curves-and-paths

curves-and-paths is a skill for Claude Code, Codex from phaserjs/phaser. It costs 58 tokens per session (4,554 once invoked), scanned A, original, MIT.

A guide to curves and paths in Phaser 4, including lines, splines, Bézier curves, and ellipses. A path is a route that can be drawn or followed by a game object.

In plain words
What is it for?
Use it to build and draw routes, move sprites along them, rotate followers to match the route, and create repeating or back-and-forth motion.
Why use it?
It avoids calculating every movement point by hand when objects need to travel along curved or repeating routes.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/phaserjs/phaser/curves-and-paths
Any agent
npx skills add phaserjs/phaser --skill curves-and-paths
Clone the repo
git clone --depth 1 https://github.com/phaserjs/phaser

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 curves-and-paths

README.md
[![agentmods](https://agentmods.dev/badge/skills/phaserjs/phaser/curves-and-paths.svg)](https://agentmods.dev/skills/phaserjs/phaser/curves-and-paths)
Your own site
<a href="https://agentmods.dev/skills/phaserjs/phaser/curves-and-paths"><img src="https://agentmods.dev/badge/skills/phaserjs/phaser/curves-and-paths.svg" alt="Measured on agentmods" height="20"></a>
Per session 58 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,554 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00058 $0.04554
Opus 5 $0.00029 $0.02277
Sonnet 5 $0.00012 $0.00911
Haiku 4.5 $0.00006 $0.00455

Measured 4d ago against content hash 5334b72730b4, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

curves-and-paths 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 4d 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

Copies of this mod

1 near-identical copy found in the catalogue:

skills/curves-and-paths/SKILL.md · 360 lines

How it starts

The opening of the file, as written. The whole thing — 360 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Curves and Paths

Creating paths from curves, getting points along them, drawing them with Graphics, and making sprites follow paths automatically using PathFollower in Phaser 4.

Key source paths: src/curves/, src/curves/path/, src/gameobjects/pathfollower/, src/gameobjects/components/PathFollower.js Related skills: ../sprites-and-images/SKILL.md, ../graphics-and-shapes/SKILL.md, ../tweens/SKILL.md

Quick Start

// In a Scene's create() method:

// 1. Create a Path starting at (50, 300)
const path = this.add.path(50, 300);

// 2. Add curves to the path
path.lineTo(200, 100);
path.splineTo([ new Phaser.Math.Vector2(300, 400), new Phaser.Math.Vector2(500, 200) ]);
path.lineTo(700, 300);

// 3. Draw the path using Graphics
const graphics = this.add.graphics();
graphics.lineStyle(2, 0xffffff, 1);
path.draw(graphics, 64);

// 4. Create a PathFollower sprite that moves along the path
const follower = this.add.follower(path, 50, 300, 'ship');
follower.startFollow({
    duration: 5000,
    rotateToPath: true,
    repeat: -1,
    yoyo: true
});

Core Concepts

Path

A Phaser.Curves.Path is a container that combines multiple Curves into one continuous compound curve. Curves in a Path do not need to be connected end-to-end. Only the order of curves affects point calculations along the path.

Created via factory: this.add.path(x, y) where x/y is the starting point.

Key properties:

  • curves -- array of Phaser.Curves.Curve objects in the Path
  • startPoint -- Vector2, the defined starting position
  • autoClose -- boolean, if true getPoints() appends the first point at the end
  • defaultDivisions -- number (default: 12), divisions per curve when calling getPoints()
  • name -- string, empty by default, for developer use

Curves

All curve types extend Phaser.Curves.Curve (the base class). Every curve supports:

  • getPoint(t, out) -- get a point at position t (0-1) based on curve parameterization
  • getPointAt(u, out) -- get a point at position u (0-1) based on arc length (evenly spaced)
  • getPoints(divisions, stepRate, out) -- array of points along the curve
  • getSpacedPoints(divisions, stepRate, out) -- array of equidistant points by arc length
  • getDistancePoints(distance) -- points spaced by pixel distance
  • getLength() -- total arc length in pixels
  • getBounds(out, accuracy) -- bounding Rectangle
  • getTangent(t, out) / getTangentAt(u, out) -- unit tangent vector
  • getStartPoint(out) / getEndPoint(out) -- first/last points
  • getRandomPoint(out) -- random point on the curve
  • draw(graphics, pointsTotal) -- render the curve onto a Graphics object
  • active -- boolean, when false the parent Path skips this curve

Read the full file on GitHub · 360 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. 4d ago First seen · 360 lines · 58 tokens per session scan A 5334b72730b4

Subscribe to this mod's changes

curves-and-paths is a skill published in the GitHub repository phaserjs/phaser (40,246 stars, last pushed 14d ago), licensed MIT. It adds 58 tokens to every session and 4,554 once invoked, about $0.0003 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 2026-08-30.

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