Events SystemSAFE
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: events-system
description: "Use this skill when working with the Phaser 4 event system. Covers EventEmitter, scene events, game events, custom events, and event-driven communication. Triggers on: events, on, emit, EventEmitter, scene events, listeners."
---
# 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
```js
// 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)
```js
// 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
`Phaser.Events.EventEmitter` extends eventemitter3. It adds `shutdown()` and `destroy()` methods that both call `removeAllListeners()`.
**Full API (inherited from eventemitter3):**
| Method | Description |
|---|---|
| `on(event, fn, context?)` | Add persistent listener. Returns `this` for chaining |
| `addListener(event, fn, context?)` | Alias for `on` |
| `once(event, fn, context?)` | Add one-time listener; auto-removed after first fire |
| `off(event, fn?, context?, once?)` | Remove listener(s). Must pass same `fn` reference to remove specific listener |
| `removeListener(event, fn?, context?, once?)` | Alias for `off` |
| `removeAllListeners(event?)` | Remove all listeners for event, or all events if no arg |
| `emit(event, ...args)` | Fire event. Returns `true` if it had listeners |
| `listeners(event)` | Return array of listener functions for an event |
| `listenerCount(event)` | Return number of listeners for an event |
| `eventNames()` | Return array of event names that have listeners |
| `shutdown()` | Calls `removeAllListeners()` |
| `destroy()` | Calls `removeAllListeners()` |
### Event Strings vs Constants
Every built-in event is a lowercase string exported as a constant. The constant name maps predictably to the string:
```js
Phaser.Scenes.Events.UPDATE // 'update'
Phaser.Scenes.Events.PRE_UPDATE // 'preupdate'
Phaser.Scenes.Events.SHUTDOWN // 'shutdown'
Phaser.Core.Events.BOOT // 'boot'
Phaser.Input.Events.POINTER_DOWN // 'pointerdown'
```
Some events use a key-suffix pattern for per-key listening:
```js
// Loader: listen for a specific file completing
this.load.on(Phaser.Loader.Events.FILE_KEY_COMPLETE + 'image-logo', (key, type, data) => {});
// String value: 'filecomplete-image-logo'
// Animations: listen for a specific animation completing on a sprite
sprite.on(Phaser.Animations.Events.ANIMATION_COMPLETE_KEY + 'walk', () => {});
// String value: 'animationcomplete-walk'
// Textures: listen for a specific texture being added
this.textures.on(Phaser.Textures.Events.ADD_KEY + 'myTexture', () => {});
// String value: 'addtexture-myTexture'
```
### Context (Third Argument)
The third argument to `on`/`once` sets `this` inside the callback. Defaults to the emitter.
```js
// 'this' inside handler refers to the scene
this.input.on('pointerdown', function (pointer) {
this.cameras.main.shake(100); // 'this' = scene
}, this);
// Arrow functions ignore the context argument (they capture lexical 'this')
this.input.on('pointerdown', (pointer) => {
this.cameras.main.shake(100); // 'this' = enclosing scope (scene in create)
});
```
## Common Patterns
### Scene Lifecycle Events
Frame loop order: `preupdate` -> `update` -> `Scene.update()` -> `postupdate` -> `prerender` -> `render`
```js
create() {
this.events.on(Phaser.Scenes.Events.UPDATE, this.onUpdate, this);
// CRITICAL: always clean up on shutdown to prevent leaks on scene restart
this.events.on(Phaser.Scenes.Events.SHUTDOWN, () => {
this.events.off(Phaser.Scenes.Events.UPDATE, this.onUpdate, this);
this.input.off('pointerdown', this.onPointerDown, this);
});
}
```
### Game-Level Events
```js
// game.events fires on the Game instance, shared across all scenes
// Access from a scene via this.game.events
this.game.events.on(Phaser.Core.Events.BLUR, this.handleBlur, this);
this.game.events.on(Phaser.Core.Events.VISIBLE, this.handleVisible, this);
```
### Inter-Scene Communication
```js
// METHOD 1: game.events — a global event bus accessible from all scenes
// Scene A emits:
this.game.events.emit('score-changed', this.score);
// Scene B listens:
this.game.events.on('score-changed', (score) => { this.scoreTrust 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__events-system.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 events-system — 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 events-system — 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 events-system — 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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