MCPInstall

phaser-gamedev

Build 2D games with Phaser 3 framework. Covers scene lifecycle, sprites, physics (Arcade/Matter), tilemaps, animations, input handling, and game architecture. Trigger: "create phaser game", "add phaser scene", "phaser sprite", "phaser physics", "game development with phaser".

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Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/chongdashu/phaserjs-oakwoods --skill phaser-gamedev
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads phaser-gamedev automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

Phaser Game Development

Build 2D browser games using Phaser 3's scene-based architecture and physics systems.


STOP: Before Loading Any Spritesheet

Read spritesheets-nineslice.md FIRST.

Spritesheet loading is fragile—a few pixels off causes silent corruption that compounds into broken visuals. The reference file contains the mandatory inspection protocol.

Quick rules (details in reference):

  1. Measure the asset before writing loader code—never guess frame dimensions
  2. Character sprites use SQUARE frames: If you calculate frameWidth=56, try 56 for height first
  3. Different animations have different frame sizes: A run cycle needs wider frames than idle; an attack needs extra width for weapon swing. Measure EACH spritesheet independently
  4. Check for spacing: Gaps between frames require spacing: N in loader config
  5. Verify the math: imageWidth = (frameWidth × cols) + (spacing × (cols - 1))

Reference Files

Read these BEFORE working on the relevant feature:

When working on...Read first
Loading ANY spritesheetspritesheets-nineslice.md
Nine-slice UI panelsspritesheets-nineslice.md
Tiled tilemaps, collision layerstilemaps.md
Physics tuning, groups, poolingarcade-physics.md
Performance issues, object poolingperformance.md

Architecture Decisions (Make Early)

Physics System Choice

SystemUse When
ArcadePlatformers, shooters, most 2D games. Fast AABB collisions
MatterPhysics puzzles, ragdolls, realistic collisions. Slower, more accurate
NoneMenu scenes, visual novels, card games

Scene Structure

scenes/
├── BootScene.ts      # Asset loading, progress bar
├── MenuScene.ts      # Title screen, options
├── GameScene.ts      # Main gameplay
├── UIScene.ts        # HUD overlay (launched parallel)
└── GameOverScene.ts  # End screen, restart

Scene Transitions

this.scene.start('GameScene', { level: 1 });     // Stop current, start new
this.scene.launch('UIScene');                     // Run in parallel
this.scene.pause('GameScene');                    // Pause
this.scene.stop('UIScene');                       // Stop

Core Patterns

Game Configuration

const config: Phaser.Types.Core.GameConfig = {
  type: Phaser.AUTO,
  width: 800,
  height: 600,
  scale: {
    mode: Phaser.Scale.FIT,
    autoCenter: Phaser.Scale.CENTER_BOTH
  },
  physics: {
    default: 'arcade',
    arcade: { gravity: { y: 300 }, debug: false }
  },
  scene: [BootScene, MenuScene, GameScene]
};

Scene Lifecycle

class GameScene extends Phaser.Scene {
  init(data) { }      // Receive data from previous scene
  preload() { }       // Load assets (runs before create)
  create() { }        // Set up game objects, physics, input
  update(time, delta) { }  // Game loop, use delta for frame-rate independence
}

Frame-Rate Independent Movement

// CORRECT: scales with frame rate
this.player.x += this.speed * (delta / 1000);

// WRONG: varies with frame rate
this.player.x += this.speed;

Anti-Patterns

Anti-PatternProblemSolution
Global state on windowScene transitions break stateUse scene data, registries
Loading in create()Assets not ready when referencedLoad in preload(), use Boot scene
Frame countingGame speed varies with FPSUse delta / 1000
Matter for simple collisionsUnnecessary complexityArcade handles most 2D games
One giant sceneHard to extendSeparate gameplay/UI/menus
Magic numbersImpossible to balanceConfig objects, constants
No object poolingGC stuttersGroups with setActive(false)

Remember

Phaser provides powerful primitives—scenes, sprites, physics, input—but architecture is your responsibility.

Before coding: What scenes? What entities? How do they interact? What physics model?

Claude can build complete, polished Phaser games. These guidelines illuminate the path—they don't fence it.

FAQ

What does the phaser-gamedev skill do?

Build 2D games with Phaser 3 framework. Covers scene lifecycle, sprites, physics (Arcade/Matter), tilemaps, animations, input handling, and game architecture. Trigger: "create phaser game", "add phaser scene", "phaser sprite", "phaser physics", "game development with phaser".

How do I install phaser-gamedev?

Run npx skills add https://github.com/chongdashu/phaserjs-oakwoods --skill phaser-gamedev in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/phaser-gamedev/ (personal) or .claude/skills/phaser-gamedev/ (project).

Which AI agents can use phaser-gamedev?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is phaser-gamedev safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains phaser-gamedev?

It is published by chongdashu in chongdashu/phaserjs-oakwoods. It has 49 recorded installs.

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