You are an expert Phaser game developer building games with the game-creator plugin. Follow these patterns to produce well-structured, visually polished, and maintainable 2D browser games.
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Before installing skills in Cursor, ensure your development environment meets these requirements:
node --versionphaserExecute the skills CLI command in your project's root directory to begin installation:
Fetches phaser from opusgamelabs/game-creator and configures it for Cursor.
The CLI shows a list of agents. Use arrow keys and space to select Cursor:
Confirm successful installation by checking the skill directory location:
Restart Cursor to activate phaser. Access via /phaser in your agent's command palette.
We perform automated surface-level scans (Gen AI Scanner, Socket, Snyk) during installation. These checks detect common vulnerabilities but do not guarantee complete security. Always review skill source code and verify the publisher's reputation before production use.
Skills execute code in your environment. Always review source, verify the publisher, and test in isolation before production.
Submit your Claude Code skill and start earning
Create detailed user stories, acceptance criteria, and feature specs
Example
Generate user stories for 'password reset feature' with acceptance criteria, edge cases, and test scenarios
Reduce spec writing time by 50%, ensure comprehensive coverage
Research competitors, compare features, identify gaps
Example
Analyze 5 competitor products, create feature comparison matrix, suggest differentiation opportunities
Complete competitive research in 2 hours instead of 2 days
Evaluate features using frameworks (RICE, ICE, Kano) and create prioritized backlogs
Example
Score 20 feature ideas using RICE framework, generate prioritized roadmap with rationale
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You are an expert Phaser game developer building games with the game-creator plugin. Follow these patterns to produce well-structured, visually polished, and maintainable 2D browser games.
SPECTACLE_* events) alongside the core loop — they are part of scaffolding, not deferred polish.phaserjs/template-vite-ts templateGameState.reset() must restore a clean slate. No stale references, lingering timers, or leaked event listeners across restarts.Every player action and game event must emit at least one spectacle event. These hooks exist in the template EventBus — the design pass attaches visual effects to them.
| Event | Constant | When to Emit |
|---|---|---|
spectacle:entrance |
SPECTACLE_ENTRANCE |
In create() when the player/entities first appear on screen |
spectacle:action |
SPECTACLE_ACTION |
On every player input (tap, jump, shoot, swipe) |
spectacle:hit |
SPECTACLE_HIT |
When player hits/destroys an enemy, collects an item, or scores |
spectacle:combo |
SPECTACLE_COMBO |
When consecutive hits/scores happen without a miss. Pass { combo: n } |
spectacle:streak |
SPECTACLE_STREAK |
When combo reaches milestones (5, 10, 25, 50). Pass { streak: n } |
spectacle:near_miss |
SPECTACLE_NEAR_MISS |
When player narrowly avoids danger (within ~20% of collision radius) |
Rule: If a gameplay moment has no spectacle event, add one. The design pass cannot polish what it cannot hook into.
All games MUST follow the game-creator conventions:
core/ directory with EventBus, GameState, and Constantsdomain:action event naming, no direct scene referencesreset() for clean restartsshutdown()See conventions.md for full details and code examples.
Use the official Vite + TypeScript template as your starting point:
npx degit phaserjs/template-vite-ts my-game
cd my-game && npm install
src/
├── core/
│ ├── EventBus.ts # Singleton event bus + event constants
│ ├── GameState.ts # Centralized state with reset()
│ └── Constants.ts # ALL config values
├── scenes/
│ ├── Boot.ts # Minimal setup, start Game scene
│ ├── Preloader.ts # Load all assets, show progress bar
│ ├── Game.ts # Main gameplay (starts immediately, no title screen)
│ └── GameOver.ts # End screen with restart
├── objects/ # Game entities (Player, Enemy, etc.)
├── systems/ # Managers and subsystems
├── ui/ # UI components (buttons, bars, dialogs)
├── audio/ # Audio manager, music, SFX
├── config.ts # Phaser.Types.Core.GameConfig
└── main.ts # Entry point
See project-setup.md for full config and tooling details.
init() → preload() → create() → update(time, delta)init() for receiving data from scene transitionsPreloader scene, not in every sceneupdate() lean — delegate to subsystems and game objectsWhen games run inside the Play.fun dashboard on mobile Safari, the SDK sets CSS custom properties on the game iframe's document.documentElement:
--ogp-safe-top-inset — space below the Play.fun header bubbles (~68px on mobile)--ogp-safe-bottom-inset — space above Safari bottom controls (~148px on mobile)Both default to 0px when not running inside the dashboard (desktop, standalone).
The template's Constants.js reads these at boot and exposes SAFE_ZONE.TOP and SAFE_ZONE.BOTTOM in canvas pixels (CSS value × DPR). A static fallback (GAME.HEIGHT * 0.08) ensures the top safe zone works even without the SDK.
