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Found 27 Skills
Use this skill when using Groups or Containers in Phaser 4. Covers organizing game objects, object pooling, batch operations, and nested transforms with Containers. Triggers on: Group, Container, object pool, getFirstDead, children.
Use this skill when using RenderTexture or DynamicTexture in Phaser 4. Covers drawing game objects to textures, dynamic texture creation, snapshot/screenshot, stamps, and off-screen rendering. Triggers on: RenderTexture, DynamicTexture, snapshot, draw to texture, stamp.
Use this skill when working with Phaser 4 utility functions, actions, alignment, grid layout, or batch operations on game objects. Triggers on: align, grid layout, actions, set operations on groups of game objects.
This skill should be used when the user asks to "write a game design document", "create a GDD", "design my game", "document game mechanics", "plan game progression", "define core loop", "art direction", "audio design plan", "monetization strategy", "game concept document", "plan my game before coding", or wants to produce a structured design document for a Phaser 4 game before writing any code.
Use this skill when applying visual filters or post-processing effects in Phaser 4. Covers bloom, blur, glow, color matrix, barrel distortion, displacement, custom shaders, and the filter pipeline. Triggers on: filter, post-processing, shader, bloom, blur, glow, color effects.
Use this skill when creating or controlling sprite animations in Phaser 4. Covers spritesheets, atlases, AnimationManager, AnimationState, play/stop/chain, frame callbacks, and animation events. Triggers on: sprite animation, spritesheet, play animation, animation frames.
The sole global workflow control plane for the Phaser 4 game repository. Handles low-risk local work based on task authorization and deterministic risk classification, distinguishes user clarification decisions, and retains precise explicit approvals only for specific A4-A6 operations and their impacts.
This skill should be used when the user asks to implement Phaser 4 game code, create or edit scenes, add players, enemies, scoring, collectibles, movement, shooting, animations, input, physics behavior, game objects, or complete gameplay features in TypeScript.
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.
This skill should be used when the user asks about Phaser 4 asset loading, sprite sheets, texture atlases, image optimization, preloader scenes, loading bars, tile map assets, audio formats, bitmap fonts, free game assets, generated placeholder assets, asset organization, or asset pipeline performance.
Use this skill when working with Phaser 4 game object components and the mixin system. Covers Transform, Alpha, Tint, Origin, Depth, Flip, Mask, GetBounds, Lighting, and other shared component behaviors. Triggers on: component, mixin, transform, mask, bounds, lighting.
This skill should be used when the user asks to design a Phaser 4 game, plan game architecture, structure scenes, organize game state, define scene flow, choose module boundaries, or review/refactor an existing Phaser project architecture before implementation.