@codyswann/lisa 2.161.0 → 2.162.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.agents/plugins/marketplace.json +12 -0
- package/.claude-plugin/marketplace.json +24 -0
- package/dist/codex/plugin-marketplace-installer.d.ts.map +1 -1
- package/dist/codex/plugin-marketplace-installer.js +2 -0
- package/dist/codex/plugin-marketplace-installer.js.map +1 -1
- package/dist/configs/eslint/index.d.ts +2 -0
- package/dist/configs/eslint/index.d.ts.map +1 -1
- package/dist/configs/eslint/index.js +2 -0
- package/dist/configs/eslint/index.js.map +1 -1
- package/dist/configs/eslint/phaser.d.ts +29 -0
- package/dist/configs/eslint/phaser.d.ts.map +1 -0
- package/dist/configs/eslint/phaser.js +87 -0
- package/dist/configs/eslint/phaser.js.map +1 -0
- package/dist/configs/vitest/index.d.ts +3 -2
- package/dist/configs/vitest/index.d.ts.map +1 -1
- package/dist/configs/vitest/index.js +3 -2
- package/dist/configs/vitest/index.js.map +1 -1
- package/dist/configs/vitest/phaser.d.ts +29 -0
- package/dist/configs/vitest/phaser.d.ts.map +1 -0
- package/dist/configs/vitest/phaser.js +36 -0
- package/dist/configs/vitest/phaser.js.map +1 -0
- package/dist/core/config.d.ts +1 -1
- package/dist/core/config.d.ts.map +1 -1
- package/dist/core/config.js +2 -0
- package/dist/core/config.js.map +1 -1
- package/dist/detection/detectors/phaser.d.ts +15 -0
- package/dist/detection/detectors/phaser.d.ts.map +1 -0
- package/dist/detection/detectors/phaser.js +24 -0
- package/dist/detection/detectors/phaser.js.map +1 -0
- package/dist/detection/index.d.ts.map +1 -1
- package/dist/detection/index.js +2 -0
- package/dist/detection/index.js.map +1 -1
- package/dist/migrations/reconcile-claude-stack-plugins.d.ts.map +1 -1
- package/dist/migrations/reconcile-claude-stack-plugins.js +1 -0
- package/dist/migrations/reconcile-claude-stack-plugins.js.map +1 -1
- package/dist/strategies/package-lisa.d.ts.map +1 -1
- package/dist/strategies/package-lisa.js +4 -0
- package/dist/strategies/package-lisa.js.map +1 -1
- package/oxlint/phaser.json +11 -0
- package/package.json +7 -2
- package/phaser/copy-contents/.prettierignore +7 -0
- package/phaser/copy-overwrite/.github/workflows/ci.yml +23 -0
- package/phaser/copy-overwrite/eslint.config.ts +38 -0
- package/phaser/copy-overwrite/knip.json +17 -0
- package/phaser/copy-overwrite/tsconfig.eslint.json +20 -0
- package/phaser/copy-overwrite/tsconfig.json +7 -0
- package/phaser/copy-overwrite/vitest.config.ts +30 -0
- package/phaser/deletions.json +3 -0
- package/phaser/merge/.claude/settings.json +34 -0
- package/phaser/merge/.oxlintrc.json +16 -0
- package/phaser/package-lisa/package.lisa.json +73 -0
- package/plugins/lisa/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa/.codex-plugin/plugin.json +1 -1
- package/plugins/lisa-agy/plugin.json +1 -1
- package/plugins/lisa-cdk/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-cdk/.codex-plugin/plugin.json +1 -1
- package/plugins/lisa-cdk-agy/plugin.json +1 -1
- package/plugins/lisa-cdk-copilot/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-cdk-cursor/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-copilot/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-cursor/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-expo/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-expo/.codex-plugin/plugin.json +1 -1
- package/plugins/lisa-expo-agy/plugin.json +1 -1
- package/plugins/lisa-expo-copilot/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-expo-cursor/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-harper-fabric/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-harper-fabric/.codex-plugin/plugin.json +1 -1
- package/plugins/lisa-harper-fabric-agy/plugin.json +1 -1
- package/plugins/lisa-harper-fabric-copilot/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-harper-fabric-cursor/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-nestjs/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-nestjs/.codex-plugin/plugin.json +1 -1
- package/plugins/lisa-nestjs-agy/plugin.json +1 -1
- package/plugins/lisa-nestjs-copilot/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-nestjs-cursor/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-openclaw/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-openclaw/.codex-plugin/plugin.json +1 -1
- package/plugins/lisa-openclaw-agy/plugin.json +1 -1
- package/plugins/lisa-openclaw-copilot/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-openclaw-cursor/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-phaser/.claude-plugin/plugin.json +35 -0
- package/plugins/lisa-phaser/.codex-plugin/hooks.json +26 -0
- package/plugins/lisa-phaser/.codex-plugin/plugin.json +30 -0
- package/plugins/lisa-phaser/hooks/inject-rules.sh +16 -0
- package/plugins/lisa-phaser/rules/phaser.md +59 -0
- package/plugins/lisa-phaser/skills/phaser-assets/SKILL.md +96 -0
- package/plugins/lisa-phaser/skills/phaser-assets/agents/openai.yaml +4 -0
- package/plugins/lisa-phaser/skills/phaser-gameobjects/SKILL.md +94 -0
- package/plugins/lisa-phaser/skills/phaser-gameobjects/agents/openai.yaml +4 -0
- package/plugins/lisa-phaser/skills/phaser-physics/SKILL.md +86 -0
- package/plugins/lisa-phaser/skills/phaser-physics/agents/openai.yaml +4 -0
- package/plugins/lisa-phaser/skills/phaser-project-structure/SKILL.md +89 -0
- package/plugins/lisa-phaser/skills/phaser-project-structure/agents/openai.yaml +4 -0
- package/plugins/lisa-phaser/skills/phaser-rendering/SKILL.md +89 -0
- package/plugins/lisa-phaser/skills/phaser-rendering/agents/openai.yaml +4 -0
- package/plugins/lisa-phaser/skills/phaser-scenes/SKILL.md +86 -0
- package/plugins/lisa-phaser/skills/phaser-scenes/agents/openai.yaml +4 -0
- package/plugins/lisa-phaser/skills/phaser-testing/SKILL.md +99 -0
- package/plugins/lisa-phaser/skills/phaser-testing/agents/openai.yaml +4 -0
- package/plugins/lisa-phaser/skills/phaser-v3-migration/SKILL.md +81 -0
- package/plugins/lisa-phaser/skills/phaser-v3-migration/agents/openai.yaml +4 -0
- package/plugins/lisa-phaser-agy/plugin.json +11 -0
- package/plugins/lisa-phaser-agy/skills/phaser-assets/SKILL.md +96 -0
- package/plugins/lisa-phaser-agy/skills/phaser-gameobjects/SKILL.md +94 -0
- package/plugins/lisa-phaser-agy/skills/phaser-physics/SKILL.md +86 -0
- package/plugins/lisa-phaser-agy/skills/phaser-project-structure/SKILL.md +89 -0
- package/plugins/lisa-phaser-agy/skills/phaser-rendering/SKILL.md +89 -0
- package/plugins/lisa-phaser-agy/skills/phaser-scenes/SKILL.md +86 -0
- package/plugins/lisa-phaser-agy/skills/phaser-testing/SKILL.md +99 -0
- package/plugins/lisa-phaser-agy/skills/phaser-v3-migration/SKILL.md +81 -0
