events/, src/sound/events/, src/tweens/events/, src/physics/arcade/events/, src/textures/events/, src/gameobjects/events/, src/time/events/ Related skills: ../phaser-scenes/SKILL.md, ../phaser-input-keyboard-mouse-touch/SKILL.md

Quick Start

// on — listen for an event (persists until removed)
this.input.on('pointerdown', (pointer) => {
    console.log('clicked at', pointer.x, pointer.y);
});

// once — listen for an event, auto-removes after first fire
this.events.once('shutdown', () => {
    console.log('scene shutting down');
});

// off — remove a specific listener (must pass same function reference)
const handler = (pointer) => { /* ... */ };
this.input.on('pointerdown', handler);
this.input.off('pointerdown', handler);

// emit — fire a custom event with arguments
this.events.emit('player-died', this.player, this.score);

// removeAllListeners — remove all listeners for an event (or all events)
this.events.removeAllListeners('player-died');
this.events.removeAllListeners(); // all events

Using Named Constants (Preferred)

// Always prefer constants over raw strings to prevent typos
this.events.on(Phaser.Scenes.Events.UPDATE, (time, delta) => {
    // runs every frame
});

this.input.on(Phaser.Input.Events.POINTER_DOWN, (pointer) => {
    // pointer pressed
});

this.game.events.on(Phaser.Core.Events.BLUR, () => {
    // browser tab lost focus
});

Core Concepts

Read the full file on GitHub · 498 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 8d ago First seen · 498 lines · 54 tokens per session scan A 02338f7f8aa3

Subscribe to this mod's changes

phaser-events-system is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 54 tokens to every session and 5,991 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 94% identical to events-system, differing in 6 lines, and is treated as a copy.

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