Source profileQuality 89/100

phaserjs/phaser/skills/groups-and-containers/SKILL.md

groups-and-containers

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.

Source repository stars
40,073
Declared platforms
0
Static risk flags
0
Last source update
2026-07-09
Source checked
2026-08-04

Decision brief

What it does—and where it fits

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

Best for

  • Use this skill when using Groups or Containers in Phaser 4.

Not for

  • Tasks that require unconfirmed production actions or broad system permissions.
  • Environments where the pinned source and install steps cannot be inspected.

Compatibility matrix

Platform support, with evidence labels

PlatformStatusEvidenceWhat to check
CodexNot declaredNo explicit evidencePortability before use
Claude CodeNot declaredNo explicit evidencePortability before use
CursorNot declaredNo explicit evidencePortability before use
Gemini CLINot declaredNo explicit evidencePortability before use
Open the compatibility checker

Installation

Inspect first. Install second.

The source command is displayed only when detected. A safe inspection prompt is always available so your agent can explain every action before execution.

Source-detected install commandSource
npx skills add https://github.com/phaserjs/phaser --skill "skills/groups-and-containers"
Safe inspection promptEditorial

Inspect the Agent Skill "groups-and-containers" from https://github.com/phaserjs/phaser/blob/41be1e462bc600064e498cba370bfa8c5c055a22/skills/groups-and-containers/SKILL.md at commit 41be1e462bc600064e498cba370bfa8c5c055a22. List every install step, command, network request, credential, file read/write, external action, and rollback step. Explain whether it fits my task. Do not install or execute anything until I approve.

Workflow

What the source asks the agent to do

  1. 01

    Quick Start

    Review the “Quick Start” section in the pinned source before continuing.

    Review and apply the “Quick Start” source section.
  2. 02

    Core Concepts

    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 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.
  3. 03

    Group vs Container vs Layer

    Review the “Group vs Container vs Layer” section in the pinned source before continuing.

    Review and apply the “Group vs Container vs Layer” source section.
  4. 04

    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.

    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 simult…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 belon…Layer: Controlling render order of object batches, applying shared alpha/blend/mask. No position/scale/rotation. Lightweight render bucketing.
  5. 05

    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 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.

Permission review

Static risk signals and limitations

No configured static risk pattern was detected

This is not proof of safety. Runtime behavior, indirect dependencies, and hidden external systems are outside the static scan.

Evidence record

Why each signal appears

EvidenceSourceComputedTestedEditorial
SignalValueEvidence typeMeaning
Quality score89/100ComputedDocumentation, specificity, maintenance, and trust rules
Repository stars40,073SourceRepository attention, not individual Skill quality
Compatibility0 platformsSourceDeclared in the catalog source record
Usage guideautomated source guideEditorialGenerated or reviewed according to the visible evidence level

Pinned source

Provenance and original SKILL.md

Repository
phaserjs/phaser
Skill path
skills/groups-and-containers/SKILL.md
Commit
41be1e462bc600064e498cba370bfa8c5c055a22
License
MIT
Collected
2026-08-04
Default branch
master
View the original SKILL.md

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

// 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

// 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.

// 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);

    if (bullet) {
        bullet.setActive(true);
        bullet.setVisible(true);
        bullet.body.velocity.y = -300;   // if physics enabled
    }
}

// Deactivate when off-screen or on hit
function killBullet(bullet) {
    bullets.killAndHide(bullet);         // sets active=false, visible=false
    // If using physics, also reset the body:
    // bullet.body.stop();
}

// Alternative: manual getFirst
const inactive = bullets.getFirst(false);     // first where active===false
const active = bullets.getFirstAlive();       // first where active===true
const dead = bullets.getFirstDead(true, x, y); // first inactive, create if null

Pool helper methods on Group:

MethodDescription
get(x, y, key, frame)Shortcut: getFirst(false, true, ...) -- finds inactive or creates
getFirst(state, createIfNull, x, y, key, frame)First member matching active state
getFirstAlive(createIfNull, x, y, key, frame)First member where active===true
getFirstDead(createIfNull, x, y, key, frame)First member where active===false
getLast(state, createIfNull, x, y, key, frame)Like getFirst but searches back-to-front
kill(gameObject)Sets active=false on a member
killAndHide(gameObject)Sets active=false and visible=false
countActive(value)Count members where active===value (default true)
getTotalUsed()Count of active members
getTotalFree()maxSize - active count (remaining pool capacity)
isFull()True if children.size >= maxSize

Physics Groups

Physics groups extend Group with automatic body assignment. See ../physics-arcade/SKILL.md for full details.

