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-graphics-and-shapesgit 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-graphics-and-shapes)<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-graphics-and-shapes"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-graphics-and-shapes/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-graphics-and-shapes"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-graphics-and-shapes.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 | $0.00066 | $0.05648 |
| Opus 5 | $0.00033 | $0.02824 |
| Sonnet 5 | $0.00013 | $0.01130 |
| Haiku 4.5 | $0.00007 | $0.00565 |
Grade A, and why
phaser-graphics-and-shapes 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
92% identical to graphics-and-shapes — 4 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 — 474 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Phaser 4 — Graphics and Shapes
Drawing primitives with the Graphics game object, and using Shape game objects (Arc, Curve, Ellipse, Grid, IsoBox, IsoTriangle, Line, Polygon, Rectangle, Star, Triangle).
Related skills: ../phaser-sprites-and-images/SKILL.md, ../phaser-game-object-components/SKILL.md
Quick Start
// Draw a filled rectangle and stroked circle with Graphics
const gfx = this.add.graphics();
gfx.fillStyle(0x00aa00, 1);
gfx.fillRect(50, 50, 200, 100);
gfx.lineStyle(3, 0xff0000, 1);
gfx.strokeCircle(400, 150, 60);
// Same shapes as standalone Shape game objects
const rect = this.add.rectangle(150, 100, 200, 100, 0x00aa00);
const circle = this.add.circle(400, 150, 60);
circle.setStrokeStyle(3, 0xff0000);
Core Concepts — Graphics vs Shape Objects
Phaser offers two approaches for rendering primitives without textures.
Graphics Game Object
Created with this.add.graphics(). An imperative drawing surface — you call methods like fillRect, strokeCircle, beginPath/lineTo/strokePath to build up a command buffer that replays each frame.
- Factory:
this.add.graphics(config?)where config is{ x?, y?, lineStyle?, fillStyle? }. - Supports paths, arcs, gradients, rounded rectangles, canvas transforms (
translateCanvas,scaleCanvas,rotateCanvas), andsave/restore. - Can generate a Texture from the drawing via
generateTexture(key, width, height). - Expensive to render, especially with complex shapes. Uses its own WebGL shader. Group Graphics objects together to minimize batch flushes.
- Components: AlphaSingle, BlendMode, Depth, Lighting, Mask, RenderNodes, Transform, Visible, ScrollFactor.
- Does NOT include Origin or GetBounds (position is set via options or
setPosition).
Shape Game Objects
Individual game objects (Arc, Rectangle, Star, etc.) extending the base Shape class. Each renders one predefined geometric shape with precomputed path data.
- Created via dedicated factory methods:
this.add.rectangle(...),this.add.circle(...), etc. - Fully featured game objects: can be tweened, scaled, added to groups/containers, enabled for input/physics.
- Style via
setFillStyle(color, alpha)andsetStrokeStyle(lineWidth, color, alpha). - Share the same WebGL batch as Graphics for efficient rendering.
- Do NOT support gradients, path detail threshold, or canvas transforms.
- Components: AlphaSingle, BlendMode, Depth, GetBounds, Lighting, Mask, Origin, RenderNodes, ScrollFactor, Transform, Visible.
- Include Origin and GetBounds (unlike Graphics).
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 · 474 lines · 66 tokens per session scan A 304c42fca264
phaser-graphics-and-shapes 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 5,648 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 92% identical to graphics-and-shapes, differing in 4 lines, and is treated as a copy.
Other skills, from other repositories
game-development
Game development with Unity, Unreal Engine, and Godot. Use when building games, implementing game mechanics, physics, AI, or working with game engines.
ar-vr-xr
AR/VR/XR development with Unity XR, WebXR, ARKit, ARCore, Meta Quest SDK, and spatial computing. Use when building augmented reality, virtual reality, mixed reality applications, or spatial experiences.
sdf
SDFormat/SDF model and world authoring, validation, and simulator handoff. Use for .sdf files, SDFormat XML, models, worlds, links, joints, poses, frames, inertials, visual/collision geometry, mesh URIs, sensors, lights, physics, plugins, includes, Gazebo, static SDF review, or simulator-specific metadata. Do not use…
unity-agent-workflows
Use for AI-assisted Unity work that needs live repo discovery, project-derived routing, runtime-owner proof, runtime-visible output hard stops, runtime numeric proof for repeated visible-output failures, state-step guards, multi-agent scope ownership, modular C#/asmdef safety, UI/scene/visual asset gates, data-first…
using-bgs-archive
Use when the user wants to inspect, list, extract, unpack, or repack Bethesda BA2/BSA archives; determine archive format/version/compression; or build archive assets for an MO2 overlay. Triggers - "unpack BA2", "extract BSA", "pack archive", "inspect archive", "bgs-archive".
building-agents
Use when building or restructuring an LLM agent — provider adapter, tool calling, structured output, RAG, agent loop, eval gate, cost routing, tracing, MCP server — model-agnostic across OpenAI/Anthropic/Gemini/OSS so a model swap is a config change. NOT vector-store SQL alone (that is postgresdb) or service…