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 agentmods add skills/phaserjs/phaser/curves-and-pathsnpx skills add phaserjs/phaser --skill curves-and-pathsgit clone --depth 1 https://github.com/phaserjs/phaserWrote 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/phaserjs/phaser/curves-and-paths)<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>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 | $0.00058 | $0.04554 |
| Opus 5 | $0.00029 | $0.02277 |
| Sonnet 5 | $0.00012 | $0.00911 |
| Haiku 4.5 | $0.00006 | $0.00455 |
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.
Copies of this mod
1 near-identical copy found in the catalogue:
- phaser-curves-and-paths — 97% identical, 4 lines differ
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 ofPhaser.Curves.Curveobjects in the PathstartPoint--Vector2, the defined starting positionautoClose-- boolean, if truegetPoints()appends the first point at the enddefaultDivisions-- number (default: 12), divisions per curve when callinggetPoints()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 parameterizationgetPointAt(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 curvegetSpacedPoints(divisions, stepRate, out)-- array of equidistant points by arc lengthgetDistancePoints(distance)-- points spaced by pixel distancegetLength()-- total arc length in pixelsgetBounds(out, accuracy)-- bounding RectanglegetTangent(t, out)/getTangentAt(u, out)-- unit tangent vectorgetStartPoint(out)/getEndPoint(out)-- first/last pointsgetRandomPoint(out)-- random point on the curvedraw(graphics, pointsTotal)-- render the curve onto a Graphics objectactive-- boolean, when false the parent Path skips this curve
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.
- 4d ago First seen · 360 lines · 58 tokens per session scan A 5334b72730b4
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.
Other skills, from other repositories
phaser3-engineer
!cat skills/shared/game-visual-foundations.md 2>/dev/null || echo "=== Visual Foundations not loaded ===" !cat skills/shared/protocols/ux-protocol.md 2>/dev/null || true !cat skills/shared/protocols/input-validation.md 2>/dev/null || true !cat skills/shared/protocols/tool-efficiency.md 2>/dev/null || true !cat…
THREE.Terrain
Use this guide when an agent must build, modify, inspect, or document a terrain scene with THREE.Terrain. The library creates heightmapped Three.js terrain and provides procedural generators, filters, material blending, decoration tools, grass, image conversion, analysis, and seeded randomness.
onejs-setup-and-overview
Use this skill whenever the user wants to build or set up user interface in a Unity project using OneJS, React, TypeScript, or JSX, e.g. 'add a main menu to my game', 'build a settings screen', 'make a HUD', 'set up OneJS', 'my OneJS panel is blank', 'the UI is not hot reloading'. Covers confirming OneJS is installed…
PuerTS Agent Development Guide
Guide for developing LLM agents based on PuerTsAgent framework — covers resource directory structure, system-prompt, skills, builtin modules, and best practices.
Install PuerTS for Unity
Guide for downloading and installing PuerTS UPM packages into a Unity project — covers version selection, package dependencies, download/extract and git URL installation methods, and Editor Assistant setup.
puerts_changelogs
指引如何为 puerts 项目编写 Unity 和 Unreal 的 changelog.