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Agent skill · Audited from source

loading-assets

skill · phaserjs/phaserMIT licenceAudited 31 Oct 2026 · source d14f4c86f869

★ 40,608pushed 70 days ago
✓SAFEGrade B · 89/100 · 31 Oct 2026 · d14f4c8
40,608repo stars · whole phaserjs/phaser

Is it safe? Yes — SAFE, grade B (89/100). We read this skill's source at commit d14f4c86f869 and found no filesystem, network or shell access and no hard-coded secrets. What it does: Use this skill when loading assets in Phaser 4. Covers the Loader plugin, loading images, spritesheets, atlases, audio, JSON, tilemaps, bitmap fonts, and tracking load progress. Triggers on: preload, this.load, asset…

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Cite this page

ModelsAtlas. “loading-assets (phaserjs/phaser)”. Retrieved 31 Oct 2026. https://modelsatlas.com/skills/phaserjs/loading-assets

Trust audit

Audit 0.4.1 · source read 31 Oct 2026

Trust score89/100✓SAFE B
0 critical0 high0 medium0 low0 info

SAFE means nothing in the source contradicts what the skill says it does. Grade B is shared by 16,667 of 17,602 audited skills.

What the source does

  • FilesystemNone observedNo reads or writes in the source
  • NetworkNone observedNo outbound calls in the source
  • ShellNone observedNo commands run in the source
  • DependenciesPinnedNothing floats
  • SecretsNone foundNo keys in source

Five audit layers

LayerWhat we checkResultFindings
L0 ProvenanceRepo owner, licence, archive status, activityPASS0
L1 Static sourceSecrets, path traversal, supply chain, hidden codePASS0
L2 InstructionsPrompt injection, authority framing, hidden directivesPASS0
L3 InventoryThe files and declarations match the sourcePASS0
L4 SandboxRun in isolation and watch behaviourSKIPPED why0

Gates applied: no behavioural pass.

Findings (0)

No findings at any severity. We re-audit when the source changes.

Audit 0.4.1 · source sha d14f4c86f869 · 31 Oct 2026Report an issue or request a re-scan

Provenance

Who published it, and what the verdict is pinned to

  • Publisherphaserjs GitHub organizationOwner of the repository this skill is read from
  • Source folderphaserjs/phaser/skills/loading-assetsThe exact folder we audited
  • LicenceMITAs the repository states it
  • Commit pinned for this verdictd14f4c86f869A new audit runs when the source changes
  • Repository statusNot archivedLast push 70 days ago
  • Sandboxed runNot runSkills are read, not executed; layer L4 is skipped

What it tells the agent

Full source on GitHub ↗

Its description: Use this skill when loading assets in Phaser 4. Covers the Loader plugin, loading images, spritesheets, atlases, audio, JSON, tilemaps, bitmap fonts, and tracking load progress. Triggers on: preload, this.load, asset…

---
name: loading-assets
description: "Use this skill when loading assets in Phaser 4. Covers the Loader plugin, loading images, spritesheets, atlases, audio, JSON, tilemaps, bitmap fonts, and tracking load progress. Triggers on: preload, this.load, asset loading, spritesheet, atlas, load progress."
---

# 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

```js
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()`.

```js
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:

```js
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.

```js
preload() {
    // Set base URL (prepended to all relative paths)
    this.load.setBaseURL('https://cdn.example.com/');

    // Set path (prepended after baseURL, before filename)
    this.load.setPath('assets/images/');

    // Set key prefix (prepended to the cache key, not the URL)
    this.load.setPrefix('LEVEL1.');

    // Loads from: https://cdn.example.com/assets/images/hero.png
    // Cached with key: LEVEL1.hero
    this.load.image('hero', 'hero.png');

    // Absolute URLs bypass the path/baseURL
    this.load.image('cloud', 'https://other-server.com/cloud.png');
}
```

These can also be set in the game config:

