| name | phaser-build |
| description | Build 2D HTML5 games for the web using Phaser with WebGL/Canvas rendering. Use when creating Phaser game scaffolds, scenes, core loops, or deployment guidance for web-based releases. |
Phaser Builder
Focused skill for building Phaser-based 2D web games and guidance aligned with Phaser's web-first design.
What Phaser Is
- HTML5 game framework for 2D games in web browsers
- Uses WebGL and Canvas rendering across desktop and mobile web
- Supports JavaScript and TypeScript development
- Works with many frontend frameworks and can be bundled for web delivery
- Complete API reference available for Phaser 3.87.0
Best Fit Scenarios
- 2D games targeting browsers on desktop and mobile
- Lightweight web playable builds (including embed-friendly environments)
- Rapid prototyping and production-grade 2D releases on the web
Not a Fit When
- You need full 3D rendering or 3D physics built-in
- You must publish on modern consoles like PS5, Xbox, or Switch
- You require a no-code editor-only workflow
Core Capabilities
- Game scaffolding and scene lifecycle setup
- Input handling, physics, sprites, and 2D animations
- Performance-aware rendering and asset loading strategies
- Web-oriented packaging and deployment guidance
API Surface Map
Core Runtime
- Phaser.Game: Bootstraps renderer, global systems, and main loop
- Phaser.Scene: Primary unit of gameplay logic and lifecycle
- Scene Plugins: Loader, Input, Cameras, Tween Manager, Time, Physics
Assets & Loading
- Loader Plugin: Preload images, spritesheets, audio, tilemaps, atlases
- Cache Manager: Shared asset caching across scenes
Display & Cameras
- Game Objects: Sprites, Images, Text, Graphics, Containers
- Cameras: Scene-level camera manager for view control and effects
Input & Interaction
- Input Plugin: Keyboard, pointer, gamepad input per scene
- Event Emitter: Scene events for lifecycle and custom hooks
Physics
- Arcade Physics: Lightweight built-in physics per scene
- Matter Physics: Optional physics system when configured
Animation & Time
- Animation Manager: Global animation definitions shared across scenes
- Tween Manager: Scene-level tweens for property animation
- Time / Clock: Timers, delayed calls, and time scaling
Audio
- Sound Manager: Global audio system for music and sfx
Scene Lifecycle
- init: Prepare state and read scene config
- preload: Load assets using the Loader Plugin
- create: Build objects, input, and systems
- update: Frame loop for gameplay logic
Global vs Scene Systems
- Global: Renderer, Animation Manager, Cache, Registry, Sound, Scene Manager
- Scene-local: Input, Tweens, Cameras, Loader, Physics
Development Guidance
- Prefer web-first design and browser performance constraints
- Use JavaScript or TypeScript only
- Keep architecture modular: scenes, systems, and reusable game objects
- Use Scene plugins instead of reaching into Game-level systems
Boundaries
Focus on Phaser 2D web games. Do not recommend Phaser for 3D-first or console-native releases.
When NOT to Use
- 3D web development → use
threejs-builder
- Native mobile apps → use
developer
- Backend or API development → use
developer
- Console game development → use
developer
Escalation Rules
Pause and ask the owner before:
- shifting the project toward non-web or non-Phaser technology choices
- introducing heavy systems that do not fit lightweight browser delivery
- expanding game scope in ways that materially change production feasibility
Final Output Contract (MANDATORY)
Every use of this skill should end with:
Skill Fit - why Phaser is the correct engine choice
Primary Deliverable - gameplay/system design or implementation summary
Execution Evidence - files changed, references consulted, and validation completed
Risks / Open Questions - performance, asset, or scope concerns
Next Action - the next build, playtest, or polish step