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graphics-and-shapes

Use this skill when drawing shapes and graphics in Phaser 4. Covers the Graphics game object, lines, rectangles, circles, arcs, polygons, gradients, fill, stroke, and generated textures. Triggers on: Graphics, draw shape, fillRect, lineStyle, polygon, arc.

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2026년 4월 10일 12:38
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SKILL.md
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name
graphics-and-shapes
description
Use this skill when drawing shapes and graphics in Phaser 4. Covers the Graphics game object, lines, rectangles, circles, arcs, polygons, gradients, fill, stroke, and generated textures. Triggers on: Graphics, draw shape, fillRect, lineStyle, polygon, arc.
# Phaser 4 — Graphics and Shapes > Drawing primitives with the Graphics game object, and using Shape game objects (Arc, Curve, Ellipse, Grid, IsoBox, IsoTriangle, Line, Polygon, Rectangle, Star, Triangle). Related skills: sprites-and-images.md, game-object-components.md --- ## Quick Start ```js // Draw a filled rectangle and stroked circle with Graphics const gfx = this.add.graphics(); gfx.fillStyle(0x00aa00, 1); gfx.fillRect(50, 50, 200, 100); gfx.lineStyle(3, 0xff0000, 1); gfx.strokeCircle(400, 150, 60); ``` ```js // Same shapes as standalone Shape game objects const rect = this.add.rectangle(150, 100, 200, 100, 0x00aa00); const circle = this.add.circle(400, 150, 60); circle.setStrokeStyle(3, 0xff0000); ``` --- ## Core Concepts — Graphics vs Shape Objects Phaser offers two approaches for rendering primitives without textures. ### Graphics Game Object Created with `this.add.graphics()`. An imperative drawing surface — you call methods like `fillRect`, `strokeCircle`, `beginPath`/`lineTo`/`strokePath` to build up a command buffer that replays each frame. - Factory: `this.add.graphics(config?)` where config is `{ x?, y?, lineStyle?, fillStyle? }`. - Supports paths, arcs, gradients, rounded rectangles, canvas transforms (`translateCanvas`, `scaleCanvas`, `rotateCanvas`), and `save`/`restore`. - Can generate a Texture from the drawing via `generateTexture(key, width, height)`. - Expensive to render, especially with complex shapes. Uses its own WebGL shader. Group Graphics objects together to minimize batch flushes. - Components: AlphaSingle, BlendMode, Depth, Lighting, Mask, RenderNodes, Transform, Visible, ScrollFactor. - Does NOT include Origin or GetBounds (position is set via options or `setPosition`). ### Shape Game Objects Individual game objects (Arc, Rectangle, Star, etc.) extending the base `Shape` class. Each renders one predefined geometric shape with precomputed path data. - Created via dedicated factory methods: `this.add.rectangle(...)`, `this.add.circle(...)`, etc. - Fully featured game objects: can be tweened, scaled, added to groups/containers, enabled for input/physics. - Style via `setFillStyle(color, alpha)` and `setStrokeStyle(lineWidth, color, alpha)`. - Share the same WebGL batch as Graphics for efficient rendering. - Do NOT support gradients, path detail threshold, or canvas transforms. - Components: AlphaSingle, BlendMode, Depth, GetBounds, Lighting, Mask, Origin, RenderNodes, ScrollFactor, Transform, Visible. - Include Origin and GetBounds (unlike Graphics). **When to use which:** - Use **Graphics** for dynamic drawing, complex paths, multiple shapes on one object, gradients, or generating textures. - Use **Shape objects** for individual UI elements, simple indicators, physics-enabled shapes, or anything that benefits from game object features (origin, bounds, input). --- ## Common Patterns ### Fill and Stroke Styles (Graphics) ```js const gfx = this.add.graphics(); // Solid fill — call before any fill* method gfx.fillStyle(0xff0000, 1); // (color, alpha) // Line style — call before any