@codyswann/lisa 2.178.6 → 2.179.0

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Files changed (102) hide show
  1. package/dist/configs/eslint/phaser.d.ts +2 -8
  2. package/dist/configs/eslint/phaser.d.ts.map +1 -1
  3. package/dist/configs/eslint/phaser.js +143 -17
  4. package/dist/configs/eslint/phaser.js.map +1 -1
  5. package/eslint-plugin-phaser/README.md +19 -0
  6. package/eslint-plugin-phaser/index.js +35 -0
  7. package/eslint-plugin-phaser/package.json +10 -0
  8. package/eslint-plugin-phaser/rules/no-allocation-in-update.js +189 -0
  9. package/eslint-plugin-phaser/rules/no-create-in-update.js +200 -0
  10. package/eslint-plugin-phaser/rules/require-shutdown-cleanup.js +191 -0
  11. package/package.json +5 -3
  12. package/phaser/package-lisa/package.lisa.json +11 -3
  13. package/plugins/lisa/.claude-plugin/plugin.json +1 -1
  14. package/plugins/lisa/.codex-plugin/plugin.json +1 -1
  15. package/plugins/lisa-agy/plugin.json +1 -1
  16. package/plugins/lisa-cdk/.claude-plugin/plugin.json +1 -1
  17. package/plugins/lisa-cdk/.codex-plugin/plugin.json +1 -1
  18. package/plugins/lisa-cdk-agy/plugin.json +1 -1
  19. package/plugins/lisa-cdk-copilot/.claude-plugin/plugin.json +1 -1
  20. package/plugins/lisa-cdk-cursor/.claude-plugin/plugin.json +1 -1
  21. package/plugins/lisa-copilot/.claude-plugin/plugin.json +1 -1
  22. package/plugins/lisa-cursor/.claude-plugin/plugin.json +1 -1
  23. package/plugins/lisa-expo/.claude-plugin/plugin.json +1 -1
  24. package/plugins/lisa-expo/.codex-plugin/plugin.json +1 -1
  25. package/plugins/lisa-expo-agy/plugin.json +1 -1
  26. package/plugins/lisa-expo-copilot/.claude-plugin/plugin.json +1 -1
  27. package/plugins/lisa-expo-cursor/.claude-plugin/plugin.json +1 -1
  28. package/plugins/lisa-harper-fabric/.claude-plugin/plugin.json +1 -1
  29. package/plugins/lisa-harper-fabric/.codex-plugin/plugin.json +1 -1
  30. package/plugins/lisa-harper-fabric-agy/plugin.json +1 -1
  31. package/plugins/lisa-harper-fabric-copilot/.claude-plugin/plugin.json +1 -1
  32. package/plugins/lisa-harper-fabric-cursor/.claude-plugin/plugin.json +1 -1
  33. package/plugins/lisa-nestjs/.claude-plugin/plugin.json +1 -1
  34. package/plugins/lisa-nestjs/.codex-plugin/plugin.json +1 -1
  35. package/plugins/lisa-nestjs-agy/plugin.json +1 -1
  36. package/plugins/lisa-nestjs-copilot/.claude-plugin/plugin.json +1 -1
  37. package/plugins/lisa-nestjs-cursor/.claude-plugin/plugin.json +1 -1
  38. package/plugins/lisa-openclaw/.claude-plugin/plugin.json +1 -1
  39. package/plugins/lisa-openclaw/.codex-plugin/plugin.json +1 -1
  40. package/plugins/lisa-openclaw-agy/plugin.json +1 -1
  41. package/plugins/lisa-openclaw-copilot/.claude-plugin/plugin.json +1 -1
  42. package/plugins/lisa-openclaw-cursor/.claude-plugin/plugin.json +1 -1
  43. package/plugins/lisa-phaser/.claude-plugin/plugin.json +1 -1
  44. package/plugins/lisa-phaser/.codex-plugin/plugin.json +1 -1
  45. package/plugins/lisa-phaser/rules/phaser.md +111 -44
  46. package/plugins/lisa-phaser/skills/phaser-accessibility/SKILL.md +135 -0
  47. package/plugins/lisa-phaser/skills/phaser-accessibility/agents/openai.yaml +4 -0
  48. package/plugins/lisa-phaser/skills/phaser-asset-pipeline/SKILL.md +148 -0
  49. package/plugins/lisa-phaser/skills/phaser-asset-pipeline/agents/openai.yaml +4 -0
  50. package/plugins/lisa-phaser/skills/phaser-build-deploy/SKILL.md +148 -0
  51. package/plugins/lisa-phaser/skills/phaser-build-deploy/agents/openai.yaml +4 -0
  52. package/plugins/lisa-phaser/skills/phaser-i18n/SKILL.md +122 -0
  53. package/plugins/lisa-phaser/skills/phaser-i18n/agents/openai.yaml +4 -0
  54. package/plugins/lisa-phaser/skills/phaser-services/SKILL.md +208 -0
  55. package/plugins/lisa-phaser/skills/phaser-services/agents/openai.yaml +4 -0
  56. package/plugins/lisa-phaser/skills/phaser-testing/SKILL.md +103 -10
  57. package/plugins/lisa-phaser-agy/plugin.json +1 -1
  58. package/plugins/lisa-phaser-agy/skills/phaser-accessibility/SKILL.md +135 -0
  59. package/plugins/lisa-phaser-agy/skills/phaser-asset-pipeline/SKILL.md +148 -0
  60. package/plugins/lisa-phaser-agy/skills/phaser-build-deploy/SKILL.md +148 -0
  61. package/plugins/lisa-phaser-agy/skills/phaser-i18n/SKILL.md +122 -0
