phaser-cameras

phaser-cameras is a skill for Claude Code, Codex from bullish0x/GameStudio. It costs 66 tokens per session (4,194 once invoked), scanned A, a copy of cameras, MIT.

A guide to controlling the camera in Phaser 4, including its position, zoom, limits, viewport, and visual transitions. A camera determines which part of the game world the player sees.

In plain words
What is it for?
Use it for scrolling levels, following characters, setting world boundaries, minimaps, zooming, shaking, fading, flashing, and panning.
Why use it?
It provides the rules for following players and showing large worlds without manually repositioning the whole game.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: installed under .agents/ (shared by several agents).

Good fit Use it for scrolling levels, following characters, setting world boundaries, minimaps, zooming, shaking, fading, flashing, and panning.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/bullish0x/gamestudio/phaser-cameras
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.

Any agent
npx skills add bullish0x/GameStudio --skill phaser-cameras
Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio

Made for: Claude Code, Codex.

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-cameras

README.md
[![agentmods](https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-cameras/github.svg)](https://agentmods.dev/skills/bullish0x/gamestudio/phaser-cameras)
Your own site
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-cameras"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-cameras/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for phaser-cameras

Your own site · 80×15
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-cameras"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-cameras.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 66 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,194 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 95% copy Near-identical to another mod 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 $0.00066 $0.04194
Opus 5 $0.00033 $0.02097
Sonnet 5 $0.00013 $0.00839
Haiku 4.5 $0.00007 $0.00419

Measured 8d ago against content hash 54fc91a95efd, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

phaser-cameras 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.

Origin

This is a copy

95% identical to cameras — 6 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.agents/skills/phaser-cameras/SKILL.md · 498 lines

How it starts

The opening of the file, as written. The whole thing — 498 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Cameras

Camera system in Phaser 4 -- CameraManager, main camera, viewport vs scroll, zoom, bounds, following sprites, camera effects (fade, flash, shake, pan, zoomTo, rotateTo), ignore lists, filters, and keyboard controls.

Key source paths: src/cameras/2d/CameraManager.js, src/cameras/2d/BaseCamera.js, src/cameras/2d/Camera.js, src/cameras/2d/effects/, src/cameras/controls/ Related skills: ../phaser-game-setup-and-config/SKILL.md, ../phaser-sprites-and-images/SKILL.md, ../phaser-filters-and-postfx/SKILL.md

Quick Start

// In a Scene's create() method:

// Access the default camera (created automatically)
const cam = this.cameras.main;

// Scroll the camera to look at a different part of the world
cam.setScroll(200, 100);

// Center camera on a world coordinate
cam.centerOn(400, 300);

// Zoom in (2x) -- values < 1 zoom out, > 1 zoom in
cam.setZoom(2);

// Follow a sprite with smooth lerp
cam.startFollow(player, false, 0.1, 0.1);

// Constrain the camera to the world bounds
cam.setBounds(0, 0, 2048, 2048);

// Fade in from black over 1 second
cam.fadeIn(1000);

// Add a filter to the camera (v4 feature)
cam.filters.external.addBlur(1, 2);

Core Concepts

CameraManager

Every Scene has a CameraManager accessible via this.cameras. It manages all cameras for that Scene and is registered as a plugin under the key 'CameraManager'.

// The manager is at this.cameras (not this.camera)
this.cameras              // CameraManager instance
this.cameras.cameras      // Array of Camera objects (render order)
this.cameras.main         // Reference to the "main" camera (first one by default)
this.cameras.default      // Un-transformed utility camera (not in the cameras array)

Key methods on CameraManager:

Method Signature Description
add (x?, y?, width?, height?, makeMain?, name?) Create a new Camera. Defaults to full game size at 0,0. Returns Camera.
addExisting (camera, makeMain?) Add a pre-built Camera instance. Returns the Camera or null if it already exists.
remove (camera, runDestroy?) Remove and optionally destroy a Camera or array of Cameras. If main is removed, resets to cameras[0].
getCamera (name) Find a Camera by its name string. Returns Camera or null.
getTotal (isVisible?) Count cameras. Pass true to count only visible ones.
fromJSON (config) Create cameras from a config object or array. Used for scene-level camera config.
resetAll () Destroy all cameras and create one fresh default camera.
resize (width, height) Resize all cameras to given dimensions.

Read the full file on GitHub · 498 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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 · 498 lines · 66 tokens per session scan A 54fc91a95efd

Subscribe to this mod's changes

phaser-cameras is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 66 tokens to every session and 4,194 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 95% identical to cameras, differing in 6 lines, and is treated as a copy.

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