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graphics-and-shapes

Use this skill when drawing shapes and graphics in Phaser 4. Covers the Graphics game object, lines, rectangles, circles, arcs, polygons, gradients, fill, stroke, and generated textures. Triggers on: Graphics, draw shape, fillRect, lineStyle, polygon, arc.

DeepseekModel キュレーション済みスキル 品質 優秀 · 90 v1.0.0

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ダウンロード .skill 標準形式。system_prompt と model_config を収録し、任意の Agent で利用可能
.skill ファイルの system_prompt フィールドの実際の内容。
name graphics-and-shapes description Use this skill when drawing shapes and graphics in Phaser 4. Covers the Graphics game object, lines, rectangles, circles, arcs, polygons, gradients, fill, stroke, and generated textures. Triggers on: Graphics, draw shape, fillRect, lineStyle, polygon, arc. Phaser 4 — Graphics and Shapes Drawing primitives with the Graphics game object, and using Shape game objects (Arc, Curve, Ellipse, Grid, IsoBox, IsoTriangle, Line, Polygon, Rectangle, Star, Triangle). Related skills: sprites-and-images.md, game-object-components.md Quick Start // Draw a filled rectangle and stroked circle with Graphics const gfx = this . add . graphics (); gfx. fillStyle ( 0x00aa00 , 1 ); gfx. fillRect ( 50 , 50 , 200 , 100 ); gfx. lineStyle ( 3 , 0xff0000 , 1 ); gfx. strokeCircle ( 400 , 150 , 60 ); // Same shapes as standalone Shape game objects const rect = this . add . rectangle ( 150 , 100 , 200 , 100 , 0x00aa00 ); const circle = this . add . circle ( 400 , 150 , 60 ); circle. setStrokeStyle ( 3 , 0xff0000 ); Core Concepts — Graphics vs Shape Objects Phaser offers two approaches for rendering primitives without textures. Graphics Game Object Created with this.add.graphics() . An imperative drawing surface — you call methods like fillRect , strokeCircle , beginPath / lineTo / strokePath to build up a command buffer that replays each frame. Factory: this.add.graphics(config?) where config is { x?, y?, lineStyle?, fillStyle? } . Supports paths, arcs, gradients, rounded rectangles, canvas transforms ( translateCanvas , scaleCanvas , rotateCanvas ), and save / restore . Can generate a Texture from the drawing via generateTexture(key, width, height) . Expensive to render, especially with complex shapes. Uses its own WebGL shader. Group Graphics objects together to minimize batch flushes. Components: AlphaSingle, BlendMode, Depth, Lighting, Mask, RenderNodes, Transform, Visible, ScrollFactor. Does NOT include Origin or GetBounds (position is set via options or setPosition ). Shape Game Objects Individual game objects (Arc, Rectangle, Star, etc.) extending the base Shape class. Each renders one predefined geometric shape with precomputed path data. Created via dedicated factory methods: this.add.rectangle(...) , this.add.circle(...) , etc. Fully featured game objects: can be tweened, scaled, added to groups/containers, enabled for input/physics. Style via setFillStyle(color, alpha) and setStrokeStyle(lineWidth, color, alpha) . Share the same WebGL batch as Graphics for efficient rendering. Do NOT support gradients, path detail threshold, or canvas transforms. Components: AlphaSingle, BlendMode, Depth, GetBounds, Lighting, Mask, Origin, RenderNodes, ScrollFactor, Transform, Visible. Include Origin and GetBounds (unlike Graphics). When to use which: Use Graphics for dynamic drawing, complex paths, multiple shapes on one object, gradients, or generating textures. Use Shape objects for individual UI elements, simple indicators, physics-enabled shapes, or anything that benefits from game object features (origin, bounds, input). Common Patterns Fill and Stroke Styles (Graphics) const gfx = this . add . graphics (); // Solid fill — call before any fill* method gfx. fillStyle ( 0xff0000 , 1 ); // (color, alpha) // Line style — call before any