Phaser is an open-source 2D game framework for creating HTML5 games that run in desktop and mobile web browsers with Canvas or WebGL rendering. JavaScript and TypeScript developers use it to build browser games and games distributed through platforms such as YouTube, Discord, Reddit, and Twitch. The catalogue skills support coding-agent workflows for Phaser projects.
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/sprites-and-imagesnpx skills add phaserjs/phaser --skill sprites-and-imagesgit 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/sprites-and-images)<a href="https://agentmods.dev/skills/phaserjs/phaser/sprites-and-images"><img src="https://agentmods.dev/badge/skills/phaserjs/phaser/sprites-and-images.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 | $0.00073 | $0.03686 |
| Opus 5 | $0.00036 | $0.01843 |
| Sonnet 5 | $0.00015 | $0.00737 |
| Haiku 4.5 | $0.00007 | $0.00369 |
Grade A, and why
sprites-and-images 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 5d 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-sprites-and-images — 98% identical, 6 lines differ
How it starts
The opening of the file, as written. The whole thing — 418 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Sprites and Images
Creating and manipulating Sprite and Image game objects in Phaser 4 -- factory methods, texture/frame selection, the component mixin system, and common visual operations (position, scale, rotation, tint, flip, alpha, origin, depth).
Key source paths: src/gameobjects/sprite/, src/gameobjects/image/, src/gameobjects/GameObject.js, src/gameobjects/components/
Related skills: ../loading-assets/SKILL.md, ../animations/SKILL.md, ../physics-arcade/SKILL.md, ../game-object-components/SKILL.md
Quick Start
// In a Scene's create() method:
// Static image (no animation support, slightly cheaper)
const bg = this.add.image(400, 300, 'background');
// Sprite (supports animations)
const player = this.add.sprite(100, 200, 'player', 'idle-0');
// Common operations -- all methods return `this` for chaining
player.setPosition(200, 300);
player.setScale(2);
player.setAngle(45);
player.setTint(0xff0000);
player.setAlpha(0.8);
player.setOrigin(0, 1); // bottom-left
player.setDepth(10);
player.setFlip(true, false); // flip horizontally
player.setVisible(false);
// Chained
this.add.sprite(100, 100, 'coin')
.setScale(0.5)
.setTint(0xffff00)
.play('spin');
Core Concepts
Sprite vs Image
Both extend GameObject and share the same set of component mixins. The only difference is that Sprite includes an AnimationState instance (sprite.anims) and animation convenience methods (play, stop, chain, etc.).
| Feature | Image | Sprite |
|---|---|---|
| Static texture display | Yes | Yes |
| Tint, alpha, flip, scale, rotate | Yes | Yes |
| Physics body | Yes | Yes |
| Input / hit area | Yes | Yes |
Animation (play, stop, chain) |
No | Yes |
preUpdate called each frame |
No | Yes (updates animation) |
Added to Scene updateList |
No | Yes |
Rule of thumb: Use Image for anything that does not need frame-by-frame animation. It skips the per-frame preUpdate cost and has a smaller API surface. Use Sprite only when you need the Animation component.
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.
- 5d ago First seen · 418 lines · 73 tokens per session scan A e012da6dd694
sprites-and-images is a skill published in the GitHub repository phaserjs/phaser (40,253 stars, last pushed 14d ago), licensed MIT. It adds 73 tokens to every session and 3,686 once invoked, about $0.0004 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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