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AgentKip

Skill · Version 1.0.0

Phaser scene lifecycle

Makes restart, pause and overlapping scenes repeatable. It separates shared caches from timers, objects and listeners owned by one scene, preventing old rounds from reacting to new input.

phaser-scene-lifecycle

See how it helps

When is it useful?

Use when restarting a Phaser level duplicates inputs, scoring or background activity.

What does it help you do?

  • Maps preload, creation, updates, shutdown and destruction separately.
  • Distinguishes persistent caches from scene-owned objects and subscriptions.
  • Reinitializes transient state and unregisters external listeners on shutdown.

Try asking this

Create a pause overlay for our survival arena. Pause and resume repeatedly, lose a round and restart ten times. One key press must fire one shot, the countdown must run once and the old arena must stop receiving external events.

Detailed documentation

Read the skill’s original instructions, examples and checks in their authored language.

Details…Show less

Phaser — scene lifecycle

Use when implementing Phaser scenes, transitions, overlays, pause or restart behavior.

Version and project gate

Inspect Phaser major version, package lock, scene registry, renderer, scale configuration, Arcade/Matter plugins, loaders, animation keys and deployment base path. Phaser 2 States, Phaser 3 Scenes and newer APIs are not interchangeable. Never turn a task into an engine upgrade without the user’s intent. Read the version-matching official reference when an API decision depends on it.

Work

Draw the boot/preload/create/update/shutdown/destroy transitions actually used. Separate persistent game caches from scene-owned listeners, timers and objects. Connect inter-scene events through an explicit owner and unregister external listeners on shutdown. Ensure restart reinitializes transient state.

Deliver

A scene transition table and a repeatable menu/play/pause/restart implementation. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.

Failure to prevent

Scene shutdown and destruction differ; registering a global listener every create call can duplicate behavior.

Acceptance scenario

Restart the level repeatedly and confirm a single input event, timer and score transition per action. Follow the project’s execution and verification permissions. If execution or a target device is unavailable, provide the reproduction steps and name the remaining uncertainty; do not mark it passed.

Scope and sources

This skill belongs to Kip. Agent selection is restricted by Orqestria’s assigned-agent policy, including forced skill selection; instruction text alone is not an access control. These are original task workflows researched from official documentation, not a copied or endorsed vendor skill.

Included files 1

  • SKILL.md