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.
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
// 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'));
| Feature | Group | Container | Layer |
|---|---|---|---|
| Purpose | Logical collection / pool | Visual parent with transform | Render-order bucket |
| On display list | No (children are) | Yes (renders children) | Yes (renders children) |
| Position/rotation/scale | No | Yes (children inherit) | No |
| Children storage | children (Set) | list (Array) | List (Structs.List) |
| Physics | Via physics.add.group() | Limited (offsets if not at 0,0) | No |
| Input | No (children can) | Yes (needs hit area shape) | No |
| Object pooling | Yes (getFirstDead, kill) | No | No |
| Masks | No | Yes (not per-child in Canvas) | Yes |
| Alpha/blend/visible | No (batch via setVisible) | Yes | Yes |
| Nesting | N/A | Container in Container | Cannot go in Container |
| Extends | EventEmitter | GameObject | List |
| Factory | this.add.group() | this.add.container(x, y) | this.add.layer() |
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.
// 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
});
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:
| Method | Description |
|---|---|
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 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);
// 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:
| Method | Description |
|---|---|
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) |
length | Read-only child count |
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);
// 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 } }
]);
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
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
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)
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.
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.
Container has performance overhead. Every child requires extra matrix math per frame. Deep nesting multiplies this. Avoid Containers when a Group or Layer suffices.
Container origin is always 0,0. The transform point cannot be changed. Position children relative to (0,0).
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.
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.
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.
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.
Layer cannot go inside a Container. Containers can be added to Layers, but not the reverse.
Group children Set is unordered. No index-based access. Use getChildren() to get an array snapshot.
killAndHide does not remove from the group. It only sets active=false and visible=false. The object stays in the group for reuse.
Container.setScrollFactor does not auto-propagate. Pass true as the third argument to also update children: container.setScrollFactor(0, 0, true).
Group.create() adds to the Scene display list. But group.add() does NOT unless you pass true as the second argument.
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.
| File | Description |
|---|---|
src/gameobjects/group/Group.js | Group class -- pooling, create, getFirst*, kill, batch ops |
src/gameobjects/group/GroupFactory.js | this.add.group() factory registration |
src/gameobjects/group/typedefs/GroupConfig.js | GroupConfig typedef (classType, maxSize, callbacks) |
src/gameobjects/group/typedefs/GroupCreateConfig.js | GroupCreateConfig typedef (key, quantity, setXY, etc.) |
src/gameobjects/container/Container.js | Container class -- list management, nested transforms |
src/gameobjects/container/ContainerFactory.js | this.add.container() factory registration |
src/gameobjects/container/ContainerRender.js | Container WebGL/Canvas render functions |
src/gameobjects/layer/Layer.js | Layer class -- display list bucket with alpha/blend/mask |
src/gameobjects/layer/LayerFactory.js | this.add.layer() factory registration |
src/gameobjects/layer/LayerRender.js | Layer WebGL/Canvas render functions |
src/physics/arcade/ArcadePhysics.js | this.physics.add.group() / staticGroup() |