phaser-scenes

phaser-scenes is a skill for Claude Code, Codex from bullish0x/GameStudio. It costs 62 tokens per session (4,683 once invoked), scanned A, a copy of scenes, MIT.

A guide to organizing Phaser 4 games into scenes, such as menus, levels, and gameplay screens. It explains how scenes start, stop, pause, sleep, run together, and share information.

In plain words
What is it for?
Use it when building scene classes, loading a level, switching between screens, pausing gameplay, or running multiple scenes together.
Why use it?
It helps you manage what each part of a game is doing and avoid tangled scene changes or unclear communication between scenes.

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 when building scene classes, loading a level, switching between screens, pausing gameplay, or running multiple scenes together.

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

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-scenes"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-scenes.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 62 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,683 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 100% 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 $0.00062 $0.04683
Opus 5 $0.00031 $0.02341
Sonnet 5 $0.00012 $0.00937
Haiku 4.5 $0.00006 $0.00468

Measured 8d ago against content hash f5f92a4f524b, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

phaser-scenes 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

100% identical to scenes — 4 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-scenes/SKILL.md · 451 lines

How it starts

The opening of the file, as written. The whole thing — 451 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Scenes

Scenes are the organizational backbone of a Phaser game. Each Scene has its own lifecycle (init, preload, create, update), its own set of injected systems (this.add, this.input, this.cameras, etc.), and can be started, stopped, paused, slept, or run in parallel with other Scenes. The ScenePlugin (this.scene) controls all multi-scene orchestration.

Key source paths: src/scene/Scene.js, src/scene/Systems.js, src/scene/SceneManager.js, src/scene/ScenePlugin.js, src/scene/Settings.js, src/scene/const.js, src/scene/events/, src/scene/InjectionMap.js Related skills: ../phaser-game-setup-and-config/SKILL.md, ../phaser-loading-assets/SKILL.md, ../phaser-events-system/SKILL.md

Quick Start

// Minimal scene with all lifecycle methods
class GameScene extends Phaser.Scene {
    constructor() {
        super('GameScene');
    }

    init(data) {
        // Called first. Receives data passed from other scenes.
        // 'data' is whatever was passed via scene.start('GameScene', { level: 1 })
        this.level = data.level || 1;
    }

    preload() {
        // Called after init. Load assets here.
        this.load.image('logo', 'assets/logo.png');
    }

    create(data) {
        // Called after preload completes. Set up game objects.
        // 'data' is the same object passed to init.
        this.add.image(400, 300, 'logo');
    }

    update(time, delta) {
        // Called every frame while scene is RUNNING.
        // time: current time (ms), delta: ms since last frame (smoothed)
    }
}

const config = {
    width: 800,
    height: 600,
    scene: [GameScene]
};

const game = new Phaser.Game(config);

Core Concepts

Scene Lifecycle

The lifecycle is driven by SceneManager.bootScene() and SceneManager.create():

  1. PENDING (0) - Scene is registered but not yet started.
  2. INIT (1) - scene.init(data) is called if defined. Data comes from settings.data.
  3. START (2) - Systems.start() fires. Events start and ready are emitted.
  4. LOADING (3) - scene.preload() is called if defined. Loader runs. On completion, proceeds to create.
  5. CREATING (4) - scene.create(data) is called if defined. Same data as init.
  6. RUNNING (5) - scene.update(time, delta) called every frame. Scene renders.
  7. PAUSED (6) - No update, but still renders.
  8. SLEEPING (7) - No update, no render. State preserved in memory.
  9. SHUTDOWN (8) - Scene is shut down, systems emit shutdown. Can be restarted.
  10. DESTROYED (9) - Scene is fully destroyed. Cannot be restarted.

Read the full file on GitHub · 451 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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 · 451 lines · 62 tokens per session scan A f5f92a4f524b

Subscribe to this mod's changes

phaser-scenes is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 62 tokens to every session and 4,683 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to scenes, differing in 4 lines, and is treated as a copy.

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