| 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
this.input.on('pointerdown', (pointer) => {
console.log('clicked at', pointer.x, pointer.y);
});
this.events.once('shutdown', () => {
console.log('scene shutting down');
});
const handler = (pointer) => { };
this.input.on('pointerdown', handler);
this.input.off('pointerdown', handler);
this.events.emit('player-died', this.player, this.score);
this.events.removeAllListeners('player-died');
this.events.removeAllListeners();
Using Named Constants (Preferred)
this.events.on(Phaser.Scenes.Events.UPDATE, (time, delta) => {
});
this.input.on(Phaser.Input.Events.POINTER_DOWN, (pointer) => {
});
this.game.events.on(Phaser.Core.Events.BLUR, () => {
});
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):
| Method | Description |
|---|
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:
Phaser.Scenes.Events.UPDATE
Phaser.Scenes.Events.PRE_UPDATE
Phaser.Scenes.Events.SHUTDOWN
Phaser.Core.Events.BOOT
Phaser.Input.Events.POINTER_DOWN
Some events use a key-suffix pattern for per-key listening:
this.load.on(Phaser.Loader.Events.FILE_KEY_COMPLETE + 'image-logo', (key, type, data) => {});
sprite.on(Phaser.Animations.Events.ANIMATION_COMPLETE_KEY + 'walk', () => {});
this.textures.on(Phaser.Textures.Events.ADD_KEY + 'myTexture', () => {});
Context (Third Argument)
The third argument to on/once sets this inside the callback. Defaults to the emitter.
this.input.on('pointerdown', function (pointer) {
this.cameras.main.shake(100);
}, this);
this.input.on('pointerdown', (pointer) => {
this.cameras.main.shake(100);
});
Common Patterns
Scene Lifecycle Events
Frame loop order: preupdate -> update -> Scene.update() -> postupdate -> prerender -> render
create() {
this.events.on(Phaser.Scenes.Events.UPDATE, this.onUpdate, this);
this.events.on(Phaser.Scenes.Events.SHUTDOWN, () => {
this.events.off(Phaser.Scenes.Events.UPDATE, this.onUpdate, this);
this.input.off('pointerdown', this.onPointerDown, this);
});
}
Game-Level Events
this.game.events.on(Phaser.Core.Events.BLUR, this.handleBlur, this);
this.game.events.on(Phaser.Core.Events.VISIBLE, this.handleVisible, this);
Inter-Scene Communication
this.game.events.emit('score-changed', this.score);
this.game.events.on('score-changed', (score) => { this.scoreText.setText(score); });
this.registry.set('score', 100);
this.registry.events.on('changedata-score', (parent, value, previousValue) => {
this.scoreText.setText(value);
});
this.scene.get('UIScene').events.emit('update-health', hp);
Custom Events
this.events.emit('player-died', this.player, { lives: this.lives });
this.events.on('player-died', (player, data) => {
console.log('Lives remaining:', data.lives);
});
All Event Namespaces Reference
Scene Events (Phaser.Scenes.Events)
Emitter: this.events (the Scene's Systems EventEmitter)
| Constant | String | When |
|---|
BOOT | 'boot' | Scene Systems boot (for plugins) |
READY | 'ready' | Scene Systems fully ready |
START | 'start' | Scene starts running |
CREATE | 'create' | After Scene.create() completes |
PRE_UPDATE | 'preupdate' | Before update each frame |
UPDATE | 'update' | Main update each frame |
POST_UPDATE | 'postupdate' | After update each frame |
PRE_RENDER | 'prerender' | Before render each frame |
RENDER | 'render' | During render each frame |
PAUSE | 'pause' | Scene paused |
RESUME | 'resume' | Scene resumed from pause |
SLEEP | 'sleep' | Scene put to sleep |
WAKE | 'wake' | Scene woken from sleep |
SHUTDOWN | 'shutdown' | Scene shutting down (may restart) |
DESTROY | 'destroy' | Scene permanently destroyed |
ADDED_TO_SCENE | 'addedtoscene' | GameObject added to scene |
REMOVED_FROM_SCENE | 'removedfromscene' | GameObject removed from scene |
TRANSITION_INIT | 'transitioninit' | Transition initialized (target scene) |
TRANSITION_START | 'transitionstart' | Transition started (target scene) |
TRANSITION_OUT | 'transitionout' | Transition out (source scene) |
TRANSITION_COMPLETE | 'transitioncomplete' | Transition finished |
TRANSITION_WAKE | 'transitionwake' | Transition wakes target scene |
Game Events (Phaser.Core.Events)
Emitter: this.game.events or game.events
| Constant | String | When |
|---|
BOOT | 'boot' | Game instance finished booting |
READY | 'ready' | Game ready to start running |
SYSTEM_READY | 'systemready' | All global systems ready |
PRE_STEP | 'prestep' | Before game loop step |
STEP | 'step' | Main game loop step |
POST_STEP | 'poststep' | After game loop step |
PRE_RENDER | 'prerender' | Before rendering all scenes |
POST_RENDER | 'postrender' | After rendering all scenes |
PAUSE | 'pause' | Game paused |
RESUME | 'resume' | Game resumed |
BLUR | 'blur' | Browser tab lost focus |
FOCUS | 'focus' | Browser tab gained focus |
HIDDEN | 'hidden' | Page Visibility API: hidden |
VISIBLE | 'visible' | Page Visibility API: visible |
CONTEXT_LOST | 'contextlost' | WebGL context lost |
DESTROY | 'destroy' | Game being destroyed |
Input Events (Phaser.Input.Events)
Emitter: this.input (scene-level) or individual GameObjects. Events exist at three levels: scene-level (this.input), scene-level with gameobject prefix, and directly on interactive GameObjects. See ../input-keyboard-mouse-touch/SKILL.md for full usage.
