phaser-gamedev — Claude Code skill for Phaser 3 games
This skill guides an agent building 2D games with Phaser 3, from scene structure to sprites and physics. Use it when adding gameplay systems or shaping a new game project.
npx skills add chongdashu/phaserjs-tinyswords --skill phaser-gamedev -a claude-codeWhat phaser-gamedev does
The skill covers structuring a game around scenes and passing state between them. Its guidance includes scene lifecycle methods, asset loading, game objects, animations, input, and tilemaps. That structure helps when gameplay logic needs to live in distinct parts of a project.
For collisions, it discusses Arcade and Matter physics. Arcade fits straightforward 2D interactions; Matter is aimed at more realistic behavior. The examples also cover physics groups, collisions, and overlap handling. Choose the physics system before writing collision logic, since that decision shapes how those interactions work.
The material also addresses frame-rate-independent updates and referencing loaded assets by key. Examples use JavaScript and the Phaser 3 API. This is guidance for an agent working on a game, not a finished game project.
What it helps with
- organize game logic into scenes
- add physics bodies and collisions to sprites
- pass data between scenes
- handle keyboard input in the game loop
- choose a physics system for 2D gameplay
Example prompts for the agent
- Create menu, level, and game-over scenes for my Phaser 3 game.
- Give the player Arcade physics and add collisions with platforms.
- Pass the player's score to the game-over scene when the level ends.
How to install phaser-gamedev
1Skills CLI (Vercel)
npx skills add chongdashu/phaserjs-tinyswords --skill phaser-gamedev -a claude-code2Manually: put the files in place
~/.claude/skills/phaser-gamedev/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/phaser-gamedev/
1Skills CLI (Vercel)
npx skills add chongdashu/phaserjs-tinyswords --skill phaser-gamedev -a codex2Manually: put the files in place
.agents/skills/phaser-gamedev/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add chongdashu/phaserjs-tinyswords --skill phaser-gamedev -a cursor2Manually: put the files in place
.cursor/skills/phaser-gamedev/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install chongdashu/phaserjs-tinyswords phaser-gamedev2Manually: put the files in place
.github/skills/phaser-gamedev/SKILL.md1Skills CLI (Vercel)
npx skills add chongdashu/phaserjs-tinyswords --skill phaser-gamedev -a gemini-cli2Platform CLI
gemini skills install https://github.com/chongdashu/phaserjs-tinyswords --path .claude/skills/phaser-gamedevManually: put the files in place
.devin/skills/phaser-gamedev/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add chongdashu/phaserjs-tinyswords --skill phaser-gamedev -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 phaser-gamedev
How do I install phaser-gamedev in Claude Code?
Run npx skills add chongdashu/phaserjs-tinyswords --skill phaser-gamedev -a claude-code. The skill file is at ~/.claude/skills/phaser-gamedev/SKILL.md.
What does phaser-gamedev do?
It guides an agent through Phaser 3 game development, including scene design, sprites, physics, input handling, and the game loop.
When should I use Arcade physics instead of Matter?
The skill positions Arcade for straightforward collisions in typical 2D gameplay and Matter for more realistic physics. Pick the system before implementing collision behavior.