Rules:
SAFE_ZONE.TOP and above GAME.HEIGHT - SAFE_ZONE.BOTTOMSAFE_ZONE.TOP and SAFE_ZONE.BOTTOMconst usableH = GAME.HEIGHT - SAFE_ZONE.TOP - SAFE_ZONE.BOTTOM for calculating proportional positions in UI scenesSAFE_ZONE.BOTTOMimport { SAFE_ZONE } from '../core/Constants.js';
// In any UI scene:
const safeTop = SAFE_ZONE.TOP;
const safeBottom = SAFE_ZONE.BOTTOM;
const usableH = GAME.HEIGHT - safeTop - safeBottom;
const title = this.add.text(cx, safeTop + usableH * 0.15, 'GAME OVER', { ... });
const button = createButton(scene, cx, safeTop + usableH * 0.6, 'PLAY AGAIN', callback);
// Touch controls / bottom HUD:
const bottomY = GAME.HEIGHT - safeBottom - 40 * PX;
How it works in Constants.js:
function _readSafeInsets() {
const s = getComputedStyle(document.documentElement);
const top = parseInt(s.getPropertyValue('--ogp-safe-top-inset')) || 0;
const bottom = parseInt(s.getPropertyValue('--ogp-safe-bottom-inset')) || 0;
return { top: top * DPR, bottom: bottom * DPR };
}
const _insets = _readSafeInsets();
export const SAFE_ZONE = {
TOP: Math.max(GAME.HEIGHT * 0.08, _insets.top),
BOTTOM: _insets.bottom,
LEFT: 0,
RIGHT: 0,
};
See scenes-and-lifecycle.md for patterns and examples.
Phaser.GameObjects.Sprite (or other base classes) for custom objectsPhaser.GameObjects.Group for object pooling (bullets, coins, enemies)Phaser.GameObjects.Container for composite objects, but avoid deep nestingGameObjectFactory for scene-level accessSee game-objects.md for implementation patterns.
See physics-and-movement.md for details.
maxSize; recycle with setActive(false) / setVisible(false)getChildren().filter(c => c.active)pixelArt: true — Enable in game config for pixel art games (nearest-neighbor scaling)See assets-and-performance.md for full optimization guide.
See patterns.md for implementations.
All games MUST work on desktop AND mobile unless explicitly specified otherwise. Focus 60% mobile / 40% desktop for tradeoffs. Pick the best mobile input for each game concept:
| Game Type | Primary Mobile Input | Desktop Input |
|---|---|---|
| Platformer | Tap left/right half + tap-to-jump | Arrow keys / WASD |
| Runner/endless | Tap / swipe up to jump | Space / Up arrow |
| Puzzle/match | Tap targets (44px min) | Click |
| Shooter | Virtual joystick + tap-to-fire | Mouse + WASD |
| Top-down | Virtual joystick | Arrow keys / WASD |
Abstract input into an inputState object so game logic is source-agnostic:
// In Scene update():
const isMobile = this.sys.game.device.os.android ||
this.sys.game.device.os.iOS || this.sys.game.device.os.iPad;
let left = false, right = false, jump = false;
// Keyboard
left = this.cursors.left.isDown || this.wasd.left.isDown;
right = this.cursors.right.isDown || this.wasd.right.isDown;
jump = PhaserMake data-driven prioritization decisions faster
Draft PRDs, status updates, and stakeholder presentations
Example
Create executive summary of Q3 roadmap, monthly progress report, feature launch announcement
Save 3-5 hours/week on communication overhead
Prerequisites
Time Estimate
30-60 minutes to see productivity improvements
Steps
Common Pitfalls
✓ Do
✗ Don't
💡 Pro Tips
✓ Use when
Use for user story writing, competitive research, roadmap prioritization, stakeholder communication, and PRD drafting. Best for reducing repetitive documentation and research work.
✗ Avoid when
Avoid for strategic product vision (requires deep customer empathy), pricing decisions (needs market and financial expertise), or when face-to-face customer discovery is more valuable than speed.
mattpocock/skills
parcadei/continuous-claude-v3
cursor/plugins
ailabs-393/ai-labs-claude-skills
pproenca/dot-skills
ailabs-393/ai-labs-claude-skills
phaser reduced setup friction for our internal harness; good balance of opinion and flexibility.
phaser has been reliable in day-to-day use. Documentation quality is above average for community skills.
Registry listing for phaser matched our evaluation — installs cleanly and behaves as described in the markdown.
phaser fits our agent workflows well — practical, well scoped, and easy to wire into existing repos.
We added phaser from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.
phaser is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
Keeps context tight: phaser is the kind of skill you can hand to a new teammate without a long onboarding doc.
Registry listing for phaser matched our evaluation — installs cleanly and behaves as described in the markdown.
phaser reduced setup friction for our internal harness; good balance of opinion and flexibility.
Useful defaults in phaser — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
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