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    <title>DEV Community: Renato Cassino</title>
    <description>The latest articles on DEV Community by Renato Cassino (@cassinodev).</description>
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      <title>DEV Community: Renato Cassino</title>
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      <title>I built the best virtual joystick for PhaserJS, then went to bed.</title>
      <dc:creator>Renato Cassino</dc:creator>
      <pubDate>Sat, 25 Oct 2025 21:15:00 +0000</pubDate>
      <link>https://dev.to/cassinodev/i-built-the-best-virtual-joystick-for-phaserjs-then-went-to-bed-dig</link>
      <guid>https://dev.to/cassinodev/i-built-the-best-virtual-joystick-for-phaserjs-then-went-to-bed-dig</guid>
      <description>&lt;p&gt;Lately I’ve been building a lot of games, and for one of my mobile projects I wanted the controls to feel great. At some point I realized I needed an on-screen joystick.&lt;/p&gt;

&lt;p&gt;My first idea was to use simple virtual buttons — but of course, they don’t offer any real tactile feedback. You just can’t feel them.&lt;/p&gt;

&lt;p&gt;That’s when I remembered Brawl Stars, which I used to play years ago. Its joystick always felt incredibly smooth and responsive.&lt;/p&gt;

&lt;p&gt;So I decided to study its behavior and rebuild something similar — but this time as an open-source library, so any Phaser developer can use and improve it.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fmiro.medium.com%2Fv2%2Fresize%3Afit%3A640%2Fformat%3Awebp%2F1%2AQihKmcEDsK-BfWZ9W-G2sQ.gif" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fmiro.medium.com%2Fv2%2Fresize%3Afit%3A640%2Fformat%3Awebp%2F1%2AQihKmcEDsK-BfWZ9W-G2sQ.gif" alt="brawl stars" width="640" height="295"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h3&gt;
  
  
  Observations
&lt;/h3&gt;

&lt;p&gt;One of the biggest challenges with virtual joysticks is maintaining &lt;em&gt;touch consistency&lt;/em&gt;.&lt;br&gt;
If the joystick always stays fixed in place, the player will inevitably touch different spots every time. That leads to confusion, you might intend to move left, but if your finger lands slightly to the right, your input ends up reversed.&lt;/p&gt;

&lt;p&gt;The solution used by top-tier games like &lt;em&gt;Brawl Stars&lt;/em&gt; is to &lt;em&gt;reposition the joystick to the initial touch point&lt;/em&gt;. This way, movement always starts exactly where the player’s finger touches, creating a more natural and intuitive control feel.&lt;/p&gt;

&lt;p&gt;Another important design choice is the active area limitation: since action buttons usually sit on the right side of the screen, the joystick only responds to touches on the left side. This prevents input conflicts and ensures smoother gameplay.&lt;/p&gt;

&lt;p&gt;And there’s one more subtle UX detail: when the player’s finger moves too far away, the joystick follows the motion slightly, keeping a safe margin so it doesn’t interfere with direction control. That way, the player never has to drag the finger all the way back, the joystick adapts and moves gracefully with them.&lt;/p&gt;
&lt;h2&gt;
  
  
  From binary touches to analog movement
&lt;/h2&gt;

&lt;p&gt;When I started integrating the Xbox controller, I realized that the analog stick isn’t binary (obviously), it’s not just “pressed or not pressed.”&lt;br&gt;
Each axis (horizontal and vertical) actually provides a float value between -1 and 1, representing both direction and intensity.&lt;/p&gt;

&lt;p&gt;That means if you tilt the stick slightly to the right, you might get 0.3; push it all the way, and it reaches 1.0. The same goes for up, down, and left — just with negative values.&lt;/p&gt;

&lt;p&gt;I found that behavior fascinating — it’s what gives console games their smooth and precise control. So I decided to replicate the exact same logic in my virtual joystick.&lt;/p&gt;

&lt;p&gt;Now, instead of just asking “which direction is the finger moving?”, the joystick calculates the distance and angle from the starting point to the current touch position, normalizing both axes to the [-1, 1] range.&lt;br&gt;
The result feels much more natural: the character doesn’t just move or stop, it moves with varying speed and direction, depending on how far you drag your finger.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fmiro.medium.com%2Fv2%2Fresize%3Afit%3A720%2Fformat%3Awebp%2F1%2Ak9K6X6g1S_SP86Yfj6cKwQ.gif" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fmiro.medium.com%2Fv2%2Fresize%3Afit%3A720%2Fformat%3Awebp%2F1%2Ak9K6X6g1S_SP86Yfj6cKwQ.gif" alt="example in my Tetris attack clone" width="733" height="408"&gt;&lt;/a&gt;&lt;/p&gt;
&lt;h2&gt;
  
  
  How I approached the development
&lt;/h2&gt;

&lt;p&gt;I started by creating a container to represent the entire joystick. Inside it, I placed a small central circle, inspired by Brawl Stars, which acts as the neutral reference point — the center of movement.&lt;/p&gt;

&lt;p&gt;Around that circle, I defined the movement area, the boundary within which the joystick can move.&lt;br&gt;
On top of it, I added another movable circle, representing the stick itself — visually similar to an Xbox analog stick.&lt;/p&gt;