  62. package/plugins/lisa-phaser-agy/skills/phaser-services/SKILL.md +208 -0
  63. package/plugins/lisa-phaser-agy/skills/phaser-testing/SKILL.md +103 -10
  64. package/plugins/lisa-phaser-copilot/.claude-plugin/plugin.json +1 -1
  65. package/plugins/lisa-phaser-copilot/rules/phaser.md +111 -44
  66. package/plugins/lisa-phaser-copilot/skills/phaser-accessibility/SKILL.md +135 -0
  67. package/plugins/lisa-phaser-copilot/skills/phaser-asset-pipeline/SKILL.md +148 -0
  68. package/plugins/lisa-phaser-copilot/skills/phaser-build-deploy/SKILL.md +148 -0
  69. package/plugins/lisa-phaser-copilot/skills/phaser-i18n/SKILL.md +122 -0
  70. package/plugins/lisa-phaser-copilot/skills/phaser-services/SKILL.md +208 -0
  71. package/plugins/lisa-phaser-copilot/skills/phaser-testing/SKILL.md +103 -10
  72. package/plugins/lisa-phaser-cursor/.claude-plugin/plugin.json +1 -1
  73. package/plugins/lisa-phaser-cursor/rules/phaser.mdc +111 -44
  74. package/plugins/lisa-phaser-cursor/skills/phaser-accessibility/SKILL.md +135 -0
  75. package/plugins/lisa-phaser-cursor/skills/phaser-asset-pipeline/SKILL.md +148 -0
  76. package/plugins/lisa-phaser-cursor/skills/phaser-build-deploy/SKILL.md +148 -0
  77. package/plugins/lisa-phaser-cursor/skills/phaser-i18n/SKILL.md +122 -0
  78. package/plugins/lisa-phaser-cursor/skills/phaser-services/SKILL.md +208 -0
  79. package/plugins/lisa-phaser-cursor/skills/phaser-testing/SKILL.md +103 -10
  80. package/plugins/lisa-rails/.claude-plugin/plugin.json +1 -1
  81. package/plugins/lisa-rails/.codex-plugin/plugin.json +1 -1
  82. package/plugins/lisa-rails-agy/plugin.json +1 -1
  83. package/plugins/lisa-rails-copilot/.claude-plugin/plugin.json +1 -1
  84. package/plugins/lisa-rails-cursor/.claude-plugin/plugin.json +1 -1
  85. package/plugins/lisa-typescript/.claude-plugin/plugin.json +1 -1
  86. package/plugins/lisa-typescript/.codex-plugin/plugin.json +1 -1
  87. package/plugins/lisa-typescript-agy/plugin.json +1 -1
  88. package/plugins/lisa-typescript-copilot/.claude-plugin/plugin.json +1 -1
  89. package/plugins/lisa-typescript-cursor/.claude-plugin/plugin.json +1 -1
  90. package/plugins/lisa-wiki/.claude-plugin/plugin.json +1 -1
  91. package/plugins/lisa-wiki/.codex-plugin/plugin.json +1 -1
  92. package/plugins/lisa-wiki-agy/plugin.json +1 -1
  93. package/plugins/lisa-wiki-copilot/.claude-plugin/plugin.json +1 -1
  94. package/plugins/lisa-wiki-cursor/.claude-plugin/plugin.json +1 -1
  95. package/plugins/src/phaser/rules/phaser.md +111 -44
  96. package/plugins/src/phaser/skills/phaser-accessibility/SKILL.md +135 -0
  97. package/plugins/src/phaser/skills/phaser-asset-pipeline/SKILL.md +148 -0
  98. package/plugins/src/phaser/skills/phaser-build-deploy/SKILL.md +148 -0
  99. package/plugins/src/phaser/skills/phaser-i18n/SKILL.md +122 -0
  100. package/plugins/src/phaser/skills/phaser-services/SKILL.md +208 -0
  101. package/plugins/src/phaser/skills/phaser-testing/SKILL.md +103 -10
  102. package/tsconfig/phaser.json +8 -1
@@ -1,59 +1,126 @@
1
1
  # Phaser 4 Project Rules
2
2
 
3
- This is a **Phaser 4** (v4.1+ "Salusa") TypeScript game project. Phaser 4 is the
4
- only supported target never introduce Phaser 3 idioms. The lint config enforces
5
- the bans below; do not disable those rules, fix the code.
6
-
7
- ## Phaser 4 Only — Banned v3 Idioms
8
-
9
- - **No pipelines.** `setPipeline` / `setPostPipeline` / `resetPipeline` are gone.
10
- Custom rendering is a **RenderNode** (registered via `render.renderNodes` in the
11
- game config); post-processing is a **Filter** (`gameObject.filters` /
12
- `camera.filters`). See the `phaser-rendering` skill.
13
- - **No preFX/postFX.** The v3 FX controllers were replaced by the unified Filter
14
- system. `BitmapMask` `Mask` filter.
15
- - **No `setTintFill`/`tintFill`.** Use `setTint()` + `setTintMode(Phaser.TintModes.FILL)`.
16
- - **No `Phaser.Geom.Point`** (removed use `Phaser.Math.Vector2`) and **no
17
- `Phaser.Struct.Set/Map`** (removed use native `Set`/`Map`).
18
- - **No raw WebGL calls.** External GL work goes through the `Extern` game object.
19
- - **No `setPipeline('Light2D')`.** Lighting is `gameObject.setLighting(true)`.
