Phaser 3 browser game development, debugging, and feature-delivery skill for new or existing projects. Use when Codex needs to create or modify a Phaser 3 game, scaffold or extend a TypeScript + Vite setup, organize scenes, load assets, wire input, Arcade Physics, cameras, tweens, animations, or tilemaps, or diagnose browser runtime, asset-pipeline issues, or Vite and Rolldown build warnings in a Phaser repository.
설치
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
Phaser 3 browser game development, debugging, and feature-delivery skill for new or existing projects. Use when Codex needs to create or modify a Phaser 3 game, scaffold or extend a TypeScript + Vite setup, organize scenes, load assets, wire input, Arcade Physics, cameras, tweens, animations, or tilemaps, or diagnose browser runtime, asset-pipeline issues, or Vite and Rolldown build warnings in a Phaser repository.
Phaser
Use this skill to build, extend, and debug Phaser 3 browser games with the
official Phaser docs, examples, and upstream repository as the primary
references.
Start
Confirm the target is Phaser 3, not Phaser 2/CE or Phaser 4.
Inspect package.json, the lockfile, bundler config, TypeScript config, and
the current scene and asset layout before planning edits.
Prefer the repository's existing stack when the project already exists. For
new work, default to TypeScript plus Vite.
Identify the new Phaser.Game(config) entrypoint, scene registration
pattern, asset directory, and whether the project already uses Arcade
Physics, Matter, tilemaps, DOM overlays, or custom plugins.
Read only the references needed for the task:
references/project-setup.md for scaffolding or repo bootstrap
references/scene-and-assets.md for scenes, loader flow, registry, and
scene transitions
references/gameplay-systems.md for input, animations, tweens, cameras,
Arcade Physics, and tilemaps
references/debugging-checklist.md for black screens, runtime failures,
asset issues, resize problems, or listener leaks
references/official-sources.md when you need the exact official doc,
example, or repository entrypoint
Working Mode
Treat scenes as the primary unit of game flow. Avoid letting one file own
boot, preload, gameplay, UI, and transitions unless the repository already
does so.
Keep asset keys stable, descriptive, and unique. Do not rename working keys
without updating all call sites.
Prefer a dedicated boot or preload scene for shared assets in multi-scene
projects.
Default physics work to Arcade Physics unless the user explicitly asks for
Matter or the repository already depends on it.
Preserve the project's current input style, update-loop structure, and asset
conventions before introducing a new pattern.
Treat Vite or Rolldown large-chunk warnings as diagnostics, not automatic
build failures. Do not add import() or manual chunking only to silence a
warning unless the game has a real lazy-load boundary.
Prefer official Phaser 3 docs, examples, and upstream source over third-party
tutorials.
Validate behavior in a browser after non-trivial changes instead of stopping
at a successful build.
Workflow
Inspect the project shape.
Find the bundler, entrypoint, scene registration pattern, and asset paths.
Confirm whether the work belongs in an existing scene, a new scene, or shared
boot and setup code.
Set up or extend the project.
For a new project, prefer the official create-game path or a minimal Vite
setup with phaser installed.
For an existing project, adapt to the current stack instead of re-scaffolding
it.
If a production build warns about large chunks, inspect the installed Vite
version and emitted bundle sizes before choosing between code splitting,
manual chunks, or build.chunkSizeWarningLimit.
Stabilize the game config.
Check renderer choice, parent mount, width and height policy, scale mode,
physics config, and scene list.
Keep scale and physics settings consistent with the requested device target
and gameplay feel.
Implement scene and asset changes.
Add or update preload, create, and update work in the correct scene.
Load assets before use, keep keys consistent, and isolate scene-local versus
shared resources.
Use scene data, registry, or explicit method wiring instead of hidden
globals.
Implement gameplay systems.
Wire input, animations, tweens, cameras, collisions, overlaps, and tilemaps
in the scene that owns the behavior.
Keep physics body sizing, offsets, and collision layers explicit instead of
relying on defaults when gameplay depends on them.
Validate the result.
Run the local dev server or preview build.
Exercise the changed flow in a browser.
If the build prints large-chunk warnings, confirm they were either resolved
intentionally or judged acceptable for the current game size and loading
model.
Inspect console errors, failed network requests, and obvious gameplay
regressions before finishing.
Reference Routing
Read references/project-setup.md when creating a Phaser 3 app, adding
Phaser to an existing Vite project, checking the expected folder layout, or
handling Vite or Rolldown build warnings.
Read references/scene-and-assets.md when changing scene lifecycle code,
preload behavior, scene transitions, asset keys, loader flow, or registry
usage.
Read references/gameplay-systems.md when implementing or debugging input,
animation playback, tweens, camera follow, Arcade Physics, or tilemap
integration.
Read references/debugging-checklist.md when the game boots to a blank
screen, assets fail to load, input stops responding, physics bodies misalign,
scale behavior is wrong, or scene listeners leak across restarts.
Read references/official-sources.md when you need the exact official URL or
want to jump from docs to examples or upstream source.
Check Before You Finish
Confirm the target code is Phaser 3.
Confirm every new asset path resolves from the running app, not just from
source layout assumptions.
Confirm scenes start, transition, and shut down cleanly without duplicate
listeners or duplicate objects.
Confirm input, collisions, tweens, and camera behavior match the requested
gameplay change.
Confirm any remaining Vite or Rolldown build warnings are understood and are
not being ignored by accident.
Confirm the changed flow was exercised in a browser and the console is free
of relevant errors.