stroke* method gfx.lineStyle(4, 0x00ff00, 1); // (width, color, alpha) // Gradient fill (WebGL only) — 4 corner colors gfx.fillGradientStyle( 0xff0000, 0x00ff00, 0x0000ff, 0xffff00, // tl, tr, bl, br colors 1, 1, 1, 1 // tl, tr, bl, br alphas ); gfx.fillRect(0, 0, 300, 200); // Gradient line style (WebGL only) gfx.lineGradientStyle(2, 0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 1); ``` ### Drawing Primitives (Graphics) ```js const gfx = this.add.graphics(); // Rectangles gfx.fillStyle(0x0000ff); gfx.fillRect(x, y, width, height); gfx.lineStyle(2, 0xffffff); gfx.strokeRect(x, y, width, height); // Circles gfx.fillCircle(x, y, radius); gfx.strokeCircle(x, y, radius); // Ellipses gfx.fillEllipse(x, y, width, height, smoothness); gfx.strokeEllipse(x, y, width, height, smoothness); // smoothness defaults to 32 // Triangles gfx.fillTriangle(x0, y0, x1, y1, x2, y2); gfx.strokeTriangle(x0, y0, x1, y1, x2, y2); // Points (draws a small square) gfx.fillPoint(x, y, size); // size defaults to 1 // Lines gfx.lineBetween(x1, y1, x2, y2); ``` ### Rounded Rectangles ```js const gfx = this.add.graphics(); // Uniform radius (default 20) gfx.fillStyle(0x333333); gfx.fillRoundedRect(50, 50, 300, 200, 16); gfx.lineStyle(2, 0xffffff); gfx.strokeRoundedRect(50, 50, 300, 200, 16); // Per-corner radius gfx.fillRoundedRect(50, 50, 300, 200, { tl: 20, tr: 20, bl: 0, br: 0 }); // Concave corners (negative values) gfx.fillRoundedRect(50, 50, 300, 200, { tl: -10, tr: -10, bl: -10, br: -10 }); ``` ### Path Drawing ```js const gfx = this.add.graphics(); // Manual path gfx.lineStyle(3, 0xffff00); gfx.beginPath(); gfx.moveTo(100, 100); gfx.lineTo(200, 50); gfx.lineTo(300, 100); gfx.lineTo(250, 200); gfx.closePath(); gfx.strokePath(); // or gfx.stroke() — alias for strokePath // Fill a path gfx.fillStyle(0x00aaff); gfx.beginPath(); gfx.moveTo(100, 100); gfx.lineTo(200, 50); gfx.lineTo(300, 100); gfx.closePath(); gfx.fillPath(); // or gfx.fill() — alias for fillPath // Arc within a path (angles in radians) gfx.beginPath(); gfx.arc(200, 200, 80, 0, Math.PI / 2, false, 0); // (x, y, radius, startAngle, endAngle, anticlockwise, overshoot) gfx.strokePath(); // Pie slice gfx.slice(200, 200, 80, 0, Math.PI / 3, false); // auto begins/closes path gfx.fillPath(); // Stroke/fill from point arrays gfx.strokePoints(points, closeShape, closePath, endIndex); gfx.fillPoints(points, closeShape, closePath, endIndex); ``` ### Geom Shape Helpers Graphics has convenience methods that accept Phaser.Geom objects directly: ```js const circle = new Phaser.Geom.Circle(200, 200, 50); const rect = new Phaser.Geom.Rectangle(50, 50, 100, 80); gfx.fillCircleShape(circle); gfx.strokeCircleShape(circle); gfx.fillRectShape(rect); gfx.strokeRectShape(rect); gfx.fillTriangleShape(triangle); gfx.strokeTriangleShape(triangle); gfx.strokeLineShape(line); gfx.fillEllipseShape(ellipse, smoothness); gfx.strokeEllipseShape(ellipse, smoothness); ``` ### Canvas Transforms (Graphics) ```js const gfx = this.add.graphics(); gfx.save(); gfx.translateCanvas(100, 100); gfx.rotateCanvas(0.5); // radians gfx.scaleCanvas(2, 2); gfx.fillStyle(0xff0000); gfx.fillRect(0, 0, 50, 50); // draws at translated/rotated/scaled position gfx.restore(); ``` ### Generating Textures from Graphics ```js const gfx = this.add.graphics(); gfx.fillStyle(0xff0000); gfx.fillCircle(32, 32, 32); gfx.generateTexture('redCircle', 64, 64); gfx.destroy(); // Now use as a regular texture this.add.image(400, 300, 'redCircle'); ``` Note: `fillGradientStyle` will NOT appear in generated textures (Canvas API limitation). ### Shape Objects — Fill and Stroke ```js // Shapes set fill via constructor or setFillStyle const rect = this.add.rectangle(200, 150, 100, 80, 0xff0000, 1); // Change fill later rect.setFillStyle(0x00ff00, 0.8); // Add stroke (not set by default) rect.setStrokeStyle(3, 0xffffff, 1); // (lineWidth, color, alpha) // Remove