AgentSkillsCN

Writing Phaser 3 Games

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SKILL.md
--- frontmatter
name: Writing Phaser 3 Games
description: Provides battle-tested patterns, best practices, and code examples for building Phaser 3 games. Use when writing game code, implementing game mechanics, setting up scenes, handling physics, animations, input, or any Phaser-related development. Covers architecture, performance, algorithms, and common pitfalls.

Phaser 3 Game Development Skill

Quick Start

Most Common Patterns

Multi-Scene Flow

javascript
const config = {
    scene: [ Boot, Preloader, MainMenu, Game, GameOver ]
};
// Boot → Preloader → MainMenu → Game → GameOver

Object Pooling

javascript
create() {
    this.projectiles = this.physics.add.group({
        classType: Projectile,
        frameQuantity: 20,
        active: false,
        visible: false
    });
}

fire() {
    const projectile = this.projectiles.getFirstDead(false);
    if (projectile) projectile.fire(x, y);
}

Global Animations

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

JustDown Input

javascript
if (Phaser.Input.Keyboard.JustDown(this.spacebar)) {
    this.jump();
}

Navigation Guide

How to Use This Skill

This skill provides access to 18 comprehensive pattern files covering all aspects of Phaser 3 development. Each file contains detailed patterns, code examples, and best practices.

To find specific patterns:

bash
# Read a specific topic
Read knowledgebase/06-input-handling.md

# Search for a pattern across all files
grep -r "object pooling" knowledgebase/

# Find patterns by keyword
grep -i "animation" knowledgebase/*.md
grep -i "collision" knowledgebase/*.md

Quick lookup by number:

  • 01 = Scene Architecture
  • 02 = Asset Management
  • 03 = Physics & Collision
  • 04 = Movement Patterns
  • 05 = Animation System
  • 06 = Input Handling
  • 07 = State Management
  • 08 = Object Pooling & Memory
  • 09 = Grid Systems
  • 10 = Custom Game Objects
  • 11 = UI/HUD Patterns
  • 12 = Tween & Visual Effects
  • 13 = Audio Integration
  • 14 = Game Loop Patterns
  • 15 = Algorithm Implementations
  • 16 = Performance Optimization
  • 17 = Code Organization
  • 18 = Development Philosophy

Table of Contents

1. Scene Architecture

knowledgebase/01-scene-architecture.md

Multi-scene flow, parallel scenes for UI overlays, scene transitions with effects, data passing between scenes.

Key Patterns:

  • Boot → Preloader → MainMenu → Game → GameOver flow
  • Parallel UI scene with scene.launch()
  • Camera fade transitions
  • Scene data passing via init(data)

2. Asset Management

knowledgebase/02-asset-management.md

Two-stage loading, texture atlases, multi-format audio, font synchronization.

Key Patterns:

  • Bootstrap assets in Boot, full assets in Preloader
  • Texture atlas for multiple sprites
  • Multi-format audio for browser compatibility
  • WebFont loading synchronization

3. Physics & Collision

knowledgebase/03-physics-collision.md

Physics configuration, collision vs overlap, dynamic responses, state-gated collision.

Key Patterns:

  • Collider for physical blocking, overlap for triggers
  • Position-based dynamic response (paddle hits)
  • State-gated collision checks
  • Per-track/layer collision isolation

4. Movement Patterns

knowledgebase/04-movement-patterns.md

Velocity-based, time-based discrete, timer-based, pursuit, direction validation, screen wrapping.

Key Patterns:

  • Velocity-based for continuous action games
  • Time-based discrete for grid games
  • Timer-based for turn-based games
  • Direction validation (prevent 180° turns)

5. Animation System

knowledgebase/05-animation-system.md

Global animation creation, reverse animations, animation-driven logic, state-based control.

Key Patterns:

  • Create animations once in Preloader, use everywhere
  • Animation events for gameplay synchronization
  • State-based animation control with caching
  • External animation JSON data

6. Input Handling

knowledgebase/06-input-handling.md

Keyboard, pointer, touch, JustDown pattern, dual input support, input gating, cleanup.

Key Patterns:

  • JustDown for single-press detection
  • Dual keyboard + pointer support
  • Input gating during animations
  • Event-driven pointer movement
  • One-time input with once()

7. State Management

knowledgebase/07-state-management.md

Scene-level state, registry for persistence, localStorage, GameObject data component, state machines.

Key Patterns:

  • Constructor for config, init() for resettable state
  • Registry for cross-scene data
  • GameObject data component for custom properties
  • Boolean flags vs state machines

8. Object Pooling & Memory

knowledgebase/08-object-pooling-memory.md

Group-based pooling, enable/disable pattern, object reuse, dynamic texture cleanup.