3
+ This is a **Phaser 4** (v4.2+, npm `phaser@^4.2.0`) TypeScript game project built
4
+ on the official `template-vite-ts` layout (Vite + TypeScript 6). Phaser 4 is the
5
+ only supported target never introduce Phaser 3 idioms. These decisions are
6
+ **locked** and most are **lint-enforced**; do not disable a rule, fix the code.
7
+
8
+ ## Locked architecture decisions
9
+
10
+ 1. **Thin scenes over a pure-logic core.** Scenes and GameObjects are thin
11
+ adapters that wire pure logic to the engine. All game rules live in
12
+ `src/logic/**` as plain TypeScript with **zero `phaser` imports** (data in,
13
+ data out). This is what makes the game unit-testable. ECS (bitECS / Miniplex)
14
+ is an opt-in option, not the default — reach for it only at high entity
15
+ counts. See `phaser-project-structure` and `phaser-testing`.
16
+ 2. **Canvas-only, framework-agnostic UI.** UI is plain TS + DOM/canvas (the
17
+ `template-vite-ts` baseline). A React/Vue EventBus bridge is documented only
18
+ as an upgrade path it is not the default and is not added unless required.
19
+ 3. **Arcade physics by default; Matter is opt-in.** Matter is heavier and does
20
+ not interop with Arcade. Switching is a one-line config swap. See
21
+ `phaser-physics`.
22
+ 4. **Determinism.** No `Math.random()`, `Date.now()`, or `performance.now()` in
23
+ game code. Use the seeded `Phaser.Math.RandomDataGenerator` (`Phaser.Math.RND`
24
+ or a local instance seeded from one place) so replays and tests reproduce.
25
+ 5. **State and events.** Global state goes through a **typed wrapper over the
26
+ registry**; cross-cutting events go through a **single dedicated
27
+ EventsCenter** (`new Phaser.Events.EventEmitter()`) — **never reuse
28
+ `game.events`**. Every external `.on()` (`this.input` / `scale` / `time` /
29
+ `window` / the custom bus) must have a matching `.off()` in the scene's
30
+ `shutdown`. See `phaser-services`.
31
+ 6. **Performance.** Pool transient objects via `Group`s; make **no allocations
32
+ and create no objects/tweens/timers inside `update()`**; atlas everything; use
33
+ `BitmapText` for high-churn text; use `SpriteGPULayer` / `TilemapGPULayer` for
34
+ mass rendering. See `phaser-gameobjects`.
35
+ 7. **Baked-in asset pipeline.** Raw art in `assets/src` is packed at build time
36
+ (free-tex-packer-core atlases, audiosprite, BMFont) into `public/assets`, and
37
+ a codegen step emits typed keys to `src/assets.ts` so a missing or renamed key
38
+ is a **compile error**. No raw string asset / scene / event keys anywhere.
39
+ See `phaser-asset-pipeline`.
40
+ 8. **PWA on by default** via `vite-plugin-pwa` (`registerType: "autoUpdate"`,
41
+ `globPatterns` extended to cover game assets). See `phaser-build-deploy`.
42
+ 9. **Cross-cutting services are scaffolded** in `src/services/**`: SoundService
43
+ (mobile audio unlock on first gesture), InputService (semantic actions, not
44
+ raw keys), SaveService (typed `localStorage` with a schema `VERSION` +
45
+ migration chain — never raw `localStorage`), a typed i18n string catalog (no
46
+ hardcoded user-facing strings), accessibility (prefers-reduced-motion,
47
+ pause-on-blur, keyboard-navigable menus, screen-reader live region), and a
48
+ vendor-neutral telemetry/analytics abstraction. In-game errors are wired to
49
+ the observability sink. See `phaser-services`, `phaser-i18n`,
50
+ `phaser-accessibility`.
51
+ 10. **Testing is a pyramid.** Pure logic is unit-tested with Vitest;
52
+ scenes/entities are excluded from unit coverage and verified by **runtime
53
+ gates** in CI (boot smoke, allocation/perf budget, leak gate, determinism
54
+ gate, deterministic visual regression, bundle-size budget). See
55
+ `phaser-testing`. Build pins: `phaser ^4.2.0`, Vite, TypeScript 6.
56
+
57
+ ## Enforced lint rules (prose must match machine enforcement)
58
+
59
+ The lint config enforces the rules below. Each exists because the prose above
60
+ relies on it — keep them in sync.
61
+
62
+ **`no-restricted-imports`**
63
+
64
+ - Importing `phaser` anywhere under `src/logic/**` is banned. The logic core
65
+ stays engine-free so Vitest runs it without a browser.
66
+
67
+ **`no-restricted-syntax`** bans:
68
+
69
+ - Removed v3 idioms: `setPipeline` / `setPostPipeline` / `resetPipeline`,
70
+ `setTintFill`, `preFX` / `postFX`, `Phaser.Geom.Point`, `Phaser.Struct`,
71
+ `BitmapMask`, `Mesh`, `Plane`, `Camera3D`. Use the v4 replacements
72
+ (RenderNodes, Filters, `Phaser.Math.Vector2`, native `Set`/`Map`, GPU layers).
73
+ - `Math.random()` / `Date.now()` / `performance.now()` in `src` game code — use
74
+ the seeded RND and the scene clock (`this.time.now`).
75
+ - Reusing `game.events` for app messaging — use the dedicated EventsCenter.
76
+ - `debug: true` inside a physics/game config object literal — debug stays off in
77
+ committed code (toggle locally, never commit it on).
78
+
79
+ **Direct-`localStorage` ban**
80
+
81
+ - Direct `localStorage` access outside `src/services/**` is banned. Persist
82
+ through SaveService (versioned + migrated).
