From workflows
Sets up Phaser 3 game config, scene lifecycle, asset loading, cameras, and cross-scene communication. For building or debugging Phaser 3 games.
How this skill is triggered — by the user, by Claude, or both
Slash command
/workflows:phaser-coreThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Set up the foundation of a Phaser 3 game: the `Game` config, the `Scene`
Set up the foundation of a Phaser 3 game: the Game config, the Scene
lifecycle, asset loading, cameras, and passing data between scenes. Targets
Phaser 3.90.
Phaser.Game config, structuring
Scenes, loading assets in preload, or fixing scene transitions and shared
state.phaser in package.json or import Phaser from 'phaser',
and code uses preload()/create()/update().When not to use: movement, velocity, colliders, gravity, or overlap → use
phaser-arcade-physics. Complex rigid-body simulation uses Matter physics (a
separate concern). For cross-engine save/load patterns use save-systems.
new Phaser.Game(config) with type: Phaser.AUTO (WebGL with Canvas fallback), a width/height, and a scene
array. The first scene (and any with active: true) starts automatically.Scene. Subclass Phaser.Scene, pass a unique
key to super, and implement the lifecycle: init(data) → preload() →
create(data) → update(time, delta).preload, use them in create. Queued assets are not
available until create. The loader is per-scene; the cache it fills is global.init(), not the constructor. A scene instance is
reused across restarts, so constructor-set fields keep stale values.this.scene.start/launch/switch/sleep/wake.
Share data through this.registry (global) or a sibling scene's event emitter.// main.js — one Game owns the renderer, loop, cache, and Scene Manager.
import Phaser from 'phaser';
import BootScene from './scenes/BootScene.js';
import PlayScene from './scenes/PlayScene.js';
const config = {
type: Phaser.AUTO, // WebGL if available, else Canvas
width: 800,
height: 600,
backgroundColor: '#1d1d28',
scale: { mode: Phaser.Scale.FIT, autoCenter: Phaser.Scale.CENTER_BOTH },
scene: [BootScene, PlayScene] // BootScene starts first
};
new Phaser.Game(config);
// scenes/PlayScene.js
import Phaser from 'phaser';
export default class PlayScene extends Phaser.Scene {
constructor() {
super('play'); // unique scene key
}
init(data) {
// Reset run-specific state HERE so restarts start clean.
this.score = 0;
this.level = data.level ?? 1;
}
preload() {
// Queue downloads. Not usable until create().
this.load.image('player', 'assets/player.png');
this.load.spritesheet('coin', 'assets/coin.png', { frameWidth: 16, frameHeight: 16 });
}
create() {
this.player = this.add.sprite(400, 300, 'player');
this.scoreText = this.add.text(10, 10, 'Score: 0', { fontSize: '20px', color: '#fff' });
this.cursors = this.input.keyboard.createCursorKeys();
}
update(time, delta) {
// delta is milliseconds since last frame; divide by 1000 for seconds.
const speed = 200 * (delta / 1000);
if (this.cursors.left.isDown) this.player.x -= speed;
if (this.cursors.right.isDown) this.player.x += speed;
}
}
// The registry is a global DataManager shared by every scene.
this.registry.set('coins', 0); // in any scene
const coins = this.registry.get('coins'); // read anywhere
// React to registry changes (e.g. a HUD scene listening to gameplay):
this.registry.events.on('changedata-coins', (parent, value) => {
this.coinText.setText(`Coins: ${value}`);
});
// Talk directly to another running scene via its event emitter:
const ui = this.scene.get('hud');
ui.events.emit('show-message', 'Level cleared!');
this.scene.start('gameover', { score: this.score }); // stop this scene, start target
this.scene.launch('hud'); // run a second scene in parallel (overlay HUD)
this.scene.switch('menu'); // sleep this scene, start/wake target
this.scene.pause(); // freeze updates but keep rendering (modal)
this.scene.sleep(); // stop updating AND rendering, keep state for wake
this.cameras.main.setBounds(0, 0, 1600, 1200); // world size
this.cameras.main.startFollow(this.player, true, 0.1, 0.1); // smooth lerp follow
this.cameras.main.setZoom(1.5);
undefined in create/update → you forgot to queue them in
preload, or used the wrong key. The loader runs between preload and create.init() and clear arrays on shutdown.this.scene.start vs this.scene.launch → start stops the calling scene;
launch runs the target alongside it. Using start for a HUD hides the game.this is wrong in a callback → arrow functions keep the Scene's this; plain
function callbacks need a context argument or .bind(this).width/height
are set, and a scene actually started (check game.scene.dump() output).references/scene-flow.md.phaser-arcade-physics — velocity, gravity, colliders, overlap, and groups.input-systems — rebindable, multi-device input architecture (engine-agnostic).pixijs-rendering / threejs-scene-setup — other browser rendering stacks.platformer / puzzle — genre templates that compose Phaser skills.npx claudepluginhub gamedev-skills/awesome-gamedev-agent-skills --plugin gamedevCreates and refactors Phaser 3 browser games with scenes, physics, tilemaps, animations, input, audio, camera, and performance fixes.
Builds 2D browser games with Phaser 3 using scene-based architecture, TypeScript, Vite bundling, and centralized state. Use when creating new 2D games, adding game features, or working with Phaser sprites.
Creates Phaser 4 scenes (Boot, Preloader, Menu, Game, HUD, etc.) with lifecycle hooks, asset loading, and transitions. Follows the canonical scene class pattern and registration in GameConfig.