- package/plugins/lisa-phaser-copilot/.claude-plugin/plugin.json +24 -0
- package/plugins/lisa-phaser-copilot/hooks/inject-rules.sh +16 -0
- package/plugins/lisa-phaser-copilot/rules/phaser.md +59 -0
- package/plugins/lisa-phaser-copilot/skills/phaser-assets/SKILL.md +96 -0
- package/plugins/lisa-phaser-copilot/skills/phaser-gameobjects/SKILL.md +94 -0
- package/plugins/lisa-phaser-copilot/skills/phaser-physics/SKILL.md +86 -0
- package/plugins/lisa-phaser-copilot/skills/phaser-project-structure/SKILL.md +89 -0
- package/plugins/lisa-phaser-copilot/skills/phaser-rendering/SKILL.md +89 -0
- package/plugins/lisa-phaser-copilot/skills/phaser-scenes/SKILL.md +86 -0
- package/plugins/lisa-phaser-copilot/skills/phaser-testing/SKILL.md +99 -0
- package/plugins/lisa-phaser-copilot/skills/phaser-v3-migration/SKILL.md +81 -0
- package/plugins/lisa-phaser-cursor/.claude-plugin/plugin.json +11 -0
- package/plugins/lisa-phaser-cursor/rules/phaser.mdc +64 -0
- package/plugins/lisa-phaser-cursor/skills/phaser-assets/SKILL.md +96 -0
- package/plugins/lisa-phaser-cursor/skills/phaser-gameobjects/SKILL.md +94 -0
- package/plugins/lisa-phaser-cursor/skills/phaser-physics/SKILL.md +86 -0
- package/plugins/lisa-phaser-cursor/skills/phaser-project-structure/SKILL.md +89 -0
- package/plugins/lisa-phaser-cursor/skills/phaser-rendering/SKILL.md +89 -0
- package/plugins/lisa-phaser-cursor/skills/phaser-scenes/SKILL.md +86 -0
- package/plugins/lisa-phaser-cursor/skills/phaser-testing/SKILL.md +99 -0
- package/plugins/lisa-phaser-cursor/skills/phaser-v3-migration/SKILL.md +81 -0
- package/plugins/lisa-rails/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-rails/.codex-plugin/plugin.json +1 -1
- package/plugins/lisa-rails-agy/plugin.json +1 -1
- package/plugins/lisa-rails-copilot/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-rails-cursor/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-typescript/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-typescript/.codex-plugin/plugin.json +1 -1
- package/plugins/lisa-typescript-agy/plugin.json +1 -1
- package/plugins/lisa-typescript-copilot/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-typescript-cursor/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-wiki/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-wiki/.codex-plugin/plugin.json +1 -1
- package/plugins/lisa-wiki-agy/plugin.json +1 -1
- package/plugins/lisa-wiki-copilot/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-wiki-cursor/.claude-plugin/plugin.json +1 -1
- package/plugins/src/phaser/.claude-plugin/plugin.json +15 -0
- package/plugins/src/phaser/hooks/inject-rules.sh +16 -0
- package/plugins/src/phaser/rules/phaser.md +59 -0
- package/plugins/src/phaser/skills/phaser-assets/SKILL.md +96 -0
- package/plugins/src/phaser/skills/phaser-gameobjects/SKILL.md +94 -0
- package/plugins/src/phaser/skills/phaser-physics/SKILL.md +86 -0
- package/plugins/src/phaser/skills/phaser-project-structure/SKILL.md +89 -0
- package/plugins/src/phaser/skills/phaser-rendering/SKILL.md +89 -0
- package/plugins/src/phaser/skills/phaser-scenes/SKILL.md +86 -0
- package/plugins/src/phaser/skills/phaser-testing/SKILL.md +99 -0
- package/plugins/src/phaser/skills/phaser-v3-migration/SKILL.md +81 -0
- package/scripts/build-plugins.sh +1 -1
- package/tsconfig/phaser.json +14 -0
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---
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name: phaser-assets
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description: This skill should be used when loading or organizing assets in a Phaser 4 game — the Loader (images, texture atlases, spritesheets, audio, fonts), asset-pack manifests via this.load.pack, the new PCT compact atlas format (load.atlasPCT), typed asset keys, and where files live in the Vite project. Use it when adding any asset, restructuring loading, fixing a missing-texture/green-square bug, or optimizing load size. Pairs with phaser-project-structure, phaser-scenes, and phaser-gameobjects.
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---
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# Phaser 4 Assets and Loading
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## Overview
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All runtime assets live under `public/assets/` (served verbatim by Vite — never
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`import` game assets through the bundler) and are loaded by Phaser's Loader in a
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scene's `preload()`. The opinionated pattern: **one asset-pack manifest, loaded
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by the Preloader, with every key defined as a typed constant.**
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## Asset packs (the default loading strategy)
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A pack is a JSON manifest the Loader consumes wholesale:
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```json
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{
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"main": {
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"files": [
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{ "type": "atlasPCT", "key": "game-atlas", "url": "atlases/game.pct" },
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{ "type": "image", "key": "background", "url": "images/background.png" },
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{ "type": "audio", "key": "sfx-jump", "url": ["audio/jump.ogg", "audio/jump.m4a"] },
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{ "type": "spritesheet", "key": "explosion", "url": "sheets/explosion.png",
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"frameConfig": { "frameWidth": 64, "frameHeight": 64 } }
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]
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}
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}
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```
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```ts
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// Preloader.preload()
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this.load.pack("game-pack", "assets/pack.json");
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```
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Why packs: loading is declared in one reviewable file instead of scattered
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`load.*` calls; adding an asset never touches scene code beyond using the key.
