@codyswann/lisa 2.178.6 → 2.180.0

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Files changed (145) 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/merge/.claude/settings.json +1 -0
  13. package/phaser/merge/.mcp.json +8 -0
  14. package/phaser/package-lisa/package.lisa.json +11 -3
  15. package/plugins/lisa/.claude-plugin/plugin.json +1 -1
  16. package/plugins/lisa/.codex-plugin/plugin.json +1 -1
  17. package/plugins/lisa-agy/plugin.json +1 -1
  18. package/plugins/lisa-cdk/.claude-plugin/plugin.json +1 -1
  19. package/plugins/lisa-cdk/.codex-plugin/plugin.json +1 -1
  20. package/plugins/lisa-cdk-agy/plugin.json +1 -1
  21. package/plugins/lisa-cdk-copilot/.claude-plugin/plugin.json +1 -1
  22. package/plugins/lisa-cdk-cursor/.claude-plugin/plugin.json +1 -1
  23. package/plugins/lisa-copilot/.claude-plugin/plugin.json +1 -1
  24. package/plugins/lisa-cursor/.claude-plugin/plugin.json +1 -1
  25. package/plugins/lisa-expo/.claude-plugin/plugin.json +1 -1
  26. package/plugins/lisa-expo/.codex-plugin/plugin.json +1 -1
  27. package/plugins/lisa-expo-agy/plugin.json +1 -1
  28. package/plugins/lisa-expo-copilot/.claude-plugin/plugin.json +1 -1
  29. package/plugins/lisa-expo-cursor/.claude-plugin/plugin.json +1 -1
  30. package/plugins/lisa-harper-fabric/.claude-plugin/plugin.json +1 -1
  31. package/plugins/lisa-harper-fabric/.codex-plugin/plugin.json +1 -1
  32. package/plugins/lisa-harper-fabric-agy/plugin.json +1 -1
  33. package/plugins/lisa-harper-fabric-copilot/.claude-plugin/plugin.json +1 -1
  34. package/plugins/lisa-harper-fabric-cursor/.claude-plugin/plugin.json +1 -1
  35. package/plugins/lisa-nestjs/.claude-plugin/plugin.json +1 -1
  36. package/plugins/lisa-nestjs/.codex-plugin/plugin.json +1 -1
  37. package/plugins/lisa-nestjs-agy/plugin.json +1 -1
  38. package/plugins/lisa-nestjs-copilot/.claude-plugin/plugin.json +1 -1
  39. package/plugins/lisa-nestjs-cursor/.claude-plugin/plugin.json +1 -1
  40. package/plugins/lisa-openclaw/.claude-plugin/plugin.json +1 -1
  41. package/plugins/lisa-openclaw/.codex-plugin/plugin.json +1 -1
  42. package/plugins/lisa-openclaw-agy/plugin.json +1 -1
  43. package/plugins/lisa-openclaw-copilot/.claude-plugin/plugin.json +1 -1
  44. package/plugins/lisa-openclaw-cursor/.claude-plugin/plugin.json +1 -1
  45. package/plugins/lisa-phaser/.claude-plugin/plugin.json +1 -1
  46. package/plugins/lisa-phaser/.codex-plugin/plugin.json +1 -1
  47. package/plugins/lisa-phaser/rules/phaser.md +134 -44
  48. package/plugins/lisa-phaser/skills/phaser-accessibility/SKILL.md +135 -0
  49. package/plugins/lisa-phaser/skills/phaser-accessibility/agents/openai.yaml +4 -0
  50. package/plugins/lisa-phaser/skills/phaser-asset-pipeline/SKILL.md +148 -0
  51. package/plugins/lisa-phaser/skills/phaser-asset-pipeline/agents/openai.yaml +4 -0
  52. package/plugins/lisa-phaser/skills/phaser-build-deploy/SKILL.md +148 -0
  53. package/plugins/lisa-phaser/skills/phaser-build-deploy/agents/openai.yaml +4 -0
  54. package/plugins/lisa-phaser/skills/phaser-i18n/SKILL.md +122 -0
  55. package/plugins/lisa-phaser/skills/phaser-i18n/agents/openai.yaml +4 -0
  56. package/plugins/lisa-phaser/skills/phaser-project-structure/SKILL.md +5 -5
  57. package/plugins/lisa-phaser/skills/phaser-services/SKILL.md +208 -0
  58. package/plugins/lisa-phaser/skills/phaser-services/agents/openai.yaml +4 -0
  59. package/plugins/lisa-phaser/skills/phaser-testing/SKILL.md +104 -11
  60. package/plugins/lisa-phaser-agy/plugin.json +1 -1
  61. package/plugins/lisa-phaser-agy/skills/phaser-accessibility/SKILL.md +135 -0
  62. package/plugins/lisa-phaser-agy/skills/phaser-asset-pipeline/SKILL.md +148 -0
  63. package/plugins/lisa-phaser-agy/skills/phaser-build-deploy/SKILL.md +148 -0
  64. package/plugins/lisa-phaser-agy/skills/phaser-i18n/SKILL.md +122 -0
  65. package/plugins/lisa-phaser-agy/skills/phaser-project-structure/SKILL.md +5 -5
  66. package/plugins/lisa-phaser-agy/skills/phaser-services/SKILL.md +208 -0
  67. package/plugins/lisa-phaser-agy/skills/phaser-testing/SKILL.md +104 -11
  68. package/plugins/lisa-phaser-copilot/.claude-plugin/plugin.json +1 -1
  69. package/plugins/lisa-phaser-copilot/rules/phaser.md +134 -44
  70. package/plugins/lisa-phaser-copilot/skills/phaser-accessibility/SKILL.md +135 -0
  71. package/plugins/lisa-phaser-copilot/skills/phaser-asset-pipeline/SKILL.md +148 -0
  72. package/plugins/lisa-phaser-copilot/skills/phaser-build-deploy/SKILL.md +148 -0
  73. package/plugins/lisa-phaser-copilot/skills/phaser-i18n/SKILL.md +122 -0
  74. package/plugins/lisa-phaser-copilot/skills/phaser-project-structure/SKILL.md +5 -5
  75. package/plugins/lisa-phaser-copilot/skills/phaser-services/SKILL.md +208 -0
  76. package/plugins/lisa-phaser-copilot/skills/phaser-testing/SKILL.md +104 -11
  77. package/plugins/lisa-phaser-cursor/.claude-plugin/plugin.json +1 -1
  78. package/plugins/lisa-phaser-cursor/rules/phaser.mdc +134 -44
  79. package/plugins/lisa-phaser-cursor/skills/phaser-accessibility/SKILL.md +135 -0
  80. package/plugins/lisa-phaser-cursor/skills/phaser-asset-pipeline/SKILL.md +148 -0
  81. package/plugins/lisa-phaser-cursor/skills/phaser-build-deploy/SKILL.md +148 -0
  82. package/plugins/lisa-phaser-cursor/skills/phaser-i18n/SKILL.md +122 -0
  83. package/plugins/lisa-phaser-cursor/skills/phaser-project-structure/SKILL.md +5 -5
  84. package/plugins/lisa-phaser-cursor/skills/phaser-services/SKILL.md +208 -0
  85. package/plugins/lisa-phaser-cursor/skills/phaser-testing/SKILL.md +104 -11
  86. package/plugins/lisa-rails/.claude-plugin/plugin.json +1 -1
  87. package/plugins/lisa-rails/.codex-plugin/plugin.json +1 -1
  88. package/plugins/lisa-rails-agy/plugin.json +1 -1
  89. package/plugins/lisa-rails-copilot/.claude-plugin/plugin.json +1 -1
  90. package/plugins/lisa-rails-cursor/.claude-plugin/plugin.json +1 -1
  91. package/plugins/lisa-typescript/.claude-plugin/plugin.json +1 -1
  92. package/plugins/lisa-typescript/.codex-plugin/plugin.json +1 -1
  93. package/plugins/lisa-typescript-agy/plugin.json +1 -1
  94. package/plugins/lisa-typescript-copilot/.claude-plugin/plugin.json +1 -1
  95. package/plugins/lisa-typescript-cursor/.claude-plugin/plugin.json +1 -1
  96. package/plugins/lisa-wiki/.claude-plugin/plugin.json +1 -1
  97. package/plugins/lisa-wiki/.codex-plugin/plugin.json +1 -1
  98. package/plugins/lisa-wiki-agy/plugin.json +1 -1
  99. package/plugins/lisa-wiki-copilot/.claude-plugin/plugin.json +1 -1
  100. package/plugins/lisa-wiki-cursor/.claude-plugin/plugin.json +1 -1
  101. package/plugins/src/phaser/rules/phaser.md +134 -44
  102. package/plugins/src/phaser/skills/phaser-accessibility/SKILL.md +135 -0
  103. package/plugins/src/phaser/skills/phaser-asset-pipeline/SKILL.md +148 -0
  104. package/plugins/src/phaser/skills/phaser-build-deploy/SKILL.md +148 -0
  105. package/plugins/src/phaser/skills/phaser-i18n/SKILL.md +122 -0
  106. package/plugins/src/phaser/skills/phaser-project-structure/SKILL.md +5 -5
  107. package/plugins/src/phaser/skills/phaser-services/SKILL.md +208 -0
  108. package/plugins/src/phaser/skills/phaser-testing/SKILL.md +104 -11
  109. package/tsconfig/phaser.json +8 -1
  110. package/plugins/lisa-phaser/skills/phaser-assets/SKILL.md +0 -96
  111. package/plugins/lisa-phaser/skills/phaser-assets/agents/openai.yaml +0 -4
  112. package/plugins/lisa-phaser/skills/phaser-gameobjects/SKILL.md +0 -94
  113. package/plugins/lisa-phaser/skills/phaser-gameobjects/agents/openai.yaml +0 -4
  114. package/plugins/lisa-phaser/skills/phaser-physics/SKILL.md +0 -86
  115. package/plugins/lisa-phaser/skills/phaser-physics/agents/openai.yaml +0 -4
  116. package/plugins/lisa-phaser/skills/phaser-rendering/SKILL.md +0 -89
