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-scale-and-responsivegit 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-scale-and-responsive)<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-scale-and-responsive"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-scale-and-responsive/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-scale-and-responsive"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-scale-and-responsive.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 | $0.00068 | $0.04655 |
| Opus 5 | $0.00034 | $0.02328 |
| Sonnet 5 | $0.00014 | $0.00931 |
| Haiku 4.5 | $0.00007 | $0.00466 |
Grade A, and why
phaser-scale-and-responsive 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 scale-and-responsive — 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 — 372 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Scale and Responsive Design
How to use the ScaleManager for scaling, centering, fullscreen, orientation handling, and responsive resize in Phaser 4.
Key source paths: src/scale/ScaleManager.js, src/scale/const/, src/scale/events/, src/core/typedefs/ScaleConfig.js
Related skills: ../phaser-game-setup-and-config/SKILL.md
Quick Start
Scale-to-fit with centering -- the most common setup for responsive games:
const config = {
type: Phaser.AUTO,
scale: {
parent: 'game-container',
mode: Phaser.Scale.FIT,
autoCenter: Phaser.Scale.CENTER_BOTH,
width: 800,
height: 600
},
scene: MyScene
};
const game = new Phaser.Game(config);
The scale config object is parsed into a Phaser.Core.Config instance which the ScaleManager reads during boot. The ScaleManager sets the canvas element size and applies CSS scaling to fit it within its parent.
Core Concepts
ScaleManager (src/scale/ScaleManager.js)
The ScaleManager is created during the Game boot sequence and is accessible at game.scale or this.scale from within a Scene. It extends EventEmitter.
Three internal Size components drive all calculations:
| Component | Property | Purpose |
|---|---|---|
gameSize |
game.scale.gameSize |
The unmodified game dimensions from config. Used for world bounds, cameras. Read via game.scale.width / game.scale.height. |
baseSize |
game.scale.baseSize |
The auto-rounded gameSize. Sets the actual canvas.width and canvas.height attributes. |
displaySize |
game.scale.displaySize |
The CSS-scaled canvas size after applying scale mode, parent bounds, and zoom. Sets canvas.style.width / canvas.style.height. |
Scaling works by keeping the canvas element dimensions fixed (baseSize) and stretching it via CSS properties (displaySize). This is equivalent to CSS transform-scale but without browser prefix issues.
The displayScale property (Phaser.Math.Vector2) holds the ratio baseSize / canvasBounds and is used internally for input coordinate transformation.
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 · 372 lines · 68 tokens per session scan A 52c7a58b8d7f
phaser-scale-and-responsive is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 68 tokens to every session and 4,655 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 scale-and-responsive, differing in 4 lines, and is treated as a copy.
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