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-groups-and-containersgit 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-groups-and-containers)<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-groups-and-containers"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-groups-and-containers/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-groups-and-containers"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-groups-and-containers.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 | $0.00055 | $0.04537 |
| Opus 5 | $0.00028 | $0.02269 |
| Sonnet 5 | $0.00011 | $0.00907 |
| Haiku 4.5 | $0.00006 | $0.00454 |
Grade A, and why
phaser-groups-and-containers 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
100% identical to groups-and-containers — 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 — 419 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Groups and Containers
Logical grouping (Group), visual grouping with transform inheritance (Container), render-layer grouping (Layer), object pooling, and when to use each in Phaser 4.
Key source paths: src/gameobjects/group/, src/gameobjects/container/, src/gameobjects/layer/
Related skills: ../phaser-sprites-and-images/SKILL.md, ../phaser-physics-arcade/SKILL.md
Quick Start
// In a Scene's create() method:
// --- Group: logical collection, no transform, great for pooling ---
const enemies = this.add.group();
enemies.create(100, 200, 'enemy'); // creates Sprite at (100,200)
enemies.create(300, 200, 'enemy');
// --- Container: visual parent with inherited transform ---
const hud = this.add.container(10, 10);
const icon = this.add.image(0, 0, 'heart');
const label = this.add.text(20, 0, 'x3');
hud.add([icon, label]); // children move/scale/rotate with hud
// --- Layer: render-ordering bucket, no position/scale ---
const bgLayer = this.add.layer();
const fgLayer = this.add.layer();
bgLayer.add(this.add.image(400, 300, 'sky'));
fgLayer.add(this.add.sprite(400, 300, 'player'));
Core Concepts
Group vs Container vs Layer
| Feature | Group | Container | Layer |
|---|---|---|---|
| Purpose | Logical collection / pool | Visual parent with transform | Render-order bucket |
| On display list | No (children are) | Yes (renders children) | Yes (renders children) |
| Position/rotation/scale | No | Yes (children inherit) | No |
| Children storage | children (Set) |
list (Array) |
List (Structs.List) |
| Physics | Via physics.add.group() | Limited (offsets if not at 0,0) | No |
| Input | No (children can) | Yes (needs hit area shape) | No |
| Object pooling | Yes (getFirstDead, kill) | No | No |
| Masks | No | Yes (not per-child in Canvas) | Yes |
| Alpha/blend/visible | No (batch via setVisible) | Yes | Yes |
| Nesting | N/A | Container in Container | Cannot go in Container |
| Extends | EventEmitter | GameObject | List |
| Factory | this.add.group() |
this.add.container(x, y) |
this.add.layer() |
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 · 419 lines · 55 tokens per session scan A 497293dff50a
phaser-groups-and-containers is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 55 tokens to every session and 4,537 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to groups-and-containers, differing in 6 lines, and is treated as a copy.
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