game-object-components

Configure Phaser 4 Game Object mixin components for rendering and WebGL effects.

Updated Feb 11, 2026
One-click install
npx skills add https://github.com/ArtRiv/game-topicos-especiais --skill game-object-components-artriv
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: game-object-components
Source: https://github.com/ArtRiv/game-topicos-especiais/tree/main/skills/game-object-components
Command: npx skills add https://github.com/ArtRiv/game-topicos-especiais --skill game-object-components-artriv

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill helps you correctly use Phaser 4 Game Object mixin components so you can predict rendering, positioning, masking, bounds, and WebGL-only effects without guessing.

Core Features & Use Cases

  • Component mixin reference: Covers shared Game Object component behaviors including Transform, Alpha, Tint, Origin, Depth, Flip, GetBounds, Lighting, Mask, Texture/TextureCrop, ScrollFactor, Size, Visible, PathFollower, and the v4 WebGL render/filter systems.
  • Practical usage patterns: Explains how setters, render flags, and chaining work so you can avoid common gotchas like invisible/unculled objects due to alpha/scale/visibility settings.
  • WebGL filters & lighting guidance: Shows how to enable and access object filters and how lighting features interact with the renderer.

Quick Start

Use the game-object-components skill to learn the exact Phaser 4 mixin methods and properties for Alpha, Transform, Tint, and GetBounds, then apply them to your Game Object to achieve consistent rendering and positioning.

Frequently Asked Questions about game-object-components

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

FAQPage Schema
How do I configure Phaser 4 game object components like Transform, Alpha, and Tint together?

To configure Phaser 4 game object components, you use the mixin system to apply shared behaviors across Transform, Alpha, Tint, and other properties. This Skill provides reference guidance for chaining these component APIs to achieve consistent rendering and positioning.

Why does my Phaser sprite become invisible or unculled after changing alpha or scale?

Sprites become invisible or unculled due to incorrect render-flag behaviors triggered by alpha, scale, or visibility settings. This Skill explains how these render flags work and provides practical patterns to avoid common rendering gotchas.

How do I enable WebGL filters and lighting on Phaser 4 game objects?

You enable WebGL filters and lighting on Phaser 4 game objects by accessing the v4 WebGL render and filter systems through the component mixin architecture. This Skill shows how lighting interacts with the renderer and how to enable object filter pipelines.

What is the Phaser 4 mixin system for game object components?

The Phaser 4 mixin system is a component architecture that defines shared behaviors for sprites and renderable objects across systems like Origin, Depth, Flip, Mask, and GetBounds. It allows you to predict rendering and layout outcomes without guessing.

Can I apply per-corner alpha and texture cropping to Phaser 4 sprites?

Yes, you can apply per-corner alpha and texture cropping to Phaser 4 sprites using the Alpha and TextureCrop component mixins. This Skill maps these specific component APIs to practical use cases for WebGL-only effects.

Does Phaser 4 support ScrollFactor and PathFollower components for game objects?

Yes, Phaser 4 supports ScrollFactor and PathFollower as part of the shared game object component mixin system. This Skill provides ready-to-use reference guidance for configuring these and related layout or movement components.