// Arcade Physics group -- every member gets a dynamic body
const enemies = this.physics.add.group({
    key: 'enemy',
    quantity: 5,
    setXY: { x: 100, y: 100, stepX: 80 }
});

// Static physics group -- immovable bodies
const platforms = this.physics.add.staticGroup();
platforms.create(400, 568, 'ground');

// Collide physics groups with each other
this.physics.add.collider(player, platforms);
this.physics.add.overlap(bullets, enemies, onHit);

Containers with Nested Transforms

// HUD that follows camera
const hud = this.add.container(10, 10);
hud.setScrollFactor(0);     // pinned to camera

const healthBar = this.add.rectangle(0, 0, 200, 20, 0x00ff00);
const healthText = this.add.text(210, -5, '100 HP');
hud.add([healthBar, healthText]);

// Move everything at once
hud.setPosition(50, 50);

// Scale and rotate propagate to children
hud.setScale(1.5);
hud.setRotation(0.1);

// Alpha affects all children
hud.setAlpha(0.8);

// Nested containers
const inventory = this.add.container(300, 500);
for (let i = 0; i < 5; i++) {
    const slot = this.add.container(i * 55, 0);
    slot.add([
        this.add.rectangle(0, 0, 48, 48, 0x333333),
        this.add.image(0, 0, `item-${i}`)
    ]);
    inventory.add(slot);    // Container inside Container
}

Key Container methods:

MethodDescription
add(child) / addAt(child, index)Add Game Object(s); removes from display list
remove(child, destroyChild)Remove; optionally destroy
getAt(index) / getIndex(child)Access by index
getByName(name) / getFirst(prop, val)Query children
getAll(prop, val) / count(prop, val)Filtered access and counting
sort(property) / swap(a, b) / moveTo(child, idx)Ordering
each(cb, ctx) / iterate(cb, ctx)Iteration (iterate passes index)
setScrollFactor(x, y, updateChildren)Pass true to also apply to children
getBounds(output)Bounding rect of all children
pointToContainer(source, output)World point to local space
setExclusive(value)When false, children can exist in multiple places
replace(oldChild, newChild)Swap one child for another
setSize(width, height)Set hit area size (required for input)
lengthRead-only child count

Layers for Render Ordering

const bgLayer = this.add.layer();
const entityLayer = this.add.layer();
const uiLayer = this.add.layer();

// Add objects -- they render in layer order, then by depth within layer
bgLayer.add(this.add.image(400, 300, 'sky'));
entityLayer.add(player);
entityLayer.add(enemy);
uiLayer.add(scoreText);

// Control depth of layers themselves
bgLayer.setDepth(0);
entityLayer.setDepth(1);
uiLayer.setDepth(2);

// Children set depth within their layer
enemy.setDepth(5);   // relative to entityLayer, not the Scene

// Apply shared effects to entire layer
entityLayer.setAlpha(0.5);
entityLayer.setVisible(false);
entityLayer.setBlendMode(Phaser.BlendModes.ADD);

Bulk Creation with createMultiple

// createMultiple accepts a GroupCreateConfig or array of them
const coins = this.add.group();

coins.createMultiple({
    key: 'coin',
    quantity: 20,
    setXY: { x: 50, y: 100, stepX: 40, stepY: 0 },
    setScale: { x: 0.5, y: 0.5 },
    setRotation: { value: 0, step: 0.1 },   // each rotated 0.1 more than previous
    setAlpha: { value: 1 },
    setOrigin: { x: 0.5, y: 0.5 },
    setDepth: { value: 5 },
    gridAlign: {
        width: 5,
        height: 4,
        cellWidth: 48,
        cellHeight: 48,
        x: 100,
        y: 200
    }
});

// Multiple configs at once (creates two different sets)
coins.createMultiple([
    { key: 'gold-coin', quantity: 10, setXY: { x: 50, y: 100, stepX: 30 } },
    { key: 'silver-coin', quantity: 10, setXY: { x: 50, y: 200, stepX: 30 } }
]);

