business-ops
Business operations: strategy, technology, growth, competitive intelligence, support, finance, HR, legal, operations, sales, productivity, product management.
Phaser 3 2D game dev: scenes, physics, tilemaps, sprites, polish.
$ npx -y skills add notque/vexjoy-agent --skill phaser-gamedev --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/phaser-gamedevContext preview
The summary Claude sees to decide when to auto-load this skill.
Phaser 3 2D game dev: scenes, physics, tilemaps, sprites, polish.
name: phaser-gamedev
description: "Phaser 3 2D game dev: scenes, physics, tilemaps, sprites, polish."
agent: typescript-frontend-engineer
user-invocable: false
allowed-tools:
- Read
- Write
- Bash
- Grep
- Glob
- Edit
- Task
routing:
triggers:
- phaser
- 2d game
- platformer
- arcade physics
- tilemap
- sprite sheet
- side scroller
pairs_with:
- typescript-frontend-engineer
- game-pipeline
complexity: Medium
category: game-developmentThis skill builds complete Phaser 3 2D games using a **Phased Construction** pattern: DESIGN (plan game type, physics, scenes) → BUILD (scene lifecycle, sprites, tilemaps) → ANIMATE (physics, animation state machines, input) → POLISH (camera effects, particles, tweens, sound, mobile). Targets Phaser 3.60+ throughout.
**Scope**: Platformers, arcade shooters, top-down RPGs, puzzle games, and side-scrollers — anything 2D in Phaser 3. Use `threejs-builder` for 3D games, native mobile games, and non-Phaser canvas work.
---
| Signal | Load These Files | Why | |---|---|---| | `references/core-patterns.md` | `core-patterns.md` | Always | | `references/build-scaffolds.md` | `build-scaffolds.md` | Phase 2 BUILD | | `references/animate-scaffolds.md` | `animate-scaffolds.md` | Phase 3 ANIMATE | | `references/polish-scaffolds.md` | `polish-scaffolds.md` | Phase 4 POLISH | | `references/errors.md` | `errors.md` | Error Handling | | `references/arcade-physics.md` | `arcade-physics.md` | Arcade physics | | `references/tilemaps.md` | `tilemaps.md` | Tilemap / Tiled | | `references/spritesheets.md` | `spritesheets.md` | Sprites / animation | | `references/performance.md` | `performance.md` | Performance concern | | Frame rate must reach a target number | `hill-climb` skill | Measured baseline, profile, accept/revert loop on p1-low FPS | | `references/game-feel-patterns.md` | `game-feel-patterns.md` | Polish / juice signal | | `references/tilemaps-and-physics.md` | `tilemaps-and-physics.md` | Complex maps / Matter.js |
**Goal**: Understand what to build, select the physics system, and plan the scene graph before writing any code.
**Core constraints**:
**Step 1: Identify the game type**
From the user's request, determine: game genre (platformer, shooter, RPG, puzzle, side-scroller), primary physics need, number of scenes, tilemap or procedural world, spritesheet or texture atlas.
**Step 2: Select the physics system**
| Physics | Use When | When Not to Use | |---------|----------|------------| | Arcade | Platformers, shooters, simple AABB | Rotating bodies, non-rectangular shapes | | Matter.js | Physics puzzles, destructible terrain | Performance-critical (100+ bodies) | | None | Puzzles, card games, UI-only | Any meaningful collision detection |
**Step 3: Document the scene plan and load references**
Write a short markdown scene plan covering: Boot, Game, UI, Physics choice, World, Sprites (measured frame dimensions).
Load these references based on the plan:
**Gate**: Scene plan documented. Physics system selected. References loaded. Proceed only when gate passes.
---
**Goal**: Implement the scene lifecycle skeleton, load assets, place sprites, wire up tilemaps.
**Core constraints**:
Full TypeScript scaffolds (entry point, BootScene with progress bar, GameScene skeleton): `references/build-scaffolds.md`.
**Gate**: Boot and Game scenes compile. Assets load without console errors. Scene transitions work. Proceed only when gate passes.
---
**Goal**: Add physics-driven movement, animation state machines, and player input.
**Core constraints**:
Animation definitions (`anims.create`), the Player state machine, and input handling scaffolds: `references/animate-scaffolds.md`. Collision groups, overlap callbacks, and physics tuning: `references/arcade-physics.md`.
**Gate**: Player moves. Animations transition correctly. State machine has no impossible state combinations. No per-frame allocations. Proceed only when gate passes.
---
**Goal**: Add camera work, particles, tweens, sound, and mobile controls. V
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Repo: notque/vexjoy-agent
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