83
+
84
+ **Custom `eslint-plugin-phaser` rules**
85
+
86
+ - `no-create-in-update` — no `this.add.*`, `tweens.add`, `time.addEvent`,
87
+ `physics.add.*`, or `new Phaser.*` inside an `update()` method. Create in
88
+ `create()`; in the loop, reuse and pool.
89
+ - `no-allocation-in-update` — no object/array literals, closures, or
90
+ `.map`/`.filter`/`.reduce` chains inside `update()`. Hoist scratch objects.
91
+ - `require-shutdown-cleanup` — a `Scene` that registers persistent external
92
+ listeners must define a `shutdown` handler that removes them.
20
93
 
21
94
  ## Architecture
22
95
 
23
96
  - **One scene class per file** under `src/scenes/`, named after the scene key.
24
97
  The scene flow is `Boot → Preloader → MainMenu → Game` (plus overlays). Boot
25
98
  loads only what the Preloader needs; the Preloader loads everything else.
26
- - **Pure game logic lives outside scenes** in `src/logic/` (or `src/core/`) with
27
- **no `phaser` imports** plain TypeScript functions and classes that take and
28
- return data. Scenes are thin orchestrators that wire logic to GameObjects.
29
- This is what makes the game unit-testable; see the `phaser-testing` skill.
30
- - **Asset keys are typed constants** in `src/assets.ts` never inline magic
31
- strings for texture/audio/animation keys. Load via asset-pack manifests
32
- (`this.load.pack`), not ad-hoc `load.image` lists scattered across scenes.
33
-
34
- ## Determinism
35
-
36
- - **No `Math.random()` in game code.** Use the scene-seeded
37
- `Phaser.Math.RandomDataGenerator` (`Phaser.Math.RND` or a local instance with
38
- an explicit seed) so replays and tests are reproducible.
39
- - Arcade physics keeps its v4 default `fixedStep: true`. Do not switch physics to
40
- variable step to "fix" a tunneling bug — fix the body/velocity configuration.
99
+ - **Pure game logic lives in `src/logic/**`** with no `phaser` imports — plain
100
+ TypeScript that takes and returns data. Scenes/entities are thin orchestrators
101
+ that wire that logic to GameObjects. See `phaser-testing`.
102
+ - **Keys are typed constants** generated into `src/assets.ts` — never inline
103
+ magic strings for texture/audio/animation/scene/event keys. Load via asset-pack
104
+ manifests (`this.load.pack`), not ad-hoc `load.image` lists.
41
105
 
42
106
  ## Performance
43
107
 
44
- - **No allocations in `update()`.** No `new`, array literals, closures, or
45
- `.filter/.map` chains in per-frame paths — hoist scratch objects, reuse vectors.
108
+ - **No allocations in `update()`** and **no object/tween/timer creation in
109
+ `update()`** (both lint-enforced) — hoist scratch objects, reuse vectors.
46
110
  - **Pool, don't churn.** Bullets, enemies, particles, and pickups come from
47
- `Group` pools (`get`/`killAndHide`), never `new`/`destroy` per spawn.
48
- - **Mass rendering uses the GPU layers.** Large static/animated sprite fields →
49
- `SpriteGPULayer`; large tile maps → `TilemapGPULayer`. Texture atlases (PCT
50
- where possible) over loose images — see the `phaser-assets` skill.
51
- - Target WebGL; the Canvas renderer is deprecated in v4 and only acceptable as an
52
- explicit, documented fallback decision.
111
+ `Group` pools (`get` / `killAndHide`), never `new` / `destroy` per spawn.
112
+ - **Mass rendering uses the GPU layers.** Large sprite fields → `SpriteGPULayer`;
113
+ large tile maps → `TilemapGPULayer`. Atlas everything (see
114
+ `phaser-asset-pipeline`); `BitmapText` for high-churn text.
115
+ - Target WebGL; the Canvas renderer is deprecated in v4 and acceptable only as an
116
+ explicit, documented fallback.
53
117
 
54
118
  ## Verification
55
119
 
56
- Before reporting any change complete: run `bun run typecheck`, `bun run test`,
57
- and `bun run build`. For changes that affect rendering or input, verify in the
58
- real browser — `bun run dev` plus a Playwright check (the game boots, the canvas
59
- renders, no console errors). A green typecheck alone is not proof a game works.
120
+ Before reporting any change complete: run `bun run typecheck`, `bun run lint`,
121
+ `bun run test`, and `bun run build`. For changes that affect rendering or input,
122
+ verify in the real browser — `bun run dev` plus a Playwright check (the game
123
+ boots, the canvas renders, no console errors). CI additionally runs the runtime
124
+ gates (`phaser-testing`). A green typecheck alone is not proof a game works.
125
+ </content>
126
+ </invoke>
@@ -0,0 +1,135 @@
1
+ ---
2
+ name: phaser-accessibility
3
+ description: This skill should be used when making a Phaser 4 game accessible — honoring prefers-reduced-motion, pausing on window/tab blur, keyboard navigation and visible focus for menus, colorblind-safe palettes, and a screen-reader live region that announces game state through the DOM. Use it when building menus, settings, HUD, or any player-facing UI, or when an accessibility requirement comes up. Pairs with phaser-services, phaser-i18n, and phaser-scenes.
4
+ ---
5
+
6
+ # Phaser 4 Accessibility
7
+
8
+ ## Overview
9
+
10
+ The canvas is opaque to assistive tech, so accessibility is something you build
11
+ in, not get for free. Five pillars carry most of the value: respect
12
+ `prefers-reduced-motion`, pause when the window loses focus, make menus fully
13
+ keyboard-navigable with visible focus, use colorblind-safe palettes, and mirror
14
+ game state into a DOM **live region** for screen readers. These wire through the
15
+ shared services ([[phaser-services]]) and use translated strings ([[phaser-i18n]]).