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## Texture atlases — the rule, not the suggestion
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Individual images break sprite batching. Everything that renders together ships
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in an atlas:
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- **PCT (Phaser Compact Texture)** is the preferred v4 atlas format —
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`this.load.atlasPCT(key, url)` — its manifests are 90–95% smaller than the
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JSON-hash equivalent. JSON/XML/Unity/multi-atlas loaders still exist for
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third-party toolchains.
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- Spritesheets (`load.spritesheet`) are acceptable only for uniform-grid
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animation strips; anything else is an atlas.
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## Audio
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- Provide at least two encodings (`.ogg` + `.m4a`) in the url array; Phaser
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picks the first the browser can play.
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- Web Audio is the default manager; it unlocks on first user gesture — never
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autoplay sound before input (it will silently fail and "work on my machine").
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- Use audio sprites (`load.audioSprite`) for large sets of short SFX.
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## Typed keys
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Every key lives in `src/assets.ts`:
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```ts
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export const Tex = { GameAtlas: "game-atlas", Background: "background" } as const;
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export const Sfx = { Jump: "sfx-jump" } as const;
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export const SceneKeys = { Boot: "Boot", Preloader: "Preloader", Game: "Game" } as const;
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```
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Scenes use `Tex.GameAtlas`, never `"game-atlas"` inline. A bad inline key fails
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at runtime as a green square or silent missing audio; a bad constant fails in
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review and in tests that assert the pack manifest covers every constant.
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## Loading UX and failure handling
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- The Preloader binds `this.load.on("progress", …)` to a progress bar built from
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Boot-loaded art ([[phaser-project-structure]]).
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- Handle `loaderror`: `this.load.on(Phaser.Loader.Events.FILE_LOAD_ERROR, …)` —
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log the key and URL; a missing asset must fail loudly in dev, not render as a
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## Project conventions
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- `public/assets/` subdirs: `atlases/`, `images/`, `audio/`, `sheets/`, `fonts/`,
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plus `pack.json` at the root of `assets/`.
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- Generated atlas files (PCT/JSON + PNG pages) are build inputs, committed to the
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repo; their source art lives wherever the art pipeline keeps it.
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- A test should assert that every key constant in `src/assets.ts` appears in
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`pack.json` (cheap manifest-coverage check; see [[phaser-testing]]).
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## Verification
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Asset changes are verified by booting the game and watching the network panel /
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console: every file 200s, no `FILE_LOAD_ERROR`, and the new asset visibly renders
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or audibly plays in the scene that uses it.
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---
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name: phaser-gameobjects
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description: This skill should be used when creating or managing Phaser 4 GameObjects — sprites, images, text, containers, groups and object pooling, animations (anims), tweens, particles, and the v4 GPU layers (SpriteGPULayer, TilemapGPULayer) for massive object counts. Use it when adding entities, fixing per-frame allocation/GC issues, pooling projectiles, or choosing between a Container and a Group. Pairs with phaser-scenes, phaser-physics, phaser-rendering, and phaser-assets.
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# Phaser 4 GameObjects
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## Overview
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GameObjects carry over from Phaser 3 largely unchanged: `Sprite`, `Image`,
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`Text`, `BitmapText`, `Container`, `Group`, `Graphics`, the Shape objects, and
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the particle system. v4 adds `Gradient`, `Stamp`, `CaptureFrame`, the Noise
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objects, NineSlice tiling (`tileX`/`tileY`), and — the headline — the GPU
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layers. Removed: `Mesh`, `Plane`, the OBJ loader, `Camera3D`/`Layer3D`
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([[phaser-v3-migration]]).
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## Choosing the right object
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- **Image** for static visuals (cheaper than Sprite — no animation component).
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- **Sprite** only when it animates.
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- **Container** for transform-grouping a small, fixed set of children (a unit +
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its health bar). Containers are not free — don't nest deeply or use them as
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ad-hoc layers. In v4.1+, `Layer` is a true GameObject and is the right tool
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for z-grouping with filters.
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- **Group** for managing many homogeneous objects — and for pooling (below).
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- **Text** uses Canvas rasterization per change; for score counters and other
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hot text use `BitmapText`.
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## Object pooling (mandatory for spawn-heavy entities)
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Bullets, enemies, particles, pickups: never `new`/`destroy` per spawn — pool
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through a Group:
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```ts
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this.bullets = this.add.group({ classType: Bullet, maxSize: 64, runChildUpdate: true });
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// spawn
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const b = this.bullets.get(x, y, Tex.GameAtlas, "bullet") as Bullet | null;
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if (b) { b.setActive(true).setVisible(true); b.fire(dir); }
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// despawn (inside Bullet when off-screen/expired)
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+
this.bullets.killAndHide(this); this.body.enable = false;
|
|
41
|
+
```
|
|
42
|
+
|
|
43
|
+
`maxSize` caps the pool; `get()` returns `null` when exhausted — handle it
|
|
44
|
+
(drop the spawn) rather than growing unbounded.
|
|
45
|
+
|
|
46
|
+
## Per-frame discipline
|
|
47
|
+
|
|
48
|
+
In `update()` paths: no object literals, no array spreads, no `.map/.filter`
|
|
49
|
+
chains, no closures. Hoist scratch `Vector2`s and reuse them. The GC pause from
|
|
50
|
+
per-frame garbage is the most common cause of stutter that profilers get blamed
|
|
51
|
+
for.
|
|
52
|
+
|
|
53
|
+
## Animations and tweens
|
|
54
|
+
|
|
55
|
+
- Define animations once (Preloader `create` or a dedicated module) on the
|
|
56
|
+
global `this.anims`; play by key constant: `sprite.play(Anim.Run)`.
|
|
57
|
+
- Tweens (`this.tweens.add`) and Timelines carry over from v3 unchanged. Kill
|
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58
|
+
tweens that target objects you pool/despawn — a tween holding a pooled object
|
|
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+
alive is a classic leak.
|
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60
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+
|
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61
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+
## Massive counts: the GPU layers
|
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62
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+
|
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63
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+
New in v4 — reach for these instead of "thousands of sprites":
|
|
64
|
+
|
|
65
|
+
- **SpriteGPULayer** — on the order of a million static-ish sprites in a single
|
|
66
|
+
draw call, with per-member GPU-driven animation, easing, and parallax. Use for
|
|
67
|
+
starfields, crowds, debris, background fauna.