stroke* method gfx. lineStyle ( 4 , 0x00ff00 , 1 ); // (width, color, alpha) // Gradient fill (WebGL only) — 4 corner colors gfx. fillGradientStyle ( 0xff0000 , 0x00ff00 , 0x0000ff , 0xffff00 , // tl, tr, bl, br colors 1 , 1 , 1 , 1 // tl, tr, bl, br alphas ); gfx. fillRect ( 0 , 0 , 300 , 200 ); // Gradient line style (WebGL only) gfx. lineGradientStyle ( 2 , 0xff0000 , 0x00ff00 , 0x0000ff , 0xffff00 , 1 ); Drawing Primitives (Graphics) const gfx = this . add . graphics (); // Rectangles gfx. fillStyle ( 0x0000ff ); gfx. fillRect (x, y, width, height); gfx. lineStyle ( 2 , 0xffffff ); gfx. strokeRect (x, y, width, height); // Circles gfx. fillCircle (x, y, radius); gfx. strokeCircle (x, y, radius); // Ellipses gfx. fillEllipse (x, y, width, height, smoothness); gfx. strokeEllipse (x, y, width, height, smoothness); // smoothness defaults to 32 // Triangles gfx. fillTriangle (x0, y0, x1, y1, x2, y2); gfx. strokeTriangle (x0, y0, x1, y1, x2, y2); // Points (draws a small square) gfx. fillPoint (x, y, size); // size defaults to 1 // Lines gfx. lineBetween (x1, y1, x2, y2); Rounded Rectangles const gfx = this . add . graphics (); // Uniform radius (default 20) gfx. fillStyle ( 0x333333 ); gfx. fillRoundedRect ( 50 , 50 , 300 , 200 , 16 ); gfx. lineStyle ( 2 , 0xffffff ); gfx. strokeRoundedRect ( 50 , 50 , 300 , 200 , 16 ); // Per-corner radius gfx. fillRoundedRect ( 50 , 50 , 300 , 200 , { tl : 20 , tr : 20 , bl : 0 , br : 0 }); // Concave corners (negative values) gfx. fillRoundedRect ( 50 , 50 , 300 , 200 , { tl : - 10 , tr : - 10 , bl : - 10 , br : - 10 }); Path Drawing const gfx = this . add . graphics (); // Manual path gfx. lineStyle ( 3 , 0xffff00 ); gfx. beginPath (); gfx. moveTo ( 100 , 100 ); gfx. lineTo ( 200 , 50 ); gfx. lineTo ( 300 , 100 ); gfx. lineTo ( 250 , 200 ); gfx. closePath (); gfx. strokePath (); // or gfx.stroke() — alias for strokePath // Fill a path gfx. fillStyle ( 0x00aaff ); gfx. beginPath (); gfx. moveTo ( 100 , 100 ); gfx. lineTo ( 200 , 50 ); gfx. lineTo ( 300 , 100 ); gfx. closePath (); gfx. fillPath (); // or gfx.fill() — alias for fillPath // Arc within a path (angles in radians) gfx. beginPath (); gfx. arc ( 200 , 200 , 80 , 0 , Math . PI / 2 , false , 0 ); // (x, y, radius, startAngle, endAngle, anticlockwise, overshoot) gfx. strokePath (); // Pie slice gfx. slice ( 200 , 200 , 80 , 0 , Math . PI / 3 , false ); // auto begins/closes path gfx. fillPath (); // Stroke/fill from point arrays gfx. strokePoints (points, closeShape, closePath, endIndex); gfx. fillPoints (points, closeShape, closePath, endIndex); Geom Shape Helpers Graphics has convenience methods that accept Phaser.Geom objects directly: const circle = new Phaser . Geom . Circle ( 200 , 200 , 50 ); const rect = new Phaser . Geom . Rectangle ( 50 , 50 , 100 , 80 ); gfx. fillCircleShape (circle); gfx. strokeCircleShape (circle); gfx. fillRectShape (rect); gfx. strokeRectShape (rect); gfx. fillTriangleShape (triangle); gfx. strokeTriangleShape (triangle); gfx. strokeLineShape (line); gfx. fillEllipseShape (ellipse, smoothness); gfx. strokeEllipseShape (ellipse, smoothness); Canvas Transforms (Graphics) const gfx = this . add . graphics (); gfx. save (); gfx. translateCanvas ( 100 , 100 ); gfx. rotateCanvas ( 0.5 ); // radians gfx. scaleCanvas ( 2 , 2 ); gfx. fillStyle ( 0xff0000 ); gfx. fillRect ( 0 , 0 , 50 , 50 ); // draws at translated/rotated/scaled position gfx. restore (); Generating Textures from Graphics const gfx = this . add . graphics (); gfx. fillStyle ( 0xff0000 ); gfx. fillCircle ( 32 , 32 , 32 ); gfx. generateTexture ( 'redCircle' , 64 , 64 ); gfx. destroy (); // Now use as a regular texture this . add . image ( 400 , 300 , 'redCircle' ); Note: fillGradientStyle will NOT appear in generated textures (Canvas API limitation). Shape Objects — Fill and Stroke // Shapes