&lt;p&gt;When the player touches the screen, the system stores the initial touch position.&lt;br&gt;
Then, on every move event, it calculates the current finger position and uses that data to compute the movement angle, determining the direction the stick should point to.&lt;/p&gt;

&lt;p&gt;To prevent the stick from drifting too far, I applied an angular limit, ensuring it stays within its defined movement radius.&lt;/p&gt;

&lt;p&gt;Finally, with the angle in hand, I normalize the movement by converting the distance and direction into float values between -1 and 1 for both the horizontal and vertical axes.&lt;br&gt;
The result is a virtual joystick that behaves just like a real analog stick — smooth, responsive, and with proportional control based on touch intensity.&lt;/p&gt;
&lt;h2&gt;
  
  
  Turning the concept into an open-source library
&lt;/h2&gt;

&lt;p&gt;To make this logic reusable, I created three main events in PhaserVirtualJoystick:&lt;br&gt;
press, move, and release.&lt;br&gt;
Their names are self-explanatory — they represent the initial touch, the continuous movement, and the moment the player lifts their finger.&lt;/p&gt;

&lt;p&gt;These three events make it simple to capture the full joystick behavior.&lt;br&gt;
They allow you to react instantly to player input without worrying about angle calculations or normalization math.&lt;/p&gt;

&lt;p&gt;Here’s a small usage example:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="k"&gt;import&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="nx"&gt;VirtualJoystick&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="k"&gt;from&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;phaser-virtual-joystick&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="kd"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;GameScene&lt;/span&gt; &lt;span class="kd"&gt;extends&lt;/span&gt; &lt;span class="nc"&gt;Phaser&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;Scene&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nf"&gt;create&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;// Create a virtual joystick with default settings&lt;/span&gt;
        &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;joystick&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;VirtualJoystick&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt;
            &lt;span class="na"&gt;scene&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;
        &lt;span class="p"&gt;});&lt;/span&gt;

        &lt;span class="c1"&gt;// ⚠️ IMPORTANT: Don't forget to add the joystick to the scene!&lt;/span&gt;
        &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;add&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;existing&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;joystick&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="c1"&gt;// Listen to joystick events&lt;/span&gt;
        &lt;span class="nx"&gt;joystick&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;on&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;move&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;data&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="nx"&gt;console&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s2"&gt;`Joystick position: &lt;/span&gt;&lt;span class="p"&gt;${&lt;/span&gt;&lt;span class="nx"&gt;data&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s2"&gt;, &lt;/span&gt;&lt;span class="p"&gt;${&lt;/span&gt;&lt;span class="nx"&gt;data&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s2"&gt;`&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="c1"&gt;// Move your character based on joystick input&lt;/span&gt;
            &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;moveCharacter&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;data&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;data&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;});&lt;/span&gt;

        &lt;span class="nx"&gt;joystick&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;on&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;press&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="nx"&gt;console&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;Joystick pressed&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;});&lt;/span&gt;

        &lt;span class="nx"&gt;joystick&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;on&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;release&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="nx"&gt;console&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;Joystick released&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;});&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="nf"&gt;moveCharacter&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;y&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;// Your character movement logic here&lt;/span&gt;
        &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;speed&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;200&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;character&lt;/span&gt;&lt;span class="p"&gt;?.&lt;/span&gt;&lt;span class="nf"&gt;setVelocity&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;speed&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;speed&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;With just a few lines of code, you get a smooth, responsive virtual joystick ready to drop into any Phaser game.&lt;/p&gt;

&lt;h3&gt;
  
  
  Installation
&lt;/h3&gt;

&lt;p&gt;You can install the lib &lt;a href="https://www.npmjs.com/package/phaser-virtual-joystick" rel="noopener noreferrer"&gt;Phaser-Virtual-Joystick&lt;/a&gt; using npm, yarn or pnpm.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight shell"&gt;&lt;code&gt;&lt;span class="nv"&gt;$ &lt;/span&gt;npm i &lt;span class="nt"&gt;--save&lt;/span&gt; phaser-virtual-joystick
&lt;span class="c"&gt;# or&lt;/span&gt;
&lt;span class="nv"&gt;$ &lt;/span&gt;yarn i phaser-virtual-joystick
&lt;span class="c"&gt;# or&lt;/span&gt;
&lt;span class="nv"&gt;$ &lt;/span&gt;pnpm add phaser-virtual-joystick
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Usage
&lt;/h3&gt;

&lt;p&gt;In your scene, you must create the virtual joystick and add it.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="k"&gt;import&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="nx"&gt;VirtualJoystick&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="k"&gt;from&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;phaser-virtual-joystick&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;GameScene&lt;/span&gt; &lt;span class="kd"&gt;extends&lt;/span&gt; &lt;span class="nc"&gt;Phaser&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;Scene&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="nx"&gt;joystick&lt;/span&gt;&lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;VirtualJoystick&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="nx"&gt;player&lt;/span&gt;&lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;Phaser&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;Physics&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;Arcade&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;Sprite&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

  &lt;span class="nf"&gt;create&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="c1"&gt;// Create the virtual joystick&lt;/span&gt;
    &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;joystick&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;VirtualJoystick&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt;
      &lt;span class="na"&gt;scene&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;
    &lt;span class="p"&gt;});&lt;/span&gt;

    &lt;span class="c1"&gt;// ⚠️ IMPORTANT: Don't forget to add the joystick to the scene!&lt;/span&gt;
    &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;add&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;existing&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;joystick&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

