graphics-and-shapes — Claude Code skill: draw shapes in Phaser 4
Skill for drawing primitives in Phaser 4: rectangles, circles, arcs, polygons, gradients. Use it when you need graphics without textures via Graphics or Shape objects.
npx skills add phaserjs/phaser --skill graphics-and-shapes -a claude-codeWhat graphics-and-shapes does
The skill covers two drawing strategies in Phaser 4. Graphics is an imperative drawing surface where you call methods like fillRect, strokeCircle, beginPath and lineTo to build a command buffer. It supports paths, arcs, gradients, rounded rectangles, and canvas transforms (translateCanvas, rotateCanvas, scaleCanvas). You can generate a texture from the drawing with generateTexture.
The second approach is Shape objects (Arc, Rectangle, Star and others) that extend the base Shape class. Each renders one geometric shape with precomputed path data. Shapes are full game objects: you can tween them, scale them, add them to groups, enable input or physics. They include Origin and GetBounds, which Graphics lacks.
Use Graphics for dynamic drawing, complex paths, multiple shapes in one object, or when you need gradients. Use Shape objects for individual UI elements, simple indicators, physics-enabled shapes, or when you want game object features like tweening and bounds.
What it helps with
- draw filled and stroked rectangles, circles, and ellipses
- create complex paths from lines and arcs
- apply gradient fills and strokes
- generate textures from drawn shapes
- draw rounded corners, including concave ones
Example prompts for the agent
- draw a filled green rectangle and red stroked circle using Graphics
- create three Shape objects: a rounded rectangle, a star, and a triangle
- draw a custom path with
beginPath, multiplelineTocalls, and gradient fill
How to install graphics-and-shapes
1Skills CLI (Vercel)
npx skills add phaserjs/phaser --skill graphics-and-shapes -a claude-code2Manually: put the files in place
~/.claude/skills/graphics-and-shapes/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/graphics-and-shapes/
1Skills CLI (Vercel)
npx skills add phaserjs/phaser --skill graphics-and-shapes -a codex2Manually: put the files in place
.agents/skills/graphics-and-shapes/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add phaserjs/phaser --skill graphics-and-shapes -a cursor2Manually: put the files in place
.cursor/skills/graphics-and-shapes/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install phaserjs/phaser graphics-and-shapes2Manually: put the files in place
.github/skills/graphics-and-shapes/SKILL.md1Skills CLI (Vercel)
npx skills add phaserjs/phaser --skill graphics-and-shapes -a gemini-cli2Platform CLI
gemini skills install https://github.com/phaserjs/phaser --path skills/graphics-and-shapesManually: put the files in place
.devin/skills/graphics-and-shapes/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add phaserjs/phaser --skill graphics-and-shapes -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about graphics-and-shapes
How do I install graphics-and-shapes in Claude Code?
Run npx skills add phaserjs/phaser --skill graphics-and-shapes -a claude-code, then open ~/.claude/skills/graphics-and-shapes/SKILL.md.
What does the graphics-and-shapes skill do?
It helps you draw primitives in Phaser 4: shapes via Graphics (lines, rectangles, circles, arcs, polygons, gradients) or via Shape objects (standalone game objects with full game features).
Should I use Graphics or Shape objects?
Use Graphics for dynamic drawing, complex paths, and gradients. Use Shape objects for UI elements, indicators, physics-enabled shapes, and when you need game features like tweening, scaling, Origin, and GetBounds.