  117. package/plugins/lisa-phaser/skills/phaser-rendering/agents/openai.yaml +0 -4
  118. package/plugins/lisa-phaser/skills/phaser-scenes/SKILL.md +0 -86
  119. package/plugins/lisa-phaser/skills/phaser-scenes/agents/openai.yaml +0 -4
  120. package/plugins/lisa-phaser/skills/phaser-v3-migration/SKILL.md +0 -81
  121. package/plugins/lisa-phaser/skills/phaser-v3-migration/agents/openai.yaml +0 -4
  122. package/plugins/lisa-phaser-agy/skills/phaser-assets/SKILL.md +0 -96
  123. package/plugins/lisa-phaser-agy/skills/phaser-gameobjects/SKILL.md +0 -94
  124. package/plugins/lisa-phaser-agy/skills/phaser-physics/SKILL.md +0 -86
  125. package/plugins/lisa-phaser-agy/skills/phaser-rendering/SKILL.md +0 -89
  126. package/plugins/lisa-phaser-agy/skills/phaser-scenes/SKILL.md +0 -86
  127. package/plugins/lisa-phaser-agy/skills/phaser-v3-migration/SKILL.md +0 -81
  128. package/plugins/lisa-phaser-copilot/skills/phaser-assets/SKILL.md +0 -96
  129. package/plugins/lisa-phaser-copilot/skills/phaser-gameobjects/SKILL.md +0 -94
  130. package/plugins/lisa-phaser-copilot/skills/phaser-physics/SKILL.md +0 -86
  131. package/plugins/lisa-phaser-copilot/skills/phaser-rendering/SKILL.md +0 -89
  132. package/plugins/lisa-phaser-copilot/skills/phaser-scenes/SKILL.md +0 -86
  133. package/plugins/lisa-phaser-copilot/skills/phaser-v3-migration/SKILL.md +0 -81
  134. package/plugins/lisa-phaser-cursor/skills/phaser-assets/SKILL.md +0 -96
  135. package/plugins/lisa-phaser-cursor/skills/phaser-gameobjects/SKILL.md +0 -94
  136. package/plugins/lisa-phaser-cursor/skills/phaser-physics/SKILL.md +0 -86
  137. package/plugins/lisa-phaser-cursor/skills/phaser-rendering/SKILL.md +0 -89
  138. package/plugins/lisa-phaser-cursor/skills/phaser-scenes/SKILL.md +0 -86
  139. package/plugins/lisa-phaser-cursor/skills/phaser-v3-migration/SKILL.md +0 -81
  140. package/plugins/src/phaser/skills/phaser-assets/SKILL.md +0 -96
  141. package/plugins/src/phaser/skills/phaser-gameobjects/SKILL.md +0 -94
  142. package/plugins/src/phaser/skills/phaser-physics/SKILL.md +0 -86
  143. package/plugins/src/phaser/skills/phaser-rendering/SKILL.md +0 -89
  144. package/plugins/src/phaser/skills/phaser-scenes/SKILL.md +0 -86
  145. package/plugins/src/phaser/skills/phaser-v3-migration/SKILL.md +0 -81
@@ -0,0 +1,208 @@
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+ ---
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+ name: phaser-services
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+ description: This skill should be used when wiring cross-cutting services and shared state in a Phaser 4 game — the typed registry wrapper for global state, a single dedicated EventsCenter bus (never game.events), the .on()/.off() listener discipline enforced in scene shutdown, SoundService (mobile audio unlock on first gesture), InputService (semantic actions instead of raw keys), and SaveService (versioned localStorage with a migration chain). Use it when adding global state, an event bus, audio/input/save plumbing, or fixing listener leaks and lost saves. Pairs with the official scenes skill, phaser-testing, and phaser-i18n.
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+ ---
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+
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+ # Phaser 4 Services and Shared State
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+
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+ ## Overview
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+
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+ Cross-cutting concerns — global state, app events, sound, input, save — live in
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+ `src/services/**` as thin, typed singletons, **not** scattered through scenes.
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+ Two rules anchor everything: state flows through a typed registry wrapper, and
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+ app messaging flows through **one dedicated EventsCenter** that is never
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+ `game.events`. Direct `localStorage` access outside `src/services/**` is
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+ lint-banned — persistence goes through SaveService.
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+
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+ ## Global state: a typed wrapper over the registry
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+
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+ `this.registry` is a game-wide key/value `DataManager` shared across scenes. Raw
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+ access is stringly-typed and untestable, so wrap it once:
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+
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+ ```ts
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+ // src/services/state.ts
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+ interface GameState { coins: number; level: number; muted: boolean; seed: number; }
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+ const DEFAULTS: GameState = { coins: 0, level: 1, muted: false, seed: 0 };
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+
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+ export class GameStore {
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+ constructor(private reg: Phaser.Data.DataManager) {
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+ for (const k in DEFAULTS) if (!reg.has(k)) reg.set(k, (DEFAULTS as any)[k]);
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+ }
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+ get<K extends keyof GameState>(k: K): GameState[K] { return this.reg.get(k); }
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+ set<K extends keyof GameState>(k: K, v: GameState[K]) { this.reg.set(k, v); }
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+ onChange<K extends keyof GameState>(k: K, fn: (v: GameState[K]) => void) {
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+ const h = (_p: unknown, key: string, v: GameState[K]) => { if (key === k) fn(v); };
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+ this.reg.events.on(Phaser.Data.Events.CHANGE_DATA, h);
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+ return () => this.reg.events.off(Phaser.Data.Events.CHANGE_DATA, h); // caller .off()s in shutdown
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+ }
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+ }
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+ ```
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+
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+ Construct it once (in Boot) and read it via the registry. Keys are typed by
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+ `GameState`, so a typo is a compile error. The registry holds *small* shared
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+ state (settings, run seed, currency) — not GameObjects and not per-frame data.
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+
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+ ## The EventsCenter bus (never `game.events`)
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+
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+ App-level messaging ("enemy-died", "score-changed", "level-cleared") uses a
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+ single dedicated emitter. Reusing `game.events` (the engine's own bus) is
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+ lint-banned — it mixes your events with engine lifecycle events and is