Key Patterns:

  • Pre-create with frameQuantity, recycle with getFirstDead()
  • Enable/disable instead of create/destroy
  • Reset pattern for reusable objects
  • Dynamic texture cleanup prevention

9. Grid Systems

knowledgebase/09-grid-systems.md

Dual coordinates, 2D arrays, adjacency helpers, grid alignment, visualization.

Key Patterns:

  • Separate grid coordinates from pixel coordinates
  • 2D array with bounds checking
  • Adjacency helpers (8-direction, 4-direction)
  • Grid-aligned group creation

10. Custom Game Objects

knowledgebase/10-custom-game-objects.md

Extending Sprite/Image, composition pattern, extending groups, self-registration.

Key Patterns:

  • Extend Sprite when physics + animations needed
  • Extend Image for static sprites with physics
  • Composition for non-visual managers
  • Must call super.preUpdate() for animations

11. UI/HUD Patterns

knowledgebase/11-ui-hud-patterns.md

Text styling, positioning, dynamic updates, bitmap fonts, icon counters, layering.

Key Patterns:

  • Text origin for positioning (top-left, center, etc.)
  • Animated counters with tweens
  • Icon-based counters (hearts, lives)
  • Depth/z-ordering for layered UI

12. Tween & Visual Effects

knowledgebase/12-tween-visual-effects.md

Basic tweens, staggered animations, choreographed sequences, camera effects, particles.

Key Patterns:

  • Tween callbacks for sequencing
  • Staggered grid animations
  • Choreographed sequences with accumulating delays
  • Camera shake, flash, fade
  • Particle emitters

13. Audio Integration

knowledgebase/13-audio-integration.md

Sound management, audio lock handling, centralized audio, delayed/sequenced audio.

Key Patterns:

  • Multi-format audio loading
  • Audio lock detection and handling
  • Centralized audio management in UI scene
  • Persistent music across scenes

14. Game Loop Patterns

knowledgebase/14-game-loop-patterns.md

Standard update, minimal event-driven, preUpdate for custom objects, delegation, timers.

Key Patterns:

  • Early exit guards in update()
  • Event-driven for turn-based games
  • Timer-based recurring/one-shot events
  • Update delegation to managers

15. Algorithm Implementations

knowledgebase/15-algorithm-implementations.md

Flood fill, smart random placement, solvable puzzle generation, proximity calculation, following chains, AI.

Key Patterns:

  • Recursive flood fill with 4-direction spread
  • Valid position collection for guaranteed placement
  • Walker algorithm for solvable puzzles
  • Following chain with ShiftPosition

16. Performance Optimization

knowledgebase/16-performance-optimization.md

Object pooling, texture caching, minimize update logic, event-driven, static groups.

Key Patterns:

  • Object pooling eliminates GC pauses
  • Static groups for immovable objects
  • Event-driven over polling in update()
  • Texture atlas for rendering performance

17. Code Organization

knowledgebase/17-code-organization.md

File structure, ES6 modules, constants management, separation of concerns.

Key Patterns:

  • Scenes, gameobjects, managers, utils, constants folders
  • ES6 module imports
  • Constant files for sprite/animation/audio keys
  • Clear initialization order in create()

18. Development Philosophy

knowledgebase/18-development-philosophy.md

Architecture principles, when to use physics, scene decisions, update vs events, progressive difficulty.

Key Patterns:

  • When to use physics vs manual logic
  • Single vs multi vs parallel scenes
  • Update() vs event-driven approaches
  • Progressive difficulty patterns

Core Patterns Reference

Scene Setup

javascript
export default class Game extends Phaser.Scene {
    constructor() {
        super('Game');
        // Configuration constants
        this.GRID_SIZE = 32;
    }

    init() {
        // Reset resettable state
        this.score = 0;
        this.gameOver = false;
    }

    create() {
        // Initialize objects
        this.player = new Player(this);
        this.enemies = this.physics.add.group();

        // Setup collisions
        this.physics.add.collider(this.player, this.enemies, this.onHit, null, this);
    }

    update(time, delta) {
        if (this.gameOver) return;
        // Game logic
    }
}

Custom Game Object

javascript
export default class Player extends Phaser.Physics.Arcade.Sprite {
    constructor(scene, x, y) {
        super(scene, x, y, 'player');

        // Self-register
        scene.add.existing(this);
        scene.physics.add.existing(this);