Source text
SKILL.md · MIT
---
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
```js
// 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);
```
```js
// 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)
```js
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)
```js
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
```js
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
```js
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 accept Phaser.Geom objects directly:
```js
const circle = new Phaser.Geom.Circle(200, 200, 50);
const rect = new Phaser.Geom.Rectangle(50, 50, 100, 80);
gfx.fillCircleShape(circle);
gfx.strokeCircleShape(circle);
gfx.fillRectShape(rect);
gfx.strokeRectShape(rect);
gfx.fillTriangleShape(triangle);
gfx.strokeTriangleShape(triangle);
gfx.strokeLineShape(line);
gfx.fillEllipseShape(ellipse, smoothness);
gfx.strokeEllipseShape(ellipse, smoothness);
```
### Canvas Transforms (Graphics)
```js
const gfx = this.add.graphics();
gfx.save();
gfx.translateCanvas(100, 100);
gfx.rotateCanvas(0.5); // radians
gfx.scaleCanvas(2, 2);
gfx.fillStyle(0xff0000);
gfx.fillRect(0, 0, 50, 50); // draws at translated/rotated/scaled position
gfx.restore();
```
### Generating Textures from Graphics
```js
const gfx = this.add.graphics();
gfx.fillStyle(0xff0000);
gfx.fillCircle(32, 32, 32);
gfx.generateTexture('redCircle', 64, 64);
gfx.destroy();
// Now use as a regular texture
this.add.image(400, 300, 'redCircle');
```
Note: `fillGradientStyle` will NOT appear in generated textures (Canvas API limitation).
### Shape Objects — Fill and Stroke
```js
// Shapes set fill via constructor or setFillStyle
const rect = this.add.rectangle(200, 150, 100, 80, 0xff0000, 1);
// Change fill later
rect.setFillStyle(0x00ff00, 0.8);
// Add stroke (not set by default)
rect.setStrokeStyle(3, 0xffffff, 1); // (lineWidth, color, alpha)
// Remove fill or stroke
rect.setFillStyle(); // no args = isFilled becomes false
rect.setStrokeStyle(); // no args = isStroked becomes false
// Direct property access
rect.fillColor = 0x0000ff;
rect.fillAlpha = 0.5;
rect.strokeColor = 0xffffff;
rect.strokeAlpha = 1;
rect.lineWidth = 2;
rect.isFilled = true;
rect.isStroked = true;
rect.closePath = true; // close stroke path (default true)
```
---
## All Shape Types
| Factory Method | Class | Parameters (after x, y) | Fill | Stroke | Notes |
|---|---|---|---|---|---|
| `this.add.arc(x, y, radius, startAngle, endAngle, anticlockwise, fillColor, fillAlpha)` | Arc | radius=128, startAngle=0, endAngle=360 (degrees), anticlockwise=false | Yes | Yes | Angles in degrees. Full circle by default. |
| `this.add.circle(x, y, radius, fillColor, fillAlpha)` | Arc | radius=128 | Yes | Yes | Alias for Arc with 0-360 angles. |
| `this.add.curve(x, y, curve, fillColor, fillAlpha)` | Curve | Phaser.Curves.Curve object | Yes | Yes | Has `smoothness` property / `setSmoothness()`. |
| `this.add.ellipse(x, y, width, height, fillColor, fillAlpha)` | Ellipse | width=128, height=128 | Yes | Yes | Equal w/h renders as circle. Has `smoothness`. |
| `this.add.grid(x, y, width, height, cellWidth, cellHeight, fillColor, fillAlpha, outlineFillColor, outlineFillAlpha)` | Grid | width=128, height=128, cellWidth=32, cellHeight=32 | Yes | No | Has `altFillColor`/`altFillAlpha` for checkerboard. Outline via outlineFillColor. |
| `this.add.isobox(x, y, size, height, fillTop, fillLeft, fillRight)` | IsoBox | size=48, height=32, fillTop=0xeeeeee, fillLeft=0x999999, fillRight=0xcccccc | Yes | No | Isometric box. `showTop`, `showLeft`, `showRight`, `projection`. |
| `this.add.isotriangle(x, y, size, height, reversed, fillTop, fillLeft, fillRight)` | IsoTriangle | size=48, height=32, reversed=false | Yes | No | Isometric pyramid. `showTop`, `showLeft`, `showRight`, `projection`, `reversed`. |
| `this.add.line(x, y, x1, y1, x2, y2, strokeColor, strokeAlpha)` | Line | x1=0, y1=0, x2=128, y2=0 | No | Yes | Stroke only. Constructor takes stroke color (not fill). |
