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/scenesnpx skills add phaserjs/phaser --skill scenesgit clone --depth 1 https://github.com/phaserjs/phaserWhat 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 | $0.00061 | $0.04675 |
| Opus 5 | $0.00030 | $0.02337 |
| Sonnet 5 | $0.00012 | $0.00935 |
| Haiku 4.5 | $0.00006 | $0.00468 |
Grade A, and why
scenes 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 yesterday.
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 — 451 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Scenes
Scenes are the organizational backbone of a Phaser game. Each Scene has its own lifecycle (init, preload, create, update), its own set of injected systems (this.add, this.input, this.cameras, etc.), and can be started, stopped, paused, slept, or run in parallel with other Scenes. The ScenePlugin (
this.scene) controls all multi-scene orchestration.
Key source paths: src/scene/Scene.js, src/scene/Systems.js, src/scene/SceneManager.js, src/scene/ScenePlugin.js, src/scene/Settings.js, src/scene/const.js, src/scene/events/, src/scene/InjectionMap.js
Related skills: ../game-setup-and-config/SKILL.md, ../loading-assets/SKILL.md, ../events-system/SKILL.md
Quick Start
// Minimal scene with all lifecycle methods
class GameScene extends Phaser.Scene {
constructor() {
super('GameScene');
}
init(data) {
// Called first. Receives data passed from other scenes.
// 'data' is whatever was passed via scene.start('GameScene', { level: 1 })
this.level = data.level || 1;
}
preload() {
// Called after init. Load assets here.
this.load.image('logo', 'assets/logo.png');
}
create(data) {
// Called after preload completes. Set up game objects.
// 'data' is the same object passed to init.
this.add.image(400, 300, 'logo');
}
update(time, delta) {
// Called every frame while scene is RUNNING.
// time: current time (ms), delta: ms since last frame (smoothed)
}
}
const config = {
width: 800,
height: 600,
scene: [GameScene]
};
const game = new Phaser.Game(config);
Core Concepts
Scene Lifecycle
The lifecycle is driven by SceneManager.bootScene() and SceneManager.create():
- PENDING (0) - Scene is registered but not yet started.
- INIT (1) -
scene.init(data)is called if defined. Data comes fromsettings.data. - START (2) -
Systems.start()fires. Eventsstartandreadyare emitted. - LOADING (3) -
scene.preload()is called if defined. Loader runs. On completion, proceeds to create. - CREATING (4) -
scene.create(data)is called if defined. Samedataas init. - RUNNING (5) -
scene.update(time, delta)called every frame. Scene renders. - PAUSED (6) - No update, but still renders.
- SLEEPING (7) - No update, no render. State preserved in memory.
- SHUTDOWN (8) - Scene is shut down, systems emit
shutdown. Can be restarted. - DESTROYED (9) - Scene is fully destroyed. Cannot be restarted.
What ships with it
1 file 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.
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.
- yesterday First seen · 451 lines · 61 tokens per session scan A 31a07e16634d
scenes is a skill published in the GitHub repository phaserjs/phaser (40,232 stars, last pushed 11d ago), licensed MIT. It adds 61 tokens to every session and 4,675 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
task-manager
Capture actionable user requests as persistent tasks, update task status as work progresses, and keep a shared task store in sync. Use when a user asks an agent to do work, check progress, block a task, complete a task, or manage the Kanban board.
soundclaw
Control Spotify playback, search music, and return shareable music links.
todo
Maintain a shared workspace TODO list with blocked tasks.
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…
task-manager
Capture actionable user requests as persistent tasks, update task status as work progresses, and keep a shared task store in sync. Use when a user asks an agent to do work, check progress, block a task, complete a task, or manage the Kanban board.
photo-sphere-viewer
Use when displaying 360-degree panoramic images (equirectangular/cubemap/dual-fisheye) in web applications, building virtual tours with markers and transitions, embedding interactive panoramas in Vue/React/vanilla JS, or creating 360-degree video players with gyroscope VR support. Photo-Sphere-Viewer v5: JavaScript…