fill or stroke rect.setFillStyle(); // no args = isFilled becomes false rect.setStrokeStyle(); // no args = isStroked becomes false // Direct property access rect.fillColor = 0x0000ff; rect.fillAlpha = 0.5; rect.strokeColor = 0xffffff; rect.strokeAlpha = 1; rect.lineWidth = 2; rect.isFilled = true; rect.isStroked = true; rect.closePath = true; // close stroke path (default true) ``` --- ## All Shape Types | Factory Method | Class | Parameters (after x, y) | Fill | Stroke | Notes | |---|---|---|---|---|---| | `this.add.arc(x, y, radius, startAngle, endAngle, anticlockwise, fillColor, fillAlpha)` | Arc | radius=128, startAngle=0, endAngle=360 (degrees), anticlockwise=false | Yes | Yes | Angles in degrees. Full circle by default. | | `this.add.circle(x, y, radius, fillColor, fillAlpha)` | Arc | radius=128 | Yes | Yes | Alias for Arc with 0-360 angles. | | `this.add.curve(x, y, curve, fillColor, fillAlpha)` | Curve | Phaser.Curves.Curve object | Yes | Yes | Has `smoothness` property / `setSmoothness()`. | | `this.add.ellipse(x, y, width, height, fillColor, fillAlpha)` | Ellipse | width=128, height=128 | Yes | Yes | Equal w/h renders as circle. Has `smoothness`. | | `this.add.grid(x, y, width, height, cellWidth, cellHeight, fillColor, fillAlpha, outlineFillColor, outlineFillAlpha)` | Grid | width=128, height=128, cellWidth=32, cellHeight=32 | Yes | No | Has `altFillColor`/`altFillAlpha` for checkerboard. Outline via outlineFillColor. | | `this.add.isobox(x, y, size, height, fillTop, fillLeft, fillRight)` | IsoBox | size=48, height=32, fillTop=0xeeeeee, fillLeft=0x999999, fillRight=0xcccccc | Yes | No | Isometric box. `showTop`, `showLeft`, `showRight`, `projection`. | | `this.add.isotriangle(x, y, size, height, reversed, fillTop, fillLeft, fillRight)` | IsoTriangle | size=48, height=32, reversed=false | Yes | No | Isometric pyramid. `showTop`, `showLeft`, `showRight`, `projection`, `reversed`. | | `this.add.line(x, y, x1, y1, x2, y2, strokeColor, strokeAlpha)` | Line | x1=0, y1=0, x2=128, y2=0 | No | Yes | Stroke only. Constructor takes stroke color (not fill). | | `this.add.polygon(x, y, points, fillColor, fillAlpha)` | Polygon | points (various formats) | Yes | Yes | Points: array of Vec2, `[x,y,...]` pairs, or `[[x,y],...]`. | | `this.add.rectangle(x, y, width, height, fillColor, fillAlpha)` | Rectangle | width=128, height=128 | Yes | Yes | Change size via `width`/`height` properties. | | `this.add.star(x, y, points, innerRadius, outerRadius, fillColor, fillAlpha)` | Star | points=5, innerRadius=32, outerRadius=64 | Yes | Yes | 4 points = diamond. More points = spikier. | | `this.add.triangle(x, y, x1, y1, x2, y2, x3, y3, fillColor, fillAlpha)` | Triangle | x1=0,y1=128, x2=64,y2=0, x3=128,y3=128 | Yes | Yes | Always closed. Use Polygon for open shapes. | --- ## API Quick Reference — Graphics Methods ### Style Methods | Method | Signature | Notes | |---|---|---| | `fillStyle` | `(color, alpha=1)` | Set fill for subsequent fill calls | | `lineStyle` | `(lineWidth, color, alpha=1)` | Set stroke for subsequent stroke calls | | `fillGradientStyle` | `(tl, tr, bl, br, aTL=1, aTR, aBL, aBR)` | WebGL only. 4 corner colors. | | `lineGradientStyle` | `(lineWidth, tl, tr, bl, br, alpha=1)` | WebGL only. | | `setDefaultStyles` | `(options)` | Set via `{ lineStyle: {width,color,alpha}, fillStyle: {color,alpha} }` | ### Path Methods | Method | Signature | Notes | |---|---|---| | `beginPath` | `()` | Start a new path | | `moveTo` | `(x, y)` | Move draw position | | `lineTo` | `(x, y)` | Line to position | | `arc` | `(x, y, radius, startAngle, endAngle, anticlockwise=false, overshoot=0)` | Angles in radians | | `closePath` | `()` | Close current path | | `fillPath` / `fill` | `()` | Fill the current path | | `strokePath` / `stroke` | `()` | Stroke the current path |
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