geometry-and-math

Solve geometry and math tasks for Phaser 4 development.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Phaser developers often need a concise, authoritative reference for using Phaser 4 geometry classes and math utilities to quickly implement shapes, collision checks, and spatial reasoning.

Core Features & Use Cases

  • Geometry classes (Circle, Ellipse, Line, Polygon, Rectangle, Triangle) for data-only shapes and pure geometry operations.
  • Intersection tests and math utilities (Vector2, Vector3, Matrix4, distance, angle, interpolation, and snapping) to support gameplay logic, hit tests, and spatial queries.
  • Comprehensive reference with examples and a quick-start workflow for Phaser-based game development.

Quick Start

Create a simple Rectangle and Circle, then check containment and intersection, and use Vector2 and Distance utilities for basic motion.

Frequently Asked Questions about geometry-and-math

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

FAQPage Schema
How do I check shape intersection and containment in Phaser 4?

To check shape intersection and containment in Phaser 4, apply the Phaser.Geom Intersects module against geometry classes like Circle and Rectangle. This provides structured examples for executing collision checks and spatial queries.

What is the best way to handle vector calculations and distance in Phaser game development?

The best way to handle vector calculations in Phaser game development is using built-in Vector2 and Vector3 utilities. This exposes math classes for distance, angle, and interpolation operations to support gameplay logic and spatial reasoning.

Does Phaser geometry support data-only shapes for pure geometry operations?

Yes, Phaser geometry supports data-only shapes for pure geometry operations through core classes like Circle, Ellipse, Line, Polygon, Rectangle, and Triangle. This enables spatial reasoning without attaching renderable game objects.

How do I create a quick-start workflow for Phaser shapes and collision checks?

To create a quick-start workflow for Phaser shapes and collision checks, instantiate geometry objects like a Rectangle and Circle, then test containment and intersection. This provides a workflow combining RandomDataGenerator and Matrix4 utilities.

When do I need Matrix4 and RandomDataGenerator utilities for Phaser geometry tasks?

You need Matrix4 and RandomDataGenerator utilities for Phaser geometry tasks when performing spatial transformations or generating randomized geometric properties. This exposes math utilities for advanced gameplay logic, snapping, and interpolation.