16
+
17
+ ## prefers-reduced-motion
18
+
19
+ Read the media query once and gate non-essential motion (screen shake, parallax,
20
+ big tweens, particle bursts) behind it. Reduced motion means "convey the same
21
+ information with less movement", not "remove feedback".
22
+
23
+ ```ts
24
+ // src/services/a11y.ts
25
+ export const reduceMotion = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
26
+
27
+ // in a scene
28
+ if (!reduceMotion) this.cameras.main.shake(120, 0.004);
29
+ this.tweens.add({ targets: panel, alpha: 1, duration: reduceMotion ? 0 : 250 });
30
+ ```
31
+
32
+ Expose it as a togglable setting too (some players want it on regardless of OS),
33
+ stored via SaveService ([[phaser-services]]).
34
+
35
+ ## Pause on blur
36
+
37
+ A game that keeps running while the tab is hidden drains battery, desyncs audio,
38
+ and is hostile to players who switch away. Phaser already exposes blur/focus
39
+ events — pause the loop and audio, resume on focus.
40
+
41
+ ```ts
42
+ this.game.events.on(Phaser.Core.Events.BLUR, () => { this.scene.pause(); this.sound.pauseAll(); });
43
+ this.game.events.on(Phaser.Core.Events.FOCUS, () => { this.scene.resume(); this.sound.resumeAll(); });
44
+ ```
45
+
46
+ Set `Phaser.Types.Core.GameConfig.autoFocus` and `disableContextMenu` as needed.
47
+ (These are listeners — remove them in `shutdown` per the on/off discipline in
48
+ [[phaser-services]].) For competitive/timed play, pausing on blur is also the
49
+ fair behavior.
50
+
51
+ ## Keyboard navigation and visible focus
52
+
53
+ Every menu must be operable without a pointer: arrow keys / Tab move focus, Enter
54
+ or Space activates, Escape backs out. Keep a focus index over a typed list of
55
+ items and render an unmistakable focus indicator (outline/scale, not color alone).
56
+
57
+ ```ts
58
+ private items: MenuItem[] = [];
59
+ private focus = 0;
60
+
61
+ private move(delta: number) {
62
+ this.items[this.focus].setFocused(false);
63
+ this.focus = Phaser.Math.Wrap(this.focus + delta, 0, this.items.length);
64
+ this.items[this.focus].setFocused(true); // visible outline + announce
65
+ this.announce(this.items[this.focus].label);
66
+ }
67
+ create() {
68
+ this.input.keyboard!.on("keydown-DOWN", () => this.move(1));
69
+ this.input.keyboard!.on("keydown-UP", () => this.move(-1));
70
+ this.input.keyboard!.on("keydown-ENTER",() => this.items[this.focus].activate());
71
+ }
72
+ ```
73
+
74
+ Use the semantic InputService actions ([[phaser-services]]) so the same bindings
75
+ serve gamepad and touch. Never rely on hover-only affordances.
76
+
77
+ ## Colorblind-safe palettes
78
+
79
+ Never encode meaning in hue alone — pair every color cue with a shape, icon,
80
+ label, or pattern (red enemy *and* a spike icon; green/red status *and* a check/x).
81
+ Choose palettes that stay distinguishable across deuteranopia/protanopia
82
+ /tritanopia, and offer a colorblind palette option in settings.
83
+
84
+ ```ts
85
+ // src/logic/palette.ts — pure, testable, no phaser import
86
+ export const palettes = {
87
+ default: { ally: 0x2e7d32, enemy: 0xc62828, neutral: 0xf9a825 },
88
+ deuter: { ally: 0x0072b2, enemy: 0xd55e00, neutral: 0xf0e442 }, // Okabe–Ito, CB-safe
89
+ } as const;
90
+ ```
91
+
92
+ Keep palette selection in `src/logic/**` so contrast/choice logic is unit-tested,
93
+ and store the player's choice via SaveService.
94
+
95
+ ## Screen-reader live region
96
+
97
+ Mirror important state changes into an ARIA live region in the DOM (outside the
98
+ canvas) so screen readers announce them. One polite region for status, one
99
+ assertive for urgent events.
100
+
101
+ ```html
102
+ <!-- index.html, alongside the game container -->
103
+ <div id="sr-status" aria-live="polite" class="sr-only"></div>
104
+ <div id="sr-alert" aria-live="assertive" class="sr-only"></div>
105
+ ```
106
+
107
+ ```ts
108
+ // src/services/a11y.ts
109
+ const status = document.getElementById("sr-status")!;
110
+ export function announce(msg: string, urgent = false) {
111
+ const el = urgent ? document.getElementById("sr-alert")! : status;
112
+ el.textContent = ""; el.textContent = msg; // clear+set so identical repeats re-announce
113
+ }
114
+ ```
115
+
116
+ Announce menu focus, score milestones, level changes, and game-over. Messages
117
+ come from the i18n catalog ([[phaser-i18n]]) — never hardcoded — and `.sr-only`
118
+ keeps the region visually hidden but readable by AT.
119
+
120
+ ## Project conventions
121
+
122
+ - A11y plumbing lives in `src/services/a11y.ts`; palette/choice logic lives in
123
+ `src/logic/**` (unit-tested).
124
+ - Accessibility settings (reduced motion, colorblind palette) persist via
125
+ SaveService and apply on boot ([[phaser-services]]).
126
+ - All announced/visible text comes from the i18n catalog ([[phaser-i18n]]).
