phaser

phaser is a skill for Claude Code from kyh/vibedgames. It costs 42 tokens per session (4,262 once invoked), scanned A, original, MIT.

A development guide for Phaser 4, a JavaScript framework for making 2D games that run in web browsers.

In plain words
What is it for?
Use it to create scenes, sprites, animations, tilemaps, physics, lighting, filters, shaders, and GPU-based rendering, or to update a Phaser 3 project to Phaser 4.
Why use it?
It helps avoid Phaser 4 issues caused by changed rendering, physics, texture, shader, and migration behavior. It also checks image dimensions and frame layout before sprites are loaded.

Skill for Claude Code

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

Part of the vibedgames plugin — 34 skills shipped together

Good fit Use it to create scenes, sprites, animations, tilemaps, physics, lighting, filters, shaders, and GPU-based rendering, or to update a Phaser 3 project to Phaser 4.

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

Made for: Claude Code.

Or install vibedgames, the plugin that ships this one along with the rest of its 34 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

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/kyh/vibedgames/phaser"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/phaser.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 42 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,262 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
  • 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 $0.00042 $0.04262
Opus 5.5 $0.00017 $0.01705
Sonnet 5.5 $0.00008 $0.00852
Haiku 4.5 $0.00004 $0.00426

Measured 1mo ago against content hash 0d1ea5770691, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

phaser 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 1mo 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.

plugins/vibedgames/skills/phaser/SKILL.md · 370 lines

How it starts

The opening of the file, as written. The whole thing — 370 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Phaser 4 Game Development

This skill covers Phaser 4 only. If a project lists phaser@^3, treat it as a migration target — read references/migration-hotspots.md first, then bump to phaser@^4. Do not start new work on v3.

Build 2D browser games using Phaser 4's WebGL-first renderer, scene model, and updated rendering APIs.

Core principles

Phaser 4 is not Phaser 3 with renamed methods — the renderer, filter model, shader assumptions, texture orientation, and batching all changed.

  1. WebGL-first, not Canvas-first: treat Canvas as legacy compatibility.
  2. Measure assets before loader config: most sprite/tile bugs are incorrect frame metadata, not rendering bugs.
  3. Prefer the simplest rendering path: standard game objects until scale or effects justify filters, GPU layers, or shaders.
  4. Migration is selective redesign: basic scene code ports cleanly; masks, FX, custom pipelines, shaders, and texture workflows usually need real updates.

STOP: Before Loading Any Spritesheet or Atlas

Read references/spritesheets-and-textures.md first. A few pixels off in frame size, spacing, or margin creates silent corruption that surfaces later as animation/rendering bugs. Never guess frame dimensions; don't assume texture orientation is irrelevant when compressed textures or custom shaders are involved.

STOP: Before Porting Phaser 3 Code

Read references/migration-hotspots.md first. Search for the APIs that changed meaning or disappeared — where most migration time goes:

  • setTintFill
  • BitmapMask
  • preFX / postFX
  • Phaser.Geom.Point
  • Math.TAU / Math.PI2
  • setPipeline('Light2D')
  • DynamicTexture / RenderTexture
  • custom pipelines
  • custom shader code
  • TileSprite cropping

Reference Files

Read these before working on the relevant feature:

When working on... Read first
Migrating Phaser 3 code references/migration-hotspots.md
Loading spritesheets, atlases, compressed textures, or TileSprite references/spritesheets-and-textures.md
Performance issues, GPU layers, filters, lighting, or batching references/rendering-and-performance.md
Arcade physics, bodies, groups, pooling references/arcade-physics.md
Tilemaps, object layers, collision setup references/tilemaps.md

Read the full file on GitHub · 370 lines

Files

What ships with it

5 files 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. 1mo ago Changed · +44 lines · -97 tokens per session 0d1ea5770691
  2. 1mo ago First seen · 326 lines · 139 tokens per session scan A ce8ee5f67931

Subscribe to this mod's changes

phaser is a skill published in the GitHub repository kyh/vibedgames (60 stars, last pushed 3d ago), licensed MIT. It adds 42 tokens to every session and 4,262 once invoked, about $0.0002 per session on Opus 5.5. 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 2026-08-30.

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