```js
const config = {
    loader: {
        baseURL: 'https://cdn.example.com/',
        path: 'assets/',
        prefix: '',
        maxParallelDownloads: 32,
        crossOrigin: 'anonymous',
        responseType: '',
        async: true,
        timeout: 0,
        maxRetries: 2,
        imageLoadType: 'XHR' // or 'HTMLImageElement'
    }
};
```

### Global Caches

Assets are stored in global game-level caches, not per-Scene. An image loaded in one Scene is available in every other Scene. Textures go into `game.textures` (the Texture Manager). Other data goes into `game.cache` sub-caches (e.g., `game.cache.json`, `game.cache.audio`, `game.cache.xml`).

### Load Events

The Loader emits events throughout the loading lifecycle. Use these for progress bars and loading screens.

```js
preload() {
    this.load.on('progress', (value) => {
        // value is 0 to 1
        console.log(`Loading: ${Math.round(value * 100)}%`);
    });

    this.load.on('complete', () => {
        console.log('All assets loaded');
    });

    this.load.on('loaderror', (file) => {
        console.warn('Failed to load:', file.key);
    });

    this.load.image('bg', 'assets/bg.png');
}
```

## Common Patterns

### Loading Images and Sprite Sheets

```js
preload() {
    // Single image
    this.load.image('star', 'assets/star.png');

    // Image with normal map (pass URL array: [texture, normalMap])
    this.load.image('brick', ['assets/brick.png', 'assets/brick_n.png']);

    // Sprite sheet (fixed frame sizes)
    this.load.spritesheet('explosion', 'assets/explosion.png', {
        frameWidth: 64,
        frameHeight: 64,
        startFrame: 0,
        endFrame: 23,
        margin: 0,
        spacing: 0
    });

    // SVG (optionally rasterize at a specific size)
    this.load.svg('logo', 'assets/logo.svg', { width: 400, height: 400 });
}
```

### Loading Audio

```js
preload() {
    // Single file
    this.load.audio('bgm', 'assets/music.mp3');

    // Multiple formats for cross-browser support
    this.load.audio('bgm', ['assets/music.ogg', 'assets/music.mp3']);

    // Audio sprite (JSON defines named regions within a single audio file)
    this.load.audioSprite('sfx', 'assets/sfx.json', [
        'assets/sfx.ogg',
        'assets/sfx.mp3'
    ]);
}
```

### Loading JSON and Tilemaps

```js
preload() {
    // JSON data (stored in this.cache.json)
    this.load.json('levelData', 'assets/level1.json');

    // JSON with a dataKey to extract a sub-object
    this.load.json('enemies', 'assets/data.json', 'enemies');

    // Tiled tilemap (JSON format exported from Tiled)
    this.load.tilemapTiledJSON('map', 'assets/map.json');

    // CSV tilemap
    this.load.tilemapCSV('csvmap', 'assets/level.csv');

    // Impact tilemap
    this.load.tilemapImpact('impactmap', 'assets/level.js');
}

create() {
    const data = this.cache.json.get('levelData');
    const map = this.make.tilemap({ key: 'map' });
}
```

### Loading Atlases

```js
preload() {
    // JSON atlas (e.g., TexturePacker JSON Hash/Array)
    thi

Excerpt, first 6,000 characters of SKILL.md, verbatim from the audited commit. It is text from someone else’s repository, quoted so you can judge it before your agent reads it.

Install

Pinned to the audited commit d14f4c8

Download folder ↗
git clone https://github.com/phaserjs/phaser
git -C phaser checkout d14f4c86f869

The author documents no install command, so this uses the repository directly. Our verdict covers commit d14f4c86f869 only.

Works in

The author has not said which agents this skill supports, and we have not tested it in any.

Audit history

Every audit, every source change

  1. ✓SAFE B 89 / 100

    first audit · source d14f4c86f869

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Questions about loading-assets

What does the loading-assets 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 loading-assets 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 loading-assets 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 2026-10-31. The repository is watched, and a new audit runs when it changes — this is the first audit.

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