/game-setup-and-config
Use this skill when creating a new Phaser 4 game instance or configuring GameConfig options. Covers renderer selection, canvas setup, scaling, pixel art, FPS settings, boot sequence, and all config sub-objects. Triggers on: new Phaser.Game, GameConfig, game setup, renderer,
Claude Code
$ npx -y skills add phaserjs/phaser --skill game-setup-and-config --agent claude-code
Codex
$ npx skills add phaserjs/phaser --skill game-setup-and-config -a codex -y
Cursor
$ npx skills add phaserjs/phaser --skill game-setup-and-config -a cursor -y
Gemini CLI
$ npx skills add phaserjs/phaser --skill game-setup-and-config -a gemini-cli -y
GitHub Copilot
$ npx skills add phaserjs/phaser --skill game-setup-and-config -a github-copilot -y
OpenCode
$ npx skills add phaserjs/phaser --skill game-setup-and-config -a opencode -y
Windsurf
$ npx skills add phaserjs/phaser --skill game-setup-and-config -a windsurf -y
SKILL.md
game-setup-and-config.SKILL.mdname: game-setup-and-config
description: "Use this skill when creating a new Phaser 4 game instance or configuring GameConfig options. Covers renderer selection, canvas setup, scaling, pixel art, FPS settings, boot sequence, and all config sub-objects. Triggers on: new Phaser.Game, GameConfig, game setup, renderer, pixel art, FPS."
Game Setup and Config
> How to create a Phaser.Game instance with the right GameConfig options for renderer, scaling, pixel art, FPS, and canvas placement.
**Key source paths:** `src/core/Game.js`, `src/core/Config.js`, `src/core/typedefs/GameConfig.js`, `src/const.js`, `src/scale/const/` **Related skills:** ../scenes/SKILL.md, ../loading-assets/SKILL.md, ../scale-and-responsive/SKILL.md
Quick Start
The simplest possible Phaser 4 game -- a single scene with the default 1024×768 canvas:
class MyScene extends Phaser.Scene {
preload() {
this.load.image('logo', 'assets/logo.png');
}
create() {
this.add.image(400, 300, 'logo');
}
}
const config = {
type: Phaser.AUTO,
scene: MyScene
};
const game = new Phaser.Game(config);`new Phaser.Game(config)` triggers the entire boot sequence: config parsing (`Config`), renderer creation, DOM insertion, and the game loop (`TimeStep`). The game waits for `DOMContentLoaded` before booting.
Core Concepts
Boot Sequence (src/core/Game.js)
1. `new Phaser.Game(config)` -- parses config into a `Phaser.Core.Config` instance. 2. Creates global managers: `AnimationManager`, `TextureManager`, `CacheManager`, `InputManager`, `SceneManager`, `ScaleManager`, `SoundManager`, `TimeStep`, `PluginManager`. 3. Waits for `DOMContentLoaded`, then calls `boot()`. 4. `boot()` creates the renderer (`CreateRenderer`), adds the canvas to the DOM (`AddToDOM`), prints the debug header, emits `BOOT`. 5. Once textures are ready (`TextureManager` emits `READY`), emits `READY` then calls `start()`. 6. `start()` begins the `TimeStep` loop, sets up the `VisibilityHandler`, calls `config.postBoot`.
Config Parsing (src/core/Config.js)
The `Config` constructor reads a flat `GameConfig` object and resolves defaults. Some properties can be specified at top level OR nested inside sub-objects (e.g., `width` can be top-level or under `scale.width`). The `scale` sub-object takes priority when both are present.
Render properties can likewise be top-level shortcuts (e.g., `pixelArt: true`) or nested under `render`.
Renderer Constants (src/const.js)
| Constant | Value | Behavior | |---|---|---| | `Phaser.AUTO` | `0` | WebGL if supported, else falls back to Canvas | | `Phaser.CANVAS` | `1` | Force Canvas renderer | | `Phaser.WEBGL` | `2` | Force WebGL -- no fallback if unsupported | | `Phaser.HEADLESS` | `3` | No renderer -- DOM still required. For unit testing only |
Set via `config.type`. Default is `Phaser.AUTO`.
