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/geometry-and-math

Use this skill when using Phaser 4 math and geometry utilities. Covers vectors, rectangles, circles, triangles, polygons, random number generation, angles, distance, interpolation, and snapping. Triggers on: Vector2, Rectangle, Circle, math, distance, angle, random, lerp.

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phaser
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Install
$ npx -y skills add phaserjs/phaser --skill geometry-and-math --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/geometry-and-math

Context preview

The summary Claude sees to decide when to auto-load this skill.

Use this skill when using Phaser 4 math and geometry utilities. Covers vectors, rectangles, circles, triangles, polygons, random number generation, angles, distance, interpolation, and snapping. Triggers on: Vector2, Rectangle, Circle, math, distance, angle, random, lerp.

SKILL.md

geometry-and-math.SKILL.md
name: geometry-and-math
description: "Use this skill when using Phaser 4 math and geometry utilities. Covers vectors, rectangles, circles, triangles, polygons, random number generation, angles, distance, interpolation, and snapping. Triggers on: Vector2, Rectangle, Circle, math, distance, angle, random, lerp."

Phaser 4 — Geometry and Math

> Geom classes (Circle, Ellipse, Line, Polygon, Rectangle, Triangle), intersection tests, and Math utilities (Vector2, Vector3, Matrix4, angles, distances, interpolation, easing, random, snap, clamp).

Related skills: graphics-and-shapes.md, physics-arcade.md

---

Quick Start

// Create geometry objects (these are data only, not renderable)
const rect = new Phaser.Geom.Rectangle(10, 20, 200, 100);
const circle = new Phaser.Geom.Circle(400, 300, 50);
const line = new Phaser.Geom.Line(0, 0, 100, 100);

// Point containment
rect.contains(50, 50);    // true
circle.contains(410, 310); // true

// Intersection test
Phaser.Geom.Intersects.CircleToRectangle(circle, rect); // boolean

// Math utilities
const v = new Phaser.Math.Vector2(3, 4);
v.length();      // 5
v.normalize();   // {x: 0.6, y: 0.8}

const dist = Phaser.Math.Distance.Between(0, 0, 100, 100);
const angle = Phaser.Math.Angle.Between(0, 0, 100, 100);
const clamped = Phaser.Math.Clamp(150, 0, 100); // 100

---

Core Concepts

Geometry objects are pure data containers holding coordinates and dimensions. They are NOT game objects and cannot be added to the display list. To render geometry, use the Graphics game object or Shape game objects (see graphics-and-shapes.md).

Every geom class has a `type` property set to a `Phaser.Geom` constant for fast type checks.

All geom classes share a common instance method pattern:

  • `contains(x, y)` -- point-in-shape test
  • `getPoint(position, output?)` -- point at normalized position (0-1) on perimeter
  • `getPoints(quantity, stepRate?, output?)` -- evenly spaced points on perimeter
  • `getRandomPoint(output?)` -- random point inside the shape
  • `setTo(...)` -- reset all properties
  • `setEmpty()` -- zero out the shape
  • `setPosition(x, y)` -- move origin/center

Each geom type also has a folder of static helper functions (e.g., `Phaser.Geom.Rectangle.Contains`, `Phaser.Geom.Circle.Area`).

---

Geometry Classes

| Class | Namespace | Constructor | Key Properties | |---|---|---|---| | **Circle** | `Phaser.Geom.Circle` | `(x, y, radius)` | `x`, `y`, `radius`, `diameter`, `left`, `right`, `top`, `bottom` | | **Ellipse** | `Phaser.Geom.Ellipse` | `(x, y, width, height)` | `x`, `y`, `width`, `height`, `left`, `right`, `top`, `bottom` | | **Line** | `Phaser.Geom.Line` | `(x1, y1, x2, y2)` | `x1`, `y1`, `x2`, `y2`, `left`, `right`, `top`, `bottom` | | **Polygon** | `Phaser.Geom.Polygon` | `(points)` | `area`, `points` (array of Vector2Like) | | **Rectangle** | `Phaser.Geom.Rectangle` | `(x, y, width, height)` | `x`, `y`, `width`, `height`, `left`, `right`, `top`, `bottom`, `centerX`, `centerY` | | **Triangle** | `Phaser.Geom.Triangle` | `(x1, y1, x2, y2, x3, y3)` | `x1`, `y1`, `x2`, `y2`, `x3`, `y3` |