        // Configuration
        this.setCollideWorldBounds(true);
        this.isAlive = true;
    }

    preUpdate(time, delta) {
        super.preUpdate(time, delta);  // ESSENTIAL for animations

        if (!this.isAlive) return;
        this.handleMovement();
    }
}

Grid System

javascript
// Dual coordinate system
this.gridX = 5;
this.gridY = 3;
this.sprite.x = this.gridX * TILE_SIZE;
this.sprite.y = this.gridY * TILE_SIZE;

// 2D array with bounds checking
getCellXY(x, y) {
    if (x < 0 || x >= this.width || y < 0 || y >= this.height) {
        return null;
    }
    return this.grid[y][x];
}

Collision Handling

javascript
// Physical collision
this.physics.add.collider(player, platforms);

// Trigger-based overlap
this.physics.add.overlap(player, coins, this.collectCoin, null, this);

// Collision with state gates
onHit(player, enemy) {
    if (!player.isAlive) return;
    if (player.invincible) return;
    if (enemy.alpha < 1) return;

    this.handleDamage(player, enemy);
}

Input Patterns

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

    // Specific key
    this.spacebar = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE);

    // Pointer/touch
    this.input.on('pointerdown', this.handleClick, this);
}

update() {
    // Continuous input
    if (this.cursors.left.isDown) {
        this.player.setVelocityX(-160);
    }

    // Single-press input
    if (Phaser.Input.Keyboard.JustDown(this.spacebar)) {
        this.jump();
    }
}

Animation Setup

javascript
// In Preloader create() - global animations
this.anims.create({
    key: 'player-walk',
    frames: this.anims.generateFrameNumbers('player', { start: 0, end: 3 }),
    frameRate: 10,
    repeat: -1
});

// In Game create() - use animations
this.player.play('player-walk');

// Animation events
this.player.on('animationcomplete-attack', this.spawnProjectile, this);

State Management

javascript
// Scene-level state
init() {
    this.score = 0;
    this.lives = 3;
    this.gameOver = false;
}

// Registry for cross-scene data
this.registry.set('highscore', this.score);
const highscore = this.registry.get('highscore');

// GameObject data
sprite.setData({ gridX: 5, gridY: 3, type: 'enemy' });
const gridX = sprite.data.values.gridX;

Common Pitfalls

Critical mistakes to avoid:

  1. Forgetting super.preUpdate(time, delta) in custom sprites

    • Animations won't work without this
    • Always call first thing in preUpdate()
  2. Not calling refreshBody() after scaling static groups

    javascript
    this.platforms.create(x, y, 'platform')
        .setScale(2)
        .refreshBody();  // REQUIRED
    
  3. Creating objects in update() instead of pooling

    • Causes GC pauses and poor performance
    • Pre-create pools, recycle with enable/disable
  4. Missing bounds checks on grid access

    javascript
    if (x < 0 || x >= width || y < 0 || y >= height) return null;
    
  5. Not cleaning up listeners/timers

    javascript
    shutdown() {
        this.input.off('pointerdown', this.handleClick);
        if (this.timer) this.timer.remove();
    }
    
  6. Using wrong collision method

    • Use collider for physical blocking
    • Use overlap for triggers/pickups
  7. Polling in update() when events would work

    • Use physics overlap instead of distance checks
    • Use pointer events instead of checking every frame
  8. Hard-coding values instead of constants

    javascript
    // Bad: magic numbers
    sprite.x = 400;
    
    // Good: named constants
    const GRID_SIZE = 32;
    sprite.x = gridX * GRID_SIZE;
    
  9. Not resetting state in init()

    • Scene restart won't work properly
    • Put all resettable state in init(), not constructor
  10. Ignoring context binding in callbacks

    javascript
    // Use arrow functions or bind
    this.time.delayedCall(1000, () => this.start(), [], this);
    

Performance Tips

  • Object pools for frequently created/destroyed objects
  • Texture atlases combine sprites into single image
  • Static groups for immovable platforms/walls
  • Event-driven over polling in update()
  • Minimal update logic - only what's necessary each frame
  • Cache lookups - don't search arrays every frame
  • Set depth once - don't sort every frame

When to Read Detailed Files

Starting a new game? → Read 01-scene-architecture.md

Performance issues? → Read 16-performance-optimization.md

Grid-based game? → Read 09-grid-systems.md

Complex animations? → Read 05-animation-system.md and 12-tween-visual-effects.md

Input problems? → Read 06-input-handling.md

Memory leaks? → Read 08-object-pooling-memory.md

Implementing algorithms? → Read 15-algorithm-implementations.md

Architecture decisions? → Read 18-development-philosophy.md

Quick Reference Cheat Sheet

Scene Flow

javascript
Boot → Preloader → MainMenu → Game → GameOver
this.scene.start('NextScene', { score: this.score });
this.scene.launch('GameUI');  // Parallel scene