127
+
128
+ ## Verification
129
+
130
+ Verified by manual passes that double as runtime checks: tab through every menu
131
+ with the pointer unplugged and confirm visible focus + activation; set the OS to
132
+ reduce-motion and confirm shake/parallax stop while feedback remains; blur the
133
+ tab and confirm the game pauses and audio stops; and run a screen reader (VoiceOver
134
+ /NVDA) to confirm the live region announces menu focus and game state.
135
+ </content>
@@ -0,0 +1,148 @@
1
+ ---
2
+ name: phaser-asset-pipeline
3
+ description: This skill should be used when setting up or changing the build-time asset pipeline of a Phaser 4 game — packing raw art in assets/src into public/assets (free-tex-packer-core texture atlases, audiosprite audio sprites, BMFont bitmap fonts) and the codegen step that emits typed keys to src/assets.ts so a missing or renamed key is a compile error. Use it when adding source art, wiring packing into the build, regenerating typed keys, or eliminating raw string asset keys. Pairs with phaser-assets, phaser-build-deploy, and phaser-services.
4
+ ---
5
+
6
+ # Phaser 4 Asset Pipeline
7
+
8
+ ## Overview
9
+
10
+ Runtime assets are **generated, not hand-placed**. Raw source art lives in
11
+ `assets/src/**` (PNGs, audio, font sources); a build step packs it into
12
+ `public/assets/**` (atlases, audio sprites, bitmap fonts) and **codegens typed
13
+ key constants into `src/assets.ts`**. The payoff: a missing or renamed asset is a
14
+ **compile error**, not a green square or silent-missing audio at runtime. No raw
15
+ string asset / scene / event keys anywhere — they all come from the generated
16
+ module ([[phaser-assets]] covers loading those keys at runtime).
17
+
18
+ ## Layout
19
+
20
+ | Path | Role |
21
+ | --- | --- |
22
+ | `assets/src/sprites/**` | Raw individual PNGs — the art source of truth |
23
+ | `assets/src/audio/**` | Raw audio clips (wav/ogg sources) |
24
+ | `assets/src/fonts/**` | Font sources for BMFont generation |
25
+ | `public/assets/**` | **Generated** packed output (atlases, audiosprites, fonts, `pack.json`) — git-ignored or committed as a build artifact |
26
+ | `src/assets.ts` | **Generated** typed key constants — never edited by hand |
27
+ | `scripts/pack-assets.mjs` | The pipeline driver (runs the three packers + codegen) |
28
+
29
+ ## Step 1: texture atlases with free-tex-packer-core
30
+
31
+ `free-tex-packer-core` packs many PNGs into atlas pages plus a JSON manifest, in
32
+ a Node script (no GUI, runs in CI):
33
+
34
+ ```js
35
+ // scripts/pack-assets.mjs (excerpt)
36
+ import { packAsync } from "free-tex-packer-core";
37
+ import { glob } from "glob";
38
+ import { readFile, writeFile } from "node:fs/promises";
39
+
40
+ const images = await Promise.all(
41
+ (await glob("assets/src/sprites/**/*.png")).map(async p => ({
42
+ path: p.replace("assets/src/sprites/", ""), contents: await readFile(p),
43
+ })));
44
+
45
+ const files = await packAsync(images, {
46
+ textureName: "game", width: 2048, height: 2048,
47
+ padding: 2, allowRotation: false, allowTrim: true,
48
+ exporter: "JsonHash", removeFileExtension: true,
49
+ });
50
+ for (const f of files) await writeFile(`public/assets/atlases/${f.name}`, f.buffer ?? f.content);
51
+ ```
52
+
53
+ The frame names in the manifest become the atlas frame keys you reference as
54
+ generated constants. Atlas everything that renders together — loose images break
55
+ sprite batching ([[phaser-assets]]).
56
+
57
+ ## Step 2: audio sprites with audiosprite
58
+
59
+ `audiosprite` concatenates short SFX into one file (in multiple codecs) plus a
60
+ JSON map of `{ start, end }` per clip — one request, one decode, instead of dozens:
61
+
62
+ ```jsonc
63
+ // package.json script
64
+ "pack:audio": "audiosprite --output public/assets/audio/sfx --export ogg,m4a --format howler2 assets/src/audio/*.wav"
65
+ ```
66
+
67
+ Provide at least two codecs (`ogg` + `m4a`) so every browser can play one. Load
68
+ with `this.load.audioSprite(Audio.Sfx, "audio/sfx.json")` and play by sprite key.
69
+
70
+ ## Step 3: bitmap fonts with BMFont
71
+
72
+ `BitmapText` is the performant choice for high-churn text (scores, timers) —
73
+ [[phaser-assets]] / [[phaser-i18n]]. Generate the `.fnt` (XML/JSON) + PNG page
74
+ from a font source with a BMFont tool (`msdf-bmfont-xml` or the `bmfont` CLI) in
75
+ the same script:
76
+
77
+ ```jsonc
78
+ "pack:font": "msdf-bmfont -o public/assets/fonts/ui --font-size 42 --texture-size 1024 1024 assets/src/fonts/ui.ttf"
79
+ ```
80
+
81
+ Load with `this.load.bitmapFont(Font.UI, "fonts/ui.png", "fonts/ui.fnt")`.