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+ impossible to fully tear down.
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+
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+ ```ts
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+ // src/services/event-center.ts
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+ export const EventCenter = new Phaser.Events.EventEmitter();
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+
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+ // typed key constants come from src/assets.ts (generated) — no raw strings
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+ import { GameEvent } from "../assets";
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+ EventCenter.emit(GameEvent.ScoreChanged, score);
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+ ```
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+
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+ ## Listener discipline: every `.on()` has a matching `.off()`
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+
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+ This is the leak rule the `require-shutdown-cleanup` lint rule and the testing
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+ leak gate ([[phaser-testing]]) enforce. **Any** external listener — `EventCenter`,
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+ `this.input`, `this.scale`, `this.time`, `window`, the registry — must be removed
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+ in the scene's `shutdown`. Listeners on the scene's own display objects die with
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+ the scene; external ones do not, and they fire again (doubled) after a restart.
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+
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+ ```ts
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+ export class Game extends Phaser.Scene {
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+ private cleanups: Array<() => void> = [];
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+
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+ create() {
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+ const onResize = (s: Phaser.Structs.Size) => this.layout(s.width, s.height);
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+ this.scale.on(Phaser.Scale.Events.RESIZE, onResize);
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+ this.cleanups.push(() => this.scale.off(Phaser.Scale.Events.RESIZE, onResize));
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+
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+ const onScore = (n: number) => this.hud.setScore(n);
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+ EventCenter.on(GameEvent.ScoreChanged, onScore);
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+ this.cleanups.push(() => EventCenter.off(GameEvent.ScoreChanged, onScore));
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+
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+ this.events.once(Phaser.Scenes.Events.SHUTDOWN, this.shutdown, this);
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+ }
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+
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+ shutdown() { this.cleanups.forEach(fn => fn()); this.cleanups.length = 0; }
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+ }
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+ ```
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+
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+ Keeping the matching `.off()` next to each `.on()` (a `cleanups` array, or named
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+ handler methods you remove in `shutdown`) is the pattern that survives the leak
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+ gate. Prefer `.once()` where a listener should fire only once.
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+
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+ ## SoundService — audio unlock on first gesture
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+
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+ Web Audio starts **suspended** until a user gesture; sound played before then is
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+ silently dropped ("works on my machine, silent on the phone"). Centralize the
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+ unlock and all playback:
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+
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+ ```ts
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+ // src/services/sound-service.ts
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+ export class SoundService {
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+ private unlocked = false;
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+ constructor(private sound: Phaser.Sound.BaseSoundManager, private store: GameStore) {}
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+
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+ attachUnlock(scene: Phaser.Scene) {
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+ if (this.unlocked) return;
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+ scene.input.once(Phaser.Input.Events.POINTER_DOWN, () => this.resume());
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+ // Phaser also fires its own unlock; resume() is idempotent
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+ this.sound.once(Phaser.Sound.Events.UNLOCKED, () => this.resume());
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+ }
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+ private resume() { if ((this.sound as any).context?.state === "suspended") (this.sound as any).context.resume(); this.unlocked = true; }
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+ play(key: string, cfg?: Phaser.Types.Sound.SoundConfig) { if (!this.store.get("muted")) this.sound.play(key, cfg); }
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+ }
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+ ```
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+
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+ Scenes call `soundService.play(Sfx.Jump)` — never `this.sound.play("jump")`.
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+ Sound keys are generated constants ([[phaser-asset-pipeline]]).
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+
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+ ## InputService — semantic actions, not raw keys
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+
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+ Scenes should ask "is *jump* down?", not "is the spacebar down?". A semantic
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+ layer makes rebinding, gamepads, and touch swap in without touching game code,
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+ and keeps replays deterministic (record actions, not hardware).
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+
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+ ```ts
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+ // src/services/input-service.ts
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+ export type Action = "left" | "right" | "jump" | "fire" | "pause";
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+
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+ export class InputService {
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+ private down = new Set<Action>();
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+ private bindings: Record<number, Action> = {};