    &lt;span class="c1"&gt;// Create a player sprite&lt;/span&gt;
    &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;player&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;physics&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;add&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;sprite&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;400&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;300&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;player&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

    &lt;span class="c1"&gt;// Listen to joystick events&lt;/span&gt;
    &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;joystick&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;on&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;move&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;data&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
      &lt;span class="c1"&gt;// data.x and data.y are normalized between -1 and 1&lt;/span&gt;
      &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;setVelocity&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
        &lt;span class="nx"&gt;data&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="mi"&gt;200&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="c1"&gt;// Move speed&lt;/span&gt;
        &lt;span class="nx"&gt;data&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="mi"&gt;200&lt;/span&gt;
      &lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;});&lt;/span&gt;

    &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;joystick&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;on&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;release&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
      &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;setVelocity&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;});&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;

  &lt;span class="nf"&gt;update&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="c1"&gt;// Update joystick (required for smooth following behavior)&lt;/span&gt;
    &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;joystick&lt;/span&gt;&lt;span class="p"&gt;?.&lt;/span&gt;&lt;span class="nf"&gt;update&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fmiro.medium.com%2Fv2%2Fresize%3Afit%3A720%2Fformat%3Awebp%2F1%2AWMZejPYYuFSpoeix9bBPvQ.gif" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fmiro.medium.com%2Fv2%2Fresize%3Afit%3A720%2Fformat%3Awebp%2F1%2AWMZejPYYuFSpoeix9bBPvQ.gif" alt="example of robot" width="720" height="400"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Convention over configuration
&lt;/h2&gt;

&lt;p&gt;One of my favorite development principles is &lt;code&gt;“Convention over Configuration”&lt;/code&gt;, and that’s exactly what I applied to PhaserVirtualJoystick.&lt;br&gt;
The idea is simple: everything should work great out of the box, but still be easy to customize when needed.&lt;/p&gt;

&lt;p&gt;For example, by default, the joystick is active only on the left half of the screen, which is the usual layout for mobile games.&lt;br&gt;
But if you want to change that, just use the bounds parameter:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="nx"&gt;bounds&lt;/span&gt;&lt;span class="p"&gt;?:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="na"&gt;topLeft&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;x&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="nl"&gt;y&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt; &lt;span class="p"&gt;};&lt;/span&gt;
  &lt;span class="nl"&gt;bottomRight&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;x&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="nl"&gt;y&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt; &lt;span class="p"&gt;};&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;This lets you define exactly where the joystick can be triggered.&lt;br&gt;
Want it active across the entire screen?&lt;br&gt;
Just set &lt;code&gt;topLeft: { x: 0, y: 0 }&lt;/code&gt; and &lt;code&gt;bottomRight&lt;/code&gt; to match your game’s dimensions.&lt;/p&gt;

&lt;p&gt;Another convention is styling.&lt;br&gt;
If you don’t provide any configuration, the joystick defaults to a smooth blue theme (the one you’ve seen in the GIFs).&lt;br&gt;
But every part of it can be customized.&lt;/p&gt;

&lt;p&gt;The joystick is made up of three elements:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;code&gt;deadZone&lt;/code&gt;: the central neutral circle&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;baseArea&lt;/code&gt;: the outer movement boundary&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;stick&lt;/code&gt;: the movable analog itself&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Each element accepts a &lt;code&gt;StyleConfig&lt;/code&gt; object:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;type&lt;/span&gt; &lt;span class="nx"&gt;StyleConfig&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="na"&gt;alpha&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;strokeColor&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;strokeAlpha&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;strokeWidth&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;radius&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;fillColor&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;You can override just a few values or all of them — it’s up to you.&lt;/p&gt;

&lt;p&gt;Here’s an example of a yellow custom joystick using the &lt;code&gt;phaser-wind&lt;/code&gt; color palette:&lt;br&gt;
&lt;a href="https://stackblitz.com/edit/vitejs-vite-avrduhrh?embed=1#x26;file=index.html" rel="noopener noreferrer"&gt;👉 StackBlitz Demo&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Conclusion
&lt;/h2&gt;

&lt;p&gt;This project started out as a small curiosity — I just wanted a joystick that felt right on mobile.&lt;br&gt;
But after tweaking the movement, normalizing the axes, and testing over and over again, it turned out so good that it became an open-source library: &lt;code&gt;PhaserVirtualJoystick&lt;/code&gt;.&lt;/p&gt;

&lt;p&gt;If you’re building a game with &lt;code&gt;PhaserJS&lt;/code&gt; and want smooth, responsive controls, give it a try.&lt;br&gt;
You can check out the full documentation here:&lt;br&gt;
&lt;a href="https://toolkit.cassino.dev/phaser-virtual-joystick//" rel="noopener noreferrer"&gt;👉 PhaserVirtualJoystick Docs&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://github.com/renatocassino/phaser-toolkit/tree/main/packages/phaser-virtual-joystick" rel="noopener noreferrer"&gt;Our repo in Github&lt;/a&gt;&lt;/p&gt;

&lt;h3&gt;
  
  
  Contributions are always welcome!
&lt;/h3&gt;

&lt;p&gt;If you have ideas, improvements, or want to adapt it for different gameplay styles, open an issue or pull request.&lt;br&gt;
My goal is for this library to keep evolving with the Phaser community.&lt;/p&gt;

