phaser-scene

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Phaser 4 Scene Creation

Phaser 4 场景创建

Every Phaser 4 game is composed of Scene classes. Each scene is a self-contained unit with its own lifecycle, assets, and game objects.
每个Phaser 4游戏都由Scene类组成。每个场景都是一个独立的单元,拥有自己的生命周期、资源和游戏对象。

Scene Class Pattern

场景类模式

The canonical pattern for every scene:
typescript
import Phaser from 'phaser';

export class MyScene extends Phaser.Scene {
  constructor() {
    super({ key: 'MyScene' });  // key MUST be unique across all scenes
  }

  // Called when scene starts, before preload. Receive data from previous scene.
  init(data?: Record<string, unknown>): void {
    // e.g., data.level, data.score from this.scene.start('MyScene', { level: 2 })
  }

  // Load assets used only by this scene (prefer PreloaderScene for shared assets)
  preload(): void { }

  // Build the scene: create game objects, physics, input, events
  create(): void { }

  // Called every frame. Keep lean — call helper methods
  update(time: number, delta: number): void { }

  // Called when scene is about to be stopped or replaced. Clean up here.
  shutdown(): void {
    // Remove event listeners; stop sounds; clear tracked timers
  }
}
Register every scene in
main.ts
GameConfig:
typescript
scene: [BootScene, PreloaderScene, MainMenuScene, GameScene, GameOverScene]
每个场景的标准模式:
typescript
import Phaser from 'phaser';

export class MyScene extends Phaser.Scene {
  constructor() {
    super({ key: 'MyScene' });  // key 在所有场景中必须唯一
  }

  // 场景启动时调用,在preload之前。接收来自前一个场景的数据。
  init(data?: Record<string, unknown>): void {
    // 例如,从this.scene.start('MyScene', { level: 2 })获取data.level、data.score
  }

  // 加载仅用于此场景的资源(共享资源优先使用PreloaderScene)
  preload(): void { }

  // 构建场景:创建游戏对象、物理系统、输入、事件
  create(): void { }

  // 每帧调用。保持精简——调用辅助方法
  update(time: number, delta: number): void { }

  // 场景即将停止或替换时调用。在此处清理资源。
  shutdown(): void {
    // 移除事件监听器;停止音效;清除跟踪的计时器
  }
}
main.ts
的GameConfig中注册所有场景:
typescript
scene: [BootScene, PreloaderScene, MainMenuScene, GameScene, GameOverScene]

Scene Type Patterns

场景类型模式

BootScene

BootScene

Minimal. Loads only the assets needed for the loading bar, immediately transitions.
typescript
export class BootScene extends Phaser.Scene {
  constructor() { super({ key: 'BootScene' }); }

  preload(): void {
    this.load.image('loading-bg', 'assets/images/loading-bg.png');
    this.load.image('loading-bar', 'assets/images/loading-bar.png');
  }

  create(): void {
    this.scene.start('PreloaderScene');
  }
}
极简模式。仅加载加载条所需的资源,立即切换场景。
typescript
export class BootScene extends Phaser.Scene {
  constructor() { super({ key: 'BootScene' }); }

  preload(): void {
    this.load.image('loading-bg', 'assets/images/loading-bg.png');
    this.load.image('loading-bar', 'assets/images/loading-bar.png');
  }

  create(): void {
    this.scene.start('PreloaderScene');
  }
}

PreloaderScene

PreloaderScene

Shows a loading bar while loading ALL game assets. Set up global animations here too.
typescript
export class PreloaderScene extends Phaser.Scene {
  constructor() { super({ key: 'PreloaderScene' }); }

  preload(): void {
    const { width, height } = this.scale;

    // Loading bar
    const bg = this.add.graphics();
    bg.fillStyle(0x111111, 0.8);
    bg.fillRect(width / 2 - 160, height / 2 - 25, 320, 50);

    const bar = this.add.graphics();
    this.load.on('progress', (value: number) => {
      bar.clear();
      bar.fillStyle(0x00ff88, 1);
      bar.fillRect(width / 2 - 150, height / 2 - 15, 300 * value, 30);
    });

