Phaser Game Development
SkillWeb & browsingBuild 2D browser games with Phaser 3 (JS/TS): scenes (Boot/Menu/Game/UI), sprites/animations, input, Arcade/Matter physics, tilemaps (Tiled), asset loading, and performance patterns. Use for prompts like 'Phaser scene', 'Arcade physics', 'tilemap', 'Phaser 3 game architecture'.
Use Phaser Game Development in Claude, ChatGPT or Ahel Desktop
Free. Sign in, add Phaser Game Development and connect your AI. About a minute.
Also: Claude Code · Cursor · Codex
Then ask your AI: use the Phaser Game Development skill
Details
Instructions available. Your AI can read the instructions. Execution depends on the setup they require.
Account requirements not reviewed. Check the skill instructions before use; Ahel provides instructions and does not run this skill.
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Add Ahel to your AI once: Claude, ChatGPT, Cursor, Claude Code or Codex. Then ask it to use this.
What this skill tells your AI
The instructions your AI receives, as published by chongdashu/phaserjs-tinyswords in .codex/skills/phaser-gamedev/SKILL.md and read by Ahel’s review.
Build fast, polished 2D browser games using Phaser 3’s scene-based architecture and physics systems.
Philosophy: Games as Living Systems
Games are not static UIs—they are dynamic systems where entities interact, state evolves, and player input drives everything.
Before building, ask:
- What scenes does this game need? (Boot, Menu, Game, Pause, GameOver, UI overlay)
- What are the core entities and how do they interact?
- What state must persist across scenes (and what must not)?
- What physics model fits? (Arcade for speed, Matter for realism)
- What input methods will players use? (keyboard/gamepad/touch)
Core principles:
- Scene-first architecture: Organize code around scene lifecycle and transitions.
- Composition over inheritance: Build entities from sprite/body/controllers, not deep class trees.
- Physics-aware design: Choose collision model early; don’t retrofit physics late.
- Asset pipeline discipline: Preload everything; reference by keys; keep loading deterministic.
- Frame-rate independence: Use
deltafor motion and timers; avoid frame counting.
Workflow: Build the Spine First
- Define the minimal playable loop (movement + win/lose + restart) before content/polish.
- Decide scene graph and transitions (including UI overlay scene if needed).
- Choose physics system early:
- Arcade for most games (platformers/top-down/shooters).
- Matter for realistic collision/constraints/ragdolls.
- None for non-physics scenes (menus, VN, card games).
- Implement a reliable asset-loading path (Boot scene), then scale out content.
- Add debug toggles/profiling early so performance doesn’t become a late surprise.
Use References (Progressive Disclosure)
references/core-patterns.md: config, scene lifecycle, objects, input, animations, asset loading, project structure.references/arcade-physics.md: Arcade physics deep dive (including pooling patterns).references/tilemaps.md: Tiled tilemap workflows, collision setup, object layers.references/performance.md: optimization strategies (pooling, batching, culling, camera, texture atlases).references/spritesheets-nineslice.md: spritesheet loading (spacing/margin), nine-slice UI panels, asset inspection protocol.
Anti-Patterns to Avoid
❌ Global state soup: Storing game state on window or module globals
Why bad: scene transitions become fragile; debugging becomes chaotic
Better: scene data, registries, or a dedicated state manager
❌ Loading in create(): Loading assets in create() instead of preload()
Why bad: assets may not be ready when referenced
Better: load in preload(); use a Boot scene for all assets
❌ Frame-dependent logic: Using frame count instead of delta
Why bad: game speed varies with frame rate
Better: scale by (delta / 1000) for consistent movement/timers
❌ Physics overkill: Using Matter for simple platformer collisions Why bad: unnecessary complexity + perf cost Better: Arcade covers most 2D collision needs
❌ Monolithic scenes: One giant scene with all game logic Why bad: hard to extend; UI/menus/pause become hacks Better: separate gameplay vs UI overlay vs menus
❌ Magic numbers everywhere: Hardcoded tuning values scattered in code Why bad: balancing becomes painful; changes cause regressions Better: config objects/constants and centralized tuning
❌ No pooling for spammy objects: Creating/destroying bullets/particles constantly
Why bad: GC spikes → stutters
Better: object pooling with groups + setActive(false) / setVisible(false)
❌ Assuming spritesheet frame dimensions: Using guessed frame sizes without verifying source asset Why bad: wrong dimensions cause silent frame corruption; off-by-pixels compounds into broken visuals Better: open asset file, measure frames, calculate with spacing/margin, verify math adds up
❌ Ignoring spritesheet spacing: Not specifying spacing for gapped spritesheets
Why bad: frames shift progressively; later frames read wrong pixel regions
Better: check source asset for gaps between frames; use spacing: N in loader config
❌ Hardcoding nine-slice colors: Using single background color for all UI panel variants Why bad: transparent frame edges reveal wrong color for different asset color schemes Better: per-asset background color config; sample from center frame (frame 4)
❌ Nine-slice with padded frames: Treating the full frame as the slice region when the art is centered/padded inside each tile Why bad: edge tiles contribute interior fill, showing up as opaque “side bars” inside the panel Better: trim tiles to their effective content bounds (alpha bbox) and composite/cache a texture; add ~1px overlap + disable smoothing to avoid seams
❌ Scaling discontinuous UI art: Scaling a cropped banner/ribbon row that contains internal transparent gaps Why bad: the transparent gutters scale too, making the UI look “broken” or segmented Better: slice into left/center/right (or similar), stretch only the center, and stitch into a cached texture at the target size
Variation Guidance
Outputs should vary based on:
- Genre (platformer vs top-down vs shmup changes physics/input/camera)
- Target platform (mobile touch, desktop keyboard, gamepad support)
- Art style (pixel art scaling vs HD smoothing; atlas usage)
- Performance envelope (many sprites → pooling/culling; few sprites → simpler code)
- Team size / complexity (prototype vs production architecture)
Avoid converging on:
- One “default” resolution and scale mode
- Always defaulting to Arcade (or always defaulting to Matter)
- Copy-pasting boilerplate without adapting to the game’s needs
Remember
Phaser gives powerful primitives—scenes, sprites, physics, input—but architecture is your responsibility.
Think in systems: define the scenes, define the entities, define their interactions—then implement.
Codex is capable of building complete, polished Phaser games. These guidelines illuminate the path—they don't fence it.
Signals
- GitHub stars
- 37
- Forks
- 7
- Last commit
- Jan 2026
Advanced
- Item type
- skill
- Key
phaserjs-tinyswords-phaser-gamedev- Source
- github.com/chongdashu/phaserjs-tinyswords
github.com/chongdashu/phaserjs-tinyswords
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