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phaser-gamedev移相器游戏开发

Agent Skill

用于辅助前端页面、组件、样式和交互逻辑的开发与维护。它适合让 Agent 生成或审查 React、Next.js、Vue、Tailwind、CSS 等相关代码,整理组件结构,或定位布局和性能问题。使用时需要结合项目现有设计系统、路由和构建方式,避免只生成孤立片段;涉及页面改动时,应配合本地预览和构建检查确认视觉效果。

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CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

3

许可证

MIT

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:phaser-gamedev(移相器游戏开发)
来源仓库:https://github.com/chongdashu/phaserjs-tinyswords
仓库路径:skills/phaser-gamedev
安装命令:
npx skills add https://github.com/chongdashu/phaserjs-tinyswords --skill phaser-gamedev
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/chongdashu/phaserjs-tinyswords --skill phaser-gamedev

简介

使用 Phaser 3 基于场景的架构和物理系统构建快速、精美的 2D 浏览器游戏。

  • 场景优先架构将游戏组织为不同的生命周期阶段(启动、菜单、游戏、暂停、GameOver),并在转换过程中提供清晰的状态管理
  • 支持 Arcade 物理以实现速度和简单性,支持 Matter 物理以实现真实模拟,以及支持菜单和覆盖层的无物理场景
  • 涵盖精灵、动画、图块地图(平铺集成)、输入处理(键盘、指针、拖动)以及带有进度跟踪的资源预加载
  • 包括游戏对象、碰撞检测、对象池以及通过注册表和场景数据存储进行跨场景数据持久化的模式

SKILL.md

Phaser Game Development

Build fast, polished 2D browser games using Phaser 3's scene-based architecture and physics systems.

Philosophy: Games as Living Systems

Games are not static UIs—they are dynamic systems where entities interact, state evolves, and player input drives everything. Before writing code, think architecturally.

Before building, ask:

  • What scenes does this game need? (Boot, Menu, Game, Pause, GameOver)
  • What entities exist and how do they interact?
  • What state must persist across scenes?
  • What physics model fits? (Arcade for speed, Matter for realism)
  • What input methods will players use?

Core principles:

  1. Scene-First Architecture: Structure games around scenes, not global state
  2. Composition Over Inheritance: Build entities from game objects and components
  3. Physics-Aware Design: Choose physics system before coding collisions
  4. Asset Pipeline Discipline: Preload everything, reference by key
  5. Frame-Rate Independence: Use delta time, not frame counting

Game Configuration

Every Phaser game starts with a configuration object.

Minimal Configuration

const config = {
  type: Phaser.AUTO,           // WebGL with Canvas fallback
  width: 800,
  height: 600,
  scene: [BootScene, GameScene]
};

const game = new Phaser.Game(config);

Full Configuration Pattern

const config = {
  type: Phaser.AUTO,
  width: 800,
  height: 600,
  parent: 'game-container',    // DOM element ID
  backgroundColor: '#2d2d2d',

  scale: {
    mode: Phaser.Scale.FIT,
    autoCenter: Phaser.Scale.CENTER_BOTH
  },

  physics: {
    default: 'arcade',
    arcade: {
      gravity: { y: 300 },
      debug: false              // Enable during development
    }
  },

  scene: [BootScene, MenuScene, GameScene, GameOverScene]
};

Physics System Choice

SystemUse When
ArcadePlatformers, shooters, most 2D games. Fast, simple AABB collisions
MatterPhysics puzzles, ragdolls, realistic collisions. Slower, more accurate
NoneMenu scenes, visual novels, card games

Scene Architecture

Scenes are the fundamental organizational unit. Each scene has a lifecycle.

Scene Lifecycle Methods

class GameScene extends Phaser.Scene {
  constructor() {
    super('GameScene');        // Scene key for reference
  }

  init(data) {
    // Called first. Receive data from previous scene
    this.level = data.level || 1;
  }

  preload() {
    // Load assets. Runs before create()
    this.load.image('player', 'assets/player.png');
    this.load.spritesheet('enemy', 'assets/enemy.png', {
      frameWidth: 32, frameHeight: 32
    });
  }

  create() {
    // Set up game objects, physics, input
    this.player = this.physics.add.sprite(100, 100, 'player');
    this.cursors = this.input.keyboard.createCursorKeys();
  }

  update(time, delta) {
    // Game loop. Called every frame
    // delta = milliseconds since last frame
    this.player.x += this.speed * (delta / 1000);
  }
}

Scene Transitions

// Start a new scene (stops current)
this.scene.start('GameOverScene', { score: this.score });

// Launch scene in parallel (both run)
this.scene.launch('UIScene');

// Pause/resume scenes
this.scene.pause('GameScene');
this.scene.resume('GameScene');

// Stop a scene
this.scene.stop('UIScene');

Recommended Scene Structure

scenes/
├── BootScene.js      # Asset loading, progress bar
├── MenuScene.js      # Title screen, options
├── GameScene.js      # Main gameplay
├── UIScene.js        # HUD overlay (launched parallel)
├── PauseScene.js     # Pause menu overlay
└── GameOverScene.js  # End screen, restart option

Game Objects

Everything visible in Phaser is a Game Object.