Physics

javascript
this.physics.add.collider(a, b);        // Physical blocking
this.physics.add.overlap(a, b, callback); // Trigger only
sprite.setCollideWorldBounds(true);
sprite.setImmovable(true);

Groups & Pooling

javascript
this.items = this.physics.add.group({ frameQuantity: 20 });
const item = this.items.getFirstDead(false);
item.enableBody(true, x, y, true, true);
item.disableBody(true, true);

Input

javascript
this.cursors = this.input.keyboard.createCursorKeys();
Phaser.Input.Keyboard.JustDown(key)
this.input.on('pointerdown', callback, this);

Tweens

javascript
this.tweens.add({
    targets: sprite,
    x: 400,
    duration: 1000,
    ease: 'Power2',
    onComplete: () => {}
});

Camera

javascript
this.cameras.main.shake(duration, intensity);
this.cameras.main.fadeOut(duration);
this.cameras.main.flash(duration, r, g, b);

Test Seam Setup

Always include test seam in scene create() method

Expose game state, scene key, and common commands:

typescript
create() {
  // ... scene initialization ...
  
  // Test seam setup
  window.__TEST__ = {
    sceneKey: this.scene.key,
    gameState: () => this.gameState,
    commands: {
      // Scene-specific commands
      clickStartGame: () => {
        this.scene.start('GameScene');
      }
    }
  };
}

Document test seam in code comments for future reference.

Scene Navigation

Use this.scene.start('SceneName', data) for transitions

Pass game state via data parameter:

typescript
// Transition with data
this.scene.start('GameOverScene', {
  score: this.gameState.score,
  level: this.gameState.level
});

// In destination scene
create(data?: any) {
  const score = data?.score || 0;
  const level = data?.level || 1;
  // Use passed data
}

Clean up resources in scene shutdown() method. Document navigation flow in progress.txt.

HUD Implementation (Enhanced)

Use Graphics objects for backgrounds (rounded rectangles):

typescript
// HUD background
const bg = this.add.graphics();
bg.fillStyle(0x000000, 0.7);
bg.fillRoundedRect(10, 10, 200, 50, 5);
bg.setDepth(100); // Above game elements

Set depth to 100+ for HUD elements:

  • Background: depth 100
  • Text: depth 101+

Position relative to camera dimensions:

typescript
const x = this.cameras.main.width - 220; // Right side
const y = 10; // Top

Update text in real-time via setText():

typescript
this.timerText.setText('01:00');

Audio Integration (Enhanced)

Load audio in scene preload() method:

typescript
preload() {
  this.load.audio('bgMusic', 'assets/music.mp3');
}

Initialize AudioManager in create() method:

typescript
create() {
  this.bgMusic = this.sound.add('bgMusic', { loop: true });
}

Respect volume settings from localStorage:

typescript
const settings = loadSettings();
this.bgMusic.setVolume(settings.musicVolume);

Use test seam to verify audio state:

typescript
window.__TEST__ = {
  commands: {
    getAudioState: () => ({
      musicPlaying: this.bgMusic.isPlaying,
      volume: this.bgMusic.volume
    })
  }
};

This skill provides comprehensive Phaser 3 patterns. Read the detailed knowledgebase files for in-depth examples and advanced techniques.

Camera Management Patterns

Camera zoom and centerOn() for full visibility:

typescript
// Camera zoom for full visibility
this.cameras.main.setZoom(1.0);
this.cameras.main.centerOn(canvasWidth / 2, canvasHeight / 2);

Viewport scaling with aspect ratio maintenance:

typescript
// Viewport scaling
const viewportWidth = window.innerWidth;
const viewportHeight = window.innerHeight;
const gameWidth = 800;
const gameHeight = 600;

// Maintain aspect ratio
const scaleX = viewportWidth / gameWidth;
const scaleY = viewportHeight / gameHeight;
const scale = Math.min(scaleX, scaleY);

this.cameras.main.setZoom(scale);

window.innerWidth/innerHeight for viewport calculations:

typescript
// Use window dimensions for viewport
const viewportWidth = window.innerWidth;
const viewportHeight = window.innerHeight;

// Calculate camera bounds
this.cameras.main.setBounds(0, 0, gameWidth, gameHeight);
this.cameras.main.setScroll(0, 0);

Canvas centering with flexbox:

css
/* CSS for canvas centering */
canvas {
  display: block;
  margin: 0 auto;
}

Audio Integration Patterns

Loading audio in preload() method:

typescript
preload() {
  // Load audio files
  this.load.audio('bgMusic', 'assets/audio/music/bg-music.mp3');
  this.load.audio('coinCollect', 'assets/audio/sfx/coin-collect.mp3');
}