&lt;p&gt;And that’s when I finally went to bed… mission accomplished 😴.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fmiro.medium.com%2Fv2%2Fresize%3Afit%3A640%2Fformat%3Awebp%2F1%2As0hjV-EbUkJEwvuakXsqiQ.gif" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fmiro.medium.com%2Fv2%2Fresize%3Afit%3A640%2Fformat%3Awebp%2F1%2As0hjV-EbUkJEwvuakXsqiQ.gif" alt="drop the mic" width="640" height="640"&gt;&lt;/a&gt;&lt;/p&gt;

</description>
      <category>phaser</category>
      <category>phaserjs</category>
      <category>gamedev</category>
      <category>programming</category>
    </item>
    <item>
      <title>Stop Struggling with State in Phaser js: How Phaser-Hooks Will Revolutionize Your Code</title>
      <dc:creator>Renato Cassino</dc:creator>
      <pubDate>Fri, 19 Sep 2025 22:44:00 +0000</pubDate>
      <link>https://dev.to/cassinodev/stop-struggling-with-state-in-phaser-js-how-phaser-hooks-will-revolutionize-your-code-3j35</link>
      <guid>https://dev.to/cassinodev/stop-struggling-with-state-in-phaser-js-how-phaser-hooks-will-revolutionize-your-code-3j35</guid>
      <description>&lt;p&gt;You’re developing your Phaser game and suddenly… BOOM! An impossible-to-track bug. The player state disappears between scenes, listeners aren’t removed, and memory leaks start showing up. Sound familiar?&lt;/p&gt;

&lt;p&gt;Get ready to discover how a small library revolutionized my code and my sanity.&lt;/p&gt;

&lt;h2&gt;
  
  
  The Problem: State Management Chaos
&lt;/h2&gt;

&lt;p&gt;If you’ve ever developed games with Phaser, you’ve probably faced the frustration of managing states. Phaser’s native system, while functional, presents several pitfalls that can turn a simple project into a nightmare of hard-to-track bugs.&lt;/p&gt;

&lt;h3&gt;
  
  
  1. Naming Inconsistency
&lt;/h3&gt;

&lt;p&gt;Who hasn’t had those “blank” moments while programming? I confess: I’m terrible at remembering variable names and syntax. And the worst part is that Phaser’s native system offers no validation to save us from these traps.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// Scene 1&lt;/span&gt;
&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;registry&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;set&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;user-state&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;name&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;Player&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;level&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;5&lt;/span&gt; &lt;span class="p"&gt;});&lt;/span&gt;

&lt;span class="c1"&gt;// Scene 2 - Oops! Typo that will only error at runtime&lt;/span&gt;
&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;registry&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;set&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;userState&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;name&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;Player&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;level&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;6&lt;/span&gt; &lt;span class="p"&gt;});&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The result? Hours lost hunting an invisible bug. You alternate between &lt;code&gt;camelCase&lt;/code&gt; in one scene and &lt;code&gt;kebab-case&lt;/code&gt; in another, creating duplicate states without noticing. The worst part is that this type of error is silent - the game doesn't break, it just doesn't work as expected.&lt;/p&gt;

&lt;h3&gt;
  
  
  2. Confusing Event System
&lt;/h3&gt;

&lt;p&gt;Phaser automatically generates events in the changedata- format, which are:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Hard to remember&lt;/li&gt;
&lt;li&gt;Prone to typos&lt;/li&gt;
&lt;li&gt;Without proper TypeScript support
&lt;/li&gt;
&lt;/ul&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// Native system - confusing and error-prone&lt;/span&gt;
&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;registry&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;events&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;on&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;changedata-player-health&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;parent&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;key&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;value&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="c1"&gt;// Callback logic&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;

&lt;span class="c1"&gt;// Problem: how to cleanup without memory leaks?&lt;/span&gt;
&lt;span class="c1"&gt;// If you use arrow functions, you can't do .off() later&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  3. Confusion Between Local and Global States
&lt;/h3&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// Global state - persists between scenes&lt;/span&gt;
&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;registry&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;set&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;global-score&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;100&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

&lt;span class="c1"&gt;// Local state - cleared when changing scenes&lt;/span&gt;
&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;data&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;set&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;local-ui&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;menuOpen&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kc"&gt;false&lt;/span&gt; &lt;span class="p"&gt;});&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;While both have the same contract (&lt;code&gt;.set()&lt;/code&gt;, &lt;code&gt;.get()&lt;/code&gt;), you need to constantly remember: "Is this state registry or data?". The difference between global and local is conceptual, but you have to memorize which object to use for each situation. One more thing taking up mental space that should be focused on your game's logic.&lt;/p&gt;

&lt;h3&gt;
  
  
  4. Zero TypeScript Support
&lt;/h3&gt;

&lt;p&gt;Without proper typing, you completely lose the intellisense and type safety that TypeScript offers.&lt;/p&gt;

&lt;h2&gt;
  
  
  The Solution: Phaser-Hooks
&lt;/h2&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fmiro.medium.com%2Fv2%2Fresize%3Afit%3A600%2Fformat%3Awebp%2F0%2Avva11gfLsZIKt85r.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fmiro.medium.com%2Fv2%2Fresize%3Afit%3A600%2Fformat%3Awebp%2F0%2Avva11gfLsZIKt85r.png" alt="Phaser-hooks" width="300" height="300"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Inspired by the elegance of React Hooks, phaser-hooks is a library that brought a consistent, type-safe, and intuitive API to my Phaser workflow. After using it in production, I can say: it’s impossible to go back to the native system.&lt;/p&gt;

