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.
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.
npx skills add phaserjs/phaser --skill loading-assetsgit clone --depth 1 https://github.com/phaserjs/phaserWrote 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.
[](https://agentmods.dev/skills/phaserjs/phaser/loading-assets)<a href="https://agentmods.dev/skills/phaserjs/phaser/loading-assets"><img src="https://agentmods.dev/badge/skills/phaserjs/phaser/loading-assets/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.
<a href="https://agentmods.dev/skills/phaserjs/phaser/loading-assets"><img src="https://agentmods.dev/badge/skills/phaserjs/phaser/loading-assets.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- NVIDIA SkillSpector pass
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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00063 | $0.04107 |
| Opus 5.5 | $0.00025 | $0.01643 |
| Sonnet 5.5 | $0.00013 | $0.00821 |
| Haiku 4.5 | $0.00006 | $0.00411 |
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 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- phaser-loading-assets — 92% identical, 4 lines differ
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 inpreload(), 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.
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.
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.
- 1mo ago First seen · 475 lines · 63 tokens per session scan A 2ba246be24e4
loading-assets is a skill published in the GitHub repository phaserjs/phaser (40,485 stars, last pushed 1mo ago), licensed MIT. It adds 63 tokens to every session and 4,107 once invoked, about $0.0003 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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