phaser-core

phaser-core is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 91 tokens per session (1,872 once invoked), scanned A, original, Apache-2.0.

A setup and debugging guide for Phaser 4, a JavaScript framework for making 2D games. It explains the game configuration, scene lifecycle, asset loading, cameras, and communication between scenes.

In plain words
What is it for?
Use it to start a Phaser game, configure Phaser.Game, organize preload, create, and update stages, load assets, control cameras, and share data between scenes.
Why use it?
It gives structure to the parts every Phaser game needs and helps diagnose problems with loading or changing scenes. It also keeps new work aligned with the installed Phaser version.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the web-engines plugin — 6 skills shipped together , and of gamedev

Good fit Use it to start a Phaser game, configure Phaser.Game, organize preload, create, and update stages, load assets, control cameras, and share data between scenes.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/phaser-core
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 gamedev-skills/awesome-gamedev-agent-skills --skill phaser-core
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install web-engines, the plugin that ships this one along with the rest of its 6 skills.

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-core

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/phaser-core/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/phaser-core)
Your own site
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/phaser-core"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/phaser-core/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-core

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/phaser-core"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/phaser-core.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 91 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,872 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. Third-party audits
  • Socket pass 9 Aug 2026
  • Snyk pass 9 Aug 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found 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 $0.00091 $0.01872
Opus 5 $0.00046 $0.00936
Sonnet 5 $0.00018 $0.00374
Haiku 4.5 $0.00009 $0.00187

Measured 9d ago against content hash 101c9382dd8a, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

phaser-core 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 9d 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.

skills/web-engines/phaser-core/SKILL.md · 176 lines

How it starts

The opening of the file, as written. The whole thing — 176 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Phaser 4 Core

Set up the foundation of a Phaser game: the Game config, the Scene lifecycle, asset loading, cameras, and passing data between scenes. Targets Phaser 4.2 for new projects; keep an existing Phaser 3.90 project on its pinned major unless the user explicitly asks for a migration.

When to use

  • Use when starting a Phaser game, wiring the Phaser.Game config, structuring Scenes, loading assets in preload, or fixing scene transitions and shared state.
  • Use when the project has phaser in package.json or import Phaser from 'phaser', and code uses preload()/create()/update().

When not to use: movement, velocity, colliders, gravity, or overlap → use phaser-arcade-physics. Complex rigid-body simulation uses Matter physics (a separate concern). For cross-engine save/load patterns use save-systems.

Core workflow

  1. Detect the installed major first. Read package.json and the lockfile. Use Phaser 4.2 for new work; do not silently rewrite a Phaser 3 project as Phaser 4.
  2. Create the game from a config. new Phaser.Game(config) with type: Phaser.AUTO (WebGL with Canvas fallback), a width/height, and a scene array. The first scene (and any with active: true) starts automatically.
  3. Model each screen as a Scene. Subclass Phaser.Scene, pass a unique key to super, and implement the lifecycle: init(data)preload()create(data)update(time, delta).
  4. Load assets in preload, use them in create. Queued assets are not available until create. The loader is per-scene; the cache it fills is global.
  5. Reset per-run state in init(), not the constructor. A scene instance is reused across restarts, so constructor-set fields keep stale values.
  6. Move between screens with this.scene.start/launch/switch/sleep/wake. Share data through this.registry (global) or a sibling scene's event emitter.
  7. Run and observe. Serve the page, open it, and confirm assets load (watch the Network tab and console) and scenes switch as expected before assuming success.

Read the full file on GitHub · 176 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 9d ago First seen · 176 lines · 91 tokens per session scan A 101c9382dd8a

Subscribe to this mod's changes

phaser-core is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 91 tokens to every session and 1,872 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.