&lt;h3&gt;
  
  
  Installation
&lt;/h3&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight shell"&gt;&lt;code&gt;&lt;span class="nv"&gt;$ &lt;/span&gt;npm i phaser-hooks
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Simple and Familiar API
&lt;/h3&gt;

&lt;p&gt;If you’ve used React, you’ll feel right at home. The API is intuitive and fully typed:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// Define your state type&lt;/span&gt;
&lt;span class="kd"&gt;type&lt;/span&gt; &lt;span class="nx"&gt;PlayerUI&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="na"&gt;health&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;mana&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;menuOpen&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;boolean&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;

&lt;span class="c1"&gt;// Create state with destructuring (very React-like)&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="kd"&gt;get&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kd"&gt;set&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;on&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;withLocalState&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nx"&gt;PlayerUI&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;player-ui&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="na"&gt;health&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;100&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="na"&gt;mana&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;50&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="na"&gt;menuOpen&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kc"&gt;false&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;

&lt;span class="c1"&gt;// Use with complete type safety&lt;/span&gt;
&lt;span class="nf"&gt;set&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt; &lt;span class="na"&gt;health&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;80&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;mana&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;30&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;menuOpen&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kc"&gt;true&lt;/span&gt; &lt;span class="p"&gt;});&lt;/span&gt; &lt;span class="c1"&gt;// ✅ Validated by TypeScript&lt;/span&gt;
&lt;span class="nf"&gt;set&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt; &lt;span class="na"&gt;helth&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;80&lt;/span&gt; &lt;span class="p"&gt;});&lt;/span&gt; &lt;span class="c1"&gt;// ❌ Compilation error - typo detected!&lt;/span&gt;

&lt;span class="c1"&gt;// Retrieve typed values&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;currentHealth&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;get&lt;/span&gt;&lt;span class="p"&gt;().&lt;/span&gt;&lt;span class="nx"&gt;health&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="c1"&gt;// Complete IntelliSense&lt;/span&gt;

&lt;span class="c1"&gt;// Listen to changes&lt;/span&gt;
&lt;span class="nf"&gt;on&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;change&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;newValue&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;oldValue&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nx"&gt;console&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s2"&gt;`Health: &lt;/span&gt;&lt;span class="p"&gt;${&lt;/span&gt;&lt;span class="nx"&gt;oldValue&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;health&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s2"&gt; → &lt;/span&gt;&lt;span class="p"&gt;${&lt;/span&gt;&lt;span class="nx"&gt;newValue&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;health&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s2"&gt;`&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The library offers two main hooks with exactly the same contract:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;code&gt;withLocalState&lt;/code&gt;: State isolated per scene - perfect for UI, temporary states, or data that should "reset" when changing scenes&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;withGlobalState&lt;/code&gt;: State shared between all scenes - ideal for score, player settings, game progress&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;No matter which one you choose, the API is identical. No need to memorize if it’s &lt;code&gt;registry&lt;/code&gt; or &lt;code&gt;data&lt;/code&gt; anymore - just think about the scope you want and use the corresponding hook.&lt;/p&gt;

&lt;h3&gt;
  
  
  A Simple Example
&lt;/h3&gt;

&lt;p&gt;Let’s create a custom hook to manage player UI:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="k"&gt;import&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="nx"&gt;withLocalState&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kd"&gt;type&lt;/span&gt; &lt;span class="nx"&gt;HookState&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="k"&gt;from&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;phaser-hooks&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="c1"&gt;// Define your state type&lt;/span&gt;
&lt;span class="kd"&gt;type&lt;/span&gt; &lt;span class="nx"&gt;PlayerUI&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="na"&gt;health&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;mana&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;menuOpen&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;boolean&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;

&lt;span class="c1"&gt;// Create a custom hook&lt;/span&gt;
&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;type&lt;/span&gt; &lt;span class="nx"&gt;PlayerUIHook&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;HookState&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nx"&gt;PlayerUI&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="na"&gt;takeDamage&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="na"&gt;damage&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;useMana&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="na"&gt;cost&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;toggleMenu&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;

&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;withPlayerUI&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;scene&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;Phaser&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;Scene&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="nx"&gt;PlayerUIHook&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="kd"&gt;get&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kd"&gt;set&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;...&lt;/span&gt;&lt;span class="nx"&gt;rest&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;withLocalState&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nx"&gt;PlayerUI&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;scene&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;player-ui&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="na"&gt;health&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;100&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;mana&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;50&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;menuOpen&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kc"&gt;false&lt;/span&gt;
  &lt;span class="p"&gt;});&lt;/span&gt;

