Phaser.js: Phaser: Scenes

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This post is part of a Phaser series. Click here to see the first post of the series.

Scenes are where we define our game, and we pass them as a property to the scene object to the configuration.

In particular, we can define

  • preload is the function where we can load external assets
  • create called when the game is first created, here we can define the GameObjects needed at the start of the game
  • update is the game event loop, where we define how the game works

GameObjects are a particular type of Phaser objects

Here’s an example of the first 2 events mentioned:

function preload() {}

function create() {}

new Phaser.Game({
  width: 450,
  height: 600,
  scene: {
    preload: preload,
    create: create
  }
})

Or, since each property in this case has the same name of the function:

new Phaser.Game({
  width: 450,
  height: 600,
  scene: {
    preload,
    create
  }
})

Lessons in this unit:

0: Introduction
1: Setting up a project to build a JavaScript game with Phaser
2: Phaser: The Canvas
3: ▶︎ Phaser: Scenes
4: Phaser: Multiple scenes
5: Phaser: The game loop
6: Phaser: Adding images
7: Phaser: Sprites
8: Phaser: GameObjects
9: Phaser: Animations
10: Phaser: Keyboard events
11: Phaser: Mouse input
12: Phaser: Physics
13: Phaser: collisions and screen boundaries
14: Phaser: Playing sounds
15: How to create a platformer game with Phaser.js