Data ManagerSAFE
Phaser is a fun, free and fast 2D game framework for making HTML5 games for desktop and mobile web browsers, supporting Canvas and WebGL rendering.
Overview
Phaser is a fun, free and fast 2D game framework for making HTML5 games for desktop and mobile web browsers, supporting Canvas and WebGL rendering.
d14f4c86f869OBSERVED · 2026-10-26What it tells the agent
The instruction file, verbatim from the audited commit — this is the text the model reads, and the surface the audit's instruction layer examines. Quoted here so you can judge it without cloning anything.
---
name: data-manager
description: "Use this skill when using the Phaser 4 DataManager to store custom key-value data on game objects, listen for data change events, or manage game state. Triggers on: setData, getData, data events, custom data storage."
---
# DataManager
> Phaser's DataManager provides key-value storage with event-driven change tracking. It operates at three levels: per-GameObject (`sprite.setData`/`getData`), per-Scene (`this.data`), and global (`this.registry`). Every set/change/remove operation emits events, enabling reactive data binding between game systems without tight coupling.
**Key source paths:** `src/data/DataManager.js`, `src/data/DataManagerPlugin.js`, `src/data/events/`, `src/gameobjects/GameObject.js` (setData/getData/incData/toggleData)
**Related skills:** ../scenes/SKILL.md, ../events-system/SKILL.md
## Quick Start
```js
// Per-GameObject data (auto-creates DataManager on first use)
const gem = this.add.sprite(100, 100, 'gem');
gem.setData('value', 50);
gem.setData({ color: 'red', level: 2 });
gem.getData('value'); // 50
gem.getData(['value', 'color']); // [50, 'red']
// Increment / toggle helpers
gem.incData('value', 10); // value is now 60
gem.incData('value', -5); // value is now 55 (negative to decrement)
gem.toggleData('active'); // false -> true (starts from false if unset)
// Scene-level data (this.data is a DataManagerPlugin)
this.data.set('score', 0);
this.data.get('score'); // 0
this.data.values.score += 100; // triggers changedata event
// Global registry (shared across ALL scenes)
this.registry.set('highScore', 9999);
// Any scene can read it:
this.registry.get('highScore'); // 9999
```
## Core Concepts
### DataManager (`Phaser.Data.DataManager`)
The base class that stores key-value pairs in an internal `list` object. It provides:
- **`set(key, value)`** -- stores a value; emits `setdata` (new key) or `changedata` + `changedata-{key}` (existing key). Accepts an object to set multiple keys at once.
- **`get(key)`** -- retrieves a value, or pass an array of keys to get an array of values.
- **`inc(key, amount)`** -- increments a numeric value (defaults to +1). Creates from 0 if key does not exist.
- **`toggle(key)`** -- flips a boolean value. Creates from `false` if key does not exist.
- **`remove(key)`** -- deletes a key; emits `removedata`. Accepts an array of keys.
- **`has(key)`** -- returns `true` if the key exists.
- **`getAll()`** -- returns a shallow copy of all key-value pairs as a plain object.
- **`query(regex)`** -- returns all entries whose keys match the given RegExp.
- **`each(callback, context, ...args)`** -- iterates all entries. Callback signature: `(parent, key, value, ...args)`.
- **`merge(data, overwrite)`** -- bulk-imports from an object. `overwrite` defaults to `true`; set `false` to skip existing keys.
- **`pop(key)`** -- retrieves and deletes a key in one call; emits `removedata`.
- **`reset()`** -- clears all data and unfreezes.
- **`freeze` / `setFreeze(bool)`** -- when frozen, all set/remove/inc/toggle operations silently no-op.
- **`count`** -- read-only property returning the number of stored entries.
The `values` proxy object allows direct property access with event emission:
```js
// After set('gold', 100), you can do:
data.values.gold += 50; // emits changedata and changedata-gold
// But you MUST use set() to create a key first -- direct assignment
// to values for a new key will NOT set up the event proxy.
