/graphics-and-shapes
Use this skill when drawing shapes and graphics in Phaser 4. Covers the Graphics game object, lines, rectangles, circles, arcs, polygons, gradients, fill, stroke, and generated textures. Triggers on: Graphics, draw shape, fillRect, lineStyle, polygon, arc.
Claude Code
$ npx -y skills add phaserjs/phaser --skill graphics-and-shapes --agent claude-code
Codex
$ npx skills add phaserjs/phaser --skill graphics-and-shapes -a codex -y
Cursor
$ npx skills add phaserjs/phaser --skill graphics-and-shapes -a cursor -y
Gemini CLI
$ npx skills add phaserjs/phaser --skill graphics-and-shapes -a gemini-cli -y
GitHub Copilot
$ npx skills add phaserjs/phaser --skill graphics-and-shapes -a github-copilot -y
OpenCode
$ npx skills add phaserjs/phaser --skill graphics-and-shapes -a opencode -y
Windsurf
$ npx skills add phaserjs/phaser --skill graphics-and-shapes -a windsurf -y
SKILL.md
graphics-and-shapes.SKILL.mdname: graphics-and-shapes
description: "Use this skill when drawing shapes and graphics in Phaser 4. Covers the Graphics game object, lines, rectangles, circles, arcs, polygons, gradients, fill, stroke, and generated textures. Triggers on: Graphics, draw shape, fillRect, lineStyle, polygon, arc."
Phaser 4 — Graphics and Shapes
> Drawing primitives with the Graphics game object, and using Shape game objects (Arc, Curve, Ellipse, Grid, IsoBox, IsoTriangle, Line, Polygon, Rectangle, Star, Triangle).
Related skills: sprites-and-images.md, game-object-components.md
---
Quick Start
// Draw a filled rectangle and stroked circle with Graphics
const gfx = this.add.graphics();
gfx.fillStyle(0x00aa00, 1);
gfx.fillRect(50, 50, 200, 100);
gfx.lineStyle(3, 0xff0000, 1);
gfx.strokeCircle(400, 150, 60);
// Same shapes as standalone Shape game objects
const rect = this.add.rectangle(150, 100, 200, 100, 0x00aa00);
const circle = this.add.circle(400, 150, 60);
circle.setStrokeStyle(3, 0xff0000);
---
Core Concepts — Graphics vs Shape Objects
Phaser offers two approaches for rendering primitives without textures.
Graphics Game Object
Created with `this.add.graphics()`. An imperative drawing surface — you call methods like `fillRect`, `strokeCircle`, `beginPath`/`lineTo`/`strokePath` to build up a command buffer that replays each frame.
- Factory: `this.add.graphics(config?)` where config is `{ x?, y?, lineStyle?, fillStyle? }`.
- Supports paths, arcs, gradients, rounded rectangles, canvas transforms (`translateCanvas`, `scaleCanvas`, `rotateCanvas`), and `save`/`restore`.
- Can generate a Texture from the drawing via `generateTexture(key, width, height)`.
- Expensive to render, especially with complex shapes. Uses its own WebGL shader. Group Graphics objects together to minimize batch flushes.
- Components: AlphaSingle, BlendMode, Depth, Lighting, Mask, RenderNodes, Transform, Visible, ScrollFactor.
- Does NOT include Origin or GetBounds (position is set via options or `setPosition`).
Shape Game Objects
Individual game objects (Arc, Rectangle, Star, etc.) extending the base `Shape` class. Each renders one predefined geometric shape with precomputed path data.
- Created via dedicated factory methods: `this.add.rectangle(...)`, `this.add.circle(...)`, etc.
- Fully featured game objects: can be tweened, scaled, added to groups/containers, enabled for input/physics.
- Style via `setFillStyle(color, alpha)` and `setStrokeStyle(lineWidth, color, alpha)`.
- Share the same WebGL batch as Graphics for efficient rendering.
- Do NOT support gradients, path detail threshold, or canvas transforms.
- Components: AlphaSingle, BlendMode, Depth, GetBounds, Lighting, Mask, Origin, RenderNodes, ScrollFactor, Transform, Visible.
- Include Origin and GetBounds (unlike Graphics).
**When to use which:**
- Use **Graphics** for dynamic drawing, complex paths, multiple shapes on one object, gradients, or generating textures.
- Use **Shape objects** for individual UI elements, simple indicators, physics-enabled shapes, or anything that benefits from game object features (origin, bounds, input).