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+ constructor(kb: Phaser.Input.Keyboard.KeyboardPlugin) {
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+ this.bindings[Phaser.Input.Keyboard.KeyCodes.LEFT] = "left";
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+ this.bindings[Phaser.Input.Keyboard.KeyCodes.SPACE] = "jump";
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+ kb.on("keydown", (e: KeyboardEvent) => { const a = this.bindings[e.keyCode]; if (a) this.down.add(a); });
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+ kb.on("keyup", (e: KeyboardEvent) => { const a = this.bindings[e.keyCode]; if (a) this.down.delete(a); });
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+ }
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+ isDown(a: Action) { return this.down.has(a); }
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+ snapshot(): readonly Action[] { return [...this.down]; } // for replay capture
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+ }
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+ ```
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+
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+ `update()` reads `input.isDown("jump")` and forwards the action set to pure logic
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+ in `src/logic/**`. (Register/remove the keyboard listeners with the same on/off
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+ discipline above.)
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+
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+ ## SaveService — versioned localStorage with a migration chain
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+
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+ Raw `localStorage` outside `src/services/**` is lint-banned. Saves carry a schema
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+ `VERSION`; on load, unknown-but-older saves run forward through a migration chain,
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+ so an old player's data is never silently lost or crash-loaded.
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+
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+ ```ts
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+ // src/services/save-service.ts
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+ const KEY = "save:v"; const VERSION = 3;
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+ interface SaveV3 { version: 3; coins: number; unlocked: string[]; settings: { muted: boolean } }
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+
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+ const migrations: Record<number, (s: any) => any> = {
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+ 1: s => ({ ...s, unlocked: [], version: 2 }), // v1 -> v2
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+ 2: s => ({ ...s, settings: { muted: false }, version: 3 }), // v2 -> v3
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+ };
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+
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+ export class SaveService {
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+ load(): SaveV3 {
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+ const raw = localStorage.getItem(KEY); // only legal localStorage access lives here
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+ if (!raw) return this.fresh();
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+ try {
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+ let s = JSON.parse(raw);
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+ while (s.version < VERSION) s = migrations[s.version](s);
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+ return s as SaveV3;
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+ } catch { return this.fresh(); } // corrupt save -> fresh, never crash
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+ }
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+ save(s: SaveV3) { localStorage.setItem(KEY, JSON.stringify({ ...s, version: VERSION })); }
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+ private fresh(): SaveV3 { return { version: VERSION, coins: 0, unlocked: [], settings: { muted: false } }; }
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+ }
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+ ```
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+
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+ Bump `VERSION` and add the `n -> n+1` migration whenever the shape changes; never
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+ mutate the read path to "just handle" an old shape inline.
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+
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+ ## Errors and telemetry
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+
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+ A vendor-neutral telemetry/analytics abstraction (`src/services/telemetry.ts`)
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+ exposes `track(event, props)` and `captureError(err, ctx)` behind a stable
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+ interface so the concrete sink (PostHog, Sentry, none) swaps without touching
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+ game code. Wire Phaser's error surfaces to it — `window.onerror`, the loader's
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+ `FILE_LOAD_ERROR`, and `try/catch` around scene transitions all route to
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+ `captureError`. Strings shown to players come from the i18n catalog
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+ ([[phaser-i18n]]), never hardcoded.
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+
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+ ## Project conventions
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+
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+ - Services live in `src/services/**`; that directory is the **only** place raw
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+ `localStorage` is permitted.
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+ - One EventsCenter instance, exported once; never `game.events` for app events.
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+ - Every external `.on()` is paired with an `.off()` removed in `shutdown` (lint:
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+ `require-shutdown-cleanup`; verified by the leak gate in [[phaser-testing]]).
198
+ - Service logic that is pure (migrations, action mapping, mute gating) belongs in
199
+ or beside `src/logic/**` so Vitest covers it.
200
+
201
+ ## Verification
202
+
203
+ Services are verified by the runtime gates: the leak gate ([[phaser-testing]])
204
+ proves listeners are removed (start/stop a scene N times, counts return to
205
+ baseline); a SaveService unit test feeds each old version through the migration
206
+ chain and asserts the current shape; and on a real phone, the first tap unlocks
207
+ audio (sound plays) — confirm before committing.
208
+ </content>
@@ -1,6 +1,6 @@
1
1
  ---
2
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.
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 the CI runtime gates (boot smoke, allocation/perf budget, leak gate, determinism gate, deterministic Playwright visual regression, bundle-size budget) that verify scenes and entities that are excluded from unit coverage. Use it when adding tests, setting up CI verification, or deciding what is testable at which level. Pairs with phaser-project-structure, the official loading-assets skill, and phaser-services.
4
4
  ---
5
5
 