Volume control integration with Settings:

typescript
create() {
  // Get volume settings
  const settings = loadSettings();
  
  // Set background music volume
  this.bgMusic = this.sound.add('bgMusic', { loop: true });
  this.bgMusic.setVolume(settings.musicVolume);
  
  // Set sound effects volume
  this.coinSound = this.sound.add('coinCollect');
  this.coinSound.setVolume(settings.sfxVolume);
}

Background music with looping:

typescript
create() {
  this.bgMusic = this.sound.add('bgMusic', { loop: true });
  this.bgMusic.play();
}

Sound effect triggering patterns:

typescript
collectCoin() {
  // Play sound effect
  this.coinSound.play();
  
  // Update score
  this.gameState.score += 10;
}

Test seam commands for audio testing:

typescript
window.__TEST__.commands = {
  getAudioState: () => ({
    musicPlaying: this.bgMusic?.isPlaying || false,
    musicVolume: this.bgMusic?.volume || 0,
    sfxVolume: this.coinSound?.volume || 0
  }),
  setMusicVolume: (volume: number) => {
    this.bgMusic?.setVolume(volume);
  }
};

Sprite Management Patterns

Individual sprite images vs spritesheets:

typescript
// Individual sprites
this.load.image('wizard-south', 'assets/wizard-south.png');
this.load.image('wizard-north', 'assets/wizard-north.png');

// Spritesheet
this.load.spritesheet('wizard', 'assets/wizard-sheet.png', {
  frameWidth: 48,
  frameHeight: 48
});

Proper scaling (setScale) and origin (setOrigin):

typescript
// Set scale
sprite.setScale(2.0); // 2x size

// Set origin (0.5 = center, 0 = top-left)
sprite.setOrigin(0.5, 0.5); // Center origin

Texture existence checks (this.textures.exists()):

typescript
// Check if texture exists before using
if (this.textures.exists('wizard-south')) {
  this.wizard = this.add.sprite(100, 100, 'wizard-south');
} else {
  // Fallback
  this.wizard = this.add.rectangle(100, 100, 48, 48, 0x0000ff);
  console.warn('Wizard texture not found, using placeholder');
}

Fallback to placeholder graphics:

typescript
create() {
  if (this.textures.exists('wizard-south')) {
    this.wizard = this.add.sprite(100, 100, 'wizard-south');
  } else {
    // Fallback: Create placeholder
    this.wizard = this.add.rectangle(100, 100, 48, 48, 0x0000ff);
    this.wizard.setStrokeStyle(2, 0x000000);
    console.warn('Using placeholder for wizard sprite');
  }
}

Union types for Sprite | Rectangle:

typescript
// Union type for flexible objects
type SpriteOrRectangle = Phaser.GameObjects.Sprite | Phaser.GameObjects.Rectangle;

function handleObject(obj: SpriteOrRectangle) {
  if (obj instanceof Phaser.GameObjects.Sprite) {
    // Sprite-specific code
  } else {
    // Rectangle-specific code
  }
}

Error Handling Patterns

Retry logic with new seeds:

typescript
generateMaze(maxRetries = 3) {
  for (let i = 0; i < maxRetries; i++) {
    try {
      const maze = this.mazeGenerator.generate(this.seed + i);
      return maze;
    } catch (error) {
      console.warn(`Maze generation attempt ${i + 1} failed:`, error);
      if (i === maxRetries - 1) {
        // Use fallback maze
        return this.createFallbackMaze();
      }
    }
  }
}

Fallback mechanisms for critical operations:

typescript
create() {
  try {
    // Try to load generated asset
    this.load.image('wizard', generatedAssetUrl);
  } catch (error) {
    // Fallback to placeholder
    console.warn('Failed to load generated asset, using placeholder');
    this.load.image('wizard', 'assets/fallback/wizard.png');
  }
}

Try-catch in scene create() methods:

typescript
create() {
  try {
    // Scene initialization
    this.initScene();
  } catch (error) {
    console.error('Scene initialization failed:', error);
    // Graceful degradation
    this.createFallbackScene();
  }
}

Console warnings for debugging:

typescript
if (!this.textures.exists('asset-key')) {
  console.warn('Asset not found:', 'asset-key');
  console.warn('Using fallback placeholder');
}

Test seam commands for error scenarios:

typescript
window.__TEST__.commands = {
  forceMazeFailure: () => {
    this.mazeGenerator.forceFailure = true;
  },
  restoreMazeGeneration: () => {
    this.mazeGenerator.forceFailure = false;
  }
};