Common Patterns
Pixel Art Game
When `pixelArt` is `true`, Config automatically sets `antialias: false`, `antialiasGL: false`, and `roundPixels: true`.
const config = {
type: Phaser.AUTO,
width: 320,
height: 240,
pixelArt: true,
scale: {
mode: Phaser.Scale.FIT,
autoCenter: Phaser.Scale.CENTER_BOTH,
zoom: Phaser.Scale.ZOOM_2X
},
scene: MyScene
};Smooth Pixel Art (WebGL only)
Preserves blocky pixels but smooths edges between them when scaled up:
const config = {
type: Phaser.WEBGL,
width: 320,
height: 240,
smoothPixelArt: true,
scene: MyScene
};When `smoothPixelArt` is `true`, Config sets `antialias: true`, `antialiasGL: true`, and `pixelArt: false`.
Full-Window Responsive Game
const config = {
type: Phaser.AUTO,
scale: {
mode: Phaser.Scale.RESIZE,
parent: 'game-container',
width: '100%',
height: '100%'
},
scene: MyScene
};Fixed Aspect Ratio with FIT
const config = {
type: Phaser.AUTO,
scale: {
mode: Phaser.Scale.FIT,
parent: 'game-container',
autoCenter: Phaser.Scale.CENTER_BOTH,
width: 1280,
height: 720,
min: { width: 640, height: 360 },
max: { width: 1920, height: 1080 }
},
backgroundColor: '#2d2d2d',
scene: MyScene
};Custom FPS Limit
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
fps: {
target: 60,
limit: 30,
forceSetTimeOut: false,
smoothStep: true
},
scene: MyScene
};Transparent Canvas Over HTML
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
transparent: true,
parent: 'game-container',
scene: MyScene
};When `transparent` is `true`, `backgroundColor` is forced to `0x000000` with alpha `0`.
Pre-existing Canvas Element
const canvas = document.getElementById('my-canvas');
const config = {
type: Phaser.WEBGL,
canvas: canvas,
width: 800,
height: 600,
scene: MyScene
};Multiple Scenes
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
scene: [BootScene, PreloadScene, MenuScene, GameScene],
physics: {
default: 'arcade',
arcade: { gravity: { y: 300 } }
}
};Only the first scene starts automatically. Others start only if they have `{ active: true }` in their scene config. See ../scenes/SKILL.md.
Boot Callbacks
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
callbacks: {
preBoot: function (game) {
// Runs before Phaser boots. Game systems not yet available.
},
postBoot: function (game) {
// Runs after boot. All systems ready, game loop starting.
}
},
scene: MyScene
};Disabling Input Subsystems
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
input: {
keyboard: true,
mouse: true,
touch: false,Read more
name: game-setup-and-config description: "Use this skill when creating a new Phaser 4 game instance or configuring GameConfig options. Covers renderer selection, canvas setup, scaling, pixel art, FPS settings, boot sequence, and all config sub-objects. Triggers on: new Phaser.Game, GameConfig, game setup, renderer, pixel art, FPS."
Game Setup and Config
> How to create a Phaser.Game instance with the right GameConfig options for renderer, scaling, pixel art, FPS, and canvas placement.
**Key source paths:** `src/core/Game.js`, `src/core/Config.js`, `src/core/typedefs/GameConfig.js`, `src/const.js`, `src/scale/const/` **Related skills:** ../scenes/SKILL.md, ../loading-assets/SKILL.md, ../scale-and-responsive/SKILL.md
Quick Start
The simplest possible Phaser 4 game -- a single scene with the default 1024×768 canvas:
class MyScene extends Phaser.Scene {
preload() {
this.load.image('logo', 'assets/logo.png');
}
create() {
this.add.image(400, 300, 'logo');
}
}
const config = {
type: Phaser.AUTO,
scene: MyScene
};
const game = new Phaser.Game(config);`new Phaser.Game(config)` triggers the entire boot sequence: config parsing (`Config`), renderer creation, DOM insertion, and the game loop (`TimeStep`). The game waits for `DOMContentLoaded` before booting.