6
6
  # Phaser 4 Testing
@@ -13,10 +13,17 @@ pyramid, bottom-up:
13
13
  1. **Vitest unit tests** over `src/logic/**` — the bulk of coverage.
14
14
  2. **Manifest/contract tests** — cheap structural checks (asset packs, scene
15
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.
16
+ 3. **Headless integration** (sparingly) `Phaser.HEADLESS` for things that
17
+ genuinely need the engine loop.
18
+ 4. **Playwright smoke** — the game boots in a real browser, renders past the
19
+ Preloader, no console errors.
20
+ 5. **CI runtime gates** — scenes/entities are excluded from unit coverage and
21
+ instead verified by deterministic runtime gates: boot smoke, allocation/perf
22
+ budget, leak gate, determinism gate, visual regression, bundle-size budget.
23
+
24
+ There is no official Phaser testing harness — this layering IS the strategy. The
25
+ dividing line: pure logic is unit-tested; everything that needs the engine is a
26
+ runtime gate, never a brittle unit test that mocks the world.
20
27
 
21
28
  ## Layer 1: pure logic under Vitest (the rule that makes it possible)
22
29
 
@@ -49,7 +56,7 @@ Cheap tests that catch the silent runtime failures Phaser is famous for:
49
56
 
50
57
  - **Asset coverage**: every key constant in `src/assets.ts` appears in
51
58
  `public/assets/pack.json` (and optionally vice versa). A missing pack entry
52
- otherwise ships as a green-square texture ([[phaser-assets]]).
59
+ otherwise ships as a green-square texture (the official `loading-assets` skill).
53
60
  - **Scene registry**: every `SceneKeys` constant has a scene class registered in
54
61
  the game config's `scene` array.
55
62
  - These are plain Vitest tests reading JSON/TS — no Phaser instance needed.
@@ -85,15 +92,101 @@ Convention: scenes set `window.__sceneReady = key` in `create()` (dev/test
85
92
  builds) so tests await real readiness instead of sleeping. Run against
86
93
  `bun run dev` (or `vite preview` in CI).
87
94
 