```
### Scene Data Plugin (`Phaser.Data.DataManagerPlugin`)
Extends DataManager. Registered as the `data` scene plugin, accessible as `this.data` in any Scene. It uses the Scene's event emitter (`scene.sys.events`), so data events fire on the Scene's event bus.
```js
// In a Scene's create():
this.data.set('lives', 3);
// Listen on the scene's event emitter
this.events.on('changedata-lives', (scene, value, previousValue) => {
console.log('Lives changed from', previousValue, 'to', value);
});
```
The plugin auto-cleans on scene shutdown (removes its shutdown listener) and fully destroys on scene destroy.
### Registry (Global Data Store)
The registry is a plain `DataManager` instance on the `Game` object (`game.registry`). It has its own dedicated `EventEmitter` (not shared with any scene). Every scene gets a reference as `this.registry` via the injection map.
```js
// Scene A sets global data
this.registry.set('currentLevel', 1);
// Scene B reads it
const level = this.registry.get('currentLevel');
// Listen for registry changes (note: events fire on registry.events, NOT this.events)
this.registry.events.on('changedata-currentLevel', (game, value, previousValue) => {
console.log('Level changed to', value);
});
```
The registry persists for the lifetime of the Game. It is never automatically cleared on scene restart or shutdown.
### Per-GameObject Data
GameObjects do NOT have a DataManager by default. It is created lazily on first call to `setData()`, `getData()`, `incData()`, or `toggleData()`. You can also explicitly call `setDataEnabled()`.
The DataManager's event emitter is the GameObject itself (which extends EventEmitter), so data events fire directly on the GameObject:
```js
const player = this.add.sprite(0, 0, 'player');
player.setData('hp', 100);
// Listen directly on the game object
player.on('changedata-hp', (gameObject, value, previousValue) => {
if (value <= 0) {
gameObject.destroy();
}
});
```
## Common Patterns
### Setting and Getting Data
```js
// Single key
sprite.setData('speed', 200);
sprite.getData('speed'); // 200
// Multiple keys at once (object form)
sprite.setData({ speed: 200, direction: 'left', hp: 100 });
// Batch get with destructuring
const [speed, hp] = sprite.getData(['speed', 'hp']);
// Direct values access (read and write after initial set)
sprite.data.values.speed = 300; // emits changedata event
const s = sprite.data.values.speed; // 300
```
### Listening for Changes
```js
Trust audit
SAFEgrade B · trust 89/100 Nothing in the source contradicts what it says it does. Grade A is reserved for packages that have also passed the behavioural sandbox.
| Layer | What it checks | Result |
|---|---|---|
| L0 | Provenance & inventory | PASS |
| L1 | Static analysis of the code | PASS |
| L2 | Instruction surface (what it tells the agent) | PASS |
| L3 | Class-specific surface | PASS |
| L4 | Behavioural (sandbox) | SKIPPED |
What the source does
- Filesystem
- none-observed
- Network
- none-observed
- Shell
- none-observed
- Dependencies
- pinned
- Secrets in source
- none-found
Findings (0)
No findings outside the package's declared scope.
Gates applied: no_behavioural_pass.
d14f4c86f869full audit observations/trust-audit/skill/phaserjs__data-manager.json · Report an issue / request a re-scanAudit history
Every audit this skill has had.
| Date | Source | Verdict | Grade | Score | Change |
|---|---|---|---|---|---|
| 2026-10-26 | d14f4c86f869 | SAFE | B | 89 | first audit |
Questions
What does the data-manager — phaserjs/phaser skill do?
Phaser is a fun, free and fast 2D game framework for making HTML5 games for desktop and mobile web browsers, supporting Canvas and WebGL rendering.
Is data-manager — phaserjs/phaser safe to install?
The audit found nothing in the source that contradicts what it says it does, and graded it B (89/100). Grade A is held back for packages that have also passed a sandboxed behavioural run, which is why a clean skill reads B.
What can data-manager — phaserjs/phaser access on my machine?
The audit observed no filesystem, network or shell use at all in its source.
How current is this page?
The grade is for one exact copy of the source (d14f4c86f869), read on 2026-10-26. The repository is watched, and a new audit runs when it changes — this is the first audit.
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