|
|
68
|
+
- **TilemapGPULayer** — renders a whole tile layer as one quad with per-pixel
|
|
69
|
+
cost, up to 4096×4096 tiles. Use for large maps, especially on mobile.
|
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70
|
+
|
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71
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+
Regular Sprites + Groups remain correct for interactive entities (things with
|
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72
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+
bodies, input, per-entity logic).
|
|
73
|
+
|
|
74
|
+
## Particles
|
|
75
|
+
|
|
76
|
+
The particle API is the v3.60-style `this.add.particles(x, y, texture, config)`
|
|
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|
+
emitter manager. v4 additions: particles respect the lighting system. Pool
|
|
78
|
+
explosion-style one-shot emitters or use `emitter.explode()` rather than
|
|
79
|
+
creating emitters per event.
|
|
80
|
+
|
|
81
|
+
## Project conventions
|
|
82
|
+
|
|
83
|
+
- Entity classes (`Bullet extends Phaser.Physics.Arcade.Sprite`) live in
|
|
84
|
+
`src/entities/`, take their tunables from `src/logic/` config objects, and use
|
|
85
|
+
asset-key constants ([[phaser-assets]]).
|
|
86
|
+
- Depth management: named depth constants (`Depth.World`, `Depth.FX`,
|
|
87
|
+
`Depth.UI`), not scattered magic numbers.
|
|
88
|
+
|
|
89
|
+
## Verification
|
|
90
|
+
|
|
91
|
+
Object-lifecycle changes are verified in the running game: spawn/despawn the
|
|
92
|
+
entity repeatedly and watch the object count (`this.children.length`,
|
|
93
|
+
`group.getLength()`) stay bounded, and the FPS meter stay flat — an unbounded
|
|
94
|
+
count or sawtooth memory profile means the pool or tween cleanup is wrong.
|
|
@@ -0,0 +1,86 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: phaser-physics
|
|
3
|
+
description: This skill should be used when working with physics in a Phaser 4 game — Arcade physics bodies, velocity/acceleration, colliders and overlaps, the fixed timestep, groups and static groups, and when (rarely) to reach for Matter.js instead. Use it when adding movement, collision, platforming behavior, or debugging tunneling/jitter. Pairs with phaser-gameobjects and phaser-scenes.
|
|
4
|
+
---
|
|
5
|
+
|
|
6
|
+
# Phaser 4 Physics
|
|
7
|
+
|
|
8
|
+
## Overview
|
|
9
|
+
|
|
10
|
+
Phaser 4 bundles the same two engines as v3: **Arcade** (AABB, fast, the
|
|
11
|
+
default) and **Matter.js** (full rigid-body). The opinionated default is
|
|
12
|
+
Arcade; Matter is opt-in for genuinely physical mechanics (stacking, joints,
|
|
13
|
+
torque). Bundled Spine left v4, Matter did not.
|
|
14
|
+
|
|
15
|
+
Key v4 fact: Arcade's **`fixedStep` defaults to `true`** — the world steps at a
|
|
16
|
+
fixed rate decoupled from render FPS. Keep it. Fixed-step physics is what makes
|
|
17
|
+
movement deterministic across 60 Hz/144 Hz displays and what makes
|
|
18
|
+
logic-level tests reproducible. Do not switch to variable step to mask a bug.
|
|
19
|
+
|
|
20
|
+
## Setup
|
|
21
|
+
|
|
22
|
+
```ts
|
|
23
|
+
// game config
|
|
24
|
+
physics: { default: "arcade", arcade: { gravity: { x: 0, y: 0 }, debug: false } }
|
|
25
|
+
|
|
26
|
+
// scene
|
|
27
|
+
const player = this.physics.add.sprite(x, y, Tex.GameAtlas, "player");
|
|
28
|
+
player.setCollideWorldBounds(true);
|
|
29
|
+
const platforms = this.physics.add.staticGroup();
|
|
30
|
+
this.physics.add.collider(player, platforms);
|
|
31
|
+
this.physics.add.overlap(player, pickups, (p, item) => this.collect(item), undefined, this);
|
|
32
|
+
```
|
|
33
|
+
|
|
34
|
+
## Movement rules
|
|
35
|
+
|
|
36
|
+
- Move bodies with **velocity/acceleration** (`setVelocity`, `setAccelerationX`),
|
|
37
|
+
never by writing `x`/`y` per frame — direct position writes teleport the body
|
|
38
|
+
past colliders and create tunneling.
|
|
39
|
+
- For teleports (respawn, screen wrap) set position once and reset the body
|
|
40
|
+
(`body.reset(x, y)`).
|
|
41
|
+
- Drag, bounce, and max velocity are body config, not per-frame math:
|
|
42
|
+
`setDrag`, `setBounce`, `setMaxVelocity`.
|
|
43
|
+
- Platformer jump checks use `body.blocked.down` (world/static contact) rather
|
|
44
|
+
than `touching.down` alone.
|
|
45
|
+
|
|
46
|
+
## Colliders, overlaps, groups
|
|
47
|
+
|
|
48
|
+
- `collider` separates bodies; `overlap` only reports. Pickups/triggers are
|
|
49
|
+
overlaps; walls/floors are colliders.
|
|
50
|
+
- Register colliders **once in `create`** between groups — never inside
|
|
51
|
+
`update` (a per-frame `add.collider` leaks collider objects and tanks the
|
|
52
|
+
frame rate).
|
|
53
|
+
- Pooled entities ([[phaser-gameobjects]]) must disable their body on despawn
|
|
54
|
+
(`body.enable = false`) or dead objects keep colliding invisibly.
|
|
55
|
+
|
|
56
|
+
## Tunneling and jitter checklist
|
|
57
|
+
|
|
58
|
+
1. Fast small bodies passing through thin walls → keep `fixedStep: true`, give
|
|
59
|
+
walls thickness, cap speed with `setMaxVelocity`.
|
|
60
|
+
2. Jitter against walls → bodies overlap due to direct position writes; use
|
|
61
|
+
velocities.
|
|
62
|
+
3. "Collider stopped working" after pooling → the body wasn't re-enabled on
|
|
63
|
+
`get()` or wasn't disabled on despawn.
|
|
64
|
+
4. Different behavior on different monitors → someone turned off fixed step or
|
|
65
|
+
moved physics math into `update` scaled by render delta.