82
+
83
+ ## Step 4: codegen typed keys into `src/assets.ts`
84
+
85
+ After packing, walk the generated manifests and emit `as const` key maps. This is
86
+ the step that turns runtime failures into compile failures:
87
+
88
+ ```js
89
+ // scripts/pack-assets.mjs (codegen excerpt)
90
+ const atlas = JSON.parse(await readFile("public/assets/atlases/game.json", "utf8"));
91
+ const frames = Object.keys(atlas.frames); // raw keys, e.g. "player/idle"
92
+ const sfx = Object.keys(JSON.parse(await readFile("public/assets/audio/sfx.json","utf8")).spritemap);
93
+
94
+ const out = `// AUTO-GENERATED by scripts/pack-assets.mjs — do not edit.
95
+ export const Tex = { GameAtlas: "game" } as const;
96
+ export const Frame = { ${frames.map(k => `${toIdent(k)}: "${k}"`).join(", ")} } as const;
97
+ export const Audio = { Sfx: "sfx" } as const;
98
+ export const Sfx = { ${sfx.map(s => `${toIdent(s)}: "${s}"`).join(", ")} } as const;
99
+ export const Font = { UI: "ui" } as const;
100
+ export const SceneKeys = { Boot:"Boot", Preloader:"Preloader", MainMenu:"MainMenu", Game:"Game" } as const;
101
+ export const GameEvent = { ScoreChanged:"score-changed", EnemyDied:"enemy-died" } as const;
102
+ `;
103
+ await writeFile("src/assets.ts", out);
104
+ ```
105
+
106
+ Scenes import `Tex`, `Frame`, `Sfx`, `Font`, `SceneKeys`, `GameEvent` — never an
107
+ inline string. Rename art, re-run the pipeline, and every now-stale reference
108
+ fails `bun run typecheck` immediately. (Scene/event keys are kept in the same
109
+ generated module so they share the no-raw-string discipline; edit them via the
110
+ codegen template, not by hand.)
111
+
112
+ ## Step 5: wire into the build
113
+
114
+ The pipeline runs before dev and before build so generated output is never stale:
115
+
116
+ ```jsonc
117
+ // package.json
118
+ "scripts": {
119
+ "assets": "node scripts/pack-assets.mjs",
120
+ "predev": "bun run assets",
121
+ "prebuild": "bun run assets",
122
+ "dev": "vite",
123
+ "build": "vite build"
124
+ }
125
+ ```
126
+
127
+ For fast iteration, a `--watch` mode on the pack script re-packs changed source
128
+ art. In CI the pack step runs once before `vite build`; the build then hashes the
129
+ generated files for immutable caching ([[phaser-build-deploy]]).
130
+
131
+ ## Project conventions
132
+
133
+ - `assets/src/**` is the source of truth; `public/assets/**` and `src/assets.ts`
134
+ are generated — treat them as build output (re-runnable, not hand-edited).
135
+ - One atlas per render group, one audiosprite per SFX set, BMFont for hot text.
136
+ - A contract test asserts every constant in `src/assets.ts` resolves to an entry
137
+ in the generated `pack.json`/manifests ([[phaser-testing]]).
138
+ - The generated `src/assets.ts` is the single source of asset/scene/event keys —
139
+ the no-raw-string-keys rule depends on it existing.
140
+
141
+ ## Verification
142
+
143
+ The pipeline is verified by deleting a source PNG and re-running `bun run assets`:
144
+ the corresponding generated constant disappears and `bun run typecheck` fails at
145
+ every use site (proving keys are compile-checked). Then boot the game and confirm
146
+ the atlas/audiosprite/font load with no `FILE_LOAD_ERROR` and render/play
147
+ correctly.
148
+ </content>
@@ -0,0 +1,148 @@
1
+ ---
2
+ name: phaser-build-deploy
3
+ description: This skill should be used when configuring the production build or deploying a Phaser 4 game — the Vite prod config (manualChunks to split the phaser vendor chunk, terser two-pass minification), content-hashed assets with immutable caching, the base path per host, vite-plugin-pwa (autoUpdate + globPatterns covering game assets), a bundle-size budget, and static hosting. Use it when setting up the build, fixing caching/base-path issues, adding the PWA, or enforcing bundle size. Pairs with phaser-asset-pipeline, phaser-project-structure, and phaser-testing.
4
+ ---
5
+
6
+ # Phaser 4 Build and Deploy
7
+
8
+ ## Overview
9
+
10
+ The game ships as static files built by **Vite** (with TypeScript 6, `phaser`
11
+ pinned `^4.2.0`). A good prod build does four things: split the large `phaser`
12
+ vendor chunk so app code can change without re-downloading the engine, minify
13
+ hard, content-hash everything for immutable caching, and register a PWA service
14
+ worker that precaches game assets. A bundle-size budget keeps the result honest.
15
+ The asset pipeline ([[phaser-asset-pipeline]]) runs first; this skill packages
16
+ its output.
17
+
18
+ ## Vite production config
19
+
20
+ ```ts
21
+ // vite.config.ts
22
+ import { defineConfig } from "vite";
23
+ import { VitePWA } from "vite-plugin-pwa";
24
+
25
+ export default defineConfig({
26
+ base: process.env.BASE_PATH ?? "/", // "/" for root domains, "/repo/" for project pages
27
+ build: {
28
+ target: "es2022",
29
+ assetsInlineLimit: 0, // never inline game assets — keep them cacheable files
30
+ minify: "terser",
31
+ terserOptions: { compress: { passes: 2, drop_console: true }, format: { comments: false } },
32
+ rollupOptions: {
33
+ output: {
34
+ manualChunks: { phaser: ["phaser"] }, // engine in its own long-lived chunk
35
+ entryFileNames: "assets/[name]-[hash].js", // content hash on everything
36
+ chunkFileNames: "assets/[name]-[hash].js",
37
+ assetFileNames: "assets/[name]-[hash][extname]",
38
+ },
39
+ },
40
+ },
41
+ });
42
+ ```
43
+
44
+ `manualChunks: { phaser: ["phaser"] }` is the single highest-value line: Phaser is
45
+ hundreds of KB and rarely changes, so isolating it means a gameplay tweak only
46
+ busts the small app chunk. Two-pass terser squeezes meaningfully more than one.