Scene-level pointer events (on this.input):
POINTER_DOWN 'pointerdown' | POINTER_UP 'pointerup' | POINTER_MOVE 'pointermove' | POINTER_OVER 'pointerover' | POINTER_OUT 'pointerout' | POINTER_WHEEL 'wheel' | POINTER_DOWN_OUTSIDE 'pointerdownoutside' | POINTER_UP_OUTSIDE 'pointerupoutside'
Scene-level gameobject events (on this.input):
GAMEOBJECT_DOWN 'gameobjectdown' | GAMEOBJECT_UP 'gameobjectup' | GAMEOBJECT_MOVE 'gameobjectmove' | GAMEOBJECT_OVER 'gameobjectover' | GAMEOBJECT_OUT 'gameobjectout' | GAMEOBJECT_WHEEL 'gameobjectwheel'
Per-GameObject events (emitted on the GameObject itself, requires setInteractive()):
GAMEOBJECT_POINTER_DOWN 'pointerdown' | GAMEOBJECT_POINTER_UP 'pointerup' | GAMEOBJECT_POINTER_MOVE 'pointermove' | GAMEOBJECT_POINTER_OVER 'pointerover' | GAMEOBJECT_POINTER_OUT 'pointerout' | GAMEOBJECT_POINTER_WHEEL 'wheel'
Drag events (on this.input and on GameObjects with same string):
DRAG_START/GAMEOBJECT_DRAG_START 'dragstart' | DRAG/GAMEOBJECT_DRAG 'drag' | DRAG_END/GAMEOBJECT_DRAG_END 'dragend' | DRAG_ENTER/GAMEOBJECT_DRAG_ENTER 'dragenter' | DRAG_OVER/GAMEOBJECT_DRAG_OVER 'dragover' | DRAG_LEAVE/GAMEOBJECT_DRAG_LEAVE 'dragleave' | DROP/GAMEOBJECT_DROP 'drop'
Other: GAME_OUT 'gameout' | GAME_OVER 'gameover' | POINTERLOCK_CHANGE 'pointerlockchange'
Loader Events (Phaser.Loader.Events)
Emitter: this.load
| Constant | String | When |
|---|
ADD | 'addfile' | File added to load queue |
START | 'start' | Loader starts |
PROGRESS | 'progress' | Overall progress updated (0-1) |
FILE_LOAD | 'load' | Individual file loaded |
FILE_PROGRESS | 'fileprogress' | Individual file progress |
FILE_COMPLETE | 'filecomplete' | Individual file completed processing |
FILE_KEY_COMPLETE | 'filecomplete-' | Specific file completed (append type-key) |
FILE_LOAD_ERROR | 'loaderror' | File failed to load |
POST_PROCESS | 'postprocess' | All files loaded, post-processing |
COMPLETE | 'complete' | All loading complete |
Animation Events (Phaser.Animations.Events)
Emitter: individual sprites (per-sprite) or this.anims (global AnimationManager)
| Constant | String | When |
|---|
ADD_ANIMATION | 'add' | Animation added to manager |
REMOVE_ANIMATION | 'remove' | Animation removed from manager |
PAUSE_ALL | 'pauseall' | All animations paused |
RESUME_ALL | 'resumeall' | All animations resumed |
ANIMATION_START | 'animationstart' | Animation starts playing on a sprite |
ANIMATION_RESTART | 'animationrestart' | Animation restarts on a sprite |
ANIMATION_REPEAT | 'animationrepeat' | Animation repeats on a sprite |
ANIMATION_UPDATE | 'animationupdate' | Animation frame changes on a sprite |
ANIMATION_COMPLETE | 'animationcomplete' | Animation finishes on a sprite |
ANIMATION_COMPLETE_KEY | 'animationcomplete-' | Specific animation finishes (append key) |
ANIMATION_STOP | 'animationstop' | Animation stopped on a sprite |
Camera Events (Phaser.Cameras.Scene2D.Events)
Emitter: individual camera instance (e.g. this.cameras.main). Each camera effect has a START and COMPLETE pair.
