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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
40.3k
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 40.3k
CatégorieFrontend
LicenceMIT License
Mis à jour21 mai 2026
Format.md
AccèsGratuit
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