phaser-development

A set of coding patterns for making Phaser 3 two-dimensional games with TypeScript, including scenes, physics, generated textures, and central game settings.

In plain words
What is it for?
Use it when building or changing Phaser games with Vite and TypeScript, including scene setup, controls, physics, textures, and game constants.
Why use it?
It gives the project a consistent structure and keeps gameplay values in one configuration file instead of scattering them through scene code.

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/robcost/gameforge/phaser-development
Any agent
npx skills add robcost/gameforge --skill phaser-development
Clone the repo
git clone --depth 1 https://github.com/robcost/gameforge

Made for: Claude Code, Codex.

Per session 43 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 865 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 $0.00043 $0.00865
Opus 5 $0.00022 $0.00432
Sonnet 5 $0.00009 $0.00173
Haiku 4.5 $0.00004 $0.00086

Measured yesterday against content hash f410c3d825a3, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

phaser-development 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.

apps/orchestrator/src/agents/skills/phaser-development/SKILL.md · 85 lines

How it starts

The opening of the file, as written. The whole thing — 85 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Phaser 3 Game Development Patterns

Project Structure

The Phaser game project uses Vite + TypeScript with this layout:

src/
  config.ts        - All game constants (VIEWPORT, CONTROLS, plus everything from GDD)
  main.ts          - DOM entry point, calls startGame()
  scenes/
    BootScene.ts   - Has generateTexture() helper, preload() for texture/asset setup
    MainScene.ts   - Empty scene shell with reset key - all gameplay goes here

Config-Driven Design

  • All game constants (dimensions, speeds, colors, physics values) go in src/config.ts
  • Scenes import from config - never hardcode values in scene files
  • When the GDD specifies values, add them to config.ts
  • Read the GDD's controls field to know what keys to wire up

Scene Architecture

  • Every scene extends Phaser.Scene with a unique key string
  • BootScene handles texture generation via its generateTexture(key, width, height, color) method
  • Add texture generation calls in BootScene's preload() method - one per visual entity
  • MainScene (or level-specific scenes) handle gameplay logic
  • Register new scenes in BootScene.ts's startGame() function

Textures (Procedural Generation)

  • Default visuals are colored rectangles generated programmatically via generateTexture()
  • Colors in Phaser use hex numbers: 0x4fc3f7 (not CSS strings)
  • GDD colors are CSS hex strings: '#4fc3f7' - convert by replacing # with 0x
  • Each entity needs one generateTexture() call in BootScene's preload()

Physics (Arcade)

  • The template starts with gravity=0 and arcade physics enabled
  • Set gravity in startGame() or in the scene based on the GDD (e.g. gravity.y=600 for platformers, 0 for shooters)
  • this.physics.add.staticGroup() for immovable objects (platforms, walls, barriers)
  • this.physics.add.sprite() for the player and dynamic entities
  • this.physics.add.group() for enemies, collectibles, projectiles
  • Set world bounds for levels wider/taller than viewport: this.physics.world.setBounds()
  • Collision: this.physics.add.collider(player, platforms) for solid collision
  • Overlap: this.physics.add.overlap(player, coins, collectCallback) for trigger-style

Read the full file on GitHub · 85 lines

Files

What ships with it

5 files 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.

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. yesterday First seen · 85 lines · 43 tokens per session scan A f410c3d825a3

Subscribe to this mod's changes

phaser-development is a skill published in the GitHub repository robcost/gameforge (2 stars, last pushed 6mo ago), licensed MIT. It adds 43 tokens to every session and 865 once invoked, about $0.0002 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 2026-08-31.

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