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tim-osterhustim-osterhus/millrace-skills/skills/phaser-2d-game-development/SKILL.md

phaser-2d-game-development

Skill0 starsChanged 7 months agoApache-2.0View on GitHub

Guardrail for Phaser 2D browser-game implementation and review.

The file

Show its rules and text

We split this skill into the rules it gives an agent

14 rules. About 0 are common, 14 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈14

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Use this skill for Phaser 2D browser-game work after the stack is already Phaser, TypeScript, and Vite.

    line 25
  2. Distinctive:

    Check the preload path, stable asset manifest keys, camera model, input map, collision setup, HUD placement, and proof requirement.

    line 40
  3. Distinctive:

    Prefer DOM overlays for text-heavy HUDs and menus unless the canvas presentation is part of the game.

    line 41
  4. Distinctive:

    Keep boot, preload, and scene orchestration thin.

    line 45
  5. Distinctive:

    Keep game rules, objectives, movement, and progression outside scene-local mutation where practical.

    line 46
  6. Distinctive:

    Treat sprites, emitters, tweens, and camera rigs as view state.

    line 47
  7. Distinctive:

    Keep asset lookups on stable manifest keys instead of scattered file paths.

    line 48
  8. Distinctive:

    Keep dense HUD and menu surfaces in the DOM unless there is a reason not to.

    line 49
  9. Distinctive:

    Do not turn this into a Phaser manual or a browser-game foundation essay.

    line 50
  10. Distinctive:

    Call out when screenshot-backed proof is required for a visual or gameplay claim.

    line 62
  11. Distinctive:

    Keep game truth in systems or state modules.

    line 67
  12. Distinctive:

    Verify the playable state with the narrowest proof that actually answers the claim.

    line 70
  13. Distinctive:

    Stop once the contract is satisfied.

    line 71
  14. Distinctive:

    Start with the smallest useful answer: task class, scene/system boundary, preload and manifest checks, camera and input ownership, HUD …

    line 81

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Phaser 2D Game Development

Purpose

Use this skill for Phaser 2D browser-game work after the stack is already Phaser, TypeScript, and Vite. It keeps scene code thin, keeps rules outside the scene when practical, and treats DOM HUDs and screenshot proof as first-class.

Use When

  • implementing or reviewing a Phaser 2D browser game
  • the request needs scene boot or preload flow, gameplay scenes, camera logic, input mapping, collisions, animation, or DOM HUDs
  • the task includes playable-state verification or evidence for a visual claim

Do Not Use When

  • engine choice is still open
  • the task is generic browser-game planning, generic frontend UI, or pure asset production
  • the work is not Phaser-based

Quick Start

  1. Classify the request first: implement, review, fix, verify, or refactor.
  2. Draw the boundary first: simulation owns game truth; Phaser scenes adapt it for rendering and input.
  3. Check the preload path, stable asset manifest keys, camera model, input map, collision setup, HUD placement, and proof requirement.
  4. Prefer DOM overlays for text-heavy HUDs and menus unless the canvas presentation is part of the game.
  5. End with the next verifier and the evidence it should capture.

Operating Constraints

  • Keep boot, preload, and scene orchestration thin.
  • Keep game rules, objectives, movement, and progression outside scene-local mutation where practical.
  • Treat sprites, emitters, tweens, and camera rigs as view state.
  • Keep asset lookups on stable manifest keys instead of scattered file paths.
  • Keep dense HUD and menu surfaces in the DOM unless there is a reason not to.
  • Do not turn this into a Phaser manual or a browser-game foundation essay.

Inputs This Skill Expects

  • The scene layout and game loop already chosen for a Phaser project.
  • The gameplay verbs, UI surfaces, and camera behavior that matter.
  • The asset domains that need stable keys.
  • The proof surface: runtime behavior, screenshots, or both.

Output Contract

  • State the scene/system boundary before implementation details.
  • Name the preload, manifest, camera, input, HUD, and verification checks that matter.
  • Distinguish render-state evidence from interaction-state evidence.
  • Call out when screenshot-backed proof is required for a visual or gameplay claim.
  • Close with a concrete next verifier and what it should inspect.

Procedure

  1. Confirm the task class and the seam you are changing.
  2. Keep game truth in systems or state modules; let scenes orchestrate and render.
  3. Wire preload and manifest keys before gameplay logic depends on assets.
  4. Set camera, input, and HUD ownership explicitly.
  5. Verify the playable state with the narrowest proof that actually answers the claim.
  6. Stop once the contract is satisfied; do not widen into extra framework advice.

Pitfalls And Gotchas

  • Scene-local mutation becoming the source of truth.
  • Asset paths duplicated across gameplay code.
  • HUD and menus forced into the canvas just because it is convenient.
  • Camera motion hiding the actual problem.
  • Screenshot-only proof for interaction timing, or DOM-only proof for visual obstruction.

Progressive Disclosure

Start with the smallest useful answer: task class, scene/system boundary, preload and manifest checks, camera and input ownership, HUD placement, and proof type. Expand only enough to fix the request without turning the skill into a tutorial.

Verification Pattern

  • Confirm the answer names the task class first.
  • Confirm the scene/system boundary is explicit.
  • Confirm stable asset keys, input mapping, camera behavior, and HUD placement are called out.
  • Confirm visual claims mention screenshot or browser proof when needed.
  • Confirm the handoff names the next verifier and the evidence to capture.

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