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/graphics-and-shapesnpx skills add phaserjs/phaser --skill graphics-and-shapesgit 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/graphics-and-shapes)<a href="https://agentmods.dev/skills/phaserjs/phaser/graphics-and-shapes"><img src="https://agentmods.dev/badge/skills/phaserjs/phaser/graphics-and-shapes.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 | $0.00063 | $0.05632 |
| Opus 5 | $0.00032 | $0.02816 |
| Sonnet 5 | $0.00013 | $0.01126 |
| Haiku 4.5 | $0.00006 | $0.00563 |
Grade A, and why
graphics-and-shapes 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.
How it starts
The opening of the file, as written. The whole thing — 474 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Phaser 4 — Graphics and Shapes
Drawing primitives with the Graphics game object, and using Shape game objects (Arc, Curve, Ellipse, Grid, IsoBox, IsoTriangle, Line, Polygon, Rectangle, Star, Triangle).
Related skills: sprites-and-images.md, game-object-components.md
Quick Start
// Draw a filled rectangle and stroked circle with Graphics
const gfx = this.add.graphics();
gfx.fillStyle(0x00aa00, 1);
gfx.fillRect(50, 50, 200, 100);
gfx.lineStyle(3, 0xff0000, 1);
gfx.strokeCircle(400, 150, 60);
// Same shapes as standalone Shape game objects
const rect = this.add.rectangle(150, 100, 200, 100, 0x00aa00);
const circle = this.add.circle(400, 150, 60);
circle.setStrokeStyle(3, 0xff0000);
Core Concepts — Graphics vs Shape Objects
Phaser offers two approaches for rendering primitives without textures.
Graphics Game Object
Created with this.add.graphics(). An imperative drawing surface — you call methods like fillRect, strokeCircle, beginPath/lineTo/strokePath to build up a command buffer that replays each frame.
- Factory:
this.add.graphics(config?)where config is{ x?, y?, lineStyle?, fillStyle? }. - Supports paths, arcs, gradients, rounded rectangles, canvas transforms (
translateCanvas,scaleCanvas,rotateCanvas), andsave/restore. - Can generate a Texture from the drawing via
generateTexture(key, width, height). - Expensive to render, especially with complex shapes. Uses its own WebGL shader. Group Graphics objects together to minimize batch flushes.
- Components: AlphaSingle, BlendMode, Depth, Lighting, Mask, RenderNodes, Transform, Visible, ScrollFactor.
- Does NOT include Origin or GetBounds (position is set via options or
setPosition).
Shape Game Objects
Individual game objects (Arc, Rectangle, Star, etc.) extending the base Shape class. Each renders one predefined geometric shape with precomputed path data.
- Created via dedicated factory methods:
this.add.rectangle(...),this.add.circle(...), etc. - Fully featured game objects: can be tweened, scaled, added to groups/containers, enabled for input/physics.
- Style via
setFillStyle(color, alpha)andsetStrokeStyle(lineWidth, color, alpha). - Share the same WebGL batch as Graphics for efficient rendering.
- Do NOT support gradients, path detail threshold, or canvas transforms.
- Components: AlphaSingle, BlendMode, Depth, GetBounds, Lighting, Mask, Origin, RenderNodes, ScrollFactor, Transform, Visible.
- Include Origin and GetBounds (unlike Graphics).
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 · 474 lines · 63 tokens per session scan A 524e103f0331
graphics-and-shapes is a skill published in the GitHub repository phaserjs/phaser (40,246 stars, last pushed 13d ago), licensed MIT. It adds 63 tokens to every session and 5,632 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.