game-object-components

Document Phaser 4 game object components and mixins for sprites, images, and containers.

Updated Apr 25, 2026
One-click install
npx skills add https://github.com/dzyamik/furry-match3 --skill game-object-components-dzyamik
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: game-object-components
Source: https://github.com/dzyamik/furry-match3/tree/main/.claude/skills/game-object-components
Command: npx skills add https://github.com/dzyamik/furry-match3 --skill game-object-components-dzyamik

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

Provides a concise reference and practical guidance for using Phaser 4 game object components and mixins, enabling developers to understand and apply shared behaviors like Transform, Alpha, Tint, Origin, Depth, Flip, Mask, GetBounds, Lighting, and other component capabilities.

Core Features & Use Cases

  • Comprehensive coverage of the core components and the mixin architecture used to compose Phaser.GameObjects.
  • Practical examples showing how to apply properties and methods across Sprite, Image, and Container objects.
  • Use cases include configuring transforms, visibility, tint, depth, and masking to build polished game objects quickly.

Quick Start

Experiment with a sprite to see how mixins attach components and then customize Transform, Alpha, Tint, and Origin.

Frequently Asked Questions about game-object-components

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

FAQPage Schema
How do I use Phaser 4 game object components and mixins to configure sprites?

Phaser 4 game object components and mixins are applied to sprites by attaching shared behaviors like Transform, Alpha, Tint, and Origin. You can customize properties directly on Sprite, Image, and Container objects to build polished game visuals quickly.

What is the mixin architecture used to compose Phaser.GameObjects?

The mixin architecture in Phaser.GameObjects attaches reusable component behaviors—such as Transform, Depth, Flip, and Mask—to game objects. This allows consistent property handling across sprites, images, and containers without duplicating logic.

How do I apply consistent Tint, Alpha, and Depth across sprites and containers in Phaser 4?

To apply Tint, Alpha, and Depth consistently in Phaser 4, use the shared component mixins that attach these behaviors to sprites, images, and containers. The component reference provides guidance on configuring these properties uniformly.

Can I use Phaser 4 components like GetBounds and Lighting with both Image and Container objects?

Yes, Phaser 4 components like GetBounds, Lighting, and Mask are designed as mixins that integrate with Image and Container objects. This ensures consistent visibility, lighting, and boundary handling across different game object types.

Does this Phaser 4 component reference cover PathFollower and BlendMode mixins?

Yes, the Phaser 4 component reference includes PathFollower, BlendMode, and related mixins. It provides complete coverage of these components alongside Transform, Origin, and Flip, plus guidance on their integration and usage.