Iterating and Batch Operations on Groups

const enemies = this.add.group();

// Get all children as array
const all = enemies.getChildren();
const active = enemies.getMatching('active', true);

// Batch property operations
enemies.setXY(200, 300);
enemies.incX(5);                    // add 5 to each member's x
enemies.setVisible(false);
enemies.propertyValueSet('tintTopLeft', 0xff0000);
enemies.playAnimation('walk');

// Stepping: apply incremental values across members
enemies.setX(100, 50);             // first at x=100, next at 150, then 200...
enemies.setY(200, 30);             // first at y=200, next at 230, then 260...
enemies.setXY(100, 200, 50, 30);   // combined X and Y stepping
enemies.incXY(10, 5);              // add 10 to each x, 5 to each y
enemies.angle(0, 15);              // first at 0 deg, next at 15, then 30...
enemies.setAlpha(1, -0.1);         // first at 1.0, next at 0.9, then 0.8...
enemies.setScale(1, 0, 0.1, 0);   // scaleX: 1.0, 1.1, 1.2... (stepX=0.1)
enemies.setDepth(0, 1);            // depth 0, 1, 2, 3...
enemies.setOrigin(0.5);
enemies.setBlendMode(Phaser.BlendModes.ADD);
enemies.setTint(0xff0000);
enemies.shuffle();                  // randomize order in the group

API Quick Reference

Group (Phaser.GameObjects.Group)

Factory:  this.add.group(children?, config?)

Config types:
  GroupConfig       -- classType, name, active, maxSize, defaultKey, defaultFrame,
                       runChildUpdate, createCallback, removeCallback
  GroupCreateConfig -- key (required), classType, frame, quantity, visible, active,
                       repeat, yoyo, frameQuantity, max, setXY, setRotation,
                       setScale, setOrigin, setAlpha, setDepth, setScrollFactor,
                       hitArea, gridAlign

Key members:  children (Set), classType, maxSize, defaultKey, defaultFrame,
              active, runChildUpdate
Lifecycle:    create, createMultiple, add, addMultiple, remove, clear, destroy
Queries:      getFirst, getFirstAlive, getFirstDead, getLast, get, getChildren,
              getLength, getMatching, contains, countActive, getTotalUsed,
              getTotalFree, isFull
Pool:         get, getFirstDead, kill, killAndHide
Bulk ops:     setX/Y/XY, incX/Y/XY, setAlpha, setVisible, toggleVisible,
              playAnimation, propertyValueSet, propertyValueInc, setOrigin,
              setDepth, shuffle, setBlendMode, setTint

Container (Phaser.GameObjects.Container)

Factory:  this.add.container(x?, y?, children?)

Extends:  GameObject
Mixins:   AlphaSingle, BlendMode, ComputedSize, Depth, Mask, Transform, Visible

Key members:  list (Array), exclusive, maxSize, scrollFactorX/Y
Children:     add, addAt, remove, removeAt, removeBetween, removeAll
Queries:      getAt, getIndex, getByName, getFirst, getAll, getRandom, count
Ordering:     sort, swap, moveTo, moveUp, moveDown, sendToBack, bringToTop,
              moveAbove, moveBelow, reverse
Transform:    pointToContainer, getBounds, getBoundsTransformMatrix
Iteration:    each(cb, ctx), iterate(cb, ctx, ...args)
Config:       setExclusive, setScrollFactor(x, y, updateChildren)
Property:     length (read-only child count)

Layer (Phaser.GameObjects.Layer)

Factory:  this.add.layer(children?)

Extends:  Phaser.Structs.List
Mixins:   AlphaSingle, BlendMode, Depth, Filters, Mask, RenderSteps, Visible

Key members:  scene, displayList, sortChildrenFlag
Children:     add, remove (inherited from List)
Settings:     setAlpha, setBlendMode, setDepth, setVisible, setMask, setName,
              setActive, setState, setData, getData

No position, rotation, scale, scroll factor, input, or physics.
Cannot be added to a Container. Containers can be added to Layers.

Gotchas

  1. Group is NOT on the display list. Its children appear on the Scene display list individually. Moving a Group does nothing visually -- use Container for that.

  2. Container has performance overhead. Every child requires extra matrix math per frame. Deep nesting multiplies this. Avoid Containers when a Group or Layer suffices.