Rectangle Static Helpers

`Phaser.Geom.Rectangle.*`: Area, Ceil, CeilAll, CenterOn, Clone, Contains, ContainsPoint, ContainsRect, CopyFrom, Decompose, Equals, FitInside, FitOutside, Floor, FloorAll, FromPoints, FromXY, GetAspectRatio, GetCenter, GetPoint, GetPoints, GetSize, Inflate, Intersection, MarchingAnts, MergePoints, MergeRect, MergeXY, Offset, OffsetPoint, Overlaps, Perimeter, PerimeterPoint, Random, RandomOutside, SameDimensions, Scale, Union.

Circle Static Helpers

`Phaser.Geom.Circle.*`: Area, Circumference, CircumferencePoint, Clone, Contains, ContainsPoint, ContainsRect, CopyFrom, Equals, GetBounds, GetPoint, GetPoints, Offset, OffsetPoint, Random.

Line Static Helpers

`Phaser.Geom.Line.*`: Angle, BresenhamPoints, CenterOn, Clone, CopyFrom, Equals, Extend, GetEasedPoints, GetMidPoint, GetNearestPoint, GetNormal, GetPoint, GetPoints, GetShortestDistance, Height, Length, NormalAngle, NormalX, NormalY, Offset, PerpSlope, Random, ReflectAngle, Rotate, RotateAroundPoint, RotateAroundXY, SetToAngle, Slope, Width.

Triangle Static Helpers

`Phaser.Geom.Triangle.*`: Area, BuildEquilateral, BuildFromPolygon, BuildRight, CenterOn, Centroid, CircumCenter, CircumCircle, Clone, Contains, ContainsArray, ContainsPoint, CopyFrom, Decompose, Equals, GetPoint, GetPoints, InCenter, Offset, Perimeter, Random, Rotate, RotateAroundPoint, RotateAroundXY.

Polygon Input Formats

The Polygon constructor accepts multiple formats for the `points` argument:

  • Space-separated string: `'40 0 40 20 100 20 100 80'`
  • Array of `{x, y}` objects
  • Flat number array: `[x1, y1, x2, y2, ...]`
  • Array of `[x, y]` sub-arrays

---

Intersection Tests

All under `Phaser.Geom.Intersects`.

Boolean Tests (return `true`/`false`)

| Function | Description | |---|---| | `CircleToCircle(circleA, circleB)` | Two circles overlap | | `CircleToRectangle(circle, rect)` | Circle overlaps rectangle | | `LineToCircle(line, circle)` | Line segment intersects circle | | `LineToLine(line1, line2, out?)` | Two line segments cross; writes point to `out` | | `LineToRectangle(line, rect)` | Line segment intersects rectangle | | `PointToLine(point, line, lineThickness?)` | Point lies on/near line | | `PointToLineSegment(point, line)` | Point lies on finite line segment | | `RectangleToRectangle(rectA, rectB)` | Two rectangles overlap | | `RectangleToTriangle(rect, triangle)` | Rectangle overlaps triangle | | `RectangleToValues(rect, left, right, top, bottom, tolerance?)` | Rectangle overlaps LRTB bounds | | `TriangleToCircle(triangle, circle)` | Triangle overlaps circle | | `TriangleToLine(triangle, line)` | Triangle intersects line | | `TriangleToTriangle(triA, triB)` | Two triangles overlap |

Get Intersection Points (return `Vector2[]`)

| Function | Description | |---|---| | `GetCircleToCircle(circleA, circleB, out?)` | Intersection points of two circles

Read more
Ships withphaser

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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