    // ── Load all game assets here ──
    this.load.atlas('characters', 'assets/atlases/characters.png', 'assets/atlases/characters.json');
    this.load.audio('bgm', ['assets/audio/bgm.mp3', 'assets/audio/bgm.ogg']);
  }

  create(): void {
    // Create all animations here — available globally after this
    this.anims.create({
      key: 'player-idle',
      frames: this.anims.generateFrameNumbers('player', { start: 0, end: 3 }),
      frameRate: 8,
      repeat: -1,
    });

    this.scene.start('MainMenuScene');
  }
}
显示加载条的同时加载所有游戏资源。也可在此处设置全局动画。
typescript
export class PreloaderScene extends Phaser.Scene {
  constructor() { super({ key: 'PreloaderScene' }); }

  preload(): void {
    const { width, height } = this.scale;

    // 加载条
    const bg = this.add.graphics();
    bg.fillStyle(0x111111, 0.8);
    bg.fillRect(width / 2 - 160, height / 2 - 25, 320, 50);

    const bar = this.add.graphics();
    this.load.on('progress', (value: number) => {
      bar.clear();
      bar.fillStyle(0x00ff88, 1);
      bar.fillRect(width / 2 - 150, height / 2 - 15, 300 * value, 30);
    });

    // ── 在此处加载所有游戏资源 ──
    this.load.atlas('characters', 'assets/atlases/characters.png', 'assets/atlases/characters.json');
    this.load.audio('bgm', ['assets/audio/bgm.mp3', 'assets/audio/bgm.ogg']);
  }

  create(): void {
    // 在此处创建所有动画——之后全局可用
    this.anims.create({
      key: 'player-idle',
      frames: this.anims.generateFrameNumbers('player', { start: 0, end: 3 }),
      frameRate: 8,
      repeat: -1,
    });

    this.scene.start('MainMenuScene');
  }
}

MainMenuScene

MainMenuScene

Title screen. Handles start button, settings navigation.
typescript
export class MainMenuScene extends Phaser.Scene {
  constructor() { super({ key: 'MainMenuScene' }); }

  create(): void {
    const { width, height } = this.scale;

    this.add.image(width / 2, height / 2, 'menu-bg');
    this.add.text(width / 2, height * 0.3, 'MY GAME', {
      fontSize: '64px',
      color: '#ffffff',
      fontFamily: 'Arial Black',
    }).setOrigin(0.5);

    const startBtn = this.add.text(width / 2, height * 0.6, 'PLAY', {
      fontSize: '32px',
      color: '#00ff88',
      backgroundColor: '#333',
      padding: { x: 20, y: 10 },
    }).setOrigin(0.5).setInteractive({ useHandCursor: true });

    startBtn.on('pointerover', () => startBtn.setStyle({ color: '#ffff00' }));
    startBtn.on('pointerout', () => startBtn.setStyle({ color: '#00ff88' }));
    startBtn.on('pointerdown', () => {
      this.cameras.main.fadeOut(500, 0, 0, 0, () => {
        this.scene.start('GameScene', { level: 1 });
      });
    });
  }
}
标题界面。处理开始按钮、设置导航。
typescript
export class MainMenuScene extends Phaser.Scene {
  constructor() { super({ key: 'MainMenuScene' }); }

  create(): void {
    const { width, height } = this.scale;

    this.add.image(width / 2, height / 2, 'menu-bg');
    this.add.text(width / 2, height * 0.3, 'MY GAME', {
      fontSize: '64px',
      color: '#ffffff',
      fontFamily: 'Arial Black',
    }).setOrigin(0.5);

    const startBtn = this.add.text(width / 2, height * 0.6, 'PLAY', {
      fontSize: '32px',
      color: '#00ff88',
      backgroundColor: '#333',
      padding: { x: 20, y: 10 },
    }).setOrigin(0.5).setInteractive({ useHandCursor: true });

    startBtn.on('pointerover', () => startBtn.setStyle({ color: '#ffff00' }));
    startBtn.on('pointerout', () => startBtn.setStyle({ color: '#00ff88' }));
    startBtn.on('pointerdown', () => {
      this.cameras.main.fadeOut(500, 0, 0, 0, () => {
        this.scene.start('GameScene', { level: 1 });
      });
    });
  }
}