|
|
66
|
+
|
|
67
|
+
## When Matter is justified
|
|
68
|
+
|
|
69
|
+
Choose Matter for: realistic stacking/toppling, constraints/joints, compound
|
|
70
|
+
bodies, polygon collision shapes. Run it in a dedicated scene; don't mix Arcade
|
|
71
|
+
and Matter for the same entities. If the mechanic is "platformer/top-down/
|
|
72
|
+
shmup", the answer is Arcade.
|
|
73
|
+
|
|
74
|
+
## Determinism
|
|
75
|
+
|
|
76
|
+
Physics-adjacent randomness (spawn jitter, knockback variance) uses the seeded
|
|
77
|
+
`Phaser.Math.RND` — never `Math.random()` — so a recorded seed reproduces a run
|
|
78
|
+
exactly. Combined with fixed-step Arcade, gameplay bugs become replayable; see
|
|
79
|
+
[[phaser-testing]].
|
|
80
|
+
|
|
81
|
+
## Verification
|
|
82
|
+
|
|
83
|
+
Physics changes are verified by playing the affected interaction in the running
|
|
84
|
+
game with `arcade.debug: true` toggled on (body outlines visible), confirming
|
|
85
|
+
contacts/velocities behave as specified, then toggling debug back off before
|
|
86
|
+
committing.
|
|
@@ -0,0 +1,89 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: phaser-project-structure
|
|
3
|
+
description: This skill should be used when creating, restructuring, or reasoning about a Phaser 4 game project — the game config, the Vite + TypeScript layout, the Boot → Preloader → MainMenu → Game scene flow, scale/resolution setup for desktop and mobile, and where code and assets belong. Use it before scaffolding a project, adding a major subsystem, or deciding where a file should live. Pairs with phaser-scenes, phaser-assets, phaser-rendering, and phaser-testing.
|
|
4
|
+
---
|
|
5
|
+
|
|
6
|
+
# Phaser 4 Project Structure
|
|
7
|
+
|
|
8
|
+
## Overview
|
|
9
|
+
|
|
10
|
+
This stack targets **Phaser 4** (v4.1+ "Salusa", npm package `phaser`), built
|
|
11
|
+
with **Vite + TypeScript** — the layout the official `phaserjs/template-vite-ts`
|
|
12
|
+
template and `npm create @phaserjs/game@latest` scaffold. Phaser 4 ships its own
|
|
13
|
+
type definitions (`types/phaser.d.ts`); do not add `@types/phaser`.
|
|
14
|
+
|
|
15
|
+
## Canonical layout
|
|
16
|
+
|
|
17
|
+
| Path | Role |
|
|
18
|
+
| --- | --- |
|
|
19
|
+
| `index.html` | Single page that loads `src/main.ts`; owns the game container div |
|
|
20
|
+
| `src/main.ts` | Game config + `new Phaser.Game(config)` — the only bootstrap file |
|
|
21
|
+
| `src/scenes/` | One scene class per file (`Boot.ts`, `Preloader.ts`, `MainMenu.ts`, `Game.ts`, …) |
|
|
22
|
+
| `src/logic/` | Pure TypeScript game logic — **no `phaser` imports** (testable) |
|
|
23
|
+
| `src/assets.ts` | Typed asset-key constants (texture, audio, anim, scene keys) |
|
|
24
|
+
| `public/assets/` | Static assets served by Vite (atlases, audio, packs) — never imported |
|
|
25
|
+
| `tests/` | Vitest unit tests for `src/logic/**` and pure helpers |
|
|
26
|
+
| `dist/` | Vite build output — generated, never edited or committed |
|
|
27
|
+
|
|
28
|
+
## The game config
|
|
29
|
+
|
|
30
|
+
One config object in `src/main.ts`. The opinionated baseline:
|
|
31
|
+
|
|
32
|
+
```ts
|
|
33
|
+
const config: Phaser.Types.Core.GameConfig = {
|
|
34
|
+
type: Phaser.AUTO, // WebGL; Canvas renderer is deprecated in v4
|
|
35
|
+
width: 1280,
|
|
36
|
+
height: 720,
|
|
37
|
+
parent: "game-container",
|
|
38
|
+
backgroundColor: "#028af8",
|
|
39
|
+
scale: {
|
|
40
|
+
mode: Phaser.Scale.FIT,
|
|
41
|
+
autoCenter: Phaser.Scale.CENTER_BOTH,
|
|
42
|
+
},
|
|
43
|
+
physics: {
|
|
44
|
+
default: "arcade",
|
|
45
|
+
arcade: { gravity: { x: 0, y: 0 }, debug: false }, // fixedStep defaults to true in v4 — keep it
|
|
46
|
+
},
|
|
47
|
+
scene: [Boot, Preloader, MainMenu, Game],
|
|
48
|
+
};
|
|
49
|
+
```
|
|
50
|
+
|
|
51
|
+
v4-specific config facts:
|
|
52
|
+
|
|
53
|
+
- `roundPixels` now defaults to **`false`** (v3 defaulted true). Leave it — the
|
|
54
|
+
new default prevents flicker on rotated/scaled objects.
|
|
55
|
+
- Pixel-art games: `pixelArt: true` (nearest-neighbor + roundPixels), or the new
|
|
56
|
+
**`render.smoothPixelArt: true`** (WebGL-only) for pixel art that rotates or
|
|
57
|
+
scales smoothly. Pick one per project and record the choice.
|
|
58
|
+
- Custom render nodes register under `render.renderNodes` — see [[phaser-rendering]].
|
|
59
|
+
- `Phaser.HEADLESS` exists for logic-only boots (tests) — see [[phaser-testing]].
|
|
60
|
+
|
|
61
|
+
## Scene flow
|
|
62
|
+
|
|
63
|
+
Four-stage boot, in order (see [[phaser-scenes]] for lifecycle detail):
|
|
64
|
+
|
|
65
|
+
1. **Boot** — loads only the handful of assets the Preloader's loading screen
|
|
66
|
+
needs (logo, progress-bar art). No game assets here.
|
|
67
|
+
2. **Preloader** — renders the loading UI and loads everything else, preferably
|
|
68
|
+
via a single asset-pack manifest (see [[phaser-assets]]), then starts MainMenu.
|
|
69
|
+
3. **MainMenu** — entry UI; starts Game.
|
|
70
|
+
4. **Game** (+ overlay scenes like `HUD`, `Pause` run in parallel) — gameplay.
