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.
npx skills add bullish0x/GameStudio --skill phaser-geometry-and-mathgit clone --depth 1 https://github.com/bullish0x/GameStudioWrote 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.
[](https://agentmods.dev/skills/bullish0x/gamestudio/phaser-geometry-and-math)<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-geometry-and-math"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-geometry-and-math/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.
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-geometry-and-math"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-geometry-and-math.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00067 | $0.06746 |
| Opus 5 | $0.00034 | $0.03373 |
| Sonnet 5 | $0.00013 | $0.01349 |
| Haiku 4.5 | $0.00007 | $0.00675 |
Grade A, and why
phaser-geometry-and-math 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.
This is a copy
97% identical to geometry-and-math — 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.
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.
Phaser 4 — Geometry and Math
Geom classes (Circle, Ellipse, Line, Polygon, Rectangle, Triangle), intersection tests, and Math utilities (Vector2, Vector3, Matrix4, angles, distances, interpolation, easing, random, snap, clamp).
Related skills: ../phaser-graphics-and-shapes/SKILL.md, ../phaser-physics-arcade/SKILL.md
Quick Start
// Create geometry objects (these are data only, not renderable)
const rect = new Phaser.Geom.Rectangle(10, 20, 200, 100);
const circle = new Phaser.Geom.Circle(400, 300, 50);
const line = new Phaser.Geom.Line(0, 0, 100, 100);
// Point containment
rect.contains(50, 50); // true
circle.contains(410, 310); // true
// Intersection test
Phaser.Geom.Intersects.CircleToRectangle(circle, rect); // boolean
// Math utilities
const v = new Phaser.Math.Vector2(3, 4);
v.length(); // 5
v.normalize(); // {x: 0.6, y: 0.8}
const dist = Phaser.Math.Distance.Between(0, 0, 100, 100);
const angle = Phaser.Math.Angle.Between(0, 0, 100, 100);
const clamped = Phaser.Math.Clamp(150, 0, 100); // 100
Core Concepts
Geometry objects are pure data containers holding coordinates and dimensions. They are NOT game objects and cannot be added to the display list. To render geometry, use the Graphics game object or Shape game objects (see ../phaser-graphics-and-shapes/SKILL.md).
Every geom class has a type property set to a Phaser.Geom constant for fast type checks.
All geom classes share a common instance method pattern:
contains(x, y)-- point-in-shape testgetPoint(position, output?)-- point at normalized position (0-1) on perimetergetPoints(quantity, stepRate?, output?)-- evenly spaced points on perimetergetRandomPoint(output?)-- random point inside the shapesetTo(...)-- reset all propertiessetEmpty()-- zero out the shapesetPosition(x, y)-- move origin/center
Each geom type also has a folder of static helper functions (e.g., Phaser.Geom.Rectangle.Contains, Phaser.Geom.Circle.Area).
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.
- 8d ago First seen · 498 lines · 67 tokens per session scan A 1ceeeeeaf83d
phaser-geometry-and-math is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 67 tokens to every session and 6,746 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 97% identical to geometry-and-math, differing in 6 lines, and is treated as a copy.
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