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Groupes et conteneurs

/SKILL

Utilisez cette compétence lorsque vous utilisez des groupes ou des conteneurs dans Phaser 4. Elle traite de l'organisation des objets de jeu, de la mi

phaserjsphaserjs
★40.6k
21 mai 2026
MIT License
// contenu du skill

name: groups-and-containers

description: "Use this skill when using Groups or Containers in Phaser 4. Covers organizing game objects, object pooling, batch operations, and nested transforms with Containers. Triggers on: Group, Container, object pool, getFirstDead, children."


Groups and Containers

Logical grouping (Group), visual grouping with transform inheritance (Container), render-layer grouping (Layer), object pooling, and when to use each in Phaser 4.

Key source paths: src/gameobjects/group/, src/gameobjects/container/, src/gameobjects/layer/

Related skills: ../sprites-and-images/SKILL.md, ../physics-arcade/SKILL.md

Quick Start

js
// In a Scene's create() method:

// --- Group: logical collection, no transform, great for pooling ---
const enemies = this.add.group();
enemies.create(100, 200, 'enemy');       // creates Sprite at (100,200)
enemies.create(300, 200, 'enemy');

// --- Container: visual parent with inherited transform ---
const hud = this.add.container(10, 10);
const icon = this.add.image(0, 0, 'heart');
const label = this.add.text(20, 0, 'x3');
hud.add([icon, label]);                  // children move/scale/rotate with hud

// --- Layer: render-ordering bucket, no position/scale ---
const bgLayer = this.add.layer();
const fgLayer = this.add.layer();
bgLayer.add(this.add.image(400, 300, 'sky'));
fgLayer.add(this.add.sprite(400, 300, 'player'));

Core Concepts

Group vs Container vs Layer

FeatureGroupContainerLayer
PurposeLogical collection / poolVisual parent with transformRender-order bucket
On display listNo (children are)Yes (renders children)Yes (renders children)
Position/rotation/scaleNoYes (children inherit)No
Children storagechildren (Set)list (Array)List (Structs.List)
PhysicsVia physics.add.group()Limited (offsets if not at 0,0)No
InputNo (children can)Yes (needs hit area shape)No
Object poolingYes (getFirstDead, kill)NoNo
MasksNoYes (not per-child in Canvas)Yes
Alpha/blend/visibleNo (batch via setVisible)YesYes
NestingN/AContainer in ContainerCannot go in Container
ExtendsEventEmitterGameObjectList
Factorythis.add.group()this.add.container(x, y)this.add.layer()

When to Use Each

Group: Managing collections of similar objects (enemies, bullets, coins), object pooling with active/inactive lifecycle, physics group collisions. No shared visual transform. Members can belong to multiple Groups simultaneously.

Container: Children inherit position, rotation, scale, alpha. Composite UI elements (health bars, inventory slots), moving/rotating clusters as one unit, nested transforms. By default exclusive -- a child can only belong to one Container (use setExclusive(false) to override).

Layer: Controlling render order of object batches, applying shared alpha/blend/mask. No position/scale/rotation. Lightweight render bucketing.

Container vs Group at a Glance

  • Container has position, rotation, scale, alpha -- Group does not. If you need children to move/rotate as a unit, use Container.
  • Container is exclusive by default -- adding a child removes it from its previous Container. Group is non-exclusive; a game object can be in many Groups.
  • Container is on the display list -- it renders its children. Group is not on the display list; its children render individually on the Scene.
  • Group supports object pooling -- getFirstDead, kill, killAndHide. Container does not.
  • Container has performance cost -- each child requires matrix math per frame. Deeper nesting = more cost. Prefer Group or Layer when transforms are not needed.

Common Patterns

Creating and Populating Groups

js
// Empty group, add existing objects
const gems = this.add.group();
gems.add(existingSprite);
gems.addMultiple([sprite1, sprite2, sprite3]);

// Group with config -- creates children automatically
const coins = this.add.group({
    classType: Phaser.GameObjects.Sprite,
    key: 'coin',
    quantity: 10,           // overrides frameQuantity
    setXY: { x: 50, y: 300, stepX: 60 },
    setScale: { x: 0.5, y: 0.5 }
});

// Custom class type with pool limit
const bullets = this.add.group({
    classType: Bullet,       // must accept (scene, x, y, key, frame)
    maxSize: 30,
    defaultKey: 'bullet',
    runChildUpdate: true     // calls child.update() each frame
});

Object Pooling with getFirstDead

The core pooling pattern: deactivate objects instead of destroying them, then reuse inactive ones.

js
// Setup pool
const bullets = this.add.group({
    classType: Phaser.GameObjects.Sprite,
    defaultKey: 'bullet',
    maxSize: 30
});

// Fire a bullet -- get() finds first inactive member or creates one
function fireBullet(x, y) {
    const bullet = bullets.get(x, y);

    
// source originale publique
phaserjs/phaser
/skills/groups-and-containers/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/groups-and-containers/SKILL.md"
Ensuite dans Claude Code, tapez /SKILL pour l'activer.
open_in_newVoir la source originale
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// informations
Créateurphaserjs
Étoiles★ 40.6k
CatégorieFrontend
LicenceMIT License
Mis à jour21 mai 2026
Format.md
AccèsGratuit
HiggsfieldSponsorisé

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