Common Game Objects

// Images (static)
this.add.image(400, 300, 'background');

// Sprites (can animate, physics-enabled)
const player = this.add.sprite(100, 100, 'player');

// Text
const score = this.add.text(16, 16, 'Score: 0', {
  fontSize: '32px',
  fill: '#fff'
});

// Graphics (draw shapes)
const graphics = this.add.graphics();
graphics.fillStyle(0xff0000);
graphics.fillRect(100, 100, 50, 50);

// Containers (group objects)
const container = this.add.container(400, 300, [sprite1, sprite2]);

// Tilemaps
const map = this.make.tilemap({ key: 'level1' });

Sprite Creation Patterns

// Basic sprite
const sprite = this.add.sprite(x, y, 'textureKey');

// Sprite with physics body
const sprite = this.physics.add.sprite(x, y, 'textureKey');

// From spritesheet frame
const sprite = this.add.sprite(x, y, 'sheet', frameIndex);

// From atlas
const sprite = this.add.sprite(x, y, 'atlas', 'frameName');

Physics Systems

Arcade Physics (Recommended Default)

Fast, simple physics for most 2D games.

// Enable physics on sprite
this.physics.add.sprite(x, y, 'player');

// Or add physics to existing sprite
this.physics.add.existing(sprite);

// Configure body
sprite.body.setVelocity(200, 0);
sprite.body.setBounce(0.5);
sprite.body.setCollideWorldBounds(true);
sprite.body.setGravityY(300);

// Collision detection
this.physics.add.collider(player, platforms);
this.physics.add.overlap(player, coins, collectCoin, null, this);

function collectCoin(player, coin) {
  coin.disableBody(true, true);  // Remove from physics and hide
  this.score += 10;
}

Physics Groups

// Static group (platforms, walls)
const platforms = this.physics.add.staticGroup();
platforms.create(400, 568, 'ground').setScale(2).refreshBody();

// Dynamic group (enemies, bullets)
const enemies = this.physics.add.group({
  key: 'enemy',
  repeat: 5,
  setXY: { x: 100, y: 0, stepX: 70 }
});

enemies.children.iterate(enemy => {
  enemy.setBounce(Phaser.Math.FloatBetween(0.4, 0.8));
});

Matter Physics

For realistic physics simulations.

// Config
physics: {
  default: 'matter',
  matter: {
    gravity: { y: 1 },
    debug: true
  }
}

// Create bodies
const ball = this.matter.add.circle(400, 100, 25);
const box = this.matter.add.rectangle(400, 400, 100, 50, { isStatic: true });

// Sprite with Matter body
const player = this.matter.add.sprite(100, 100, 'player');
player.setFriction(0.005);
player.setBounce(0.9);

Input Handling

Keyboard Input

// Cursor keys
this.cursors = this.input.keyboard.createCursorKeys();

// In update()
if (this.cursors.left.isDown) {
  player.setVelocityX(-160);
} else if (this.cursors.right.isDown) {
  player.setVelocityX(160);
}

if (this.cursors.up.isDown && player.body.touching.down) {
  player.setVelocityY(-330);  // Jump
}

// Custom keys
this.spaceKey = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE);

// Key events
this.input.keyboard.on('keydown-SPACE', () => {
  this.fire();
});

Pointer/Mouse Input

// Click/tap
this.input.on('pointerdown', (pointer) => {
  console.log(pointer.x, pointer.y);
});

// Make object interactive
sprite.setInteractive();
sprite.on('pointerdown', () => {
  sprite.setTint(0xff0000);
});
sprite.on('pointerup', () => {
  sprite.clearTint();
});

// Drag
this.input.setDraggable(sprite);
this.input.on('drag', (pointer, obj, dragX, dragY) => {
  obj.x = dragX;
  obj.y = dragY;
});

Animations

Creating Animations

// In create() - define once
this.anims.create({
  key: 'walk',
  frames: this.anims.generateFrameNumbers('player', { start: 0, end: 3 }),
  frameRate: 10,
  repeat: -1  // Loop forever
});

this.anims.create({
  key: 'jump',
  frames: [{ key: 'player', frame: 4 }],
  frameRate: 20
});

// From atlas
this.anims.create({
  key: 'explode',
  frames: this.anims.generateFrameNames('atlas', {
    prefix: 'explosion_',
    start: 1,
    end: 8,
    zeroPad: 2
  }),
  frameRate: 16,
  hideOnComplete: true
});