  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="p"&gt;...&lt;/span&gt;&lt;span class="nx"&gt;rest&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="kd"&gt;get&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="kd"&gt;set&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;takeDamage&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="na"&gt;damage&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
      &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;current&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;get&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
      &lt;span class="nf"&gt;set&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt; &lt;span class="p"&gt;...&lt;/span&gt;&lt;span class="nx"&gt;current&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;health&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;max&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;current&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;health&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;damage&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;});&lt;/span&gt;
    &lt;span class="p"&gt;},&lt;/span&gt;
    &lt;span class="na"&gt;useMana&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="na"&gt;cost&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
      &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;current&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;get&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
      &lt;span class="nf"&gt;set&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt; &lt;span class="p"&gt;...&lt;/span&gt;&lt;span class="nx"&gt;current&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;mana&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;max&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;current&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;mana&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;cost&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;});&lt;/span&gt;
    &lt;span class="p"&gt;},&lt;/span&gt;
    &lt;span class="na"&gt;toggleMenu&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
      &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;current&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;get&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
      &lt;span class="nf"&gt;set&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt; &lt;span class="p"&gt;...&lt;/span&gt;&lt;span class="nx"&gt;current&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;menuOpen&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="nx"&gt;current&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;menuOpen&lt;/span&gt; &lt;span class="p"&gt;});&lt;/span&gt;
    &lt;span class="p"&gt;},&lt;/span&gt;
  &lt;span class="p"&gt;};&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;

&lt;span class="c1"&gt;// In your scene&lt;/span&gt;
&lt;span class="kd"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;GameScene&lt;/span&gt; &lt;span class="kd"&gt;extends&lt;/span&gt; &lt;span class="nc"&gt;Phaser&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;Scene&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nf"&gt;create&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;playerUI&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;withPlayerUI&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

    &lt;span class="c1"&gt;// Use with complete type safety&lt;/span&gt;
    &lt;span class="nx"&gt;playerUI&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;takeDamage&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;20&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt; &lt;span class="c1"&gt;// ✅ Typed method&lt;/span&gt;

    &lt;span class="c1"&gt;// Listen to changes&lt;/span&gt;
    &lt;span class="nx"&gt;playerUI&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;on&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;change&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;newValue&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;oldValue&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
      &lt;span class="nx"&gt;console&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s2"&gt;`Health: &lt;/span&gt;&lt;span class="p"&gt;${&lt;/span&gt;&lt;span class="nx"&gt;newValue&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;health&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s2"&gt; - &lt;/span&gt;&lt;span class="p"&gt;${&lt;/span&gt;&lt;span class="nx"&gt;oldValue&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;health&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s2"&gt;`&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;});&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Advanced Features
&lt;/h3&gt;

&lt;h4&gt;
  
  
  1. Clean Event System
&lt;/h4&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// Permanent listener&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;unsubscribe&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;state&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;on&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;change&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;newValue&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;oldValue&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nx"&gt;console&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;State changed:&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;newValue&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;

&lt;span class="c1"&gt;// One-time listener&lt;/span&gt;
&lt;span class="nx"&gt;state&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;once&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;change&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;newValue&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;oldValue&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nx"&gt;console&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;First change detected:&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;newValue&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;

&lt;span class="c1"&gt;// Easy cleanup&lt;/span&gt;
&lt;span class="nf"&gt;unsubscribe&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt; &lt;span class="c1"&gt;// or&lt;/span&gt;
&lt;span class="nx"&gt;state&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;clearListeners&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt; &lt;span class="c1"&gt;// Remove all listeners&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;em&gt;Important&lt;/em&gt;: The &lt;code&gt;on('change')&lt;/code&gt; method returns an unsubscribe function that should be called before leaving the scene to prevent memory leaks. A common practice is to use the scene's own destroy event:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="nf"&gt;create&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;playerState&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;withLocalState&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;player&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;initialValue&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;unsubscribe&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;playerState&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;on&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;change&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;newValue&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;oldValue&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nx"&gt;console&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;State changed from:&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;oldValue&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;to:&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;newValue&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="p"&gt;});&lt;/span&gt;

  &lt;span class="c1"&gt;// Automatic cleanup&lt;/span&gt;
  &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;events&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;once&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;destroy&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nf"&gt;unsubscribe&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
  &lt;span class="p"&gt;});&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h4&gt;
  
