geometry-and-math

Expose Phaser 4 geometry classes, math helpers, and intersection tests.

Updated Apr 13, 2026
One-click install
npx skills add https://github.com/jallard-007/jallard-ca-server --skill geometry-and-math-jallard-007
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: geometry-and-math
Source: https://github.com/jallard-007/jallard-ca-server/tree/main/.github/skills/geometry-and-math
Command: npx skills add https://github.com/jallard-007/jallard-ca-server --skill geometry-and-math-jallard-007

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Provides ready-to-use geometry and math utilities for Phaser 4, enabling developers to implement shapes, tests, and vector operations without re-implementing core math logic.

Core Features & Use Cases

  • Access to Phaser.Geom classes (Circle, Ellipse, Line, Polygon, Rectangle, Triangle) and their static helpers for collision and math calculations.
  • Comprehensive vector and math utilities (Vector2/Vector3, distances, angles, interpolation, snapping, random) that simplify gameplay geometry tasks.
  • Real-world use cases include collision detection, hit testing, path planning, and geometry-driven rendering in Phaser-based games.

Quick Start

Load the geometry-and-math skill to access Phaser 4 geometry classes, math utilities, and intersection helpers for shape calculations in your game.

Frequently Asked Questions about geometry-and-math

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

FAQPage Schema
How do I calculate geometry intersections and shape collisions in Phaser 4?

To calculate geometry intersections and shape collisions in Phaser 4, use the Skill's comprehensive intersection tests and shape classes like Circle, Rectangle, and Polygon for robust hit testing.

What Phaser math utilities are available for distance, interpolation, and snapping?

Available Phaser math utilities include distance calculations, angle measurements, interpolation, snapping, and random generation helpers, which simplify typical gameplay geometry tasks without re-implementing core logic.

Can I use Phaser Vector2 and Vector3 operations for path planning in game development?

Yes, you can use Phaser Vector2 and Vector3 operations for path planning and geometry-driven rendering, as the Skill exposes comprehensive vector utilities tailored for typical game-development tasks.

Does this cover static geometry helpers for Line, Ellipse, and Triangle shapes?

Yes, this covers static geometry helpers for Line, Ellipse, and Triangle shapes, providing ready-to-use classes and math calculation methods directly integrated with the Phaser 4 framework.

What's the best way to implement robust geometry capabilities without re-implementing math logic?

The best way to implement robust geometry capabilities without re-implementing math logic is to use exposed Phaser 4 modules, leveraging built-in shape classes, tests, and vector utilities for accurate code integration.