ai-behavior-trees-util…
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system…
Set up and debug a Phaser 4 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 game — when the user mentions Phaser, Phaser.Game, Phaser.Scene,
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill phaser-core --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/phaser-coreContext preview
The summary Claude sees to decide when to auto-load this skill.
Set up and debug a Phaser 4 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 game — when the user mentions Phaser, Phaser.Game, Phaser.Scene,
name: phaser-core description: > Set up and debug a Phaser 4 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 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.
Set up the foundation of a Phaser game: the `Game` config, the `Scene` lifecycle, asset loading, cameras, and passing data between scenes. Targets **Phaser 4.2** for new projects; keep an existing Phaser 3.90 project on its pinned major unless the user explicitly asks for a migration.
`Scene`s, loading assets in `preload`, or fixing scene transitions and shared state.
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`.
1. **Detect the installed major first.** Read `package.json` and the lockfile. Use Phaser 4.2 for new work; do not silently rewrite a Phaser 3 project as Phaser 4. 2. **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. 3. **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)`. 4. **Load assets in `preload`, use them in `create`.** Queued assets are not available until `create`. The loader is per-scene; the cache it fills is global. 5. **Reset per-run state in `init()`, not the constructor.** A scene instance is reused across restarts, so constructor-set fields keep stale values. 6. **Move between screens** with `this.scene.start/launch/switch/sleep/wake`. Share data through `this.registry` (global) or a sibling scene's event emitter. 7. **Run and observe.** Serve the page, open it, and confirm assets load (watch the Network tab and console) and scenes switch as expected before assuming success.
// 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 wakethis.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);
`preload`, or used the wrong key. The loader runs between `preload` and `create`.
instance is reused; reset run state in `init()` and clear arrays on `shutdown`.
`launch` runs the target alongside it. Using `start` for a HUD hides the game.
<img src="docs/assets/banner.png" width="820" alt="awesome-gamedev-agent-skills — game-dev skills for AI coding agents.
Repo: gamedev-skills/awesome-gamedev-agent-skills
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system…
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX…
Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and…
Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art,…
Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and…
Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair…