Amir Ossanloo
Community@AmirOssanloo · Stockholm
Amir Ossanloo provides Phaser 4 game development skills covering physics, scenes, sprites, tilemaps, audio, cameras, and content authoring for 2D browser games.
Agent Skills by Amir Ossanloo
Showing 26 vetted skills indexed across 1 GitHub repositories.
physics-matter
Implements Matter.js rigid-body physics in Phaser 4 scenes.
input-keyboard-mouse-touch
Implements keyboard, mouse, touch, and gamepad input handling in Phaser 4 scenes.
groups-and-containers
Organizes Phaser 4 game objects using Groups, Containers, and Layers with object pooling.
loading-assets
Loads images, audio, atlases, fonts, and tilemaps through the Phaser 4 Loader plugin.
tilemaps
Create and manage Phaser 4 tilemaps from Tiled JSON with layers, collision, and tile queries.
time-and-timers
Implements timers, delayed calls, and event timelines using the Phaser 4 Clock plugin.
physics-arcade
Implements Arcade Physics in Phaser 4 including velocity, gravity, collisions, and collision categories.
actions-and-utilities
Applies Phaser 4 Actions and utility functions for batch operations on game object arrays.
add-an-enemy
Guides adding enemy archetypes and AI behaviours to a TypeScript game codebase.
tweens
Animates object properties over time using Phaser 4 tweens, chains, and easing functions.
particles
Create and configure particle effects in Phaser 4 using ParticleEmitter, zones, and gravity wells.
filters-and-postfx
Applies GPU-based visual filters and post-processing effects to Phaser 4 game objects and cameras.
text-and-bitmaptext
Implements text rendering in Phaser 4 using Text, BitmapText, and DynamicBitmapText game objects.
audio-and-sound
Implements audio playback, spatial sound, and volume control in Phaser 4 games.
sprites-and-images
Creates and manipulates Sprite and Image game objects in Phaser 4 scenes.
render-textures
Draws game objects to off-screen RenderTexture and DynamicTexture surfaces in Phaser 4.
events-system
Implements event-driven communication using Phaser 4 EventEmitter, scene events, and game events.
graphics-and-shapes
Draw shapes and graphics primitives in Phaser 4 using Graphics and Shape game objects.
geometry-and-math
Reference Phaser 4 geometry classes, intersection tests, and math utilities for 2D game development.
game-setup-and-config
Configures Phaser 4 game instances with GameConfig options for renderer, scaling, and FPS.
pick-up-a-ticket
Guides starting, building, and closing implementation plan tickets and sprints.
scale-and-responsive
Configures Phaser 4 ScaleManager for responsive scaling, centering, fullscreen, and resize handling.
data-manager
Stores key-value data on Phaser 4 game objects with event-driven change tracking.
animations
Creates and controls sprite animations in Phaser 4 using spritesheets, atlases, and animation events.
Frequently Asked Questions About Amir Ossanloo
FAQPage SchemaWhat tasks can I accomplish using Amir Ossanloo's Phaser 4 skills?▼
You can configure GameConfig and renderers, manage scene lifecycles and transitions, load spritesheets and atlases, build Arcade or Matter.js physics bodies, create tweens and particle effects, handle keyboard/mouse/touch input, render tilemaps, add audio, and author enemies, spells, and docs pages.
Who are these Phaser 4 skills designed for?▼
They target 2D game developers and engineers building browser games with Phaser 4, including gameplay programmers implementing physics and input, content authors adding enemy archetypes and hero spells, and technical writers producing architecture pages, ADRs, and runbooks under docs/.
How do the physics skills differ between Arcade and Matter.js?▼
The physics-arcade skill covers velocity, acceleration, gravity, overlap, world bounds, and static bodies for lightweight collisions. The physics-matter skill covers rigid bodies, constraints, composite bodies, sensors, collision filtering, and advanced shapes for realistic simulation.
What prerequisites are needed to use these skills?▼
You need a Phaser 4 game project. Content-authoring skills additionally expect a repository structure with src/content/enemies/, src/content/spells/, src/domain/ai/behaviours/, and src/domain/abilities/effects/ directories plus accompanying tests, and docs pages follow the project's documentation standards.
Can these skills help manage project tickets and sprints?▼
Yes. The pick-up-a-ticket skill handles starting, continuing, or closing implementation-plan tickets identified by P{n}-S{nn}-T{nn} IDs, as well as closing sprints and phases with phase-gate status tracking.