| `this.add.polygon(x, y, points, fillColor, fillAlpha)` | Polygon | points (various formats) | Yes | Yes | Points: array of Vec2, `[x,y,...]` pairs, or `[[x,y],...]`. |
| `this.add.rectangle(x, y, width, height, fillColor, fillAlpha)` | Rectangle | width=128, height=128 | Yes | Yes | Change size via `width`/`height` properties. |
| `this.add.star(x, y, points, innerRadius, outerRadius, fillColor, fillAlpha)` | Star | points=5, innerRadius=32, outerRadius=64 | Yes | Yes | 4 points = diamond. More points = spikier. |
| `this.add.triangle(x, y, x1, y1, x2, y2, x3, y3, fillColor, fillAlpha)` | Triangle | x1=0,y1=128, x2=64,y2=0, x3=128,y3=128 | Yes | Yes | Always closed. Use Polygon for open shapes. |
---
## API Quick Reference — Graphics Methods
### Style Methods
| Method | Signature | Notes |
|---|---|---|
| `fillStyle` | `(color, alpha=1)` | Set fill for subsequent fill calls |
| `lineStyle` | `(lineWidth, color, alpha=1)` | Set stroke for subsequent stroke calls |
| `fillGradientStyle` | `(tl, tr, bl, br, aTL=1, aTR, aBL, aBR)` | WebGL only. 4 corner colors. |
| `lineGradientStyle` | `(lineWidth, tl, tr, bl, br, alpha=1)` | WebGL only. |
| `setDefaultStyles` | `(options)` | Set via `{ lineStyle: {width,color,alpha}, fillStyle: {color,alpha} }` |
### Path Methods
| Method | Signature | Notes |
|---|---|---|
| `beginPath` | `()` | Start a new path |
| `moveTo` | `(x, y)` | Move draw position |
| `lineTo` | `(x, y)` | Line to position |
| `arc` | `(x, y, radius, startAngle, endAngle, anticlockwise=false, overshoot=0)` | Angles in radians |
| `closePath` | `()` | Close current path |
| `fillPath` / `fill` | `()` | Fill the current path |
| `strokePath` / `stroke` | `()` | Stroke the current path |
| `slice` | `(x, y, radius, startAngle, endAngle, anticlockwise=false, overshoot=0)` | Pie slice. Auto begins/closes path. Angles in radians. |
### Shape Drawing Methods
| Method | Signature |
|---|---|
| `fillRect` | `(x, y, width, height)` |
| `strokeRect` | `(x, y, width, height)` |
| `fillRoundedRect` | `(x, y, width, height, radius=20)` |
| `strokeRoundedRect` | `(x, y, width, height, radius=20)` |
| `fillCircle` | `(x, y, radius)` |
| `strokeCircle` | `(x, y, radius)` |
| `fillEllipse` | `(x, y, width, height, smoothness=32)` |
| `strokeEllipse` | `(x, y, width, height, smoothness=32)` |
| `fillTriangle` | `(x0, y0, x1, y1, x2, y2)` |
| `strokeTriangle` | `(x0, y0, x1, y1, x2, y2)` |
| `fillPoint` | `(x, y, size=1)` |
| `lineBetween` | `(x1, y1, x2, y2)` |
| `strokePoints` | `(points, closeShape=false, closePath=false, endIndex)` |
| `fillPoints` | `(points, closeShape=false, closePath=false, endIndex)` |
### Geom Shape Methods
| Method | Signature |
|---|---|
| `fillRectShape` | `(rect)` |
| `strokeRectShape` | `(rect)` |
| `fillCircleShape` | `(circle)` |
| `strokeCircleShape` | `(circle)` |
| `fillTriangleShape` | `(triangle)` |
| `strokeTriangleShape` | `(triangle)` |
| `strokeLineShape` | `(line)` |
| `fillEllipseShape` | `(ellipse, smoothness=32)` |
| `strokeEllipseShape` | `(ellipse, smoothness=32)` |
### Transform and State Methods
| Method | Signature | Notes |
|---|---|---|
| `translateCanvas` | `(x, y)` | Translate subsequent draws |
| `scaleCanvas` | `(x, y)` | Scale subsequent draws |
| `rotateCanvas` | `(radians)` | Rotate subsequent draws |
| `save` | `()` | Push state to stack |
| `restore` | `()` | Pop state from stack |
| `clear` | `()` | Clear command buffer, reset to default styles |
| `generateTexture` | `(key, width, height)` | Bake to a Texture (Canvas API) |
### Shape Base Class Methods
| Method | Signature | Notes |
|---|---|---|
| `setFillStyle` | `(color?, alpha=1)` | No args = disable fill |
| `setStrokeStyle` | `(lineWidth?, color?, alpha=1)` | No args = disable stroke |
---
## Gotchas
1. **Graphics arc() uses radians; Shape arc factory uses degrees.** The Graphics `arc` method takes start/end angles in radians. The `this.add.arc()` factory takes them in degrees (0-360). Mixing these up is the most common bug.