DESTROY 'cameradestroy' | FADE_IN_START 'camerafadeinstart' | FADE_IN_COMPLETE 'camerafadeincomplete' | FADE_OUT_START 'camerafadeoutstart' | FADE_OUT_COMPLETE 'camerafadeoutcomplete' | FLASH_START 'cameraflashstart' | FLASH_COMPLETE 'cameraflashcomplete' | PAN_START 'camerapanstart' | PAN_COMPLETE 'camerapancomplete' | ROTATE_START 'camerarotatestart' | ROTATE_COMPLETE 'camerarotatecomplete' | SHAKE_START 'camerashakestart' | SHAKE_COMPLETE 'camerashakecomplete' | ZOOM_START 'camerazoomstart' | ZOOM_COMPLETE 'camerazoomcomplete' | FOLLOW_UPDATE 'followupdate' | PRE_RENDER 'prerender' | POST_RENDER 'postrender'
Sound Events (Phaser.Sound.Events)
Emitter: individual sound instances or this.sound (SoundManager)
Per-sound instance events:
PLAY 'play' | PAUSE 'pause' | RESUME 'resume' | STOP 'stop' | COMPLETE 'complete' | LOOP 'loop' | LOOPED 'looped' | SEEK 'seek' | MUTE 'mute' | VOLUME 'volume' | RATE 'rate' | DETUNE 'detune' | PAN 'pan' | DECODED 'decoded' | DESTROY 'destroy'
SoundManager-level events (on this.sound):
GLOBAL_MUTE 'mute' | GLOBAL_VOLUME 'volume' | GLOBAL_RATE 'rate' | GLOBAL_DETUNE 'detune' | PAUSE_ALL 'pauseall' | RESUME_ALL 'resumeall' | STOP_ALL 'stopall' | DECODED_ALL 'decodedall' | UNLOCKED 'unlocked'
Tween Events (Phaser.Tweens.Events)
Emitter: individual tween instances
| Constant | String | When |
|---|
TWEEN_ACTIVE | 'active' | Tween becomes active |
TWEEN_START | 'start' | Tween starts first play |
TWEEN_UPDATE | 'update' | Tween updates a value |
TWEEN_YOYO | 'yoyo' | Tween yoyos (reverses direction) |
TWEEN_REPEAT | 'repeat' | Tween repeats |
TWEEN_LOOP | 'loop' | Tween loops |
TWEEN_PAUSE | 'pause' | Tween paused |
TWEEN_RESUME | 'resume' | Tween resumed |
TWEEN_COMPLETE | 'complete' | Tween finishes |
TWEEN_STOP | 'stop' | Tween stopped manually |
Arcade Physics Events (Phaser.Physics.Arcade.Events)
Emitter: this.physics.world
| Constant | String | When |
|---|
COLLIDE | 'collide' | Two bodies collide |
OVERLAP | 'overlap' | Two bodies overlap |
TILE_COLLIDE | 'tilecollide' | Body collides with a tile |
TILE_OVERLAP | 'tileoverlap' | Body overlaps with a tile |
WORLD_BOUNDS | 'worldbounds' | Body hits world boundary |
WORLD_STEP | 'worldstep' | Physics world completes a step |
PAUSE | 'pause' | Physics world paused |
RESUME | 'resume' | Physics world resumed |
Texture Events (Phaser.Textures.Events)
Emitter: this.textures (TextureManager)
| Constant | String | When |
|---|
ADD | 'addtexture' | Any texture added |
ADD_KEY | 'addtexture-' | Specific texture added (append key) |
REMOVE | 'removetexture' | Any texture removed |
REMOVE_KEY | 'removetexture-' | Specific texture removed (append key) |
LOAD | 'onload' | Texture source loaded |
ERROR | 'onerror' | Texture source load error |
READY | 'ready' | Texture manager ready |
GameObject Events (Phaser.GameObjects.Events)
Emitter: individual GameObjects
| Constant | String | When |
|---|
ADDED_TO_SCENE | 'addedtoscene' | GameObject added to a scene |
REMOVED_FROM_SCENE | 'removedfromscene' | GameObject removed from scene |
DESTROY | 'destroy' | GameObject destroyed |
Video GameObject events (on Video GameObjects):
VIDEO_PLAY 'play' | VIDEO_PLAYING 'playing' | VIDEO_COMPLETE 'complete' | VIDEO_LOOP 'loop' | VIDEO_STOP 'stop' | VIDEO_CREATED 'created' | VIDEO_ERROR 'error' | VIDEO_LOCKED 'locked' | VIDEO_UNLOCKED 'unlocked' | VIDEO_METADATA 'metadata' | VIDEO_SEEKED 'seeked' | VIDEO_SEEKING 'seeking' | VIDEO_STALLED 'stalled' | VIDEO_TEXTURE 'textureready' | VIDEO_UNSUPPORTED 'unsupported'
Time Events (Phaser.Time.Events)
Emitter: Phaser.Time.TimerEvent instances
| Constant | String | When |
|---|
COMPLETE | 'complete' | TimerEvent finishes all repeats |
Event Removal Safety
You must pass the SAME function reference AND the same context/scope to off() that you used with on(). Anonymous or inline arrow functions cannot be removed.