---
Common Patterns
Fill and Stroke Styles (Graphics)
const gfx = this.add.graphics();
// Solid fill — call before any fill* method
gfx.fillStyle(0xff0000, 1); // (color, alpha)
// Line style — call before any stroke* method
gfx.lineStyle(4, 0x00ff00, 1); // (width, color, alpha)
// Gradient fill (WebGL only) — 4 corner colors
gfx.fillGradientStyle(
0xff0000, 0x00ff00, 0x0000ff, 0xffff00, // tl, tr, bl, br colors
1, 1, 1, 1 // tl, tr, bl, br alphas
);
gfx.fillRect(0, 0, 300, 200);
// Gradient line style (WebGL only)
gfx.lineGradientStyle(2, 0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 1);Drawing Primitives (Graphics)
const gfx = this.add.graphics();
// Rectangles
gfx.fillStyle(0x0000ff);
gfx.fillRect(x, y, width, height);
gfx.lineStyle(2, 0xffffff);
gfx.strokeRect(x, y, width, height);
// Circles
gfx.fillCircle(x, y, radius);
gfx.strokeCircle(x, y, radius);
// Ellipses
gfx.fillEllipse(x, y, width, height, smoothness);
gfx.strokeEllipse(x, y, width, height, smoothness); // smoothness defaults to 32
// Triangles
gfx.fillTriangle(x0, y0, x1, y1, x2, y2);
gfx.strokeTriangle(x0, y0, x1, y1, x2, y2);
// Points (draws a small square)
gfx.fillPoint(x, y, size); // size defaults to 1
// Lines
gfx.lineBetween(x1, y1, x2, y2);
Rounded Rectangles
const gfx = this.add.graphics();
// Uniform radius (default 20)
gfx.fillStyle(0x333333);
gfx.fillRoundedRect(50, 50, 300, 200, 16);
gfx.lineStyle(2, 0xffffff);
gfx.strokeRoundedRect(50, 50, 300, 200, 16);
// Per-corner radius
gfx.fillRoundedRect(50, 50, 300, 200, {
tl: 20, tr: 20, bl: 0, br: 0
});
// Concave corners (negative values)
gfx.fillRoundedRect(50, 50, 300, 200, { tl: -10, tr: -10, bl: -10, br: -10 });Path Drawing
const gfx = this.add.graphics();
// Manual path
gfx.lineStyle(3, 0xffff00);
gfx.beginPath();
gfx.moveTo(100, 100);
gfx.lineTo(200, 50);
gfx.lineTo(300, 100);
gfx.lineTo(250, 200);
gfx.closePath();
gfx.strokePath(); // or gfx.stroke() — alias for strokePath
// Fill a path
gfx.fillStyle(0x00aaff);
gfx.beginPath();
gfx.moveTo(100, 100);
gfx.lineTo(200, 50);
gfx.lineTo(300, 100);
gfx.closePath();
gfx.fillPath(); // or gfx.fill() — alias for fillPath
// Arc within a path (angles in radians)
gfx.beginPath();
gfx.arc(200, 200, 80, 0, Math.PI / 2, false, 0); // (x, y, radius, startAngle, endAngle, anticlockwise, overshoot)
gfx.strokePath();
// Pie slice
gfx.slice(200, 200, 80, 0, Math.PI / 3, false); // auto begins/closes path
gfx.fillPath();
// Stroke/fill from point arrays
gfx.strokePoints(points, closeShape, closePath, endIndex);
gfx.fillPoints(points, closeShape, closePath, endIndex);
Geom Shape Helpers
Graphics has convenience methods that
Read more
name: graphics-and-shapes description: "Use this skill when drawing shapes and graphics in Phaser 4. Covers the Graphics game object, lines, rectangles, circles, arcs, polygons, gradients, fill, stroke, and generated textures. Triggers on: Graphics, draw shape, fillRect, lineStyle, polygon, arc."
Phaser 4 — Graphics and Shapes
> Drawing primitives with the Graphics game object, and using Shape game objects (Arc, Curve, Ellipse, Grid, IsoBox, IsoTriangle, Line, Polygon, Rectangle, Star, Triangle).
Related skills: sprites-and-images.md, game-object-components.md
---
Quick Start
// Draw a filled rectangle and stroked circle with Graphics const gfx = this.add.graphics(); gfx.fillStyle(0x00aa00, 1); gfx.fillRect(50, 50, 200, 100); gfx.lineStyle(3, 0xff0000, 1); gfx.strokeCircle(400, 150, 60);
// Same shapes as standalone Shape game objects const rect = this.add.rectangle(150, 100, 200, 100, 0x00aa00); const circle = this.add.circle(400, 150, 60); circle.setStrokeStyle(3, 0xff0000);
---
Core Concepts — Graphics vs Shape Objects
Phaser offers two approaches for rendering primitives without textures.
Graphics Game Object
Created with `this.add.graphics()`. An imperative drawing surface — you call methods like `fillRect`, `strokeCircle`, `beginPath`/`lineTo`/`strokePath` to build up a command buffer that replays each frame.
- Factory: `this.add.graphics(config?)` where config is `{ x?, y?, lineStyle?, fillStyle? }`.
- Supports paths, arcs, gradients, rounded rectangles, canvas transforms (`translateCanvas`, `scaleCanvas`, `rotateCanvas`), and `save`/`restore`.
- Can generate a Texture from the drawing via `generateTexture(key, width, height)`.
- Expensive to render, especially with complex shapes. Uses its own WebGL shader. Group Graphics objects together to minimize batch flushes.
