phaser-2d-game-development
Skill0 starsChanged 7 months agoApache-2.0View on GitHub
Guardrail for Phaser 2D browser-game implementation and review.
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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
- Distinctive: line 25
Use this skill for Phaser 2D browser-game work after the stack is already Phaser, TypeScript, and Vite.
- Distinctive: line 40
Check the preload path, stable asset manifest keys, camera model, input map, collision setup, HUD placement, and proof requirement.
- Distinctive: line 41
Prefer DOM overlays for text-heavy HUDs and menus unless the canvas presentation is part of the game.
- Distinctive: line 45
Keep boot, preload, and scene orchestration thin.
- Distinctive: line 46
Keep game rules, objectives, movement, and progression outside scene-local mutation where practical.
- Distinctive: line 47
Treat sprites, emitters, tweens, and camera rigs as view state.
- Distinctive: line 48
Keep asset lookups on stable manifest keys instead of scattered file paths.
- Distinctive: line 49
Keep dense HUD and menu surfaces in the DOM unless there is a reason not to.
- Distinctive: line 50
Do not turn this into a Phaser manual or a browser-game foundation essay.
- Distinctive: line 62
Call out when screenshot-backed proof is required for a visual or gameplay claim.
- Distinctive: line 67
Keep game truth in systems or state modules.
- Distinctive: line 70
Verify the playable state with the narrowest proof that actually answers the claim.
- Distinctive: line 71
Stop once the contract is satisfied.
- Distinctive: line 81
Start with the smallest useful answer: task class, scene/system boundary, preload and manifest checks, camera and input ownership, HUD …
≈ “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.
Files
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
- Classify the request first:
implement,review,fix,verify, orrefactor. - Draw the boundary first: simulation owns game truth; Phaser scenes adapt it for rendering and input.
- Check the preload path, stable asset manifest keys, camera model, input map, collision setup, HUD placement, and proof requirement.
- Prefer DOM overlays for text-heavy HUDs and menus unless the canvas presentation is part of the game.
- 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
- Confirm the task class and the seam you are changing.
- Keep game truth in systems or state modules; let scenes orchestrate and render.
- Wire preload and manifest keys before gameplay logic depends on assets.
- Set camera, input, and HUD ownership explicitly.
- Verify the playable state with the narrowest proof that actually answers the claim.
- 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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