2. **Set style BEFORE drawing.** `fillStyle` and `lineStyle` must be called before the corresponding fill/stroke method. They are not retroactive.
3. **Graphics has no Origin or GetBounds.** Unlike Shape objects, Graphics does not include the Origin or GetBounds components. Use `setPosition(x, y)` and `displayOriginX`/`displayOriginY` instead.
4. **Shape isFilled/isStroked defaults.** Shapes created with a `fillColor` parameter have `isFilled = true`. But `isStroked` defaults to `false` — you must call `setStrokeStyle()` explicitly.
5. **Line shape is stroke-only.** The Line shape does not support fill. Its constructor takes `strokeColor`/`strokeAlpha` (not fillColor).
6. **IsoBox/IsoTriangle are fill-only.** These shapes cannot be stroked. Grid supports outline strokes via its constructor parameters (`outlineFillColor`, `outlineFillAlpha`).
7. **generateTexture uses Canvas API.** Gradient fills (`fillGradientStyle`) will not appear in textures generated with `generateTexture`. Only Canvas-compatible features are captured.
8. **Performance: Graphics is expensive.** Each frame the command buffer is replayed and geometry is rebuilt (WebGL decomposes to polygons). For static shapes, call `generateTexture` and use the resulting texture as a Sprite. Group Graphics objects together to minimize batch breaks.
9. **pathDetailThreshold (v4 new).** Graphics has a `pathDetailThreshold` property (default -1, uses config `render.pathDetailThreshold`). Path segments below this pixel threshold are combined, improving WebGL performance on complex shapes. Evaluated in screen pixels, so detail emerges when zoomed in.
10. **Rounded rect radius can be an object or number.** Pass `{ tl, tr, bl, br }` for per-corner control. Negative values create concave corners. Default is 20 when omitted.
11. **Shape closePath property.** The `closePath` property on Shape objects (default `true`) controls whether the stroke path is automatically closed. Set to `false` for open stroked shapes.
12. **Shape objects do NOT support tint methods.** Unlike Sprites and Images, Shape game objects do not have `setTint()` or `tint` properties. Use `setFillStyle(color, alpha)` and `setStrokeStyle(lineWidth, color, alpha)` instead.
13. **Polygon getBounds() incorrect with negative points.** If any polygon points have negative coordinates, `getBounds()` returns wrong values. Use `Phaser.Geom.Polygon.GetAABB(polygon.geom)` instead and adjust the returned Rectangle position.
