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Phaser Best Practices

This is a comprehensive Phaser 3 skill that covers the full lifecycle from new project scaffolding to debugging blurry pixel art and physics collider bugs. It defaults to Vite plus TypeScript, Arcade Physics for most cases, and scene-first architecture. The triage workflow is solid: it inspects your existing codebase before proposing changes, which matters when you have custom state management or asset conventions already in place. The skill explicitly steers you away from common pitfalls like using Matter when Arcade is enough, preloading everything into Boot, or creating objects inside hot update loops. Reference files cover setup, physics, tilemaps, animations, and performance profiling. If you are building or maintaining a Phaser game, this gives you opinionated defaults that actually reflect modern community practice.

skills.sh installs
879
GitHub stars
723
last updated
Aug 21, 2026

Install

$ npx -y skills add onmax/nuxt-skills --skill phaser-best-practices --agent claude-code

Installs into .claude/skills of the current project.

Files

This is a comprehensive Phaser 3 skill that covers the full lifecycle from new project scaffolding to debugging blurry pixel art and physics collider bugs. It defaults to Vite plus TypeScript, Arcade Physics for most cases, and scene-first architecture. The triage workflow is solid: it inspects your existing codebase before proposing changes, which matters when you have custom state management or asset conventions already in place. The skill explicitly steers you away from common pitfalls like using Matter when Arcade is enough, preloading everything into Boot, or creating objects inside hot update loops. Reference files cover setup, physics, tilemaps, animations, and performance profiling. If you are building or maintaining a Phaser game, this gives you opinionated defaults that actually reflect modern community practice.

Browse the repository on GitHub

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Details

Repository
github.com/onmax/nuxt-skills
Categories
Frontend Development, Debugging, Automation & Workflows, Game Development
First seen
Jun 3, 2026

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