Playing Animations

// Play animation
sprite.anims.play('walk', true);  // true = ignore if already playing

// Play once
sprite.anims.play('jump');

// Stop
sprite.anims.stop();

// Animation events
sprite.on('animationcomplete', (anim, frame) => {
  if (anim.key === 'die') {
    sprite.destroy();
  }
});

Asset Loading

Preload Patterns

preload() {
  // Images
  this.load.image('sky', 'assets/sky.png');

  // Spritesheets
  this.load.spritesheet('player', 'assets/player.png', {
    frameWidth: 32,
    frameHeight: 48
  });

  // Atlases (TexturePacker)
  this.load.atlas('sprites', 'assets/sprites.png', 'assets/sprites.json');

  // Tilemaps
  this.load.tilemapTiledJSON('map', 'assets/level1.json');
  this.load.image('tiles', 'assets/tileset.png');

  // Audio
  this.load.audio('bgm', 'assets/music.mp3');
  this.load.audio('sfx', ['assets/sound.ogg', 'assets/sound.mp3']);

  // Progress tracking
  this.load.on('progress', (value) => {
    console.log(`Loading: ${Math.round(value * 100)}%`);
  });
}

Boot Scene Pattern

class BootScene extends Phaser.Scene {
  constructor() {
    super('BootScene');
  }

  preload() {
    // Loading bar
    const width = this.cameras.main.width;
    const height = this.cameras.main.height;

    const progressBar = this.add.graphics();
    const progressBox = this.add.graphics();
    progressBox.fillStyle(0x222222, 0.8);
    progressBox.fillRect(width/2 - 160, height/2 - 25, 320, 50);

    this.load.on('progress', (value) => {
      progressBar.clear();
      progressBar.fillStyle(0xffffff, 1);
      progressBar.fillRect(width/2 - 150, height/2 - 15, 300 * value, 30);
    });

    // Load all game assets here
    this.load.image('player', 'assets/player.png');
    // ... more assets
  }

  create() {
    this.scene.start('MenuScene');
  }
}

Tilemaps (Tiled Integration)

Loading and Creating

preload() {
  this.load.tilemapTiledJSON('map', 'assets/map.json');
  this.load.image('tiles', 'assets/tileset.png');
}

create() {
  const map = this.make.tilemap({ key: 'map' });
  const tileset = map.addTilesetImage('tileset-name-in-tiled', 'tiles');

  // Create layers (match names from Tiled)
  const backgroundLayer = map.createLayer('Background', tileset, 0, 0);
  const groundLayer = map.createLayer('Ground', tileset, 0, 0);

  // Enable collision on specific tiles
  groundLayer.setCollisionByProperty({ collides: true });
  // Or by tile index
  groundLayer.setCollisionBetween(1, 100);

  // Add collision with player
  this.physics.add.collider(this.player, groundLayer);
}

Object Layers

// Spawn points from Tiled object layer
const spawnPoint = map.findObject('Objects', obj => obj.name === 'spawn');
this.player = this.physics.add.sprite(spawnPoint.x, spawnPoint.y, 'player');

// Create objects from layer
const coins = map.createFromObjects('Objects', {
  name: 'coin',
  key: 'coin'
});
this.physics.world.enable(coins);

Project Structure

Recommended Organization

game/
├── src/
│   ├── scenes/
│   │   ├── BootScene.js
│   │   ├── MenuScene.js
│   │   ├── GameScene.js
│   │   └── UIScene.js
│   ├── gameObjects/
│   │   ├── Player.js
│   │   ├── Enemy.js
│   │   └── Collectible.js
│   ├── systems/
│   │   ├── InputManager.js
│   │   └── AudioManager.js
│   ├── config/
│   │   └── gameConfig.js
│   └── main.js
├── assets/
│   ├── images/
│   ├── audio/
│   ├── tilemaps/
│   └── fonts/
├── index.html
└── package.json

ES Module Setup

// main.js
import Phaser from 'phaser';
import BootScene from './scenes/BootScene';
import GameScene from './scenes/GameScene';
import { gameConfig } from './config/gameConfig';

const config = {
  ...gameConfig,
  scene: [BootScene, GameScene]
};

new Phaser.Game(config);

Anti-Patterns to Avoid

Global State Soup: Storing game state on window or module globals Why bad: Untrackable bugs, scene transitions break state Better: Use scene data, registries, or dedicated state managers

Loading in Create: Loading assets in create() instead of preload() Why bad: Assets may not be ready when referenced Better: Always load in preload(), use Boot scene for all assets

Frame-Dependent Logic: Using frame count instead of delta time Why bad: Game speed varies with frame rate Better: this.speed * (delta / 1000) for consistent movement

Physics Overkill: Using Matter for simple platformer collisions Why bad: Performance hit, unnecessary complexity Better: Arcade physics handles 90% of 2D game needs

