From phaser4-gamedev
Implements Phaser 4 game features: scenes, players, enemies, scoring, collectibles, movement, shooting, animations, input, and physics behavior using TypeScript.
How this skill is triggered — by the user, by Claude, or both
Slash command
/phaser4-gamedev:phaser-coderThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Use this skill for TypeScript-first Phaser 4 implementation work.
Use this skill for TypeScript-first Phaser 4 implementation work.
src/main.ts, scene files, related objects/managers, shared constants, and asset keys.Phaser.Geom.Point, Phaser.Math.PI2, Phaser.Structs, and deprecated texture generation patterns.npx tsc --noEmit when the project has TypeScript configured.Phaser.Scene.src/types/ and reusable game objects under src/objects/ or the existing local equivalent.For the complete coding playbook, read references/agent-guidance.md. It is copied from the Claude subagent definition but should be applied as a portable skill; ignore Claude-only fields such as model, color, and tools.
npx claudepluginhub yakoub-ai/phaser4-gamedev --plugin phaser4-gamedevScaffolds a new Phaser 4 project with TypeScript and Vite via official CLI or manual setup. Useful when starting a Phaser game from scratch.
Creates 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.