|
|
71
|
+
|
|
72
|
+
## Project conventions
|
|
73
|
+
|
|
74
|
+
- All game code is TypeScript under `src/`; `bun run dev` (vite), `bun run build`
|
|
75
|
+
(vite build), `bun run preview` serve and package it.
|
|
76
|
+
- Scenes orchestrate; they do not contain algorithmic game logic. Rules
|
|
77
|
+
evaluation, procedural generation, scoring, pathfinding, and state machines
|
|
78
|
+
live in `src/logic/` as pure functions/classes so Vitest can run them without
|
|
79
|
+
a browser.
|
|
80
|
+
- Asset keys come from `src/assets.ts` constants — a typo in an inline string
|
|
81
|
+
key fails at runtime only; a typo in a constant fails at compile time.
|
|
82
|
+
- Determinism: seed `Phaser.Math.RND` (or a local `RandomDataGenerator`) from a
|
|
83
|
+
single place; never `Math.random()` in game code.
|
|
84
|
+
|
|
85
|
+
## Verification
|
|
86
|
+
|
|
87
|
+
A structural change is verified when `bun run typecheck`, `bun run test`, and
|
|
88
|
+
`bun run build` pass AND the game boots: `bun run dev`, open the page, confirm
|
|
89
|
+
the canvas renders past the Preloader with no console errors.
|
|
@@ -0,0 +1,89 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: phaser-rendering
|
|
3
|
+
description: This skill should be used when working on rendering in Phaser 4 — the render node architecture that replaced v3 pipelines, the unified Filter system that replaced FX and masks, tint modes, pixel-rounding options (roundPixels, smoothPixelArt, vertexRoundMode), DynamicTexture's buffered drawing, the Extern object for external WebGL, and lighting. Use it for any visual-effect, shader, mask, or custom-rendering task, and whenever v3 rendering idioms (setPipeline, preFX/postFX, BitmapMask, tintFill) appear. Pairs with phaser-gameobjects and phaser-v3-migration.
|
|
4
|
+
---
|
|
5
|
+
|
|
6
|
+
# Phaser 4 Rendering
|
|
7
|
+
|
|
8
|
+
## Overview
|
|
9
|
+
|
|
10
|
+
Phaser 4 replaced the entire v3 WebGL pipeline system with a **render node
|
|
11
|
+
architecture**: small single-purpose nodes (each with a `run` method, batchable
|
|
12
|
+
where it matters) that the renderer composes per object. WebGL state is fully
|
|
13
|
+
managed, context loss restores automatically, and rendering is just-in-time —
|
|
14
|
+
GPU work is deferred until actually needed. WebGL2 is fully supported; WebGL1
|
|
15
|
+
still works; **there is no WebGPU backend**; the Canvas renderer is deprecated.
|
|
16
|
+
|
|
17
|
+
Practical consequences, in order of how often they bite:
|
|
18
|
+
|
|
19
|
+
## Filters replaced FX and masks
|
|
20
|
+
|
|
21
|
+
The v3 `preFX`/`postFX` controllers and `BitmapMask` are gone. Phaser 4 has one
|
|
22
|
+
unified **Filter** system that works on any GameObject **and on cameras**:
|
|
23
|
+
|
|
24
|
+
- Geometry/bitmap masks → the `Mask` filter.
|
|
25
|
+
- Bloom / Shine / Circle FX → `Phaser.Actions.AddEffectBloom()`,
|
|
26
|
+
`AddEffectShine()`, `AddMaskShape()` helpers.
|
|
27
|
+
- Gradient FX → the new `Gradient` GameObject.
|
|
28
|
+
- Filters split into **internal** and **external** lists (replacing the
|
|
29
|
+
pre/post distinction); filter setters are chainable.
|
|
30
|
+
- A filtered or masked `Container` can itself be used as a mask source — new
|
|
31
|
+
capability, not possible in v3.
|
|
32
|
+
|
|
33
|
+
## Tinting
|
|
34
|
+
|
|
35
|
+
`tintFill` and `setTintFill()` were removed. Use `setTint(color)` plus
|
|
36
|
+
`setTintMode(mode)` with `Phaser.TintModes`: `MULTIPLY` (default), `FILL`,
|
|
37
|
+
`ADD`, `SCREEN`, `OVERLAY`, `HARD_LIGHT`.
|
|
38
|
+
|
|
39
|
+
## Custom shaders and pipelines
|
|
40
|
+
|
|
41
|
+
- A v3 custom pipeline must be rewritten as a **RenderNode**, registered at boot
|
|
42
|
+
via the game config's `render.renderNodes` map.
|
|
43
|
+
- The `Shader` GameObject was rewritten: config-based constructor
|
|
44
|
+
(`ShaderQuadConfig`), explicit `setUniform()`, `renderImmediate`, GLSL
|
|
45
|
+
`#pragma` directives. Shadertoy-style automatic uniforms are gone.
|
|
46
|
+
- **Never make raw WebGL calls** — wrap external GL renderers in the `Extern`
|
|
47
|
+
GameObject, which fences GL state around your code.
|
|
48
|
+
- Texture coordinates now follow GL orientation (**Y=0 at bottom**). Phaser
|
|
49
|
+
translates standard usage automatically, but custom shaders and pre-compressed
|
|
50
|
+
textures must account for the flip (re-encode compressed textures).
|
|
51
|
+
|
|
52
|
+
## Pixel rounding and pixel art
|
|
53
|
+
|
|
54
|
+
- `roundPixels` defaults to **`false`** in v4 (v3: true). The old default caused
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flicker on rotated/scaled objects; leave the new default alone.
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- Pixel-art projects choose ONE strategy: `pixelArt: true` (crisp,
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nearest-neighbor) or `render.smoothPixelArt: true` (WebGL-only, anti-aliased
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scaling/rotation of pixel art).
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- Per-object fine-tuning: `gameObject.vertexRoundMode` —
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`"off" | "safe" | "safeAuto" | "full" | "fullAuto"`.
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## DynamicTexture / RenderTexture are buffered
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Draw commands no longer execute immediately — they queue until you call
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**`render()`**. Forgetting `render()` is the #1 "my RenderTexture is blank" bug
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in v4. Related: `preserve()` keeps a command buffer for reuse, `callback()`
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injects custom steps, and `RenderTexture#renderMode` selects
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`"render" | "redraw" | "all"`.
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## Lighting
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`setPipeline('Light2D')` is gone. Enable per object with
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`gameObject.setLighting(true)`; lights have an explicit `z`; self-shadowing is
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supported; lighting now works on many more object types (including particles).