- Components: AlphaSingle, BlendMode, Depth, Lighting, Mask, RenderNodes, Transform, Visible, ScrollFactor.
- Does NOT include Origin or GetBounds (position is set via options or `setPosition`).
Shape Game Objects
Individual game objects (Arc, Rectangle, Star, etc.) extending the base `Shape` class. Each renders one predefined geometric shape with precomputed path data.
- Created via dedicated factory methods: `this.add.rectangle(...)`, `this.add.circle(...)`, etc.
- Fully featured game objects: can be tweened, scaled, added to groups/containers, enabled for input/physics.
- Style via `setFillStyle(color, alpha)` and `setStrokeStyle(lineWidth, color, alpha)`.
- Share the same WebGL batch as Graphics for efficient rendering.
- Do NOT support gradients, path detail threshold, or canvas transforms.
- Components: AlphaSingle, BlendMode, Depth, GetBounds, Lighting, Mask, Origin, RenderNodes, ScrollFactor, Transform, Visible.
- Include Origin and GetBounds (unlike Graphics).
**When to use which:**
- Use **Graphics** for dynamic drawing, complex paths, multiple shapes on one object, gradients, or generating textures.
- Use **Shape objects** for individual UI elements, simple indicators, physics-enabled shapes, or anything that benefits from game object features (origin, bounds, input).
---
Common Patterns
Fill and Stroke Styles (Graphics)
const gfx = this.add.graphics();
// Solid fill — call before any fill* method
gfx.fillStyle(0xff0000, 1); // (color, alpha)
// Line style — call before any stroke* method
gfx.lineStyle(4, 0x00ff00, 1); // (width, color, alpha)
// Gradient fill (WebGL only) — 4 corner colors
gfx.fillGradientStyle(
0xff0000, 0x00ff00, 0x0000ff, 0xffff00, // tl, tr, bl, br colors
1, 1, 1, 1 // tl, tr, bl, br alphas
);
gfx.fillRect(0, 0, 300, 200);
// Gradient line style (WebGL only)
gfx.lineGradientStyle(2, 0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 1);Drawing Primitives (Graphics)
const gfx = this.add.graphics(); // Rectangles gfx.fillStyle(0x0000ff); gfx.fillRect(x, y, width, height); gfx.lineStyle(2, 0xffffff); gfx.strokeRect(x, y, width, height); // Circles gfx.fillCircle(x, y, radius); gfx.strokeCircle(x, y, radius); // Ellipses gfx.fillEllipse(x, y, width, height, smoothness); gfx.strokeEllipse(x, y, width, height, smoothness); // smoothness defaults to 32 // Triangles gfx.fillTriangle(x0, y0, x1, y1, x2, y2); gfx.strokeTriangle(x0, y0, x1, y1, x2, y2); // Points (draws a small square) gfx.fillPoint(x, y, size); // size defaults to 1 // Lines gfx.lineBetween(x1, y1, x2, y2);
Rounded Rectangles
const gfx = this.add.graphics();
// Uniform radius (default 20)
gfx.fillStyle(0x333333);
gfx.fillRoundedRect(50, 50, 300, 200, 16);
gfx.lineStyle(2, 0xffffff);
gfx.strokeRoundedRect(50, 50, 300, 200, 16);
// Per-corner radius
gfx.fillRoundedRect(50, 50, 300, 200, {
tl: 20, tr: 20, bl: 0, br: 0
});
// Concave corners (negative values)
gfx.fillRoundedRect(50, 50, 300, 200, { tl: -10, tr: -10, bl: -10, br: -10 });Path Drawing
const gfx = this.add.graphics(); // Manual path gfx.lineStyle(3, 0xffff00); gfx.beginPath(); gfx.moveTo(100, 100); gfx.lineTo(200, 50); gfx.lineTo(300, 100); gfx.lineTo(250, 200); gfx.closePath(); gfx.strokePath(); // or gfx.stroke() — alias for strokePath // Fill a path gfx.fillStyle(0x00aaff); gfx.beginPath(); gfx.moveTo(100, 100); gfx.lineTo(200, 50); gfx.lineTo(300, 100); gfx.closePath(); gfx.fillPath(); // or gfx.fill() — alias for fillPath // Arc within a path (angles in radians) gfx.beginPath(); gfx.arc(200, 200, 80, 0, Math.PI / 2, false, 0); // (x, y, radius, startAngle, endAngle, anticlockwise, overshoot) gfx.strokePath(); // Pie slice gfx.slice(200, 200, 80, 0, Math.PI / 3, false); // auto begins/closes path gfx.fillPath(); // Stroke/fill from point arrays gfx.strokePoints(points, closeShape, closePath, endIndex); gfx.fillPoints(points, closeShape, closePath, endIndex);
Geom Shape Helpers
Graphics has convenience methods that
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 graphics-and-shapes.
- Which coding agents can use graphics-and-shapes?
- graphics-and-shapes 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.

