phaser

Installation
SKILL.md

Phaser adapter

Inspect the installed Phaser version, game-loop/physics configuration and existing Scene architecture first; Phaser 3/4 APIs and defaults are not interchangeable assumptions.

Timing

Phaser Core TimeStep is driven by browser frame events (typically requestAnimationFrame) and feeds the Game/Scene update loop. Scene.update is therefore frame-driven unless the project deliberately layers a fixed logical accumulator or uses a configured physics step for a bounded subsystem.

Do not claim a universal 60 Hz logical step. Preserve the project's configured simulation owner/rate and feed presentation from it. Browser focus/visibility can pause the heartbeat; recovery must clear/reconcile held input through browser-input rather than simulating an enormous catch-up delta.

Bindings

  • input: keyboard/gamepad/pointers → semantic actions;
  • pose: sprite animations/Spine under actor-local time ownership;
  • hits: Arcade/Matter queries or authored logical hit volumes, never render-list membership;
  • knockback: owned body/logical movement phase;
  • juice: cameras/particles after logical resolution.

Per-actor hitstop is not scene.physics.pause() and does not stop game.loop.

Installs
6
GitHub Stars
13
First Seen
Oct 13, 2026