phaser-2d-game — Codex skill: what it does, how to install
Build 2D browser games with Phaser, TypeScript, and Vite. The skill covers scenes, gameplay systems, cameras, sprite animation, and DOM-based HUD patterns.
npx skills add openai/plugins --skill phaser-2d-game -a codexWhat phaser-2d-game does
This skill defines a Phaser, TypeScript, and Vite approach for 2D browser games. Game state stays outside Phaser scenes: separate systems own rules, movement, combat, inventory, objectives, and progression. Scenes adapt that state into sprites, camera motion, animation, and effects.
The guidance includes boot and preload, menu, gameplay, and optional debug scenes. DOM overlays handle HUDs, command menus, settings, and narrative panels when text density or responsive layout matters. Assets are grouped in characters/, environment/, ui/, fx/, audio/, and data/, with stable manifest keys used from gameplay code.
Install it when the project uses Phaser and needs a clear boundary between game rules and rendering. A different rendering stack is a reason to skip it.
What it helps with
- build a Phaser 2D browser game
- separate game rules from scene code
- set up follow or tactical-pan cameras
- drive sprite animation from gameplay state
- place HUD and menus in a DOM overlay
Example prompts for the agent
- Build a Phaser, TypeScript, and Vite tactics prototype with turn order outside the gameplay scene.
- Add a follow camera, sprite animation, and a DOM HUD for character status.
- Organize assets under `characters/`, `environment/`, `ui/`, `fx/`, `audio/`, and `data/`, then load them through stable manifest keys.
How to install phaser-2d-game
1Skills CLI (Vercel)
npx skills add openai/plugins --skill phaser-2d-game -a codex2Manually: put the files in place
.agents/skills/phaser-2d-game/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add openai/plugins --skill phaser-2d-game -a claude-code2Manually: put the files in place
~/.claude/skills/phaser-2d-game/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/phaser-2d-game/
Manually: put the files in place
.cursor/skills/phaser-2d-game/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install openai/plugins phaser-2d-game2Manually: put the files in place
.github/skills/phaser-2d-game/SKILL.mdPlatform CLI
gemini skills install https://github.com/openai/plugins --path plugins/game-studio/skills/phaser-2d-gameManually: put the files in place
.devin/skills/phaser-2d-game/SKILL.mdThe legacy .windsurf/skills/ path still works
Claude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
From the same set201
The whole set →Similar
Questions about phaser-2d-game
How do I install phaser-2d-game in Codex?
Run npx skills add openai/plugins --skill phaser-2d-game or npx skills add openai/plugins --skill phaser-2d-game -a codex. The skill file is placed at .agents/skills/phaser-2d-game/SKILL.md.
What does phaser-2d-game do?
It guides 2D browser game work with Phaser, TypeScript, and Vite. The skill covers the split between game systems and Phaser scenes, plus cameras, sprites, animation, and DOM interfaces.
What kinds of 2D games does phaser-2d-game cover?
Its guidance fits turn-based grids and tactics, top-down exploration, side-view platformers, character-action combat with sprite animation, and lightweight management or deck-driven battle scenes.
Source text
SKILL.md · MIT
--- name: phaser-2d-game description: Implement 2D browser games with Phaser. Use when the user wants a Phaser, TypeScript, and Vite stack for scenes, gameplay systems, cameras, sprite animation, and DOM-overlay HUD patterns. --- # Phaser 2D Game ## Overview Use this skill for the main execution path in this plugin. Phaser is the default stack for 2D browser games here because it handles rendering, timing, sprites, cameras, and scene orchestration well without forcing gameplay rules into the framework. Preferred stack: - Phaser - TypeScript - Vite - DOM-based HUD or menus layered over the game canvas ## Architecture 1. Keep gameplay state outside Phaser scenes. - Systems own rules, turn order, movement, combat, inventory, objectives, and progression. - Phaser scenes adapt system state into sprites, camera motion, animation playback, and effects. 2. Make scenes thin. - Boot and asset preload - Menu or shell scene - Gameplay scene - Optional overlay or debug scene 3. Keep renderer-facing objects disposable. - Sprite containers, emitters, tweens, and camera rigs are view state, not source of truth. 4. Favor stable asset manifest keys over direct file-path references throughout gameplay code. ## Implementation Guidance - Use one integration boundary where the scene reads simulation state and emits input actions back. - Prefer deterministic system updates over scene-local mutation. - Treat HUD and menus as DOM when text, status density, or responsiveness matter. - Keep animation state derived from gameplay state rather than ad hoc sprite flags. ## 2D Modes Covered Well - Turn-based grids and tactics - Top-down exploration - Side-view action platformers - Character-action combat with sprite animation - Lightweight management or deck-driven battle scenes ## Camera and Presentation - Choose the camera model early: locked, follow, room-based, or tactical-pan. - Keep camera logic separate from game rules. - Use restrained screen shake, hit-stop, and parallax. Effects should improve readability, not obscure it. ## UI Integration - Use DOM overlays for HUD, command menus, settings, and narrative panels. - Keep the canvas responsible for the world, combat readability, and motion. - Avoid shoving dense text or complex settings UIs into Phaser unless the project explicitly needs an in-canvas presentation. ## Asset Organization - `characters/` - `environment/` - `ui/` - `fx/` - `audio/` - `data/` Keep manifest keys human-readable and stable. ## Default Directory Shape See `../../references/phaser-architecture.md` for a concrete module split. ## Anti-Patterns - Game rules inside `update()` loops without a system boundary - Scene-to-scene state passed through mutable global objects - HUD text rendered in the game canvas just because it is convenient - Asset paths embedded everywhere instead of a manifest layer - Overusing generic React dashboard patterns for game UI ## References - Shared architecture: `../web-game-foundations/SKILL.md` - Frontend direction: `../game-ui-frontend/SKILL.md` - Sprite workflow: `../sprite-pipeline/SKILL.md` - Phaser structure: `../../references/phaser-architecture.md`
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