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Found 22 Skills
This skill should be used when the user asks to "add a sprite", "create a player", "add text to game", "create particles", "add a tilemap", "create a group", "add a container", "create game objects", "draw shapes", "add UI elements", "create a camera", "add depth", or needs to add any visual, interactive, or logical element to a Phaser 4 scene.
Building interactive experiences that engage, challenge, and delight playersUse when "game, gamedev, game development, phaser, unity, unreal, godot, gameplay, game loop, sprites, collision, physics, player, level, tilemap, games, gamedev, interactive, gameplay, physics, engines, performance, player-experience" mentioned.
Builds and refactors Phaser 3 browser games. Use for creating a new Phaser project, adding scenes, entities, physics, UI, tilemaps, animations, input, audio, camera, or for fixing Phaser-specific bugs and performance problems.
Build 2D browser games with Phaser 3 (JS/TS): scenes, sprites, physics (Arcade/Matter), tilemaps (Tiled), animations, input. Trigger: 'Phaser scene', 'Arcade physics', 'tilemap', 'Phaser 3 game'.
Use this skill when learning about new features, game objects, components, and rendering capabilities added in Phaser 4. Covers Filters, RenderNodes, CaptureFrame, Gradient, Noise, SpriteGPULayer, TilemapGPULayer, Lighting component, RenderSteps, and new tint modes. Triggers on: new in v4, Phaser 4 features, RenderNode, SpriteGPULayer, CaptureFrame, Gradient game object, Noise game object, new tint modes. For migrating v3 code to v4, see the v3-to-v4-migration skill instead.
Use this skill when loading assets in Phaser 4. Covers the Loader plugin, loading images, spritesheets, atlases, audio, JSON, tilemaps, bitmap fonts, and tracking load progress. Triggers on: preload, this.load, asset loading, spritesheet, atlas, load progress.
Use when building a 2D game in Unity 6.3 URP: pixel-art or HD sprite import and PPU, sprite atlases, Tilemaps, Rule Tiles and reskins, the 2D Renderer and 2D lights with normal maps, 2D animation, a platformer or top-down controller ("make a platformer controller that feels good", coyote time, jump buffer, one-way platforms, spikes), Pixel Perfect Camera, a follow or room camera, hit stop and screen shake; or when pixel art looks blurry or shimmers, tiles show seams, 2D lights do nothing or cost too much, the jump feels floaty, or the camera loses the player when falling.
Build a 2D platformer: run/jump control with coyote time, jump buffering, and variable jump height, plus tiled levels and hazards. Use for a platformer or Mario/Celeste-like, or tuning jump feel.
Use when the user wants tiles that auto-tile (autotile) as they paint, wants a RuleTile built from existing terrain or edge sprites, or asks to make sprites "tile correctly" or "connect properly". Also converts sprite-segment-3x3grid output patterns into Unity RuleTile TilingRules: 3x3 grid text patterns (X, ., *) become TilingRule neighbor configurations, mapping '.' to 'This' rules and 'X' to 'DontCare', sorted by specificity (more 'This' rules first). Use when creating RuleTiles from sprite analysis or defining tile neighbor rules programmatically. Sprites must be provided as input.
Creates a Tile Palette asset. Use when the user wants to organize tiles for 2D level design or create a new Tile Palette from scratch. The user can specify the Grid layout, eg. Rectangular, Hexagonal, Isometric.