47
+
48
+ ## Asset hashing and immutable caching
49
+
50
+ Every emitted file carries a content hash, so it can be cached forever and a
51
+ change produces a new filename (cache-busted automatically):
52
+
53
+ ```
54
+ /assets/index-3f2a.js Cache-Control: public, max-age=31536000, immutable
55
+ /assets/phaser-9b1c.js Cache-Control: public, max-age=31536000, immutable
56
+ /index.html Cache-Control: no-cache (must revalidate to pick up new hashes)
57
+ ```
58
+
59
+ `index.html` is the only file served `no-cache` — it points at the hashed assets,
60
+ so revalidating it is enough to roll the whole app forward. Game assets under
61
+ `public/assets/**` ([[phaser-asset-pipeline]]) are hashed by the PWA precache
62
+ manifest below even though Vite copies them verbatim.
63
+
64
+ ## Base path per host
65
+
66
+ `base` must match where the game is served:
67
+
68
+ - Root domain / custom domain → `base: "/"`.
69
+ - GitHub Pages project site → `base: "/<repo>/"`.
70
+ - Subpath behind a reverse proxy → that subpath.
71
+
72
+ A wrong `base` is the classic "works on `bun run dev`, blank canvas on deploy"
73
+ bug — assets 404 because the URLs are absolute to the wrong root. Drive it from an
74
+ env var so the same build config serves every host.
75
+
76
+ ## PWA: vite-plugin-pwa (on by default)
77
+
78
+ The PWA is on by default: install-to-home-screen, offline play, and auto-update.
79
+ `registerType: "autoUpdate"` ships new versions without a manual prompt; the
80
+ critical part is extending `globPatterns` to precache **game assets** (atlases,
81
+ audio sprites, fonts) — the Workbox default only catches JS/CSS/HTML and would
82
+ leave a "installed but can't load its art offline" game.
83
+
84
+ ```ts
85
+ VitePWA({
86
+ registerType: "autoUpdate",
87
+ includeAssets: ["favicon.svg"],
88
+ workbox: {
89
+ globPatterns: ["**/*.{js,css,html,png,jpg,svg,webp,woff2,json,fnt,mp3,m4a,ogg}"],
90
+ // critically include packed game assets:
91
+ globDirectory: "dist",
92
+ additionalManifestEntries: [], // or widen globPatterns to assets/**/*.{png,json,fnt,ogg,m4a}
93
+ maximumFileSizeToCacheInBytes: 8 * 1024 * 1024, // raise above default 2MB for atlas pages
94
+ },
95
+ manifest: { name: "Game", short_name: "Game", display: "fullscreen", orientation: "landscape",
96
+ background_color: "#000000", theme_color: "#000000", icons: [/* 192/512 */] },
97
+ })
98
+ ```
99
+
100
+ Set `maximumFileSizeToCacheInBytes` above the default 2 MB or large atlas pages
101
+ silently fall out of the precache.
102
+
103
+ ## Bundle-size budget
104
+
105
+ A byte budget, checked after `bun run build`, fails the PR when a stray dependency
106
+ or an un-split engine chunk bloats the download. This is the same budget the
107
+ bundle-size gate in [[phaser-testing]] enforces in CI.
108
+
109
+ ```jsonc
110
+ // size-limit config (or a custom post-build check)
111
+ [
112
+ { "name": "app", "path": "dist/assets/index-*.js", "limit": "60 kB" },
113
+ { "name": "phaser", "path": "dist/assets/phaser-*.js", "limit": "400 kB" }
114
+ ]
115
+ ```
116
+
117
+ Separate budgets per chunk catch the right regressions: app growth from your code
118
+ vs. an accidental second copy of a big dependency landing in the phaser chunk.
119
+
120
+ ## Static deploy
121
+
122
+ Output is plain static files in `dist/` — host on any static CDN (GitHub Pages,
123
+ Netlify, Cloudflare Pages, S3+CloudFront). Requirements: serve over HTTPS (PWA +
124
+ Web Audio expect a secure context), set the cache headers above (immutable for
125
+ hashed assets, no-cache for `index.html`), and for client-routed builds add an
126
+ SPA fallback to `index.html`. Build with the host's base path:
127
+
128
+ ```bash
129
+ BASE_PATH=/my-game/ bun run build # then publish dist/
130
+ ```
131
+
132
+ ## Project conventions
133
+
134
+ - Run the asset pipeline before the build (`prebuild`) so `public/assets/**` and
135
+ `src/assets.ts` are current ([[phaser-asset-pipeline]]).
136
+ - `phaser` is always its own manualChunk; never let it merge into the app chunk.
137
+ - `base` comes from an env var, never hardcoded to one host.
138
+ - The bundle-size budget is committed and CI-gated ([[phaser-testing]]).
139
+ - Build pins: `phaser ^4.2.0`, Vite, TypeScript 6.
140
+
141
+ ## Verification
142
+
143
+ Verified by `bun run build` succeeding under the size budget, then `bun run
144
+ preview` (served at the deploy `base`) booting the game with no 404s and no
145
+ console errors. Confirm the PWA registers (Application → Service Workers), load
146
+ once online then go offline and reload to confirm assets are precached, and
147
+ confirm a redeploy auto-updates clients without a manual cache clear.
148
+ </content>