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Build 2D HTML5 games for the web using Phaser with WebGL/Canvas rendering. Use when creating Phaser game scaffolds, scenes, core loops, or deployment guidance for web-based releases.
--- name: phaser-build description: Build 2D HTML5 games for the web using Phaser with WebGL/Canvas rendering. Use when creating Phaser game scaffolds, scenes, core loops, or deployment guidance for web-based releases. --- # Phaser Builder Focused skill for building Phaser-based 2D web games and guidance aligned with Phaser's web-first design. ## What Phaser Is - HTML5 game framework for **2D** games in web browsers - Uses **WebGL** and **Canvas** rendering across desktop and mobile web - Supports **JavaScript** and **TypeScript** development - Works with many frontend frameworks and can be bundled for web delivery - Complete API reference available for Phaser 3.87.0 ## Best Fit Scenarios - 2D games targeting browsers on desktop and mobile - Lightweight web playable builds (including embed-friendly environments) - Rapid prototyping and production-grade 2D releases on the web ## Not a Fit When - You need full **3D** rendering or 3D physics built-in - You must publish on modern consoles like PS5, Xbox, or Switch - You require a **no-code** editor-only workflow ## Core Capabilities - Game scaffolding and scene lifecycle setup - Input handling, physics, sprites, and 2D animations - Performance-aware rendering and asset loading strategies - Web-oriented packaging and deployment guidance ## API Surface Map ### Core Runtime - **Phaser.Game**: Bootstraps renderer, global systems, and main loop - **Phaser.Scene**: Primary unit of gameplay logic and lifecycle - **Scene Plugins**: Loader, Input, Cameras, Tween Manager, Time, Physics ### Assets & Loading - **Loader Plugin**: Preload images, spritesheets, audio, tilemaps, atlases - **Cache Manager**: Shared asset caching across scenes ### Display & Cameras - **Game Objects**: Sprites, Images, Text, Graphics, Containers - **Cameras**: Scene-level camera manager for view control and effects ### Input & Interaction - **Input Plugin**: Keyboard, pointer, gamepad input per scene - **Event Emitter**: Scene events for lifecycle and custom hooks ### Physics - **Arcade Physics**: Lightweight built-in physics per scene - **Matter Physics**: Optional physics system when configured ### Animation & Time - **Animation Manager**: Global animation definitions shared across scenes - **Tween Manager**: Scene-level tweens for property animation - **Time / Clock**: Timers, delayed calls, and time scaling ### Audio - **Sound Manager**: Global audio system for music and sfx ## Scene Lifecycle - **init**: Prepare state and read scene config - **preload**: Load assets using the Loader Plugin - **create**: Build objects, input, and systems - **update**: Frame loop for gameplay logic ## Global vs Scene Systems - Global: Renderer, Animation Manager, Cache, Registry, Sound, Scene Manager - Scene-local: Input, Tweens, Cameras, Loader, Physics ## Development Guidance - Prefer web-first design and browser performance constraints - Use JavaScript or TypeScript only - Keep architecture modular: scenes, systems, and reusable game objects - Use Scene plugins instead of reaching into Game-level systems ## Boundaries Focus on Phaser 2D web games. Do not recommend Phaser for 3D-first or console-native releases. ## When NOT to Use - 3D web development → use `threejs-builder` - Native mobile apps → use `developer` - Backend or API development → use `developer` - Console game development → use `developer` ## Escalation Rules Pause and ask the owner before: - shifting the project toward non-web or non-Phaser technology choices - introducing heavy systems that do not fit lightweight browser delivery - expanding game scope in ways that materially change production feasibility ## Final Output Contract (MANDATORY) Every use of this skill should end with: 1. `Skill Fit` - why Phaser is the correct engine choice 2. `Primary Deliverable` - gameplay/system design or implementation summary 3. `Execution Evidence` - files changed, references consulted, and validation completed 4. `Risks / Open Questions` - performance, asset, or