phaser-build

Installation
SKILL.md

Phaser Builder

Focused skill for building Phaser-based 2D web games and guidance aligned with Phaser's web-first design.

What Phaser Is

  • HTML5 game framework for 2D games in web browsers
  • Uses WebGL and Canvas rendering across desktop and mobile web
  • Supports JavaScript and TypeScript development
  • Works with many frontend frameworks and can be bundled for web delivery
  • Complete API reference available for Phaser 3.87.0

Best Fit Scenarios

  • 2D games targeting browsers on desktop and mobile
  • Lightweight web playable builds (including embed-friendly environments)
  • Rapid prototyping and production-grade 2D releases on the web

Not a Fit When

  • You need full 3D rendering or 3D physics built-in
  • You must publish on modern consoles like PS5, Xbox, or Switch
  • You require a no-code editor-only workflow

Core Capabilities

  • Game scaffolding and scene lifecycle setup
  • Input handling, physics, sprites, and 2D animations
  • Performance-aware rendering and asset loading strategies
  • Web-oriented packaging and deployment guidance

API Surface Map

Core Runtime

  • Phaser.Game: Bootstraps renderer, global systems, and main loop
  • Phaser.Scene: Primary unit of gameplay logic and lifecycle
  • Scene Plugins: Loader, Input, Cameras, Tween Manager, Time, Physics

Assets & Loading

  • Loader Plugin: Preload images, spritesheets, audio, tilemaps, atlases
  • Cache Manager: Shared asset caching across scenes

Display & Cameras

  • Game Objects: Sprites, Images, Text, Graphics, Containers
  • Cameras: Scene-level camera manager for view control and effects

Input & Interaction

  • Input Plugin: Keyboard, pointer, gamepad input per scene
  • Event Emitter: Scene events for lifecycle and custom hooks

Physics

  • Arcade Physics: Lightweight built-in physics per scene
  • Matter Physics: Optional physics system when configured

Animation & Time

  • Animation Manager: Global animation definitions shared across scenes
  • Tween Manager: Scene-level tweens for property animation
  • Time / Clock: Timers, delayed calls, and time scaling

Audio

  • Sound Manager: Global audio system for music and sfx

Scene Lifecycle

  • init: Prepare state and read scene config
  • preload: Load assets using the Loader Plugin
  • create: Build objects, input, and systems
  • update: Frame loop for gameplay logic

Global vs Scene Systems

  • Global: Renderer, Animation Manager, Cache, Registry, Sound, Scene Manager
  • Scene-local: Input, Tweens, Cameras, Loader, Physics

Development Guidance

  • Prefer web-first design and browser performance constraints
  • Use JavaScript or TypeScript only
  • Keep architecture modular: scenes, systems, and reusable game objects
  • Use Scene plugins instead of reaching into Game-level systems

Boundaries

Focus on Phaser 2D web games. Do not recommend Phaser for 3D-first or console-native releases.

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Mar 21, 2026