Agent skill · Code Review & Quality

phaser-core

Set up and debug a Phaser 3 game: the Game config, the Scene lifecycle (init/preload/create/update), the asset loader, cameras, and cross-scene communication. Use when building or debugging a Phaser 3 game — when the user mentions Phaser, Phaser.Game, Phaser.Scene, preload/create/update, this.load, this.add, or scene transitions. For Arcade Physics movement/collisions use phaser-arcade-physics.

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claude-codeclinecodexcursorcopilotwindsurfApache-2.0
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill phaser-core --agent claude-code

Same command for any agent — swap --agent for codex, cursor, copilot.

Facts
Files in the skill folder: 2
SKILL.md size: 7 KB
Bundled scripts: none
Requires: Phaser 3.90 (JavaScript/TypeScript, ES modules or script tag)
Path: skills/web-engines/phaser-core/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 406
Language: Python

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the SKILL.md

# Phaser 3 Core 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**. ## When to use - Use when starting a Phaser 3 game, wiring the `Phaser.Game` config, structuring `Scene`s, loading assets in `preload`, or fixing scene transitions and shared state. - Use when the project has `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`. ## Core workflow 1. **Create the game from a config.** `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. 2. **Model each screen as a `Scene`.** Subclass `Phaser.Scene`, pass a unique `key` to `super`, and implement the lifecycle: `init(data)` → `preload()` → `create(data)` → `update(time, delta)`. 3. **Load assets in `preloa

What's inside
Steps it walks through
  1. When to use
  2. Core workflow
  3. Patterns
  4. 1. Game config + boot (ES module)
  5. 2. A Scene with the full lifecycle
  6. 3. Cross-scene data + events
  7. 4. Scene transitions (pick the right verb)
  8. 5. A camera that follows the player
  9. Pitfalls
  10. References
  11. Related skills
Ships with 1 file
  • references/scene-flow.md
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About this skill
What does the phaser-core skill do?

Set up and debug a Phaser 3 game: the Game config, the Scene lifecycle (init/preload/create/update), the asset loader, cameras, and cross-scene communication. Use when building or debugging a Phaser 3 game — when the user mentions Phaser, Phaser.Game, Phaser.Scene, preload/create/update, this.load, this.add, or scene transitions. For Arcade Physics movement/collisions use phaser-arcade-physics.

How do I install it?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill phaser-core --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.

Where does this skill come from?

From gamedev-skills/awesome-gamedev-agent-skills, a repository with 406 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.

Is a popular skill a good skill?

Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.

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