this.events.on('update', () => { this.doStuff(); });
this.events.on('update', this.onUpdate, this);
this.events.off('update', this.onUpdate, this);
once() Auto-Removes
once() automatically removes the listener after first fire. No manual cleanup needed.
this.events.once(Phaser.Scenes.Events.CREATE, this.onFirstCreate, this);
Utility Methods
emitter.listenerCount('update');
emitter.eventNames();
emitter.removeAllListeners('player-died');
emitter.removeAllListeners();
Creating a Standalone EventEmitter
const bus = new Phaser.Events.EventEmitter();
bus.on('inventory-changed', (items) => { console.log(items.length); });
bus.emit('inventory-changed', this.inventory);
Scene Events vs Game Events
this.events -- Scene-specific. Fires scene lifecycle events. Cleaned up when scene is destroyed.
this.game.events -- Global. Fires game-level events (blur, focus, pause, resume). Persists across scene restarts -- clean up on SHUTDOWN.
create() {
this.events.on(Phaser.Scenes.Events.UPDATE, this.onUpdate, this);
this.game.events.on(Phaser.Core.Events.BLUR, this.onBlur, this);
this.events.once(Phaser.Scenes.Events.SHUTDOWN, () => {
this.game.events.off(Phaser.Core.Events.BLUR, this.onBlur, this);
});
}
Gotchas
Memory Leaks from Unremoved Listeners
The most common source of bugs. If a scene uses on() and the scene restarts via scene.restart(), old listeners persist because on() does not auto-remove. Each restart adds duplicate listeners.
create() {
this.input.on('pointerdown', this.shoot, this);
}
create() {
this.input.on('pointerdown', this.shoot, this);
this.events.once(Phaser.Scenes.Events.SHUTDOWN, () => {
this.input.off('pointerdown', this.shoot, this);
});
}
create() {
this.events.once(Phaser.Scenes.Events.CREATE, this.onFirstCreate, this);
}
shutdown vs destroy
SHUTDOWN fires when a scene stops but can restart later. Clean up listeners here.
DESTROY fires when a scene is permanently removed. Use for final cleanup.
- A scene restart fires
SHUTDOWN then START then CREATE. It does NOT fire DESTROY.
Context Binding
The third argument to on/once sets this inside the callback. Without it, this defaults to the emitter, not the scene. Use this as the third argument with regular functions, or use arrow functions (which capture lexical this).
off() Requires Exact References
off() only works if you pass the exact same function reference (and context) used with on(). Anonymous functions or arrow literals cannot be removed -- store a reference or use a class method.
Input Event Hierarchy
Input events fire in order: (1) GAMEOBJECT_POINTER_DOWN on the GameObject, (2) GAMEOBJECT_DOWN on this.input, (3) POINTER_DOWN on this.input. Higher handlers can stop propagation.
Game Events vs Scene Events
this.game.events and this.events are different emitters. Game events fire once per game loop tick across all scenes. Scene events fire per-scene. Listeners on game.events persist across scene restarts -- always clean them up on SHUTDOWN:
create() {
this.game.events.on(Phaser.Core.Events.BLUR, this.onBlur, this);
this.events.once(Phaser.Scenes.Events.SHUTDOWN, () => {
this.game.events.off(Phaser.Core.Events.BLUR, this.onBlur, this);
});
}
Source File Map
| Path | Description |
|---|
src/events/EventEmitter.js | Base EventEmitter class (wraps eventemitter3) |
src/scene/events/ | Scene lifecycle events (22 events) |
src/core/events/ | Game-level events (16 events) |
src/input/events/ | Input/pointer/drag events (48 events) |
src/loader/events/ | Asset loading events (10 events) |
src/animations/events/ | Animation playback events (11 events) |
src/cameras/2d/events/ | Camera effect events (18 events) |
src/sound/events/ | Sound playback events (24 events) |
src/tweens/events/ | Tween lifecycle events (10 events) |
src/physics/arcade/events/ | Arcade physics events (8 events) |
src/textures/events/ | Texture manager events (7 events) |
src/gameobjects/events/ | GameObject lifecycle + Video events (18 events) |
src/time/events/ | TimerEvent events (1 event) |