Core Concepts
Boot Sequence (src/core/Game.js)
1. `new Phaser.Game(config)` -- parses config into a `Phaser.Core.Config` instance. 2. Creates global managers: `AnimationManager`, `TextureManager`, `CacheManager`, `InputManager`, `SceneManager`, `ScaleManager`, `SoundManager`, `TimeStep`, `PluginManager`. 3. Waits for `DOMContentLoaded`, then calls `boot()`. 4. `boot()` creates the renderer (`CreateRenderer`), adds the canvas to the DOM (`AddToDOM`), prints the debug header, emits `BOOT`. 5. Once textures are ready (`TextureManager` emits `READY`), emits `READY` then calls `start()`. 6. `start()` begins the `TimeStep` loop, sets up the `VisibilityHandler`, calls `config.postBoot`.
Config Parsing (src/core/Config.js)
The `Config` constructor reads a flat `GameConfig` object and resolves defaults. Some properties can be specified at top level OR nested inside sub-objects (e.g., `width` can be top-level or under `scale.width`). The `scale` sub-object takes priority when both are present.
Render properties can likewise be top-level shortcuts (e.g., `pixelArt: true`) or nested under `render`.
Renderer Constants (src/const.js)
| Constant | Value | Behavior | |---|---|---| | `Phaser.AUTO` | `0` | WebGL if supported, else falls back to Canvas | | `Phaser.CANVAS` | `1` | Force Canvas renderer | | `Phaser.WEBGL` | `2` | Force WebGL -- no fallback if unsupported | | `Phaser.HEADLESS` | `3` | No renderer -- DOM still required. For unit testing only |
Set via `config.type`. Default is `Phaser.AUTO`.
Common Patterns
Pixel Art Game
When `pixelArt` is `true`, Config automatically sets `antialias: false`, `antialiasGL: false`, and `roundPixels: true`.
const config = {
type: Phaser.AUTO,
width: 320,
height: 240,
pixelArt: true,
scale: {
mode: Phaser.Scale.FIT,
autoCenter: Phaser.Scale.CENTER_BOTH,
zoom: Phaser.Scale.ZOOM_2X
},
scene: MyScene
};Smooth Pixel Art (WebGL only)
Preserves blocky pixels but smooths edges between them when scaled up:
const config = {
type: Phaser.WEBGL,
width: 320,
height: 240,
smoothPixelArt: true,
scene: MyScene
};When `smoothPixelArt` is `true`, Config sets `antialias: true`, `antialiasGL: true`, and `pixelArt: false`.
Full-Window Responsive Game
const config = {
type: Phaser.AUTO,
scale: {
mode: Phaser.Scale.RESIZE,
parent: 'game-container',
width: '100%',
height: '100%'
},
scene: MyScene
};Fixed Aspect Ratio with FIT
const config = {
type: Phaser.AUTO,
scale: {
mode: Phaser.Scale.FIT,
parent: 'game-container',
autoCenter: Phaser.Scale.CENTER_BOTH,
width: 1280,
height: 720,
min: { width: 640, height: 360 },
max: { width: 1920, height: 1080 }
},
backgroundColor: '#2d2d2d',
scene: MyScene
};Custom FPS Limit
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
fps: {
target: 60,
limit: 30,
forceSetTimeOut: false,
smoothStep: true
},
scene: MyScene
};Transparent Canvas Over HTML
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
transparent: true,
parent: 'game-container',
scene: MyScene
};When `transparent` is `true`, `backgroundColor` is forced to `0x000000` with alpha `0`.
Pre-existing Canvas Element
const canvas = document.getElementById('my-canvas');
const config = {
type: Phaser.WEBGL,
canvas: canvas,
width: 800,
height: 600,
scene: MyScene
};Multiple Scenes
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
scene: [BootScene, PreloadScene, MenuScene, GameScene],
physics: {
default: 'arcade',
arcade: { gravity: { y: 300 } }
}
};Only the first scene starts automatically. Others start only if they have `{ active: true }` in their scene config. See ../scenes/SKILL.md.
Boot Callbacks
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
callbacks: {
preBoot: function (game) {
// Runs before Phaser boots. Game systems not yet available.
},
postBoot: function (game) {
// Runs after boot. All systems ready, game loop starting.
}
},
scene: MyScene
};Disabling Input Subsystems
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
input: {
keyboard: true,
mouse: true,
touch: false,Phaser is a fast, free, and fun open source HTML5 game framework that offers WebGL and Canvas rendering across desktop and mobile web browsers and has been actively developed for over 13 years.
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Questions about game-setup-and-config.
- Which coding agents can use game-setup-and-config?
- game-setup-and-config installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.

