game-setup-and-config

game-setup-and-config is a skill for Claude Code, Codex from phaserjs/phaser. It costs 70 tokens per session (5,391 once invoked), scanned A, original, MIT.

A guide to creating a Phaser 4 game and choosing its basic settings, such as the renderer, canvas size, scaling, pixel-art mode, and frame rate.

In plain words
What is it for?
Use it when starting a new game, placing its canvas on a page, selecting rendering behavior, configuring responsive sizing, or setting performance options.
Why use it?
It explains the startup configuration that creates the game display and begins the game loop.

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/game-setup-and-config
Any agent
npx skills add phaserjs/phaser --skill game-setup-and-config
Clone the repo
git clone --depth 1 https://github.com/phaserjs/phaser

Made for: Claude Code, Codex.

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README.md
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Per session 70 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,391 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 $0.00070 $0.05391
Opus 5 $0.00035 $0.02695
Sonnet 5 $0.00014 $0.01078
Haiku 4.5 $0.00007 $0.00539

Measured 3d ago against content hash d93abdb3123d, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

game-setup-and-config 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 3d 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/game-setup-and-config/SKILL.md · 486 lines

How it starts

The opening of the file, as written. The whole thing — 486 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Setup and Config

How to create a Phaser.Game instance with the right GameConfig options for renderer, scaling, pixel art, FPS, and canvas placement.

Key source paths: src/core/Game.js, src/core/Config.js, src/core/typedefs/GameConfig.js, src/const.js, src/scale/const/ Related skills: ../scenes/SKILL.md, ../loading-assets/SKILL.md, ../scale-and-responsive/SKILL.md

Quick Start

The simplest possible Phaser 4 game -- a single scene with the default 1024×768 canvas:

class MyScene extends Phaser.Scene {
    preload() {
        this.load.image('logo', 'assets/logo.png');
    }

    create() {
        this.add.image(400, 300, 'logo');
    }
}

const config = {
    type: Phaser.AUTO,
    scene: MyScene
};

const game = new Phaser.Game(config);

new Phaser.Game(config) triggers the entire boot sequence: config parsing (Config), renderer creation, DOM insertion, and the game loop (TimeStep). The game waits for DOMContentLoaded before booting.

Core Concepts

Boot Sequence (src/core/Game.js)

  1. new Phaser.Game(config) -- parses config into a Phaser.Core.Config instance.
  2. Creates global managers: AnimationManager, TextureManager, CacheManager, InputManager, SceneManager, ScaleManager, SoundManager, TimeStep, PluginManager.
  3. Waits for DOMContentLoaded, then calls boot().
  4. boot() creates the renderer (CreateRenderer), adds the canvas to the DOM (AddToDOM), prints the debug header, emits BOOT.
  5. Once textures are ready (TextureManager emits READY), emits READY then calls start().
  6. start() begins the TimeStep loop, sets up the VisibilityHandler, calls config.postBoot.

Config Parsing (src/core/Config.js)

The Config constructor reads a flat GameConfig object and resolves defaults. Some properties can be specified at top level OR nested inside sub-objects (e.g., width can be top-level or under scale.width). The scale sub-object takes priority when both are present.

Read the full file on GitHub · 486 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. 3d ago First seen · 486 lines · 70 tokens per session scan A d93abdb3123d

Subscribe to this mod's changes

game-setup-and-config is a skill published in the GitHub repository phaserjs/phaser (40,246 stars, last pushed 13d ago), licensed MIT. It adds 70 tokens to every session and 5,391 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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