  
  2. Advanced Custom Hooks
&lt;/h4&gt;

&lt;p&gt;You can create complex hooks that encapsulate specific game logic:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// Timer hook with complete control&lt;/span&gt;
&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;withTimer&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;scene&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;Phaser&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;Scene&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="nx"&gt;TimerHook&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="kd"&gt;get&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kd"&gt;set&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;...&lt;/span&gt;&lt;span class="nx"&gt;rest&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;withGlobalState&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nx"&gt;Timer&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;scene&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;TIMER&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;seconds&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt; &lt;span class="p"&gt;});&lt;/span&gt;
  &lt;span class="kd"&gt;let&lt;/span&gt; &lt;span class="na"&gt;timer&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;Phaser&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;Time&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;TimerEvent&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="kc"&gt;null&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kc"&gt;null&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="p"&gt;...&lt;/span&gt;&lt;span class="nx"&gt;rest&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="kd"&gt;get&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="kd"&gt;set&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;start&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
      &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="nx"&gt;timer&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="nx"&gt;timer&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;scene&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;time&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;addEvent&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt;
          &lt;span class="na"&gt;delay&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;1000&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
          &lt;span class="na"&gt;loop&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kc"&gt;true&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
          &lt;span class="na"&gt;callback&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="nf"&gt;set&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt; &lt;span class="na"&gt;seconds&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nf"&gt;get&lt;/span&gt;&lt;span class="p"&gt;().&lt;/span&gt;&lt;span class="nx"&gt;seconds&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt; &lt;span class="p"&gt;}),&lt;/span&gt;
        &lt;span class="p"&gt;});&lt;/span&gt;
      &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;},&lt;/span&gt;
    &lt;span class="na"&gt;pause&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="nx"&gt;timer&lt;/span&gt;&lt;span class="p"&gt;?.&lt;/span&gt;&lt;span class="nx"&gt;paused&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&amp;amp;&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;timer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;paused&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kc"&gt;true&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
    &lt;span class="na"&gt;reset&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
      &lt;span class="nf"&gt;set&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt; &lt;span class="na"&gt;seconds&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt; &lt;span class="p"&gt;});&lt;/span&gt;
      &lt;span class="nx"&gt;timer&lt;/span&gt;&lt;span class="p"&gt;?.&lt;/span&gt;&lt;span class="nf"&gt;remove&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kc"&gt;false&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
      &lt;span class="nx"&gt;timer&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kc"&gt;null&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;},&lt;/span&gt;
  &lt;span class="p"&gt;};&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// Score hook with convenient methods&lt;/span&gt;
&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;withScore&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;scene&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;Phaser&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;Scene&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="nx"&gt;ScoreHook&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="kd"&gt;get&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kd"&gt;set&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;...&lt;/span&gt;&lt;span class="nx"&gt;rest&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;withGlobalState&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nx"&gt;Score&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;scene&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;SCORE&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;home&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;away&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt; &lt;span class="p"&gt;});&lt;/span&gt;

  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="p"&gt;...&lt;/span&gt;&lt;span class="nx"&gt;rest&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="kd"&gt;get&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="kd"&gt;set&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;reset&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="nf"&gt;set&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt; &lt;span class="na"&gt;home&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;away&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt; &lt;span class="p"&gt;}),&lt;/span&gt;
    &lt;span class="na"&gt;addHomeGoal&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="nf"&gt;set&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt; &lt;span class="p"&gt;...&lt;/span&gt;&lt;span class="nf"&gt;get&lt;/span&gt;&lt;span class="p"&gt;(),&lt;/span&gt; &lt;span class="na"&gt;home&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nf"&gt;get&lt;/span&gt;&lt;span class="p"&gt;().&lt;/span&gt;&lt;span class="nx"&gt;home&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt; &lt;span class="p"&gt;}),&lt;/span&gt;
    &lt;span class="na"&gt;addAwayGoal&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="nf"&gt;set&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt; &lt;span class="p"&gt;...&lt;/span&gt;&lt;span class="nf"&gt;get&lt;/span&gt;&lt;span class="p"&gt;(),&lt;/span&gt; &lt;span class="na"&gt;away&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nf"&gt;get&lt;/span&gt;&lt;span class="p"&gt;().&lt;/span&gt;&lt;span class="nx"&gt;away&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt; &lt;span class="p"&gt;}),&lt;/span&gt;
  &lt;span class="p"&gt;};&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Advanced Options
&lt;/h3&gt;

&lt;h4&gt;
  
  
  Debug Mode
&lt;/h4&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;state&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;withLocalState&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;scene&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;debug-state&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;initialValue&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="na"&gt;debug&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kc"&gt;true&lt;/span&gt;  &lt;span class="c1"&gt;// Enables detailed console logs&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h4&gt;
  
  
  Custom Validation
&lt;/h4&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;healthState&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;withLocalState&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;scene&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;health&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;100&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="na"&gt;validator&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;value&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;health&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;value&lt;/span&gt; &lt;span class="k"&gt;as&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="nx"&gt;health&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&amp;amp;&lt;/span&gt; &lt;span class="nx"&gt;health&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;=&lt;/span&gt; &lt;span class="mi"&gt;100&lt;/span&gt; &lt;span class="p"&gt;?&lt;/span&gt; &lt;span class="kc"&gt;true&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;Health must be between 0-100&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Advantages of Phaser-Hooks
&lt;/h3&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;✅ Complete Type Safety&lt;/p&gt;

&lt;p&gt;Full IntelliSense in VSCode&lt;br&gt;
Errors detected at compile time&lt;br&gt;
Custom interfaces for each state&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;✅ Consistent API&lt;/p&gt;

&lt;p&gt;Same contract for local and global states&lt;br&gt;
Standardized and intuitive naming&lt;br&gt;
Unified event system&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;✅ Memory Leak Prevention&lt;/p&gt;

&lt;p&gt;clearListeners() method for easy cleanup&lt;br&gt;
unsubscribe functions returned by listeners&lt;br&gt;
Clear documentation about best practices&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;✅ Extensibility&lt;/p&gt;

&lt;p&gt;Custom hooks for specific logic&lt;br&gt;
Feature composition&lt;br&gt;
Reuse across projects&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;✅ Developer Experience&lt;/p&gt;

&lt;p&gt;Debug mode with detailed logs&lt;br&gt;
Custom value validation&lt;br&gt;
Clear error messages&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;h4&gt;
  
  
  Performance
&lt;/h4&gt;

&lt;p&gt;The library is just an abstraction layer over Phaser’s native system (registry and data). There's no significant performance overhead, maintaining all the efficiency of the original engine.&lt;/p&gt;

&lt;h3&gt;
  
  
  Conclusion
&lt;/h3&gt;