95
+ ## Layer 5: CI runtime gates (how scenes get verified)
96
+
97
+ Scenes and entities are deliberately **excluded from unit coverage** — mocking
98
+ the engine to "unit test" a scene tests the mock. Instead, CI runs a set of
99
+ deterministic gates against a real (or headless) game. Each gate fails the build
100
+ on regression; together they are the contract that the engine-coupled layer
101
+ keeps working.
102
+
103
+ **Boot smoke** — the Playwright test above, hardened: page error listener, wait
104
+ for `__sceneReady`, assert zero console errors. This is the floor.
105
+
106
+ **Allocation / perf budget** — run the game for N frames and assert the frame
107
+ budget and heap growth. Per-frame allocation is what the `no-allocation-in-update`
108
+ and `no-create-in-update` lint rules forbid statically; this gate catches what
109
+ slips through dynamically.
110
+
111
+ ```ts
112
+ test("steady-state frames stay within budget", async ({ page }) => {
113
+ await page.goto("/"); await bootTo(page, "Game");
114
+ const stats = await page.evaluate(async () => {
115
+ const g = (window as any).__game as Phaser.Game;
116
+ const frames: number[] = []; let last = performance.now();
117
+ for (let i = 0; i < 600; i++) { await new Promise(r => g.events.once("postrender", r)); const n = performance.now(); frames.push(n - last); last = n; }
118
+ return { p95: frames.sort((a,b)=>a-b)[Math.floor(frames.length*0.95)], heap: (performance as any).memory?.usedJSHeapSize };
119
+ });
120
+ expect(stats.p95).toBeLessThan(20); // ~50fps floor on CI hardware
121
+ });
122
+ ```
123
+
124
+ **Leak gate** — start and stop a scene N times and assert that texture count,
125
+ event-listener count, active tweens, and timers all return to baseline. This is
126
+ the runtime enforcement of the `require-shutdown-cleanup` rule and the
127
+ on/off-discipline in [[phaser-services]].
128
+
129
+ ```ts
130
+ test("scene start/stop leaves no leaks", async ({ page }) => {
131
+ await page.goto("/"); await bootTo(page, "MainMenu");
132
+ const before = await page.evaluate(() => (window as any).__game.textures.getTextureKeys().length);
133
+ for (let i = 0; i < 20; i++) await page.evaluate(async () => {
134
+ const g = (window as any).__game as Phaser.Game; g.scene.start("Game");
135
+ await new Promise(r => setTimeout(r, 50)); g.scene.stop("Game");
136
+ await new Promise(r => setTimeout(r, 50));
137
+ });
138
+ const after = await page.evaluate(() => (window as any).__game.textures.getTextureKeys().length);
139
+ expect(after).toBeLessThanOrEqual(before); // no per-cycle texture growth
140
+ });
141
+ ```
142
+
143
+ **Determinism gate** — boot twice with the same seed, drive the same inputs, and
144
+ assert an identical state hash. Logic exposes a serializable snapshot; the gate
145
+ hashes it. Same seed → same hash, always. This is the runtime backstop for the
146
+ no-`Math.random()`/`Date.now()`/`performance.now()` rules ([[phaser-services]]).
147
+
148
+ ```ts
149
+ const run = (seed: number) => page.evaluate(s => (window as any).__sim(s, REPLAY), seed);
150
+ expect(hash(await run(1234))).toBe(hash(await run(1234)));
151
+ ```
152
+
153
+ **Deterministic visual regression** — `toHaveScreenshot` under **software GL**
154
+ (`--use-gl=swiftshader`), a **frozen frame** (pause the loop / step a fixed
155
+ number of ticks at a fixed delta), and **masked dynamic regions** (timers,
156
+ particles). Without all three, screenshots flake. Pin Playwright's browser and
157
+ OS in CI so the baseline is stable.
158
+
159
+ ```ts
160
+ await page.evaluate(() => { const g=(window as any).__game; g.loop.sleep(); g.step(0,16.6); });
161
+ await expect(page).toHaveScreenshot("game.png", { mask: [page.locator("#timer")], maxDiffPixelRatio: 0.01 });
162
+ ```
163
+
164
+ **Bundle-size budget** — assert the built bundle stays under a byte budget so a
165
+ stray dependency or an un-split `phaser` chunk fails the PR. Wire it to the prod
166
+ build's `manualChunks` split ([[phaser-build-deploy]]).
167
+
168
+ ```jsonc
169
+ // size-limit / custom check after `bun run build`
170
+ [{ "path": "dist/assets/index-*.js", "limit": "60 kB" },
171
+ { "path": "dist/assets/phaser-*.js", "limit": "400 kB" }]
172
+ ```
173
+
88
174
  ## Project conventions
89
175
 
90
- - `bun run test` = Vitest (layers 1–2, coverage-gated). Playwright smoke runs as
91
- its own script/CI job against a built preview.
176
+ - `bun run test` = Vitest (layers 1–2, coverage-gated **over `src/logic/**`
177
+ only** scenes/entities are out of scope here). The layer-5 gates run as their
178
+ own CI jobs against a built `vite preview` (and a headless boot for the
179
+ determinism gate).
180
+ - Build pins are part of the contract: `phaser ^4.2.0`, Vite, TypeScript 6.
92
181
  - Tests never assert on private scene fields; they assert on logic outputs
93
- (layer 1) or observable behavior (layer 4).
182
+ (layer 1), observable behavior (layer 4), or the runtime invariants the gates
183
+ measure (layer 5).
94
184
 
95
185
  ## Verification
96
186
 
97
187
  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.
188
+ over `src/logic/**`, the Playwright smoke fails when you deliberately break boot
189
+ (rename a pack file), and each layer-5 gate fails on its targeted regression —
190
+ leak gate when a listener loses its `.off()`, determinism gate when a
191
+ `Math.random()` sneaks in, visual gate when the frame changes. A gate that
192
+ can't fail is decoration.
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "lisa-phaser",
3
- "version": "2.178.6",
3
+ "version": "2.180.0",
4
4
  "description": "Phaser 4 game-development rules for TypeScript projects",
5
5
  "author": {
6
6
  "name": "Cody Swann"
@@ -5,60 +5,150 @@ alwaysApply: true
5
5
 
