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Phaser 4 — système d'événements

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Utilisez cette compétence lorsque vous travaillez avec le système d'événements Phaser 4. Elle couvre EventEmitter, les événements de scène, les événem

phaserjsphaserjs
40.3k
21 mai 2026
MIT License
// contenu du skill

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):

MethodDescription
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 -> `u

// source originale publique
phaserjs/phaser
/skills/events-system/SKILL.md
Licence : MIT License
Projet indépendant, non affilié à Anthropic. Ce skill reste la propriété de son auteur original.
// installer ce skill
Collez cette commande dans votre terminal à la racine de votre projet :
mkdir -p .claude/commands && curl -o ".claude/commands/SKILL.md" "https://raw.githubusercontent.com/phaserjs/phaser/master/skills/events-system/SKILL.md"
Ensuite dans Claude Code, tapez /SKILL pour l'activer.
open_in_newVoir la source originale
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// informations
Créateurphaserjs
Étoiles 40.3k
CatégorieFrontend
LicenceMIT License
Mis à jour21 mai 2026
Format.md
AccèsGratuit
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