events-system

events-system is a skill for Claude Code, Codex from phaserjs/phaser. It costs 52 tokens per session (5,984 once invoked), scanned A, original, MIT.

A guide to Phaser's event system, where one part of a game listens for a named occurrence and another part announces it. Phaser 4 uses this pattern across input, scenes, loading, sound, physics, and other systems.

In plain words
What is it for?
Use it to listen for clicks, scene shutdown, loading changes, animation events, sound events, and custom events, and to add or remove event handlers.
Why use it?
It helps separate game systems so they can communicate without directly depending on each other's internal code.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to listen for clicks, scene shutdown, loading changes, animation events, sound events, and custom events, and to add or remove event handlers.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/phaserjs/phaser/events-system
About the project

Phaser is an open-source 2D game framework for creating HTML5 games that run in desktop and mobile web browsers with Canvas or WebGL rendering. JavaScript and TypeScript developers use it to build browser games and games distributed through platforms such as YouTube, Discord, Reddit, and Twitch. The catalogue skills support coding-agent workflows for Phaser projects.

phaserjs/phaser · 40,485 stars · on GitHub · phaser.io

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 phaserjs/phaser --skill events-system
Clone the repo
git clone --depth 1 https://github.com/phaserjs/phaser

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 events-system

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/phaserjs/phaser/events-system"><img src="https://agentmods.dev/badge/skills/phaserjs/phaser/events-system.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 52 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,984 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. ✓ AI security review Sonnet 5 · 6 Sept 2026 📄 Read the review Third-party audits
  • Socket pass 15 Sept 2026
  • Snyk pass 15 Sept 2026
  • NVIDIA SkillSpector warn 7 Sept 2026
SkillSpector: 2 findings, up to medium

These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →

  • medium Prompt Injection · line 42
    Subtle instructions detected that may alter agent decision-making or introduce hidden biases.
    Fix: Review content for implicit steering or bias. Ensure instructions are explicit and align with the skill's stated purpose.
  • medium Excessive Agency · line 386
    Skill enables autonomous high-impact decisions without human-in-the-loop verification. Critical operations (destructive commands, financial transactions, data deletion) should require explicit user confirmation.
    Fix: Add human-in-the-loop confirmation for destructive, irreversible, or high-impact operations. Never auto-execute commands that modify files, send data, or alter system state.
How audits are shown
Origin original No closer match found 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 $0.00052 $0.05984
Opus 5.5 $0.00021 $0.02394
Sonnet 5.5 $0.00010 $0.01197
Haiku 4.5 $0.00005 $0.00598

Measured 1mo ago against content hash aa6f05286584, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

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 1mo 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

Copies of this mod

1 near-identical copy found in the catalogue:

skills/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: ../scenes/SKILL.md, ../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

EventEmitter Base Class

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. 1mo ago First seen · 498 lines · 52 tokens per session scan A aa6f05286584

Subscribe to this mod's changes

events-system is a skill published in the GitHub repository phaserjs/phaser (40,485 stars, last pushed 1mo ago), licensed MIT. It adds 52 tokens to every session and 5,984 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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