# Using a title screen to determine a sprite in a future scene

**URL:** <https://phaser.discourse.group/t/using-a-title-screen-to-determine-a-sprite-in-a-future-scene/8812>\
**Category:** Phaser 3\
**Created:** [February 6, 2021, 8:18am UTC](https://phaser.discourse.group/t/using-a-title-screen-to-determine-a-sprite-in-a-future-scene/8812 "2021-02-06T08:18:24Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Milton](https://avatars.discourse-cdn.com/v4/letter/m/87869e/32.png) [@Milton](https://phaser.discourse.group/u/Milton)\
**Post date:** [February 6, 2021, 8:30am UTC](https://phaser.discourse.group/t/using-a-title-screen-to-determine-a-sprite-in-a-future-scene/8812/2 "2021-02-06T08:30:08Z")

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> [@Emit Events Across Scenes](https://phaser.discourse.group/t/emit-events-across-scenes/666/2):
>
> Scenes already have a built-in emitter, in [events](https://photonstorm.github.io/phaser3-docs/Phaser.Scene.html#events__anchor), so you don’t have to create your own. (You still can if you want, though.) Make sure you’re emitting from and listening to the same emitter. It should be something like // In Level\_OneScene: this.events.emit('upPoints' /\*…\*/); // In HUDScene: this.scene.get('Level\_One').events.on('upPoints' /\*…\*/);

and

> **[Custom Config and Global Variables in Phaser 3 Games](https://www.stephengarside.co.uk/blog/phaser-3-custom-config-global-variables/)**
>
> Read how to quickly and easily create custom global config variables for Phaser 3 games. 1 min read.

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