&lt;p&gt;Phaser-hooks solves real problems that every Phaser developer faces, offering:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Productivity: Fewer bugs, faster development&lt;/li&gt;
&lt;li&gt;Maintainability: Cleaner and more organized code&lt;/li&gt;
&lt;li&gt;Scalability: Custom hooks for complex logic&lt;/li&gt;
&lt;li&gt;Reliability: Type safety and memory leak prevention&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Personally, I’ve been using the library in my production projects — both in &lt;a href="https://games.cassino.dev/game/coin-flick-soccer/" rel="noopener noreferrer"&gt;Coin Flick Soccer&lt;/a&gt; (still in development) and &lt;a href="https://games.cassino.dev/game/smart-dots-reloaded/" rel="noopener noreferrer"&gt;Smart Dots Reloaded&lt;/a&gt;. The difference in development experience was transformative.&lt;/p&gt;

&lt;p&gt;If you develop games with Phaser and want a more professional and productive development experience, try phaser-hooks in your next project.&lt;/p&gt;

&lt;h4&gt;
  
  
  Links
&lt;/h4&gt;

&lt;p&gt;GitHub: &lt;a href="https://github.com/renatocassino/phaser-toolkit/tree/main/packages/phaser-hooks#readme" rel="noopener noreferrer"&gt;phaser-hooks&lt;/a&gt;&lt;br&gt;
NPM: &lt;a href="https://www.npmjs.com/package/phaser-hooks?activeTab=readme" rel="noopener noreferrer"&gt;phaser-hooks&lt;/a&gt;&lt;/p&gt;




&lt;p&gt;&lt;em&gt;Developed with ❤️ for the Phaser community&lt;/em&gt;&lt;/p&gt;

</description>
      <category>phaser</category>
      <category>typescript</category>
      <category>hooks</category>
    </item>
    <item>
      <title>Matrix Typer – Typing game built with Phaser 3 + TypeScript</title>
      <dc:creator>Renato Cassino</dc:creator>
      <pubDate>Mon, 08 Sep 2025 15:33:27 +0000</pubDate>
      <link>https://dev.to/cassinodev/matrix-typer-typing-game-built-with-phaser-3-typescript-2icm</link>
      <guid>https://dev.to/cassinodev/matrix-typer-typing-game-built-with-phaser-3-typescript-2icm</guid>
      <description>&lt;p&gt;Hi everyone!&lt;/p&gt;

&lt;p&gt;I’d like to share a small project I built with Phaser 3 and TypeScript: Matrix Typer.&lt;/p&gt;

&lt;p&gt;It’s a typing game inspired by the classic Matrix rain effect:&lt;/p&gt;

&lt;p&gt;💻 Letters fall down the screen&lt;/p&gt;

&lt;p&gt;⌨️ You type them before they reach the bottom&lt;/p&gt;

&lt;p&gt;🎯 Goal: keep up with the pace and improve your typing skills&lt;/p&gt;

&lt;p&gt;I also included a mini typing course, so players can train step by step, starting from the basics and gradually increasing the challenge.&lt;/p&gt;

&lt;p&gt;For the UI icons, I used &lt;a href="https://www.npmjs.com/package/font-awesome-for-phaser" rel="noopener noreferrer"&gt;font-awesome-for-phaser&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Link to play: &lt;a href="https://games.cassino.dev/game/matrix-typer/" rel="noopener noreferrer"&gt;https://games.cassino.dev/game/matrix-typer/&lt;br&gt;
&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Some screenshots bellow:&lt;br&gt;
&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fpreview.redd.it%2Fshowcase-matrix-typer-typing-game-built-with-phaser-3-v0-eli04zrweenf1.png%3Fwidth%3D320%26crop%3Dsmart%26auto%3Dwebp%26s%3D85e3cb07c7fce1b3147c059105e052642bb2ed31" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fpreview.redd.it%2Fshowcase-matrix-typer-typing-game-built-with-phaser-3-v0-eli04zrweenf1.png%3Fwidth%3D320%26crop%3Dsmart%26auto%3Dwebp%26s%3D85e3cb07c7fce1b3147c059105e052642bb2ed31" width="320" height="340"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fgames.cassino.dev%2F_astro%2Fthumb.DMKnonuN_Ui8n1.webp" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fgames.cassino.dev%2F_astro%2Fthumb.DMKnonuN_Ui8n1.webp" width="684" height="541"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fpreview.redd.it%2Fshowcase-matrix-typer-typing-game-built-with-phaser-3-v0-rsnycf38fenf1.png%3Fwidth%3D640%26crop%3Dsmart%26auto%3Dwebp%26s%3Daa1c7ee7732697d6c84466577e9906a90b0e08dd" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fpreview.redd.it%2Fshowcase-matrix-typer-typing-game-built-with-phaser-3-v0-rsnycf38fenf1.png%3Fwidth%3D640%26crop%3Dsmart%26auto%3Dwebp%26s%3Daa1c7ee7732697d6c84466577e9906a90b0e08dd" width="640" height="550"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h1&gt;
  
  
  gamedev #phaser #typescript #indiedev #phaser3
&lt;/h1&gt;

</description>
      <category>gamedev</category>
      <category>phaser</category>
      <category>typescript</category>
      <category>indiedev</category>
    </item>
  </channel>
</rss>
