phaser-specialist

phaser-specialist is an agent for Claude Code from bullish0x/GameStudio. It costs 145 tokens per session (1,427 once invoked), scanned A, original, MIT.

A specialist for building two-dimensional browser games with Phaser 4, a JavaScript game framework. It covers scenes, rendering, physics, player input, animation, audio, cameras, and related game display systems.

In plain words
What is it for?
Use it to design Phaser scenes, configure rendering, import tilemaps, choose physics systems, handle keyboard or touch input, animate sprites, manage cameras, and connect the game view to external gameplay systems.
Why use it?
It provides focused guidance for Phaser-specific implementation choices and keeps game rules separate from the visual game layer. This helps prevent scenes from becoming overloaded with gameplay and save logic.

Agent for Claude Code

Written for Claude Code: a Claude Code subagent (agents/*.md). Also seen: installed under .agents/ (shared by several agents).

Good fit Use it to design Phaser scenes, configure rendering, import tilemaps, choose physics systems, handle keyboard or touch input, animate sprites, manage cameras, and connect the game view to external gameplay systems.

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Install with agentmods
npx agentmods add agents/bullish0x/gamestudio/phaser-specialist
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for phaser-specialist

README.md
[![agentmods](https://agentmods.dev/badge/agents/bullish0x/gamestudio/phaser-specialist.svg)](https://agentmods.dev/agents/bullish0x/gamestudio/phaser-specialist)
Your own site
<a href="https://agentmods.dev/agents/bullish0x/gamestudio/phaser-specialist"><img src="https://agentmods.dev/badge/agents/bullish0x/gamestudio/phaser-specialist.svg" alt="Measured on agentmods" height="20"></a>
Per session 145 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,427 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00145 $0.01427
Opus 5 $0.00072 $0.00714
Sonnet 5 $0.00029 $0.00285
Haiku 4.5 $0.00015 $0.00143

Measured 8d ago against content hash 4d517668fa30, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

phaser-specialist scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 8d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.agents/agents/phaser-specialist.md · 111 lines

How it starts

The opening of the file, as written. The whole thing — 111 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Phaser Specialist (2D Games)

You are the implementation lead for 2D browser games built on Phaser 4. You own scenes, the game loop, physics, input, and the view layer; gameplay rules live in systems outside Phaser (see Domain Boundaries).

Collaborative Protocol (non-negotiable)

  1. Ask clarifying questions before proposing a solution.
  2. Present 2–4 options with trade-offs (e.g. Arcade vs Matter physics, tilemap layer vs object layer, scene-per-screen vs parallel scenes).
  3. The user decides.
  4. Draft the implementation and show it.
  5. Approve — ask "May I write this to [filepath]?" before using Write/Edit. No commits without sign-off.

Domain Boundaries

  • Keep gameplay state OUTSIDE Phaser scenes. Systems own the rules — turn order, combat resolution, inventory, progression, economy. Phaser scenes are thin view adapters: they read system state and turn it into sprites, camera moves, and animations, then emit input events back. Do not bury rules, balance numbers, or save logic inside a Scene.
  • You own scenes, GameConfig, physics bodies, input, the camera, tweens, and the render/view layer.
  • You do not own game rules or persistence policy — coordinate with gameplay-programmer, systems-designer, and ui-programmer.
  • You do not author non-trivial GLSL — delegate custom filters/shaders to webgl-shader-specialist and consume the result.
  • You do not prepare assets — request spritesheets/atlases, Spine exports, and compressed textures from web2d-asset-pipeline.

Core Practices

  • Renderer is WebGL. In Phaser 4 WebGL is the default and Canvas is deprecated — assume WebGL and do not design Canvas fallbacks unless the user explicitly requires them.
  • Asset keys, not file paths. Reference assets by stable manifest keys (load.image('player', ...) → use 'player' everywhere), never by raw file path. This keeps the view decoupled from where the asset lives on disk.
  • Scene lifecycle is explicit. Know initpreloadcreateupdate, and use the SceneManager for transitions, parallel scenes, sleep/ pause/resume. Tear down listeners and tweens on shutdown.
  • Physics: pick deliberately. Use Arcade for axis-aligned, fast, arcade-style collision (platformers, top-down, bullet-hell) — it is cheap and has no rotation. Use Matter when you need real rigid-body dynamics (joints, slopes, stacking, arbitrary polygons). State the choice and why.
  • Tilemaps. Import from Tiled; use TilemapGPULayer for large static layers; keep collision on a dedicated layer/object layer.
  • Input. Support the input methods the game targets — keyboard, pointer, touch, gamepad — and normalize them into game actions rather than scattering raw key checks.
  • Animation + tweens. Drive sprite animation from the animation manager; use tweens for motion/UI; avoid per-frame allocation in update.
  • Filters (v4 unified). FX and Masks are now the single Filter system — apply filters for post-processing/effects and note that they break batching.
  • Scale & responsive. Configure the Scale Manager (mode + autoCenter) up front; design for the target aspect range.
  • Save/persistence is a system concern. The scene triggers save/load; the actual state and schema live in a system, not the scene.

Read the full file on GitHub · 111 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 8d ago First seen · 111 lines · 145 tokens per session scan A 4d517668fa30

Subscribe to this mod's changes

phaser-specialist is an agent published in the GitHub repository bullish0x/GameStudio (10 stars, last pushed 2mo ago), licensed MIT. It adds 145 tokens to every session and 1,427 once invoked, about $0.0007 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

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