fragdachse-phaser

Standardize Phaser 4 implementation patterns for consistent visual behavior and scene management.

Updated Mar 13, 2026
One-click install
npx skills add https://github.com/Dominik-Steinweg/Fragdachse --skill fragdachse-phaser
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: fragdachse-phaser
Source: https://github.com/Dominik-Steinweg/Fragdachse/tree/main/.agents/skills/fragdachse-phaser
Command: npx skills add https://github.com/Dominik-Steinweg/Fragdachse --skill fragdachse-phaser

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This skill addresses the challenge of maintaining consistent visual and interactive game behavior in Phaser 4 by enforcing project-specific conventions and architectural patterns.

Core Features & Use Cases

  • Visual Consistency: Ensures uniform application of filters, FX, and rendering logic across scenes and HUD elements.
  • Architectural Guardrails: Separates gameplay state from visual representation, preventing common bugs in scene orchestration and particle management.
  • Use Case: When implementing a new particle effect or UI overlay, this skill guides the developer to use existing texture helpers and correct coordinate systems to ensure the feature integrates seamlessly with the existing codebase.

Quick Start

Use the fragdachse-phaser skill to implement the new HUD overlay while adhering to the project's local rendering and depth ordering conventions.

Frequently Asked Questions about fragdachse-phaser

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I maintain consistent visual behavior across Phaser 4 scenes?

Maintain consistent visual behavior in Phaser 4 by enforcing project-specific architectural patterns for rendering logic, depth constants, and coordinate systems. This separates gameplay state from visual representation to prevent scene orchestration bugs.

What is the best way to manage UI overlays and particle effects in Phaser?

Manage UI overlays and particle effects in Phaser by utilizing local texture helpers and adhering to defined coordinate systems. This architectural guardrail separates gameplay state from visual representation, preventing common particle management bugs.

Why does my Phaser scene orchestration break when adding new particle effects?

Phaser scene orchestration breaks when adding particle effects if gameplay state and visual representation are not separated. Applying strict architectural conventions for texture helpers and depth constants prevents these common orchestration bugs.

Do I need specific texture helpers for Phaser 4 rendering logic?

Yes, specific texture helpers are required for Phaser 4 rendering logic to ensure features integrate seamlessly with the existing codebase. Strict adherence to these local helpers guarantees uniform application of filters and FX across scenes.

Can I use standard depth constants for HUD elements in Phaser?

Yes, you can use standard depth constants for HUD elements in Phaser, but they must align with project-specific conventions. Enforcing these depth ordering guidelines ensures UI overlays maintain visual consistency across different game scenes.

When do I need to separate gameplay state from visual representation in game development?

You need to separate gameplay state from visual representation in game development when implementing features like UI overlays or particle effects. This architectural guardrail prevents common bugs in scene orchestration and particle management.