phaser-coder

Implement Phaser 4 game features with TypeScript and class-based scenes.

17|1|Updated Apr 7, 2026
One-click install
npx skills add https://github.com/Yakoub-ai/phaser4-gamedev --skill phaser-coder
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: phaser-coder
Source: https://github.com/Yakoub-ai/phaser4-gamedev/tree/main/skills/phaser-coder
Command: npx skills add https://github.com/Yakoub-ai/phaser4-gamedev --skill phaser-coder

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This skill eliminates the friction of memorizing the complex Phaser 4 API, preventing common runtime errors like black screens, asset 404s, and physics misconfigurations by enforcing strict TypeScript-first development patterns.

Core Features & Use Cases

  • TypeScript-first Implementation: Generates clean, class-based Phaser 4 code including scenes, physics, and input handling.
  • API Guardrails: Enforces correct usage of Phaser 4 v4.0.0-rc.7, preventing the use of deprecated v3 APIs and ensuring proper lifecycle management.
  • Use Case: Use this skill to implement a complex top-down shooter scene, ensuring that player movement, enemy AI, and collision detection are correctly typed and integrated with the existing project architecture.

Quick Start

Use the phaser-coder skill to implement a new player character class with arcade physics and keyboard movement controls.

Frequently Asked Questions about phaser-coder

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

FAQPage Schema
How do I implement Phaser 4 game scenes using TypeScript?

To implement Phaser 4 game scenes in TypeScript, use class-based scene structures that enforce strict type safety and proper lifecycle management for game objects, physics systems, and input handling.

Why does my Phaser 4 game show a black screen with physics misconfigurations?

A black screen in Phaser 4 games often results from physics misconfigurations, asset 404 errors, or using deprecated v3 APIs. Enforcing strict TypeScript-first development patterns and correct v4.0.0-rc.7 API signatures prevents these runtime errors.

Can I use deprecated Phaser 3 APIs in a Phaser 4 project?

You cannot safely use deprecated Phaser 3 APIs in a Phaser 4 project. The Phaser 4 API has changed, requiring strict adherence to v4.0.0-rc.7 API signatures to prevent runtime errors and ensure proper asset loading and physics configuration.

How do I set up arcade physics and keyboard movement controls in Phaser 4?

Arcade physics and keyboard movement controls in Phaser 4 are set up by creating a player character class with TypeScript. This requires proper asset loading and strict adherence to v4.0.0-rc.7 API signatures for input handling and physics integration.

What is the best way to manage collision detection and enemy AI in a Phaser 4 top-down shooter?

The best way to manage collision detection and enemy AI in a Phaser 4 top-down shooter is using TypeScript-first implementation. This ensures player movement, enemy AI, and collision detection are correctly typed and integrated within class-based scene structures.

Do I need TypeScript to build a Phaser 4 game engine project?

TypeScript is strongly recommended for Phaser 4 game engine projects to enforce type safety and prevent common runtime errors. It eliminates friction by ensuring proper API usage and class-based scene structures within your game architecture.