phaser-2d-game
Implement 2D browser games with Phaser. Use when the user wants a Phaser, TypeScript, and Vite stack for scenes, gameplay systems, cameras, sprite animation, and DOM-overlay HUD patterns.
DeepseekModel
官方收录技能
质量 优秀 · 90
v1.0.0
获取
https://deepseekmodel.com/api/download.php?id=openai-plugins-plugins-game-studio-skills-phaser-2d-game-skill-md&format=skill
下载 .skill
标准格式,含 system_prompt 与 model_config,导入任意 Agent 框架即可使用
.skill 文件中 system_prompt 字段的实际内容。
name phaser-2d-game description Implement 2D browser games with Phaser. Use when the user wants a Phaser, TypeScript, and Vite stack for scenes, gameplay systems, cameras, sprite animation, and DOM-overlay HUD patterns. Phaser 2D Game Overview Use this skill for the main execution path in this plugin. Phaser is the default stack for 2D browser games here because it handles rendering, timing, sprites, cameras, and scene orchestration well without forcing gameplay rules into the framework. Preferred stack: Phaser TypeScript Vite DOM-based HUD or menus layered over the game canvas Architecture Keep gameplay state outside Phaser scenes. Systems own rules, turn order, movement, combat, inventory, objectives, and progression. Phaser scenes adapt system state into sprites, camera motion, animation playback, and effects. Make scenes thin. Boot and asset preload Menu or shell scene Gameplay scene Optional overlay or debug scene Keep renderer-facing objects disposable. Sprite containers, emitters, tweens, and camera rigs are view state, not source of truth. Favor stable asset manifest keys over direct file-path references throughout gameplay code. Implementation Guidance Use one integration boundary where the scene reads simulation state and emits input actions back. Prefer deterministic system updates over scene-local mutation. Treat HUD and menus as DOM when text, status density, or responsiveness matter. Keep animation state derived from gameplay state rather than ad hoc sprite flags. 2D Modes Covered Well Turn-based grids and tactics Top-down exploration Side-view action platformers Character-action combat with sprite animation Lightweight management or deck-driven battle scenes Camera and Presentation Choose the camera model early: locked, follow, room-based, or tactical-pan. Keep camera logic separate from game rules. Use restrained screen shake, hit-stop, and parallax. Effects should improve readability, not obscure it. UI Integration Use DOM overlays for HUD, command menus, settings, and narrative panels. Keep the canvas responsible for the world, combat readability, and motion. Avoid shoving dense text or complex settings UIs into Phaser unless the project explicitly needs an in-canvas presentation. Asset Organization characters/ environment/ ui/ fx/ audio/ data/ Keep manifest keys human-readable and stable. Default Directory Shape See ../../references/phaser-architecture.md for a concrete module split. Anti-Patterns Game rules inside update() loops without a system boundary Scene-to-scene state passed through mutable global objects HUD text rendered in the game canvas just because it is convenient Asset paths embedded everywhere instead of a manifest layer Overusing generic React dashboard patterns for game UI References Shared architecture: ../web-game-foundations/SKILL.md Frontend direction: ../game-ui-frontend/SKILL.md Sprite workflow: ../sprite-pipeline/SKILL.md Phaser structure: ../../references/phaser-architecture.md
Agent 识别该技能的关键词,点击任意一个即可复制。
该技能未提供触发词。
下载的 .skill 包内含以下字段。
| 字段 | 说明 |
|---|---|
| format | 格式标识(skill/v1) |
| skill_id | 技能唯一 ID |
| name | 技能名称 |
| version | 版本号 |
| description | 技能描述 |
| category | 所属分类(数组) |
| trigger_words | 触发词列表 |
| tags | 标签列表 |
| source | 来源标识 |
| source_url | 来源链接(本页地址) |
| exported_at | 导出时间(每次下载生成) |
| system_prompt | 系统提示词正文 |
| model_config | 模型参数:provider / model / temperature / max_tokens / top_p |
| examples | 示例 |
| install_guide | 各平台导入说明(Coze / Dify / Claude / 自定义框架) |