loading-assets

A guide to Phaser 4's built-in system for loading game files such as images, sounds, maps, fonts, and JSON data.

In plain words
What is it for?
Use it when adding preloaded images, sprite sheets, atlases, audio, tilemaps, bitmap fonts, or load-progress tracking.
Why use it?
It explains how to queue files before a game scene starts and how to know they are ready before the scene is shown.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/phaserjs/phaser/loading-assets
Any agent
npx skills add phaserjs/phaser --skill loading-assets
Clone the repo
git clone --depth 1 https://github.com/phaserjs/phaser

Made for: Claude Code, Codex.

Per session 63 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,107 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00063 $0.04107
Opus 5 $0.00032 $0.02054
Sonnet 5 $0.00013 $0.00821
Haiku 4.5 $0.00006 $0.00411

Measured yesterday against content hash 2ba246be24e4, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

loading-assets 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 yesterday.

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.

skills/loading-assets/SKILL.md · 475 lines

How it starts

The opening of the file, as written. The whole thing — 475 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Loading Assets

The Phaser Loader (this.load) handles fetching all external content: images, audio, JSON, tilemaps, atlases, fonts, scripts, and more. Assets are queued in preload(), loaded in parallel, and placed into global caches accessible by every Scene.

Key source paths: src/loader/LoaderPlugin.js, src/loader/File.js, src/loader/filetypes/, src/loader/events/ Related skills: ../game-setup-and-config/SKILL.md, ../scenes/SKILL.md, ../sprites-and-images/SKILL.md

Quick Start

class GameScene extends Phaser.Scene {
    preload() {
        this.load.image('logo', 'assets/logo.png');
    }

    create() {
        this.add.image(400, 300, 'logo');
    }
}

Assets loaded in preload() are guaranteed to be ready when create() runs. The Loader starts automatically during the preload phase.

Core Concepts

The Preload Pattern

Every Scene can define a preload() method. The Loader automatically starts when preload() completes and waits for all queued files to finish before calling create().

preload() {
    // Queue files - they don't load immediately
    this.load.image('sky', 'assets/sky.png');
    this.load.spritesheet('dude', 'assets/dude.png', { frameWidth: 32, frameHeight: 48 });
    this.load.audio('jump', 'assets/jump.mp3');
}

create() {
    // All assets above are now available
    this.add.image(400, 300, 'sky');
    this.add.sprite(100, 450, 'dude');
    this.sound.play('jump');
}

Loading Outside of Preload

If you call this.load methods outside of preload() (for example, in create() or in response to a user action), you must manually start the Loader:

create() {
    this.load.image('extra', 'assets/extra.png');
    this.load.once('complete', () => {
        this.add.image(400, 300, 'extra');
    });
    this.load.start();
}

URL Resolution: baseURL, path, and prefix

The final URL for a file is resolved as: baseURL + path + filename. These can be set via the game config or at runtime.

Read the full file on GitHub · 475 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. yesterday First seen · 475 lines · 63 tokens per session scan A 2ba246be24e4

Subscribe to this mod's changes

loading-assets is a skill published in the GitHub repository phaserjs/phaser (40,232 stars, last pushed 11d ago), licensed MIT. It adds 63 tokens to every session and 4,107 once invoked, about $0.0003 per session on Opus 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.