GameOverScene

GameOverScene

End state. Display score, offer restart.
typescript
export class GameOverScene extends Phaser.Scene {
  constructor() { super({ key: 'GameOverScene' }); }

  init(data: { score: number }): void {
    this.registry.set('finalScore', data.score);
  }

  create(): void {
    const { width, height } = this.scale;
    const score = this.registry.get('finalScore') as number;

    this.add.rectangle(width / 2, height / 2, width, height, 0x000000, 0.7);
    this.add.text(width / 2, height * 0.35, 'GAME OVER', {
      fontSize: '56px', color: '#ff4444',
    }).setOrigin(0.5);
    this.add.text(width / 2, height * 0.5, `Score: ${score}`, {
      fontSize: '32px', color: '#ffffff',
    }).setOrigin(0.5);

    this.add.text(width / 2, height * 0.65, 'Play Again', {
      fontSize: '28px', color: '#00ff88',
    }).setOrigin(0.5).setInteractive({ useHandCursor: true })
      .on('pointerdown', () => this.scene.start('GameScene', { level: 1 }));
  }
}
结束状态。显示分数,提供重新开始选项。
typescript
export class GameOverScene extends Phaser.Scene {
  constructor() { super({ key: 'GameOverScene' }); }

  init(data: { score: number }): void {
    this.registry.set('finalScore', data.score);
  }

  create(): void {
    const { width, height } = this.scale;
    const score = this.registry.get('finalScore') as number;

    this.add.rectangle(width / 2, height / 2, width, height, 0x000000, 0.7);
    this.add.text(width / 2, height * 0.35, 'GAME OVER', {
      fontSize: '56px', color: '#ff4444',
    }).setOrigin(0.5);
    this.add.text(width / 2, height * 0.5, `Score: ${score}`, {
      fontSize: '32px', color: '#ffffff',
    }).setOrigin(0.5);

    this.add.text(width / 2, height * 0.65, 'Play Again', {
      fontSize: '28px', color: '#00ff88',
    }).setOrigin(0.5).setInteractive({ useHandCursor: true })
      .on('pointerdown', () => this.scene.start('GameScene', { level: 1 }));
  }
}

HUDScene (Parallel Overlay)

HUDScene(并行覆盖层)

Runs simultaneously with GameScene via
this.scene.launch('HUDScene')
. Ideal for health bars, score, minimap.
typescript
// In GameScene.create():
this.scene.launch('HUDScene');
// Pass events to HUD
this.events.on('scoreChanged', (score: number) => {/* HUD listens */});

// HUDScene.ts:
export class HUDScene extends Phaser.Scene {
  private scoreText!: Phaser.GameObjects.Text;

  constructor() { super({ key: 'HUDScene' }); }

  create(): void {
    this.scoreText = this.add.text(16, 16, 'Score: 0', {
      fontSize: '20px', color: '#ffffff',
    }).setScrollFactor(0);  // Fixed to camera

    const gameScene = this.scene.get('GameScene');
    gameScene.events.on('scoreChanged', (score: number) => {
      this.scoreText.setText(`Score: ${score}`);
    }, this);

    // Clean up when GameScene stops
    gameScene.events.once(Phaser.Scenes.Events.SHUTDOWN, () => {
      gameScene.events.off('scoreChanged');
    }, this);
  }
}
通过
this.scene.launch('HUDScene')
与GameScene同时运行。适用于生命值条、分数、小地图。
typescript
// 在GameScene.create()中:
this.scene.launch('HUDScene');
// 向HUD传递事件
this.events.on('scoreChanged', (score: number) => {/* HUD监听 */});

// HUDScene.ts:
export class HUDScene extends Phaser.Scene {
  private scoreText!: Phaser.GameObjects.Text;

  constructor() { super({ key: 'HUDScene' }); }

  create(): void {
    this.scoreText = this.add.text(16, 16, 'Score: 0', {
      fontSize: '20px', color: '#ffffff',
    }).setScrollFactor(0);  // 固定到相机

    const gameScene = this.scene.get('GameScene');
    gameScene.events.on('scoreChanged', (score: number) => {
      this.scoreText.setText(`Score: ${score}`);
    }, this);

    // GameScene停止时清理
    gameScene.events.once(Phaser.Scenes.Events.SHUTDOWN, () => {
      gameScene.events.off('scoreChanged');
    }, this);
  }
}

PauseScene (Modal Overlay)

PauseScene(模态覆盖层)

Launched on top of GameScene, which is paused.
typescript
// In GameScene — pause on Escape:
const esc = this.input.keyboard!.addKey(Phaser.Input.Keyboard.KeyCodes.ESC);
esc.on('down', () => {
  this.scene.pause('GameScene');
  this.scene.launch('PauseScene');
});