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## Performance notes specific to the v4 renderer
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- Quads render from index buffers (4 vertices, not 6) and batching survives
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multi-texture switches better, especially on mobile — but atlases are still
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the foundation of batching ([[phaser-assets]]).
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- For massive draw counts use `SpriteGPULayer` / `TilemapGPULayer`
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([[phaser-gameobjects]]) instead of thousands of individual sprites.
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## Verification
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Rendering changes are verified visually in a real browser: `bun run dev`, then a
|
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Playwright screenshot assertion or manual confirmation that the effect renders
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and the console shows no WebGL errors. For filter/shader work, verify on both a
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WebGL2 and (if supported) WebGL1 context before calling it done.
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@@ -0,0 +1,86 @@
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1
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---
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2
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+
name: phaser-scenes
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3
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description: This skill should be used when creating or editing Phaser 4 scenes — the init/preload/create/update lifecycle, starting/stopping/sleeping scenes, running scenes in parallel (HUD/pause overlays), passing data between scenes, the registry, and event-based communication. Use it when adding a scene, wiring scene transitions, or debugging lifecycle/ordering issues. Pairs with phaser-project-structure, phaser-assets, and phaser-gameobjects.
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4
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---
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5
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# Phaser 4 Scenes
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## Overview
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9
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+
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10
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Scenes are Phaser's unit of game-flow composition. The lifecycle is unchanged
|
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from Phaser 3 — `init(data)` → `preload()` → `create(data)` → `update(time, delta)`
|
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— and each scene owns its display list, input, camera, time events, and (if
|
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enabled) physics world.
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+
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One scene class per file under `src/scenes/`, exported as a class whose key
|
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matches the file name:
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|
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```ts
|
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|
+
export class Game extends Phaser.Scene {
|
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20
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+
constructor() {
|
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21
|
+
super("Game"); // the scene key — also a constant in src/assets.ts
|
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}
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init(data: GameStartData) { /* receive data, reset state */ }
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preload() { /* per-scene late loads only — bulk loading is the Preloader's job */ }
|
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+
create() { /* build GameObjects, wire input + events */ }
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26
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+
update(_time: number, delta: number) { /* per-frame; delta in ms */ }
|
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27
|
+
}
|
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28
|
+
```
|
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+
|
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30
|
+
## Lifecycle rules
|
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31
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+
|
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32
|
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- `init` receives the data passed by `scene.start(key, data)` — type that payload
|
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33
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+
(an interface per scene) instead of `any`.
|
|
34
|
+
- `preload` in gameplay scenes should be rare; the Preloader scene loads the game
|
|
35
|
+
pack up front ([[phaser-assets]]). Use per-scene `preload` only for genuinely
|
|
36
|
+
scene-local or late-bound assets.
|
|
37
|
+
- `create` is where GameObjects are built. Everything constructed here must be
|
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38
|
+
cleaned up on shutdown if it lives outside the scene's display list (timers on
|
|
39
|
+
other scenes, global event listeners, DOM elements).
|
|
40
|
+
- `update(time, delta)` runs per render frame. Frame-rate-independent movement
|
|
41
|
+
multiplies by `delta`; physics movement belongs in Arcade bodies, not manual
|
|
42
|
+
position math ([[phaser-physics]]).
|
|
43
|
+
|
|
44
|
+
## Scene control
|
|
45
|
+
|
|
46
|
+
Via `this.scene` (the ScenePlugin):
|
|
47
|
+
|
|
48
|
+
- `start(key, data)` — stop the current scene, start another.
|
|
49
|
+
- `launch(key, data)` — start another scene **in parallel** (HUD, pause overlay).
|
|
50
|
+
- `pause` / `resume`, `sleep` / `wake` — suspend update/render without rebuild.
|
|
51
|
+
- `stop(key)` — shuts a scene down (fires `Phaser.Scenes.Events.SHUTDOWN`).
|
|
52
|
+
- `bringToTop` / `sendToBack` — z-order between parallel scenes.
|
|
53
|
+
|
|
54
|
+
Overlay pattern: `Game` launches `HUD`; `HUD` renders score/health and listens to
|
|
55
|
+
events from `Game`. Pause: launch `Pause`, `this.scene.pause("Game")`.
|
|
56
|
+
|
|
57
|
+
## Communicating between scenes
|
|
58
|
+
|
|
59
|
+
In preference order:
|
|
60
|
+
|
|
61
|
+
1. **Events** — emit on the scene's own emitter and have the other scene listen:
|
|
62
|
+
`gameScene.events.emit("score-changed", score)`. Always remove listeners on
|
|
63
|
+
`SHUTDOWN`: `this.events.once(Phaser.Scenes.Events.SHUTDOWN, () => …)`.
|
|
64
|
+
2. **`scene.start`/`launch` data** — for handoff at transition time.
|
|
65
|
+
3. **The registry** (`this.registry`) — game-wide key/value store with change
|
|
66
|
+
events; for cross-cutting state like settings or the run seed.
|
|
67
|
+
|
|
68
|
+
Never reach into another scene's GameObjects directly
|
|
69
|
+
(`this.scene.get("Game").player.x = …`) — that couples scenes to each other's
|
|
70
|
+
display-list internals and breaks when the other scene rebuilds.
|
|
71
|
+
|
|
72
|
+
## Project conventions
|
|
73
|
+
|
|
74
|
+
- Scene keys are constants in `src/assets.ts` (e.g. `SceneKeys.Game`) — `super(SceneKeys.Game)`.
|
|
75
|
+
- A scene is an orchestrator: input wiring, GameObject lifecycles, and event
|
|
76
|
+
plumbing. Game rules live in `src/logic/**` and are called from the scene.
|
|
77
|
+
- Per-scene state is reset in `init`, not in field initializers — scene classes
|
|
78
|
+
are instantiated once but started many times; stale fields from a previous run
|
|
79
|
+
are a classic restart bug.
|
|
80
|
+
|
|
81
|
+
## Verification
|
|
82
|
+
|
|
83
|
+
A scene change is verified by booting the game (`bun run dev`) and exercising the
|
|
84
|
+
actual transition: start → play → (pause/resume or restart) → confirm no
|
|
85
|
+
duplicated listeners (events firing twice after a restart is the canonical
|
|
86
|
+
symptom of a missed `SHUTDOWN` cleanup).
