Agent skill · Audited from source
loading-assets
skill · phaserjs/phaserMIT licenceAudited 31 Oct 2026 · source d14f4c86f869
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…
Cite
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
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
| Layer | What we check | Result | Findings |
|---|---|---|---|
L0 Provenance | Repo owner, licence, archive status, activity | PASS | 0 |
L1 Static source | Secrets, path traversal, supply chain, hidden code | PASS | 0 |
L2 Instructions | Prompt injection, authority framing, hidden directives | PASS | 0 |
L3 Inventory | The files and declarations match the source | PASS | 0 |
L4 Sandbox | Run in isolation and watch behaviour | SKIPPED why | 0 |
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)
thiExcerpt, 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
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
- ✓SAFE B 89 / 100
first audit · source
d14f4c86f869
README badge
For maintainers · shows the latest audit
[](https://modelsatlas.com/skills/phaserjs/loading-assets/)
The badge shows our verdict and grade for this skill, and links back to this page. It changes when the audit does.
Similar skills
All coding & review skills →phaserjs/phaser
Use this skill when using Matter.js physics in Phaser 4. Covers rigid bodies, constraints, composite bodies, sensors, collision filtering, world configuration, and advanced physics shapes. Triggers on: Matter, matter…
phaserjs/phaser
Use this skill when using RenderTexture or DynamicTexture in Phaser 4. Covers drawing game objects to textures, dynamic texture creation, snapshot/screenshot, stamps, and off-screen rendering. Triggers on:…
phaserjs/phaser
Use this skill when creating particle effects in Phaser 4. Covers ParticleEmitter, emission zones, death zones, particle properties, textures, gravity wells, and particle movement. Triggers on: particles, emitter,…
phaserjs/phaser
Use this skill when using Arcade Physics in Phaser 4. Covers enabling physics, velocity, acceleration, gravity, collisions, overlap, world bounds, physics groups, static bodies, and collision categories. Triggers on:…
phaserjs/phaser
Use this skill when handling user input in Phaser 4. Covers keyboard keys, mouse clicks and movement, touch events, pointer handling, drag and drop, hit areas, interactive objects, and gamepad support. Triggers on:…
phaserjs/phaser
Use this skill when drawing shapes and graphics in Phaser 4. Covers the Graphics game object, lines, rectangles, circles, arcs, polygons, gradients, fill, stroke, and generated textures. Triggers on: Graphics, draw…
Add this badge to your README
[](https://modelsatlas.com/skills/phaserjs/loading-assets/)
<a href="https://modelsatlas.com/skills/phaserjs/loading-assets/"><img src="https://modelsatlas.com/skills/phaserjs/loading-assets/badge.svg" alt="ModelsAtlas: SAFE B"></a>
Questions about loading-assets
What does the loading-assets skill do?
Is loading-assets safe to install?
What can loading-assets access on my machine?
How current is this page?
Sources
- github.com/phaserjs/phaser/tree/master/skills/loading-assets — the audited source at commit d14f4c86f869 and every finding aboveObserved · 31 Oct 2026
Spotted something wrong? Report a correction · Methodology
Keep going in your AI
Opens with this page as the source. We add nothing else to the prompt.
- What does the loading-assets skill do?
- Is loading-assets safe to install?
- What can loading-assets access on my machine?