What problem does it solve?
Building a Phaser 3 web game from scratch requires extensive boilerplate, strict TypeScript setup, disciplined scene architecture, and consistent handling of events, state machines, and object pooling. This skill removes that overhead and delivers a production‑ready, maintainable codebase.
Core Features & Use Cases
- TypeScript‑First Architecture: Strict typing, separate service layers, and no use of
any.
- Scene Modularity: One file per scene, pure‑logic classes outside scenes, and automatic SRP enforcement.
- Event‑Driven Communication: Central
GameEvents bus for decoupled interactions.
- Finite State Machines & Pushdown Automata: Reusable FSM base for entities and UI overlays.
- Object Pooling: Pre‑warmed pools for bullets, enemies, particles, eliminating runtime allocations.
- Shared Library Integration: Immediate use of VFX, UI, and audio helpers from the common asset‑vfx skill.
- Anti‑Pattern Guardrails: Detects God Scenes, magic numbers, direct scene references, and
any types.
Quick Start
Use the Phaser 3 Engineer skill to generate a complete project scaffold for a platformer game with typed scenes and pooled enemies.