phaser-gamedev
Expert-level Phaser 3 game development agent. Handles scene architecture, Arcade/Matter physics, asset pipelines, sprite animations, and performance optimization for 2D web games.
Introduction
This skill acts as a specialized game architecture and implementation partner for building 2D browser games with Phaser 3. It is designed for game developers and software engineers who need to translate high-level design requirements into robust, performance-optimized code. It focuses on the 'Living Systems' philosophy, where games are treated as dynamic, stateful entities requiring careful scene lifecycle management, structured asset pipelines, and efficient physics integration.
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Expert support for Phaser 3 scene architecture: Boot, Menu, Game, UI, and GameOver scene management, including data transitions and registry usage.
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Comprehensive physics guidance: Choosing between Arcade physics for performance-sensitive platformers/shooters and Matter.js for realistic collision constraints.
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Asset pipeline discipline: Best practices for preload() queues, spritesheet loading, nine-slice UI scaling, texture atlas management, and handling asset metadata JSON files.
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Performance optimization: Implementing object pooling, frame-rate independent delta-time logic, camera culling, and batching strategies to prevent stuttering and memory leaks.
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Entity component logic: Implementing composition over inheritance patterns to create scalable game units like warriors, projectiles, and hazards.
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Tooling integration: Utilizing debug toggles, visual regression testing hooks, and Tiled tilemap workflows for professional game construction.
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Input/Output: Use this skill by providing requirements such as specific game genres, technical constraints, or problematic UI behaviors (e.g., nine-slice stretching issues). It outputs clean, modular JS/TS code, architectural patterns, and debugging advice.
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Constraints: Avoid global state variables; always prefer dedicated scene state management or registries. Ensure assets are loaded via a Boot scene to prevent timing-related silent failures.
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Best Practices: Always verify spritesheet frame dimensions and spacing before implementation to prevent visual artifacts. Use delta-time scaling for all movement and timers to ensure consistent behavior across different monitor refresh rates.
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Use for tasks like setting up the game spine, resolving collision layering issues, architecting state-driven UI overlays, or optimizing a game loop with thousands of sprites.
Repository Stats
- Stars
- 35
- Forks
- 7
- Open Issues
- 0
- Language
- HTML
- Default Branch
- main
- Sync Status
- Idle
- Last Synced
- May 3, 2026, 06:20 PM