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yakoub-ai/phaser4-gamedev176 installs

phaser-coder

This skill should be used when the user asks to implement Phaser 4 game code, create or edit scenes, add players, enemies, scoring, collectibles, movement, shooting, animations, input, physics behavior, game objects, or complete gameplay features in TypeScript.

How do I install this agent skill?

npx skills add https://github.com/yakoub-ai/phaser4-gamedev --skill phaser-coder
view source ↗

Is this agent skill safe to install?

  • Gen Agent Trust Hubpass

    The phaser-coder skill is a development tool for Phaser 4 that uses shell commands for project validation. It is classified as low risk due to its susceptibility to indirect prompt injection, common for code-generation agents that process user-provided game logic while possessing command execution capabilities.

  • Socketpass

    No alerts

  • Snykpass

    Risk: LOW · No issues

What does this agent skill do?

Phaser 4 Coder

Use this skill for TypeScript-first Phaser 4 implementation work.

Workflow

  1. Read existing code before editing. Inspect src/main.ts, scene files, related objects/managers, shared constants, and asset keys.
  2. Match existing naming, folder structure, scene key conventions, and state management patterns.
  3. Use Phaser 4 APIs only. Avoid removed Phaser 3 APIs such as Phaser.Geom.Point, Phaser.Math.PI2, Phaser.Structs, and deprecated texture generation patterns.
  4. Prefer typed constants/enums for scene keys, registry keys, event names, asset keys, and animation keys.
  5. Write complete runnable code. Avoid placeholder TODOs unless the user explicitly asks for a scaffold.
  6. After non-trivial edits, run npx tsc --noEmit when the project has TypeScript configured.

Implementation Defaults

  • Use class-based scenes extending Phaser.Scene.
  • Use Arcade Physics for typical platformer/top-down/shooter mechanics unless Matter.js is clearly required.
  • Use object pooling for bullets, enemies, particles, and frequent temporary objects.
  • Put shared types under src/types/ and reusable game objects under src/objects/ or the existing local equivalent.
  • Gate debug affordances behind development mode where possible.
  • Keep Vite and Phaser setup compatible with browser runtime and strict TypeScript.

Full Guidance

For the complete coding playbook, read references/agent-guidance.md. It is copied from the Claude subagent definition but should be applied as a portable skill; ignore Claude-only fields such as model, color, and tools.

Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.

<a href="https://skillzs.dev/skills/yakoub-ai/phaser4-gamedev/phaser-coder">View phaser-coder on skillZs</a>