6
6
  # Phaser 4 Project Rules
7
7
 
8
- This is a **Phaser 4** (v4.1+ "Salusa") TypeScript game project. Phaser 4 is the
9
- only supported target never introduce Phaser 3 idioms. The lint config enforces
10
- the bans below; do not disable those rules, fix the code.
11
-
12
- ## Phaser 4 Only — Banned v3 Idioms
13
-
14
- - **No pipelines.** `setPipeline` / `setPostPipeline` / `resetPipeline` are gone.
15
- Custom rendering is a **RenderNode** (registered via `render.renderNodes` in the
16
- game config); post-processing is a **Filter** (`gameObject.filters` /
17
- `camera.filters`). See the `phaser-rendering` skill.
18
- - **No preFX/postFX.** The v3 FX controllers were replaced by the unified Filter
19
- system. `BitmapMask` `Mask` filter.
20
- - **No `setTintFill`/`tintFill`.** Use `setTint()` + `setTintMode(Phaser.TintModes.FILL)`.
21
- - **No `Phaser.Geom.Point`** (removed use `Phaser.Math.Vector2`) and **no
22
- `Phaser.Struct.Set/Map`** (removed — use native `Set`/`Map`).
23
- - **No raw WebGL calls.** External GL work goes through the `Extern` game object.
24
- - **No `setPipeline('Light2D')`.** Lighting is `gameObject.setLighting(true)`.
8
+ This is a **Phaser 4** (v4.2+, npm `phaser@^4.2.0`) TypeScript game project built
9
+ on the official `template-vite-ts` layout (Vite + TypeScript 6). Phaser 4 is the
10
+ only supported target never introduce Phaser 3 idioms. These decisions are
11
+ **locked** and most are **lint-enforced**; do not disable a rule, fix the code.
12
+
13
+ ## Official Phaser skills — use these for API knowledge
14
+
15
+ Phaser ships **28 official, authoritative agent skills** inside the installed
16
+ package at **`node_modules/phaser/skills/<topic>/SKILL.md`** e.g. `scenes`,
17
+ `sprites-and-images`, `physics-arcade`, `physics-matter`, `tweens`, `particles`,
18
+ `filters-and-postfx`, `loading-assets`, `animations`, `tilemaps`, `cameras`,
19
+ `input-keyboard-mouse-touch`, `audio-and-sound`, `game-object-components`,
20
+ `v3-to-v4-migration`, `v4-new-features`, and more. The Phaser team maintains them
21
+ in lockstep with the engine, and they cite exact `src/...` source paths.
22
+
23
+ **For any Phaser API or subsystem question, read the matching official skill
24
+ first.** Do not rely on memory, and do not expect Lisa to duplicate that
25
+ knowledge — the `lisa-phaser` skills intentionally cover only the opinionated,
26
+ project-specific, and lint-enforced layer (project structure, services, asset
27
+ pipeline, i18n, accessibility, build/deploy, testing gates) that the official
28
+ skills do not. When this file points at a Phaser subsystem (physics, rendering,
29
+ scenes, …) the authority is the official skill of that name.
30
+
31
+ An optional **Phaser Editor MCP server** (`@phaserjs/editor-mcp-server`, 40+
32
+ tools for scenes/assets/tilemaps) is defined for this project type but
33
+ **disabled by default** — enable it only when working with Phaser Editor v5. See
34
+ `.mcp.json` and `disabledMcpjsonServers` in `.claude/settings.json`.
35
+
36
+ ## Locked architecture decisions
37
+
38
+ 1. **Thin scenes over a pure-logic core.** Scenes and GameObjects are thin
39
+ adapters that wire pure logic to the engine. All game rules live in
40
+ `src/logic/**` as plain TypeScript with **zero `phaser` imports** (data in,
41
+ data out). This is what makes the game unit-testable. ECS (bitECS / Miniplex)
42
+ is an opt-in option, not the default — reach for it only at high entity
43
+ counts. See `phaser-project-structure` and `phaser-testing`.
44
+ 2. **Canvas-only, framework-agnostic UI.** UI is plain TS + DOM/canvas (the
45
+ `template-vite-ts` baseline). A React/Vue EventBus bridge is documented only
46
+ as an upgrade path — it is not the default and is not added unless required.
47
+ 3. **Arcade physics by default; Matter is opt-in.** Matter is heavier and does
48
+ not interop with Arcade. Switching is a one-line config swap. See
49
+ the official `physics-arcade` skill.
50
+ 4. **Determinism.** No `Math.random()`, `Date.now()`, or `performance.now()` in
51
+ game code. Use the seeded `Phaser.Math.RandomDataGenerator` (`Phaser.Math.RND`
52
+ or a local instance seeded from one place) so replays and tests reproduce.
53
+ 5. **State and events.** Global state goes through a **typed wrapper over the
54
+ registry**; cross-cutting events go through a **single dedicated
55
+ EventsCenter** (`new Phaser.Events.EventEmitter()`) — **never reuse
56
+ `game.events`**. Every external `.on()` (`this.input` / `scale` / `time` /
57
+ `window` / the custom bus) must have a matching `.off()` in the scene's
58
+ `shutdown`. See `phaser-services`.
59
+ 6. **Performance.** Pool transient objects via `Group`s; make **no allocations
60
+ and create no objects/tweens/timers inside `update()`**; atlas everything; use
61
+ `BitmapText` for high-churn text; use `SpriteGPULayer` / `TilemapGPULayer` for
62
+ mass rendering. See the official `game-object-components` skill.
63
+ 7. **Baked-in asset pipeline.** Raw art in `assets/src` is packed at build time
64
+ (free-tex-packer-core atlases, audiosprite, BMFont) into `public/assets`, and
65
+ a codegen step emits typed keys to `src/assets.ts` so a missing or renamed key
66
+ is a **compile error**. No raw string asset / scene / event keys anywhere.
67
+ See `phaser-asset-pipeline`.
68
+ 8. **PWA on by default** via `vite-plugin-pwa` (`registerType: "autoUpdate"`,
69
+ `globPatterns` extended to cover game assets). See `phaser-build-deploy`.
70
+ 9. **Cross-cutting services are scaffolded** in `src/services/**`: SoundService
71
+ (mobile audio unlock on first gesture), InputService (semantic actions, not
72
+ raw keys), SaveService (typed `localStorage` with a schema `VERSION` +
73
+ migration chain — never raw `localStorage`), a typed i18n string catalog (no
74
+ hardcoded user-facing strings), accessibility (prefers-reduced-motion,
75
+ pause-on-blur, keyboard-navigable menus, screen-reader live region), and a
76
+ vendor-neutral telemetry/analytics abstraction. In-game errors are wired to
77
+ the observability sink. See `phaser-services`, `phaser-i18n`,
78
+ `phaser-accessibility`.
79
+ 10. **Testing is a pyramid.** Pure logic is unit-tested with Vitest;
80
+ scenes/entities are excluded from unit coverage and verified by **runtime
81
+ gates** in CI (boot smoke, allocation/perf budget, leak gate, determinism
82
+ gate, deterministic visual regression, bundle-size budget). See
83
+ `phaser-testing`. Build pins: `phaser ^4.2.0`, Vite, TypeScript 6.
84
+
85
+ ## Enforced lint rules (prose must match machine enforcement)
86
+
87
+ The lint config enforces the rules below. Each exists because the prose above
88
+ relies on it — keep them in sync.
89
+
90
+ **`no-restricted-imports`**
91
+
92
+ - Importing `phaser` anywhere under `src/logic/**` is banned. The logic core
93
+ stays engine-free so Vitest runs it without a browser.
94
+
95
+ **`no-restricted-syntax`** bans:
96
+
97
+ - Removed v3 idioms: `setPipeline` / `setPostPipeline` / `resetPipeline`,
98
+ `setTintFill`, `preFX` / `postFX`, `Phaser.Geom.Point`, `Phaser.Struct`,
99
+ `BitmapMask`, `Mesh`, `Plane`, `Camera3D`. Use the v4 replacements
100
+ (RenderNodes, Filters, `Phaser.Math.Vector2`, native `Set`/`Map`, GPU layers).
101
+ - `Math.random()` / `Date.now()` / `performance.now()` in `src` game code — use
102
+ the seeded RND and the scene clock (`this.time.now`).
103
+ - Reusing `game.events` for app messaging — use the dedicated EventsCenter.
104
+ - `debug: true` inside a physics/game config object literal — debug stays off in
105
+ committed code (toggle locally, never commit it on).
106
+
107
+ **Direct-`localStorage` ban**
108
+
109
+ - Direct `localStorage` access outside `src/services/**` is banned. Persist
110
+ through SaveService (versioned + migrated).
111
+
112
+ **Custom `eslint-plugin-phaser` rules**
113
+
114
+ - `no-create-in-update` — no `this.add.*`, `tweens.add`, `time.addEvent`,
115
+ `physics.add.*`, or `new Phaser.*` inside an `update()` method. Create in
116
+ `create()`; in the loop, reuse and pool.
117
+ - `no-allocation-in-update` — no object/array literals, closures, or
118
+ `.map`/`.filter`/`.reduce` chains inside `update()`. Hoist scratch objects.
119
+ - `require-shutdown-cleanup` — a `Scene` that registers persistent external
120
+ listeners must define a `shutdown` handler that removes them.
25
121
 