// PauseScene.ts:
export class PauseScene extends Phaser.Scene {
  constructor() { super({ key: 'PauseScene' }); }

  create(): void {
    const { width, height } = this.scale;
    this.add.rectangle(width / 2, height / 2, width, height, 0x000000, 0.5);
    this.add.text(width / 2, height / 2 - 50, 'PAUSED', {
      fontSize: '48px', color: '#ffffff',
    }).setOrigin(0.5);

    this.add.text(width / 2, height / 2 + 40, 'Resume', {
      fontSize: '28px', color: '#00ff88',
    }).setOrigin(0.5).setInteractive({ useHandCursor: true })
      .on('pointerdown', () => {
        this.scene.resume('GameScene');
        this.scene.stop('PauseScene');
      });
  }
}
在GameScene之上启动,GameScene会被暂停。
typescript
// 在GameScene中——按ESC暂停:
const esc = this.input.keyboard!.addKey(Phaser.Input.Keyboard.KeyCodes.ESC);
esc.on('down', () => {
  this.scene.pause('GameScene');
  this.scene.launch('PauseScene');
});

// PauseScene.ts:
export class PauseScene extends Phaser.Scene {
  constructor() { super({ key: 'PauseScene' }); }

  create(): void {
    const { width, height } = this.scale;
    this.add.rectangle(width / 2, height / 2, width, height, 0x000000, 0.5);
    this.add.text(width / 2, height / 2 - 50, 'PAUSED', {
      fontSize: '48px', color: '#ffffff',
    }).setOrigin(0.5);

    this.add.text(width / 2, height / 2 + 40, 'Resume', {
      fontSize: '28px', color: '#00ff88',
    }).setOrigin(0.5).setInteractive({ useHandCursor: true })
      .on('pointerdown', () => {
        this.scene.resume('GameScene');
        this.scene.stop('PauseScene');
      });
  }
}

Scene Transitions

场景切换

typescript
// Basic transition
this.scene.start('TargetScene');

// With data
this.scene.start('GameScene', { level: 2, score: 1500 });

// With fade
this.cameras.main.fadeOut(500, 0, 0, 0, () => {
  this.scene.start('NextScene');
});

// Parallel launch (both scenes run simultaneously)
this.scene.launch('HUDScene');

// Pause/resume
this.scene.pause('GameScene');
this.scene.resume('GameScene');

// Stop a scene entirely
this.scene.stop('HUDScene');

// Restart current scene
this.scene.restart();
this.scene.restart({ level: 1, score: 0 }); // with fresh data
typescript
// 基础切换
this.scene.start('TargetScene');

// 携带数据
this.scene.start('GameScene', { level: 2, score: 1500 });

// 带淡入淡出效果
this.cameras.main.fadeOut(500, 0, 0, 0, () => {
  this.scene.start('NextScene');
});

// 并行启动(两个场景同时运行)
this.scene.launch('HUDScene');

// 暂停/恢复
this.scene.pause('GameScene');
this.scene.resume('GameScene');

// 完全停止场景
this.scene.stop('HUDScene');

// 重启当前场景
this.scene.restart();
this.scene.restart({ level: 1, score: 0 }); // 携带新数据

Cross-Scene Communication

跨场景通信

typescript
// 1. Registry (simple key-value, fires events on change)
this.registry.set('score', 0);
this.registry.get('score');
this.registry.events.on('changedata-score', (parent, value) => {});

// 2. Scene events (strongly typed messaging)
// Emitter scene:
this.events.emit('enemyKilled', { points: 100, x: enemy.x, y: enemy.y });
// Listener scene:
this.scene.get('GameScene').events.on('enemyKilled', (data: {points: number}) => {});

// 3. Direct scene reference (use sparingly — creates tight coupling)
const gameScene = this.scene.get('GameScene') as GameScene;
gameScene.addScore(100);
typescript
// 1. Registry(简单键值对,数据变化时触发事件)
this.registry.set('score', 0);
this.registry.get('score');
this.registry.events.on('changedata-score', (parent, value) => {});

// 2. 场景事件(强类型消息传递)
// 发射场景:
this.events.emit('enemyKilled', { points: 100, x: enemy.x, y: enemy.y });
// 监听场景:
this.scene.get('GameScene').events.on('enemyKilled', (data: {points: number}) => {});

