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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'.
npx skill4agent add chongdashu/phaserjs-oakwoods phaser-gamedevspacing: NimageWidth = (frameWidth × cols) + (spacing × (cols - 1))| When working on... | Read first |
|---|---|
| Loading ANY spritesheet | spritesheets-nineslice.md |
| Nine-slice UI panels | spritesheets-nineslice.md |
| Config, scenes, objects, input, animations | core-patterns.md |
| Tiled tilemaps, collision layers | tilemaps.md |
| Physics tuning, groups, pooling | arcade-physics.md |
| Performance issues, object pooling | performance.md |
| System | Use When |
|---|---|
| Arcade | Platformers, shooters, most 2D games. Fast AABB collisions |
| Matter | Physics puzzles, ragdolls, realistic collisions. Slower, more accurate |
| None | Menu scenes, visual novels, card games |
delta| Anti-Pattern | Problem | Solution |
|---|---|---|
Global state on | Scene transitions break state | Use scene data, registries |
Loading in | Assets not ready when referenced | Load in |
| Frame counting | Game speed varies with FPS | Use |
| Matter for simple collisions | Unnecessary complexity | Arcade handles most 2D games |
| One giant scene | Hard to extend | Separate gameplay/UI/menus |
| Magic numbers | Impossible to balance | Config objects, constants |
| No object pooling | GC stutters | Groups with |