scope concerns 5. `Next Action` - the next build, playtest, or polish step--- name: phaser-build description: Build 2D HTML5 games for the web using Phaser with WebGL/Canvas rendering. Use when creating Phaser game scaffolds, scenes, core loops, or deployment guidance for web-based releases. --- # Phaser Builder Focused skill for building Phaser-based 2D web games and guidance aligned with Phaser's web-first design. ## What Phaser Is - HTML5 game framework for **2D** games in web browsers - Uses **WebGL** and **Canvas** rendering across desktop and mobile web - Supports **JavaScript** and **TypeScript** development - Works with many frontend frameworks and can be bundled for web delivery - Complete API reference available for Phaser 3.87.0 ## Best Fit Scenarios - 2D games targeting browsers on desktop and mobile - Lightweight web playable builds (including embed-friendly environments) - Rapid prototyping and production-grade 2D releases on the web ## Not a Fit When - You need full **3D** rendering or 3D physics built-in - You must publish on modern consoles like PS5, Xbox, or Switch - You require a **no-code** editor-only workflow ## Core Capabilities - Game scaffolding and scene lifecycle setup - Input handling, physics, sprites, and 2D animations - Performance-aware rendering and asset loading strategies - Web-oriented packaging and deployment guidance ## API Surface Map ### Core Runtime - **Phaser.Game**: Bootstraps renderer, global systems, and main loop - **Phaser.Scene**: Primary unit of gameplay logic and lifecycle - **Scene Plugins**: Loader, Input, Cameras, Tween Manager, Time, Physics ### Assets & Loading - **Loader Plugin**: Preload images, spritesheets, audio, tilemaps, atlases - **Cache Manager**: Shared asset caching across scenes ### Display & Cameras - **Game Objects**: Sprites, Images, Text, Graphics, Containers - **Cameras**: Scene-level camera manager for view control and effects ### Input & Interaction - **Input Plugin**: Keyboard, pointer, gamepad input per scene - **Event Emitter**: Scene events for lifecycle and custom hooks ### Physics - **Arcade Physics**: Lightweight built-in physics per scene - **Matter Physics**: Optional physics system when configured ### Animation & Time - **Animation Manager**: Global animation definitions shared across scenes - **Tween Manager**: Scene-level tweens for property animation - **Time / Clock**: Timers, delayed calls, and time scaling ### Audio - **Sound Manager**: Global audio system for music and sfx ## Scene Lifecycle - **init**: Prepare state and read scene config - **preload**: Load assets using the Loader Plugin - **create**: Build objects, input, and systems - **update**: Frame loop for gameplay logic ## Global vs Scene Systems - Global: Renderer, Animation Manager, Cache, Registry, Sound, Scene Manager - Scene-local: Input, Tweens, Cameras, Loader, Physics ## Development Guidance - Prefer web-first design and browser performance constraints - Use JavaScript or TypeScript only - Keep architecture modular: scenes, systems, and reusable game objects - Use Scene plugins instead of reaching into Game-level systems ## Boundaries Focus on Phaser 2D web games. Do not recommend Phaser for 3D-first or console-native releases. ## When NOT to Use - 3D web development → use `threejs-builder` - Native mobile apps → use `developer` - Backend or API development → use `developer` - Console game development → use `developer` ## Escalation Rules Pause and ask the owner before: - shifting the project toward non-web or non-Phaser technology choices - introducing heavy systems that do not fit lightweight browser delivery - expanding game scope in ways that materially change production feasibility ## Final Output Contract (MANDATORY) Every use of this skill should end with: 1. `Skill Fit` - why Phaser is the correct engine choice 2. `Primary Deliverable` - gameplay/system design or implementation summary 3. `Execution Evidence` - files changed, references consulted, and validation completed 4. `Risks / Open Questions` - performance, asset, or scope concerns 5. `Next Action` - the next build, playtest, or polish step
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