phaser-scale-and-responsive

phaser-scale-and-responsive is a skill for Claude Code, Codex from bullish0x/GameStudio. It costs 68 tokens per session (4,655 once invoked), scanned A, a copy of scale-and-responsive, MIT.

A guide to making Phaser 4 games fit different screen sizes and handle browser resizing. It explains scaling modes, centering, fullscreen, orientation, and resize events.

In plain words
What is it for?
Use it when supporting phones, tablets, desktop browsers, fullscreen play, or changing window sizes.
Why use it?
It helps prevent games from appearing too large, too small, or poorly positioned on different devices.

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 when supporting phones, tablets, desktop browsers, fullscreen play, or changing window sizes.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/bullish0x/gamestudio/phaser-scale-and-responsive
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-scale-and-responsive
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-scale-and-responsive

README.md
[![agentmods](https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-scale-and-responsive/github.svg)](https://agentmods.dev/skills/bullish0x/gamestudio/phaser-scale-and-responsive)
Your own site
<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.

agentmods 80×15 button for phaser-scale-and-responsive

Your own site · 80×15
<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>
Per session 68 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,655 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 100% 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 $0.00068 $0.04655
Opus 5 $0.00034 $0.02328
Sonnet 5 $0.00014 $0.00931
Haiku 4.5 $0.00007 $0.00466

Measured 8d ago against content hash 52c7a58b8d7f, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

Origin

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.

.agents/skills/phaser-scale-and-responsive/SKILL.md · 372 lines

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.

Read the full file on GitHub · 372 lines

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 · 372 lines · 68 tokens per session scan A 52c7a58b8d7f

Subscribe to this mod's changes

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.

Related

Other skills, from other repositories

accessibility-a11y

WCAG 2.2 compliance, ARIA patterns, keyboard navigation, screen readers, automated testing.

travisjneuman/.claude · 26 tokens

flutter-development

Cross-platform development with Flutter and Dart for iOS, Android, Web, Desktop, and embedded. Use when building Flutter apps, implementing Material/Cupertino design, or optimizing Dart code.

travisjneuman/.claude · 41 tokens

game-development

Game development with Unity, Unreal Engine, and Godot. Use when building games, implementing game mechanics, physics, AI, or working with game engines.

travisjneuman/.claude · 34 tokens

electron-desktop

Desktop application development with Electron for Windows, macOS, and Linux. Use when building cross-platform desktop apps, implementing native OS features, or packaging web apps for desktop.

travisjneuman/.claude · 38 tokens

generic-react-feature-developer

Guide feature development for React applications with architecture focus. Covers Zustand/Redux patterns, IndexedDB usage, component systems, lazy loading strategies, and seamless integration. Use when adding new features, refactoring existing code, or planning major changes.

travisjneuman/.claude · 53 tokens

generic-react-ux-designer

Professional UI/UX design expertise for React applications. Covers design thinking, user psychology (Hick's/Fitts's/Jakob's Law), visual hierarchy, interaction patterns, accessibility, performance-driven design, and design critique. Use when designing features, improving UX, solving user problems, or conducting design…

travisjneuman/.claude · 69 tokens