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phaser-design-patterns

phaser-design-patterns

github.com/agusstingalvanDevelopment137 installsUpdated 35w ago
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About phaser-design-patterns

A skill for applying design patterns to real Phaser 3 games in JavaScript, mapping them to scenes, game objects, input, and physics. It supports implementation, refactoring, review, and explanation, with attention to runtime checks and avoiding needless complexity.

Key features

  1. 01Select patterns for concrete game problems
  2. 02Map patterns to Phaser primitives
  3. 03Provide game-context JavaScript examples
  4. 04Identify risks and anti-patterns
  5. 05Recommend runtime validation

Use cases

  1. 01Structure entity creation and scenes
  2. 02Implement AI behavior variations
  3. 03Decouple gameplay and UI events
  4. 04Pool large numbers of objects

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/agusstingalvan/gamedev-skills --skill phaser-design-patterns

After installing, type/phaser-design-patternsin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

README.md
references/
patterns-map.md
phaser-snippets.md
state-machine-pattern-phaser.md

Details

From the project README

Phaser Design Patterns

Implement design patterns with a focus on real gameplay, not abstract examples.

When to use

Use this skill when the user needs to apply, refactor, review, or explain design patterns in Phaser 3 (JavaScript), especially for scene architecture, entities, input systems, physics interactions, and performance-sensitive gameplay code.

Workflow

  1. Identify a real game problem (entity creation, system coordination, behavior variation, etc).
  2. Choose a pattern that reduces coupling and does not add unnecessary complexity.
  3. Map the pattern to Phaser primitives (Scene, GameObject, Group, Events, Physics, Time, Input).
  4. Implement in JavaScript using game-domain naming.
  5. Validate at runtime (scene loads, input responds, collisions work, no event leaks).

Quick Pattern Selection

  • Variable entity creation -> Factory Method / Abstract Factory.
  • Step-by-step level or UI construction -> Builder.
  • Shared state for thousands of instances -> Flyweight + pooling.
  • Rules by AI mode/behavior -> State / Strategy.
  • Decoupled events between gameplay and UI -> Observer / Mediator.
  • Re-runnable actions (input, replay, undo) -> Command.

Implementation Rules

  • Prioritize composition over deep inheritance.
  • Keep scenes small and with clear responsibilities.
  • Avoid mutable singletons for gameplay logic; reserve them for global services (audio, config).
  • Use delta in update(time, delta) when the pattern affects movement or timers.
  • Unsubscribe events in shutdown/destroy to avoid memory leaks.
  • For massive objects (bullets, particles), combine the pattern with pooling (setActive(false), setVisible(false)).

Expected Deliverables

  • Explain in 2-4 lines why the pattern solves the problem.
  • Show a JavaScript/Phaser snippet with real game context.
  • Include relevant risks and anti-patterns.
  • Propose minimum validation (manual test or simple test).

References

  • See references/patterns-map.md for a complete pattern -> Phaser usage map.
  • See references/phaser-snippets.md for ready-to-copy and adapt templates.
  • See references/state-machine-pattern-phaser.md for a full State + StateMachine implementation (Idle/Move/Action) adapted to Phaser.

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