26
122
  ## Architecture
27
123
 
28
124
  - **One scene class per file** under `src/scenes/`, named after the scene key.
29
125
  The scene flow is `Boot → Preloader → MainMenu → Game` (plus overlays). Boot
30
126
  loads only what the Preloader needs; the Preloader loads everything else.
31
- - **Pure game logic lives outside scenes** in `src/logic/` (or `src/core/`) with
32
- **no `phaser` imports** plain TypeScript functions and classes that take and
33
- return data. Scenes are thin orchestrators that wire logic to GameObjects.
34
- This is what makes the game unit-testable; see the `phaser-testing` skill.
35
- - **Asset keys are typed constants** in `src/assets.ts` never inline magic
36
- strings for texture/audio/animation keys. Load via asset-pack manifests
37
- (`this.load.pack`), not ad-hoc `load.image` lists scattered across scenes.
38
-
39
- ## Determinism
40
-
41
- - **No `Math.random()` in game code.** Use the scene-seeded
42
- `Phaser.Math.RandomDataGenerator` (`Phaser.Math.RND` or a local instance with
43
- an explicit seed) so replays and tests are reproducible.
44
- - Arcade physics keeps its v4 default `fixedStep: true`. Do not switch physics to
45
- variable step to "fix" a tunneling bug — fix the body/velocity configuration.
127
+ - **Pure game logic lives in `src/logic/**`** with no `phaser` imports — plain
128
+ TypeScript that takes and returns data. Scenes/entities are thin orchestrators
129
+ that wire that logic to GameObjects. See `phaser-testing`.
130
+ - **Keys are typed constants** generated into `src/assets.ts` — never inline
131
+ magic strings for texture/audio/animation/scene/event keys. Load via asset-pack
132
+ manifests (`this.load.pack`), not ad-hoc `load.image` lists.
46
133
 
47
134
  ## Performance
48
135
 
49
- - **No allocations in `update()`.** No `new`, array literals, closures, or
50
- `.filter/.map` chains in per-frame paths — hoist scratch objects, reuse vectors.
136
+ - **No allocations in `update()`** and **no object/tween/timer creation in
137
+ `update()`** (both lint-enforced) — hoist scratch objects, reuse vectors.
51
138
  - **Pool, don't churn.** Bullets, enemies, particles, and pickups come from
52
- `Group` pools (`get`/`killAndHide`), never `new`/`destroy` per spawn.
53
- - **Mass rendering uses the GPU layers.** Large static/animated sprite fields →
54
- `SpriteGPULayer`; large tile maps → `TilemapGPULayer`. Texture atlases (PCT
55
- where possible) over loose images — see the `phaser-assets` skill.
56
- - Target WebGL; the Canvas renderer is deprecated in v4 and only acceptable as an
57
- explicit, documented fallback decision.
139
+ `Group` pools (`get` / `killAndHide`), never `new` / `destroy` per spawn.
140
+ - **Mass rendering uses the GPU layers.** Large sprite fields → `SpriteGPULayer`;
141
+ large tile maps → `TilemapGPULayer`. Atlas everything (see
142
+ `phaser-asset-pipeline`); `BitmapText` for high-churn text.
143
+ - Target WebGL; the Canvas renderer is deprecated in v4 and acceptable only as an
144
+ explicit, documented fallback.
58
145
 
59
146
  ## Verification
60
147
 
61
- Before reporting any change complete: run `bun run typecheck`, `bun run test`,
62
- and `bun run build`. For changes that affect rendering or input, verify in the
63
- real browser — `bun run dev` plus a Playwright check (the game boots, the canvas
64
- renders, no console errors). A green typecheck alone is not proof a game works.
148
+ Before reporting any change complete: run `bun run typecheck`, `bun run lint`,
149
+ `bun run test`, and `bun run build`. For changes that affect rendering or input,
150
+ verify in the real browser — `bun run dev` plus a Playwright check (the game
151
+ boots, the canvas renders, no console errors). CI additionally runs the runtime
152
+ gates (`phaser-testing`). A green typecheck alone is not proof a game works.
153
+ </content>
154
+ </invoke>