|
|
@@ -0,0 +1,99 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: phaser-testing
|
|
3
|
+
description: This skill should be used when writing or designing tests for a Phaser 4 game — unit-testing pure game logic with Vitest, keeping logic Phaser-free so it tests without a browser, the Phaser.HEADLESS renderer for logic-only boots, asset-manifest coverage tests, and Playwright smoke tests that prove the game actually boots and renders. Use it when adding tests, setting up CI verification, or deciding what is testable at which level. Pairs with phaser-project-structure, phaser-assets, and phaser-physics.
|
|
4
|
+
---
|
|
5
|
+
|
|
6
|
+
# Phaser 4 Testing
|
|
7
|
+
|
|
8
|
+
## Overview
|
|
9
|
+
|
|
10
|
+
Games are testable when the game is not welded to the engine. The stack's test
|
|
11
|
+
pyramid, bottom-up:
|
|
12
|
+
|
|
13
|
+
1. **Vitest unit tests** over `src/logic/**` — the bulk of coverage.
|
|
14
|
+
2. **Manifest/contract tests** — cheap structural checks (asset packs, scene
|
|
15
|
+
keys, anim definitions).
|
|
16
|
+
3. **Playwright smoke test** — the game boots in a real browser, renders past
|
|
17
|
+
the Preloader, no console errors.
|
|
18
|
+
|
|
19
|
+
There is no official Phaser testing harness — this layering IS the strategy.
|
|
20
|
+
|
|
21
|
+
## Layer 1: pure logic under Vitest (the rule that makes it possible)
|
|
22
|
+
|
|
23
|
+
`src/logic/**` contains game rules as plain TypeScript with **no `phaser`
|
|
24
|
+
imports**: damage calculation, wave spawning schedules, inventory, scoring,
|
|
25
|
+
state machines, procedural generation. Scenes call logic; logic never touches
|
|
26
|
+
GameObjects.
|
|
27
|
+
|
|
28
|
+
```ts
|
|
29
|
+
// src/logic/score.ts
|
|
30
|
+
export function comboMultiplier(streak: number): number { … }
|
|
31
|
+
|
|
32
|
+
// tests/logic/score.test.ts — plain vitest, node environment, no browser
|
|
33
|
+
import { comboMultiplier } from "../../src/logic/score";
|
|
34
|
+
it("caps the combo multiplier at 8x", () => {
|
|
35
|
+
expect(comboMultiplier(999)).toBe(8);
|
|
36
|
+
});
|
|
37
|
+
```
|
|
38
|
+
|
|
39
|
+
Determinism makes this work for anything random: logic takes a
|
|
40
|
+
`Phaser.Math.RandomDataGenerator`-compatible interface (or just a `() => number`)
|
|
41
|
+
as a parameter, production passes the seeded RND, tests pass a fixed sequence.
|
|
42
|
+
|
|
43
|
+
If a piece of "logic" can't be tested without constructing a Scene, that is a
|
|
44
|
+
design smell — extract the rule from the scene first, then test it.
|
|
45
|
+
|
|
46
|
+
## Layer 2: contract tests
|
|
47
|
+
|
|
48
|
+
Cheap tests that catch the silent runtime failures Phaser is famous for:
|
|
49
|
+
|
|
50
|
+
- **Asset coverage**: every key constant in `src/assets.ts` appears in
|
|
51
|
+
`public/assets/pack.json` (and optionally vice versa). A missing pack entry
|
|
52
|
+
otherwise ships as a green-square texture ([[phaser-assets]]).
|
|
53
|
+
- **Scene registry**: every `SceneKeys` constant has a scene class registered in
|
|
54
|
+
the game config's `scene` array.
|
|
55
|
+
- These are plain Vitest tests reading JSON/TS — no Phaser instance needed.
|
|
56
|
+
|
|
57
|
+
## Layer 3: booting Phaser in tests (use sparingly)
|
|
58
|
+
|
|
59
|
+
`Phaser.HEADLESS` (renderer type 3) boots a Game without creating a canvas or
|
|
60
|
+
WebGL context — but Phaser still expects DOM-ish globals, so it needs a
|
|
61
|
+
browser-like environment (jsdom/happy-dom) and careful teardown
|
|
62
|
+
(`game.destroy(true)`). Reserve headless boots for integration tests of things
|
|
63
|
+
that genuinely need the engine loop (scene transitions, timer events). Most of
|
|
64
|
+
what people reach for headless to test belongs in Layer 1 instead.
|
|
65
|
+
|
|
66
|
+
## Layer 4: Playwright smoke
|
|
67
|
+
|
|
68
|
+
The non-negotiable end of the pyramid — proof the game runs:
|
|
69
|
+
|
|
70
|
+
```ts
|
|
71
|
+
test("game boots and renders", async ({ page }) => {
|
|
72
|
+
const errors: string[] = [];
|
|
73
|
+
page.on("pageerror", e => errors.push(e.message));
|
|
74
|
+
await page.goto("/");
|
|
75
|
+
const canvas = page.locator("canvas");
|
|
76
|
+
await expect(canvas).toBeVisible();
|
|
77
|
+
// Past the Preloader: poll a window hook the game sets, e.g. in MainMenu.create()
|
|
78
|
+
await page.waitForFunction(() => (window as never as { __sceneReady?: string }).__sceneReady === "MainMenu");
|
|
79
|
+
expect(errors).toEqual([]);
|
|
80
|
+
await expect(page).toHaveScreenshot("boot.png", { maxDiffPixelRatio: 0.02 });
|
|
81
|
+
});
|
|
82
|
+
```
|
|
83
|
+
|
|
84
|
+
Convention: scenes set `window.__sceneReady = key` in `create()` (dev/test
|
|
85
|
+
builds) so tests await real readiness instead of sleeping. Run against
|
|
86
|
+
`bun run dev` (or `vite preview` in CI).
|
|
87
|
+
|
|
88
|
+
## Project conventions
|
|
89
|
+
|
|
90
|
+
- `bun run test` = Vitest (layers 1–2, coverage-gated). Playwright smoke runs as
|
|
91
|
+
its own script/CI job against a built preview.
|
|
92
|
+
- Tests never assert on private scene fields; they assert on logic outputs
|
|
93
|
+
(layer 1) or observable behavior (layer 4).
|
|
94
|
+
|
|
95
|
+
## Verification
|
|
96
|
+
|
|
97
|
+
The testing setup itself is verified when `bun run test` passes with coverage
|
|
98
|
+
over `src/logic/**`, and the Playwright smoke fails when you deliberately break
|
|
99
|
+
boot (rename a pack file) — a smoke test that can't fail is decoration.
|