loading-assets

loading-assets is a skill for Claude Code, Codex from phaserjs/phaser. It costs 63 tokens per session (4,107 once invoked), scanned A, original, MIT.

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

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

Good fit Use it when adding preloaded images, sprite sheets, atlases, audio, tilemaps, bitmap fonts, or load-progress tracking.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/phaserjs/phaser/loading-assets
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 loading-assets
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 loading-assets

README.md
[![agentmods](https://agentmods.dev/badge/skills/phaserjs/phaser/loading-assets/github.svg)](https://agentmods.dev/skills/phaserjs/phaser/loading-assets)
Your own site
<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.

agentmods 80×15 button for loading-assets

Your own site · 80×15
<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>
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. 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 pass 7 Sept 2026
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 $0.00063 $0.04107
Opus 5.5 $0.00025 $0.01643
Sonnet 5.5 $0.00013 $0.00821
Haiku 4.5 $0.00006 $0.00411

Measured 1mo ago against content hash 2ba246be24e4, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, 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 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/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. 1mo ago 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 (40,485 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.

Related

Other skills, from other repositories

phaser3-engineer

!cat skills/shared/game-visual-foundations.md 2>/dev/null || echo "=== Visual Foundations not loaded ===" !cat skills/shared/protocols/ux-protocol.md 2>/dev/null || true !cat skills/shared/protocols/input-validation.md 2>/dev/null || true !cat skills/shared/protocols/tool-efficiency.md 2>/dev/null || true !cat…

buiphucminhtam/forgewright · 71 tokens

THREE.Terrain

Use this guide when an agent must build, modify, inspect, or document a terrain scene with THREE.Terrain. The library creates heightmapped Three.js terrain and provides procedural generators, filters, material blending, decoration tools, grass, image conversion, analysis, and seeded randomness.

IceCreamYou/THREE.Terrain · 0 tokens

onejs-setup-and-overview

Use this skill whenever the user wants to build or set up user interface in a Unity project using OneJS, React, TypeScript, or JSX, e.g. 'add a main menu to my game', 'build a settings screen', 'make a HUD', 'set up OneJS', 'my OneJS panel is blank', 'the UI is not hot reloading'. Covers confirming OneJS is installed…

Singtaa/OneJS · 211 tokens

ai-game-world-design

Complete mastery guide for designing and building AI-powered game worlds — procedural world generation, NPC behavior trees, LLM-driven dialogue systems, emergent storytelling, economy simulation, player modeling, and real-time difficulty adaptation. Covers the full stack from world-building fundamentals to integrating…

nirholas/three.ws · 88 tokens

PuerTS Agent Development Guide

Guide for developing LLM agents based on PuerTsAgent framework — covers resource directory structure, system-prompt, skills, builtin modules, and best practices.

Tencent/puerts · 39 tokens

Install PuerTS for Unity

Guide for downloading and installing PuerTS UPM packages into a Unity project — covers version selection, package dependencies, download/extract and git URL installation methods, and Editor Assistant setup.

Tencent/puerts · 44 tokens