set fill via constructor or setFillStyle const rect = this . add . rectangle ( 200 , 150 , 100 , 80 , 0xff0000 , 1 ); // Change fill later rect. setFillStyle ( 0x00ff00 , 0.8 ); // Add stroke (not set by default) rect. setStrokeStyle ( 3 , 0xffffff , 1 ); // (lineWidth, color, alpha) // Remove fill or stroke rect. setFillStyle (); // no args = isFilled becomes false rect. setStrokeStyle (); // no args = isStroked becomes false // Direct property access rect. fillColor = 0x0000ff ; rect. fillAlpha = 0.5 ; rect. strokeColor = 0xffffff ; rect. strokeAlpha = 1 ; rect. lineWidth = 2 ; rect. isFilled = true ; rect. isStroked = true ; rect. closePath = true ; // close stroke path (default true) All Shape Types Factory Method Class Parameters (after x, y) Fill Stroke Notes this.add.arc(x, y, radius, startAngle, endAngle, anticlockwise, fillColor, fillAlpha) Arc radius=128, startAngle=0, endAngle=360 (degrees), anticlockwise=false Yes Yes Angles in degrees. Full circle by default. this.add.circle(x, y, radius, fillColor, fillAlpha) Arc radius=128 Yes Yes Alias for Arc with 0-360 angles. this.add.curve(x, y, curve, fillColor, fillAlpha) Curve Phaser.Curves.Curve object Yes Yes Has smoothness property / setSmoothness() . this.add.ellipse(x, y, width, height, fillColor, fillAlpha) Ellipse width=128, height=128 Yes Yes Equal w/h renders as circle. Has smoothness . this.add.grid(x, y, width, height, cellWidth, cellHeight, fillColor, fillAlpha, outlineFillColor, outlineFillAlpha) Grid width=128, height=128, cellWidth=32, cellHeight=32 Yes No Has altFillColor / altFillAlpha for checkerboard. Outline via outlineFillColor. this.add.isobox(x, y, size, height, fillTop, fillLeft, fillRight) IsoBox size=48, height=32, fillTop=0xeeeeee, fillLeft=0x999999, fillRight=0xcccccc Yes No Isometric box. showTop , showLeft , showRight , projection . this.add.isotriangle(x, y, size, height, reversed, fillTop, fillLeft, fillRight) IsoTriangle size=48, height=32, reversed=false Yes No Isometric pyramid. showTop , showLeft , showRight , projection , reversed . this.add.line(x, y, x1, y1, x2, y2, strokeColor, strokeAlpha) Line x1=0, y1=0, x2=128, y2=0 No Yes Stroke only. Constructor takes stroke color (not fill). this.add.polygon(x, y, points, fillColor, fillAlpha) Polygon points (various formats) Yes Yes Points: array of Vec2, [x,y,...] pairs, or [[x,y],...] . this.add.rectangle(x, y, width, height, fillColor, fillAlpha) Rectangle width=128, height=128 Yes Yes Change size via width / height properties. this.add.star(x, y, points, innerRadius, outerRadius, fillColor, fillAlpha) Star points=5, innerRadius=32, outerRadius=64 Yes Yes 4 points = diamond. More points = spikier. this.add.triangle(x, y, x1, y1, x2, y2, x3, y3, fillColor, fillAlpha) Triangle x1=0,y1=128, x2=64,y2=0, x3=128,y3=128 Yes Yes Always closed. Use Polygon for open shapes. API Quick Reference — Graphics Methods Style Methods Method Signature Notes fillStyle (color, alpha=1) Set fill for subsequent fill calls lineStyle (lineWidth, color, alpha=1) Set stroke for subsequent stroke calls fillGradientStyle (tl, tr, bl, br, aTL=1, aTR, aBL, aBR) WebGL only. 4 corner colors. lineGradientStyle (lineWidth, tl, tr, bl, br, alpha=1) WebGL only. setDefaultStyles (options) Set via { lineStyle: {width,color,alpha}, fillStyle: {color,alpha} } Path Methods Method Signature Notes beginPath () Start a new path moveTo (x, y) Move draw position lineTo (x, y) Line to position arc (x, y, radius, startAngle, endAngle, anticlockwise=false, overshoot=0) Angles in radians closePath () Close current path fillPath / fill () Fill the current path strokePath / stroke () Stroke the current path
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.skill 標準形式。system_prompt と model_config を収録し、任意の Agent で利用可能 ダウンロード
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