---
## Shape-Specific Methods
### Star
```js
const star = this.add.star(400, 300, 5, 32, 64, 0xffff00);
star.setPoints(8); // change number of points
star.setInnerRadius(20); // change inner radius
star.setOuterRadius(80); // change outer radius
```
### Line (Tapering)
```js
const line = this.add.line(400, 300, 0, 0, 200, 100, 0xffffff);
// setLineWidth(startWidth, endWidth) — endWidth is WebGL only (tapering effect)
line.setLineWidth(4, 1); // tapers from 4px to 1px (Canvas uses startWidth only)
```
### Grid (Alternating Colors, Stroke, Padding)
```js
const grid = this.add.grid(400, 300, 320, 240, 32, 32, 0x222222);
// Alternating cell color (checkerboard)
grid.setAltFillStyle(0x444444, 1); // no args = disable alternating cells
// Grid uses setStrokeStyle for cell outlines (inherited from Shape)
grid.setStrokeStyle(1, 0x666666, 1);
// v4: control outside edge stroke
grid.strokeOutside = true; // stroke the outer border
grid.strokeOutsideIncomplete = false; // skip partial cells on right/bottom edges
// Cell padding (default 0.5) — gutter between cells is 2x this value
grid.cellPadding = 1;
```
### IsoBox / IsoTriangle
```js
const box = this.add.isobox(200, 200, 48, 32, 0xeeeeee, 0x999999, 0xcccccc);
box.setFaces(true, true, false); // showTop, showLeft, showRight
box.setProjection(4); // isometric projection value
const tri = this.add.isotriangle(400, 200, 48, 32, false, 0xeeeeee, 0x999999, 0xcccccc);
tri.setReversed(true); // flip upside down
tri.setFaces(true, true, true);
tri.setProjection(4);
```
---
## Source File Map
| File | Purpose |
|---|---|
| `src/gameobjects/graphics/Graphics.js` | Graphics class — all drawing methods |
| `src/gameobjects/graphics/GraphicsFactory.js` | `this.add.graphics()` factory |
| `src/gameobjects/graphics/Commands.js` | Internal command constants for the command buffer |
| `src/gameobjects/graphics/GraphicsRender.js` | Render dispatch |
| `src/gameobjects/shape/Shape.js` | Base Shape class (fill/stroke/path data, setFillStyle, setStrokeStyle) |
| `src/gameobjects/shape/arc/Arc.js` | Arc shape (also used for circle) |
| `src/gameobjects/shape/arc/ArcFactory.js` | `this.add.arc()` and `this.add.circle()` factories |
| `src/gameobjects/shape/curve/Curve.js` | Curve shape |
| `src/gameobjects/shape/curve/CurveFactory.js` | `this.add.curve()` factory |
| `src/gameobjects/shape/ellipse/Ellipse.js` | Ellipse shape |
| `src/gameobjects/shape/ellipse/EllipseFactory.js` | `this.add.ellipse()` factory |
| `src/gameobjects/shape/grid/Grid.js` | Grid shape |
| `src/gameobjects/shape/grid/GridFactory.js` | `this.add.grid()` factory |
| `src/gameobjects/shape/isobox/IsoBox.js` | IsoBox shape |
| `src/gameobjects/shape/isobox/IsoBoxFactory.js` | `this.add.isobox()` factory |
| `src/gameobjects/shape/isotriangle/IsoTriangle.js` | IsoTriangle shape |
| `src/gameobjects/shape/isotriangle/IsoTriangleFactory.js` | `this.add.isotriangle()` factory |
| `src/gameobjects/shape/line/Line.js` | Line shape |
| `src/gameobjects/shape/line/LineFactory.js` | `this.add.line()` factory |
| `src/gameobjects/shape/polygon/Polygon.js` | Polygon shape |
| `src/gameobjects/shape/polygon/PolygonFactory.js` | `this.add.polygon()` factory |
| `src/gameobjects/shape/rectangle/Rectangle.js` | Rectangle shape |
| `src/gameobjects/shape/rectangle/RectangleFactory.js` | `this.add.rectangle()` factory |
| `src/gameobjects/shape/star/Star.js` | Star shape |
| `src/gameobjects/shape/star/StarFactory.js` | `this.add.star()` factory |
| `src/gameobjects/shape/triangle/Triangle.js` | Triangle shape |
| `src/gameobjects/shape/triangle/TriangleFactory.js` | `this.add.triangle()` factory |
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