title: How to restart a game in Phaser 3?
body: <p>I'm new to Phaser 3 as well as game development then I have a problem here. I'm trying to restart a game scene but I get an error saying &quot;Uncaught TypeError: this.scene.restart is not a function&quot; when I run this</p>
  <pre><code>var playbtn = this.add.dom(390, 600).createFromCache('play-btn');
  
      playbtn.setPerspective(600);
  
      playbtn.addListener('click');
  
      playbtn.on('click', function (event) {
          this.scene.restart();
      });
  </code></pre>
  <p>And this is my whole code</p>
  <pre><code>&lt;!doctype html&gt; 
  &lt;html lang=&quot;en&quot;&gt; 
  &lt;head&gt; 
      &lt;meta charset=&quot;UTF-8&quot; /&gt;
      &lt;title&gt;Making your first Phaser 3 Game - Part 10&lt;/title&gt;
      &lt;script src=&quot;https://cdn.jsdelivr.net/npm/phaser@3.24.1/dist/phaser.js&quot;&gt;&lt;/script&gt;
      &lt;style type=&quot;text/css&quot;&gt;
          body {
              margin: 0;
          }
      &lt;/style&gt;
  &lt;/head&gt;
  &lt;body&gt;
  
  &lt;script type=&quot;text/javascript&quot;&gt;
  
  var config = {
      type: Phaser.AUTO,
      width: 800,
      height: 600,
      parent: 'phaser-example',
      physics: {
          default: 'arcade',
          arcade: {
              gravity: { y: 300 },
              debug: false
          }
      },
      dom: {
          createContainer: true
      },
      scene: {
          preload: preload,
          create: create,
          update: update,
          hitbomb: hitBomb
      }
  };
  var game = new Phaser.Game(config);
  
  
  var player;
  var stars;
  var bombs;
  var platforms;
  var cursors;
  var score = 0;
  var gameOver = false;
  var scoreText;
  
  var level_state;
  var level = 1;
  
  var de_star = 0;
  var element;
  var playbtn;
  
  
  function preload ()
  {
      this.load.image('sky', 'assets/sky.png');
      this.load.image('ground', 'assets/platform.png');
      this.load.image('star', 'assets/bomb.png');
      this.load.image('bomb', 'assets/star.png');
      this.load.spritesheet('dude', 'assets/dude.png', { frameWidth: 32, frameHeight: 48 });
      this.load.html('play-btn', 'assets/play.html');
      this.load.html('nameform', 'assets/loginform.html');
     
  }
  
  function create ()
  {
  
      //  A simple background for our game
      this.add.image(400, 300, 'sky');
  
      //  The platforms group contains the ground and the 2 ledges we can jump on
      platforms = this.physics.add.staticGroup();
  
      //  Here we create the ground.
      //  Scale it to fit the width of the game (the original sprite is 400x32 in size)
      platforms.create(400, 568, 'ground').setScale(2).refreshBody();
  
      //  Now let's create some ledges
      platforms.create(600, 400, 'ground');
      platforms.create(50, 250, 'ground');
      platforms.create(750, 220, 'ground');
  
      // The player and its settings
      player = this.physics.add.sprite(100, 450, 'dude');
  
      //  Player physics properties. Give the little guy a slight bounce.
      player.setBounce(0.2);
      player.setCollideWorldBounds(true);
  
      //  Our player animations, turning, walking left and walking right.
      this.anims.create({
          key: 'left',
          frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 3 }),
          frameRate: 10,
          repeat: -1
      });
  
      this.anims.create({
          key: 'turn',
          frames: [ { key: 'dude', frame: 4 } ],
          frameRate: 20
      });
  
      this.anims.create({
          key: 'right',
          frames: this.anims.generateFrameNumbers('dude', { start: 5, end: 8 }),
          frameRate: 10,
          repeat: -1
      });
  
      //  Input Events
      cursors = this.input.keyboard.createCursorKeys();
  
      //  Some stars to collect, 12 in total, evenly spaced 70 pixels apart along the x axis
      stars = this.physics.add.group({
          key: 'star',
          repeat: 1,
          setXY: { x: 12, y: 0, stepX: 70 }
      });
  
      stars.children.iterate(function (child) {
          //  Give each star a slightly different bounce
          child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
  
      });
  
      bombs = this.physics.add.group();
  
      //  The score
      scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });
      level_state = this.add.text(16, 50, 'Level: 1', { fontSize: '32px', fill: '#000' });
  
  
      //  Collide the player and the stars with the platforms
      this.physics.add.collider(player, platforms);
      this.physics.add.collider(stars, platforms);
      this.physics.add.collider(bombs, platforms);
  
      //  Checks to see if the player overlaps with any of the stars, if he does call the collectStar function
      this.physics.add.overlap(player, stars, collectStar, null, this);
  
      this.physics.add.collider(player, bombs, hitBomb, null, this);
  }
  
  function update ()
  {
      if (gameOver)
      {
          return;
      }
  
      if (cursors.left.isDown)
      {
          player.setVelocityX(-160);
  
          player.anims.play('left', true);
      }
      else if (cursors.right.isDown)
      {
          player.setVelocityX(160);
  
          player.anims.play('right', true);
      }
      else
      {
          player.setVelocityX(0);
  
          player.anims.play('turn');
      }
  
      if (cursors.up.isDown &amp;&amp; player.body.touching.down)
      {
          player.setVelocityY(-330);
      }
  }
  
  function collectStar (player, star)
  {
      star.disableBody(true, true);
  
      //  Add and update the score
      score += 10;
      scoreText.setText('Score: ' + score);
      if (de_star==12)
      {
          gameOver = True;
      }
      else if (stars.countActive(true) === 0)
      {
  
          de_star+=1;
          stars = this.physics.add.group({
          key: 'star',
          repeat: 11-de_star,
          setXY: { x: 12, y: 0, stepX: 70 }
          });
  
          this.physics.add.collider(stars, platforms);
  
          stars.children.iterate(function (child) {
  
          //  Give each star a slightly different bounce
          child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
  
          });
  
          //  A new batch of stars to collect
          stars.children.iterate(function (child) {
  
              child.enableBody(true, child.x, 0, true, true);
  
          });
  
          this.physics.add.overlap(player, stars, collectStar, null, this);
  
          var x = (player.x &lt; 400) ? Phaser.Math.Between(400, 800) : Phaser.Math.Between(0, 400);
  
          level += 1;
  
          var bomb = bombs.create(x, 16, 'bomb');
          bomb.setBounce(1);
          bomb.setCollideWorldBounds(true);
          bomb.setVelocity(Phaser.Math.Between(-200, 200), 20);
          bomb.allowGravity = false;
  
      }
      level_state.setText('Level: '+level);
  }
  
  function hitBomb (player, bomb)
  {
      this.physics.pause();
  
      player.setTint(0xff0000);
  
      player.anims.play('turn');
  
      gameOver = true;
  
      var playbtn = this.add.dom(390, 600).createFromCache('play-btn');
  
      playbtn.setPerspective(600);
  
      playbtn.addListener('click');
  
      playbtn.on('click', function (event) {
          this.scene.restart();
      });
      
      this.tweens.add({
          targets: playbtn,
          y: 300,
          duration: 3000,
          ease: 'Power3'
      });
  }
  
  
  &lt;/script&gt;
  
  &lt;/body&gt;
  &lt;/html&gt;
  </code></pre>
  <p>When the character hits the bomb, the &quot;Play Again&quot; button will pop up, then the game will restart if the player hits that button. These are the things that I aim for...
  The project I'm working on is a tutorial example but any advice or solution would help me a lot. Thank you</p>