// 3. 直接场景引用(谨慎使用——会造成强耦合)
const gameScene = this.scene.get('GameScene') as GameScene;
gameScene.addScore(100);

Defensive Scene Shutdown

防御性场景关闭

Scene teardown is the most common source of runtime crashes in Phaser 4.
physics
,
tweens
, and camera-owned objects can be null during shutdown, especially in overlay scenes stopped while still mid-tween.
场景销毁是Phaser 4中运行时崩溃最常见的原因。
physics
tweens
和相机所属的对象在关闭期间可能为空,尤其是在仍处于补间过程中被停止的覆盖场景。

Timer Tracking Pattern

计时器跟踪模式

Anonymous
time.addEvent()
calls accumulate and never clean up on scene restart. Track every timer:
typescript
export class GameScene extends Phaser.Scene {
  private activeTimers: Phaser.Time.TimerEvent[] = [];

  // Use this instead of this.time.addEvent() directly
  private addTimer(cfg: Phaser.Types.Time.TimerEventConfig): Phaser.Time.TimerEvent {
    const t = this.time.addEvent(cfg);
    this.activeTimers.push(t);
    return t;
  }

  shutdown(): void {
    for (const t of this.activeTimers) t.remove(false);
    this.activeTimers = [];
    this.bgMusic?.stop();
  }
}
匿名的
time.addEvent()
调用会累积,并且在场景重启时不会清理。跟踪每个计时器:
typescript
export class GameScene extends Phaser.Scene {
  private activeTimers: Phaser.Time.TimerEvent[] = [];

  // 直接使用此方法代替this.time.addEvent()
  private addTimer(cfg: Phaser.Types.Time.TimerEventConfig): Phaser.Time.TimerEvent {
    const t = this.time.addEvent(cfg);
    this.activeTimers.push(t);
    return t;
  }

  shutdown(): void {
    for (const t of this.activeTimers) t.remove(false);
    this.activeTimers = [];
    this.bgMusic?.stop();
  }
}

Overlay Scene Sizing

覆盖场景尺寸

Overlay scenes (PauseScene, dialog panels) must size their full-screen backdrops from
this.cameras.main.width/height
, not from module-level constants. Constants are frozen at boot time; camera dimensions update with the live viewport. A backdrop sized from a constant will be wrong after any canvas resize.
typescript
// BAD — constant freezes at boot-time dimensions:
const GAME_W = 800;
this.add.rectangle(GAME_W / 2, GAME_H / 2, GAME_W, GAME_H, 0x000000, 0.5);

// CORRECT — reads live dimensions:
const { width, height } = this.cameras.main;
this.add.rectangle(width / 2, height / 2, width, height, 0x000000, 0.5);
Also add a resize listener if the overlay can remain open while the window resizes:
typescript
this.scale.on('resize', (size: Phaser.Structs.Size) => {
  this.backdrop.setPosition(size.width / 2, size.height / 2);
  this.backdrop.setSize(size.width, size.height);
});
覆盖场景(PauseScene、对话框面板)必须从
this.cameras.main.width/height
设置其全屏背景的尺寸,不能使用模块级常量。常量在启动时就固定了;相机尺寸会随实时视口更新。使用常量设置尺寸的背景在画布调整大小后会显示错误。
typescript
// 错误——常量固定为启动时的尺寸:
const GAME_W = 800;
this.add.rectangle(GAME_W / 2, GAME_H / 2, GAME_W, GAME_H, 0x000000, 0.5);

// 正确——读取实时尺寸:
const { width, height } = this.cameras.main;
this.add.rectangle(width / 2, height / 2, width, height, 0x000000, 0.5);
如果覆盖层可能在窗口调整大小时保持打开状态,还要添加一个大小调整监听器:
typescript
this.scale.on('resize', (size: Phaser.Structs.Size) => {
  this.backdrop.setPosition(size.width / 2, size.height / 2);
  this.backdrop.setSize(size.width, size.height);
});

Additional Resources

额外资源

Reference Files

参考文件

  • references/scene-patterns.md
    — Detailed patterns for every scene type, advanced transitions, scene manager patterns
  • references/scene-patterns.md
    —— 每种场景类型的详细模式、高级切换、场景管理器模式