Monolithic Scenes: One giant scene with all game logic Why bad: Unmaintainable, hard to add features Better: Separate scenes for menus, gameplay, UI overlays

Magic Numbers: Hardcoded values scattered in code Why bad: Impossible to balance, inconsistent Better: Config objects, constants files

Ignoring Object Pooling: Creating/destroying objects every frame Why bad: Memory churn, garbage collection stutters Better: Use groups with setActive(false) / setVisible(false)

Synchronous Asset Access: Assuming assets load instantly Why bad: Race conditions, undefined textures Better: Chain scene starts, use load events

Assuming Spritesheet Frame Dimensions: Using guessed frame sizes without verifying Why bad: Wrong dimensions cause silent frame corruption; off-by-pixels compounds into broken visuals Better: Open asset file, measure frames, calculate with spacing/margin, verify math adds up

Ignoring Spritesheet Spacing: Not specifying spacing for gapped spritesheets Why bad: Frames shift progressively; later frames read wrong pixel regions Better: Check source asset for gaps between frames; use spacing: N in loader config

Hardcoding Nine-Slice Colors: Using single background color for all UI panel variants Why bad: Transparent frame edges reveal wrong color for different asset color schemes Better: Per-asset background color config; sample from center frame (frame 4)

Nine-Slice with Padded Frames: Treating the full frame as the slice region when the art is centered/padded inside each tile Why bad: Edge tiles contribute interior fill, showing up as opaque “side bars” inside the panel Better: Trim tiles to their effective content bounds (alpha bbox) and composite/cache a texture; add ~1px overlap + disable smoothing to avoid seams

Scaling Discontinuous UI Art: Stretching a cropped ribbon/banner row that contains internal transparent gaps Why bad: The transparent gutters get stretched, so the UI looks segmented or the fill disappears behind the frame. Better: Slice the asset into caps/center, stretch only the center, and stitch the pieces (with ~1px overlap + smoothing disabled) before rendering at pivot sizes.


Variation Guidance

IMPORTANT: Game implementations should vary based on:

  • Game Genre: Platformer physics differ from top-down shooter physics
  • Target Platform: Mobile needs touch input, desktop can use keyboard
  • Art Style: Pixel art uses nearest-neighbor scaling, HD art uses linear
  • Performance Needs: Many sprites → object pooling; few sprites → simple creation
  • Complexity: Simple games can inline; complex games need class hierarchies

Avoid converging on:

  • Always using 800x600 resolution
  • Always using Arcade physics
  • Always using the same scene structure
  • Copy-pasting boilerplate without adaptation

Quick Reference

Common Physics Properties

body.setVelocity(x, y)
body.setVelocityX(x)
body.setBounce(x, y)
body.setGravityY(y)
body.setCollideWorldBounds(true)
body.setImmovable(true)        // For static-like dynamic bodies
body.setDrag(x, y)
body.setMaxVelocity(x, y)

Useful Scene Properties

this.cameras.main              // Main camera
this.physics.world             // Physics world
this.input.keyboard            // Keyboard manager
this.sound                     // Audio manager
this.time                      // Time/clock manager
this.tweens                    // Tween manager
this.anims                     // Animation manager
this.registry                  // Cross-scene data store
this.data                      // Scene-specific data store

Essential Events

// Scene events
this.events.on('pause', callback)
this.events.on('resume', callback)
this.events.on('shutdown', callback)

// Physics events
this.physics.world.on('worldbounds', callback)

// Game object events
sprite.on('destroy', callback)
sprite.on('animationcomplete', callback)

See Also

  • references/arcade-physics.md - Deep dive into Arcade physics
  • references/tilemaps.md - Advanced tilemap techniques
  • references/performance.md - Optimization strategies
  • references/spritesheets-nineslice.md - Spritesheet loading (spacing/margin), nine-slice UI panels, asset inspection

Remember

Phaser gives you powerful primitives—scenes, sprites, physics, input—but architecture is your responsibility.

Think in systems: What scenes do you need? What entities exist? How do they interact? Answer these questions before writing code, and your game will be maintainable as it grows.

Claude is capable of building complete, polished Phaser games. These guidelines illuminate the path—they don't fence it.

适合场景

01

用户想查找某类 Agent Skill 时

02

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03

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04

需要参考平台分布和安装热度时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

补充不同宿主或平台的使用分布数据

能力 5

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Claude Code

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按下载量换算1,932

OpenCode

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按下载量换算1,441

Codex

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Cursor

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Gemini CLI

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按下载量换算535

Antigravity

3.26%
按下载量换算220

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

操作浏览器

该 Skill 可能涉及浏览器控制能力,使用时可能读取或操作网页内容,需要在受控环境中确认权限边界。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。

来源信息

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