  3. Container origin is always 0,0. The transform point cannot be changed. Position children relative to (0,0).

  4. Container children lose Scene-level depth control. A child's depth only orders within the Container. The Container's own depth positions it in the Scene.

  5. Physics + Container is problematic. If a Container is not at (0,0), physics bodies on children will be offset. Avoid physics bodies on Container children.

  6. Container children cannot be individually masked in Canvas rendering. Only the Container itself can have a mask. Masks do not stack for nested Containers. Masks do stack in WebGL rendering.

  7. Group.get() vs Group.getFirst() differ. get(x, y) is shorthand for getFirst(false, true, x, y) -- finds first inactive member and creates if none found. getFirst(state) defaults to active===false without auto-creating.

  8. Layer cannot go inside a Container. Containers can be added to Layers, but not the reverse.

  9. Group children Set is unordered. No index-based access. Use getChildren() to get an array snapshot.

  10. killAndHide does not remove from the group. It only sets active=false and visible=false. The object stays in the group for reuse.

  11. Container.setScrollFactor does not auto-propagate. Pass true as the third argument to also update children: container.setScrollFactor(0, 0, true).

  12. Group.create() adds to the Scene display list. But group.add() does NOT unless you pass true as the second argument.

  13. Container needs setSize() for input. Containers have no implicit size. You must call container.setSize(width, height) before setInteractive() will work with a hit area.

Source File Map

FileDescription
src/gameobjects/group/Group.jsGroup class -- pooling, create, getFirst*, kill, batch ops
src/gameobjects/group/GroupFactory.jsthis.add.group() factory registration
src/gameobjects/group/typedefs/GroupConfig.jsGroupConfig typedef (classType, maxSize, callbacks)
src/gameobjects/group/typedefs/GroupCreateConfig.jsGroupCreateConfig typedef (key, quantity, setXY, etc.)
src/gameobjects/container/Container.jsContainer class -- list management, nested transforms
src/gameobjects/container/ContainerFactory.jsthis.add.container() factory registration
src/gameobjects/container/ContainerRender.jsContainer WebGL/Canvas render functions
src/gameobjects/layer/Layer.jsLayer class -- display list bucket with alpha/blend/mask
src/gameobjects/layer/LayerFactory.jsthis.add.layer() factory registration
src/gameobjects/layer/LayerRender.jsLayer WebGL/Canvas render functions
src/physics/arcade/ArcadePhysics.jsthis.physics.add.group() / staticGroup()

Alternatives

Compare before choosing

Computed 10023,781

alirezarezvani/claude-skills

app-store-optimization

App Store Optimization (ASO) toolkit for researching keywords, analyzing competitor rankings, generating metadata suggestions, and improving app visibility on Apple App Store and Google Play Store. Use when the user asks about ASO, app store rankings, app metadata, app titles and descriptions, app store listings, app visibility, or mobile app marketing on iOS or Android. Supports keyword research and scoring, competitor keyword analysis, metadata optimization, A/B test planning, launch checklist

Computed 10014,225

wanshuiyin/Auto-claude-code-research-in-sleep

citation-audit

Use it for operations and research tasks; the detail page covers purpose, installation, and practical steps.

Computed 1004,922

dotnet/skills

migrate-vstest-to-mtp

Migrates .NET test projects from VSTest to Microsoft.Testing.Platform (MTP). Use when user asks to "migrate to MTP", "switch from VSTest", "enable Microsoft.Testing.Platform", "use MTP runner", set OutputType=Exe only for test projects in Directory.Build.props, or mentions EnableMSTestRunner, EnableNUnitRunner, or UseMicrosoftTestingPlatformRunner. USE FOR: MTP behavioral differences vs VSTest (exit code 8, zero tests discovered, --ignore-exit-code, TESTINGPLATFORM_EXITCODE_IGNORE); centralizing

Computed 1002,504

aaron-he-zhu/aaron-marketing-skills

social-selling-planner

Use when the user asks to "set up my founder social-selling routine", "build a daily engagement block for target accounts", or "turn funding / hiring signals into selling plays"; produces the founder/seller daily operating block — a time-boxed engagement-block spec (substantive value-add comments on target-account posts, never a pitch), warm-touch-before-ask cadence rules, trigger-response plays consuming the social-pulse-monitor B2B trigger watchlist (funding / hiring / launch signals), and a q