phaser4-gamedev
Installation
SKILL.md
Phaser 4 Game Development
Build 2D browser games using Phaser 4's WebGL-first renderer, scene model, and updated rendering APIs.
Philosophy: Renderer-Aware, Asset-Exact
Phaser 4 is not Phaser 3 with a few renamed methods. The renderer, filter model, shader assumptions, texture orientation, and batching behavior changed. Good Phaser 4 work starts by choosing the right rendering path and measuring assets before code is written.
Before coding, ask:
- Is this a new Phaser 4 feature or a Phaser 3 migration?
- Does this feature stay on standard game object APIs, or does it depend on filters, shaders, lighting, or custom rendering?
- What is the asset source of truth: exact frame size, spacing, margin, atlas bounds, and texture orientation?
- Is the bottleneck CPU object churn, GPU fill rate, or batch breaking?
- Would
SpriteGPULayer,TilemapGPULayer,RenderTexture, or a plainSpritesolve this more cleanly?