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- Use this skill when working with Phaser 4 game object components and the mixin system.
phaserjs/phaser/skills/game-object-components/SKILL.md
Use this skill when working with Phaser 4 game object components and the mixin system. Covers Transform, Alpha, Tint, Origin, Depth, Flip, Mask, GetBounds, Lighting, and other shared component behaviors. Triggers on: component, mixin, transform, mask, bounds, lighting.
Decision brief
Component mixins that provide shared behavior to all Game Objects: Alpha, BlendMode, Depth, Flip, GetBounds, Lighting, Mask, Origin, ScrollFactor, Size, Texture, TextureCrop, Tint, Transform, Visible, PathFollower, RenderNodes, RenderSteps, Filters, FilterList.
Compatibility matrix
| Platform | Status | Evidence | What to check |
|---|---|---|---|
| Codex | Not declared | No explicit evidence | Portability before use |
| Claude Code | Not declared | No explicit evidence | Portability before use |
| Cursor | Not declared | No explicit evidence | Portability before use |
| Gemini CLI | Not declared | No explicit evidence | Portability before use |
Installation
The source command is displayed only when detected. A safe inspection prompt is always available so your agent can explain every action before execution.
npx skills add https://github.com/phaserjs/phaser --skill "skills/game-object-components"Inspect the Agent Skill "game-object-components" from https://github.com/phaserjs/phaser/blob/41be1e462bc600064e498cba370bfa8c5c055a22/skills/game-object-components/SKILL.md at commit 41be1e462bc600064e498cba370bfa8c5c055a22. List every install step, command, network request, credential, file read/write, external action, and rollback step. Explain whether it fits my task. Do not install or execute anything until I approve.
Workflow
Review the “Quick Start” section in the pinned source before continuing.
Phaser uses Phaser.Class with a Mixins array to compose Game Objects from reusable component objects. Each component is a plain JS object whose properties and methods are copied onto the class prototype. This is NOT prototypal inheritance -- it is property copying at class defin…
Phaser uses Phaser.Class with a Mixins array to compose Game Objects from reusable component objects. Each component is a plain JS object whose properties and methods are copied onto the class prototype. This is NOT prototypal inheritance -- it is property copying at class defin…
1. Components are mixed in at class creation, not per-instance. 2. Most setter methods return this for chaining: sprite.setAlpha(0.5).setDepth(10).setPosition(100, 200). 3. Many properties use getters/setters internally (e.g., alpha, depth, visible, scale, rotation). Setting alp…
Provides per-corner transparency. Used by Sprite, Image, Text, and most renderable objects.
Permission review
No configured static risk pattern was detected
This is not proof of safety. Runtime behavior, indirect dependencies, and hidden external systems are outside the static scan.
Evidence record
| Signal | Value | Evidence type | Meaning |
|---|---|---|---|
| Quality score | 94/100 | Computed | Documentation, specificity, maintenance, and trust rules |
| Repository stars | 40,073 | Source | Repository attention, not individual Skill quality |
| Compatibility | 0 platforms | Source | Declared in the catalog source record |
| Usage guide | automated source guide | Editorial | Generated or reviewed according to the visible evidence level |
Pinned source
Component mixins that provide shared behavior to all Game Objects: Alpha, BlendMode, Depth, Flip, GetBounds, Lighting, Mask, Origin, ScrollFactor, Size, Texture, TextureCrop, Tint, Transform, Visible, PathFollower, RenderNodes, RenderSteps, Filters, FilterList.
// Every Game Object gets its component methods via mixins.
// Just call them directly on any game object:
const sprite = this.add.sprite(400, 300, 'hero');
sprite.setAlpha(0.5); // Alpha
sprite.setBlendMode(Phaser.BlendModes.ADD); // BlendMode
sprite.setDepth(10); // Depth
sprite.setFlip(true, false); // Flip
sprite.setOrigin(0, 0); // Origin
sprite.setScrollFactor(0); // ScrollFactor (HUD)
sprite.setDisplaySize(64, 64); // Size
sprite.setTexture('hero', 'walk-1'); // Texture
sprite.setTint(0xff0000); // Tint
sprite.setPosition(100, 200); // Transform
sprite.setVisible(false); // Visible
sprite.setScale(2); // Transform
sprite.setAngle(45); // Transform
// Per-corner alpha (WebGL only)
sprite.setAlpha(1, 0.5, 0.5, 1);
// Crop a texture region
sprite.setCrop(0, 0, 32, 32);
// Enable WebGL filters (post-processing)
sprite.enableFilters();
sprite.filters.internal.addBlur(1, 2, 2, 1);
// Lighting (WebGL only, v4 feature)
sprite.setLighting(true);
Phaser uses Phaser.Class with a Mixins array to compose Game Objects from reusable component objects. Each component is a plain JS object whose properties and methods are copied onto the class prototype. This is NOT prototypal inheritance -- it is property copying at class definition time.
// How Phaser defines Sprite internally:
var Sprite = new Class({
Extends: GameObject,
Mixins: [
Components.Alpha,
Components.BlendMode,
Components.Depth,
Components.Flip,
Components.GetBounds,
Components.Lighting,
Components.Mask,
Components.Origin,
Components.RenderNodes,
Components.ScrollFactor,
Components.Size,
Components.TextureCrop,
Components.Tint,
Components.Transform,
Components.Visible,
SpriteRender
],
initialize: function Sprite (scene, x, y, texture, frame) { /* ... */ }
});
this for chaining: sprite.setAlpha(0.5).setDepth(10).setPosition(100, 200).alpha, depth, visible, scale, rotation). Setting alpha = 0 or scale = 0 clears render flags, skipping rendering.renderFlags is a bitmask: bit 0 = visible, bit 1 = alpha, bit 2 = scale, bit 3 = texture. All bits must be set for the object to render.Alpha supports per-corner alpha (WebGL), AlphaSingle only supports a single global alpha. Containers use AlphaSingle.TextureCrop extends Texture with setCrop() support. Sprites and Images use TextureCrop; some objects use plain Texture.Provides per-corner transparency. Used by Sprite, Image, Text, and most renderable objects.
| Member | Type | Description |
|---|---|---|
alpha | number (get/set) | Global alpha 0-1. Setting this also sets all four corners. Setting to 0 disables rendering. Default: 1 |
alphaTopLeft | number (get/set) | Top-left corner alpha. WebGL only. |
alphaTopRight | number (get/set) | Top-right corner alpha. WebGL only. |
alphaBottomLeft | number (get/set) | Bottom-left corner alpha. WebGL only. |
alphaBottomRight | number (get/set) | Bottom-right corner alpha. WebGL only. |
setAlpha(topLeft?, topRight?, bottomLeft?, bottomRight?) | method | Set alpha. One arg = uniform. Four args = per-corner (WebGL). Returns this. |
clearAlpha() | method | Resets alpha to 1. Returns this. |
Simplified alpha with no per-corner support. Used by Container.
| Member | Type | Description |
|---|---|---|
alpha | number (get/set) | Alpha 0-1. Default: 1 |
setAlpha(value?) | method | Set alpha. Returns this. |
clearAlpha() | method | Resets alpha to 1. Returns this. |
Controls how pixels are composited during rendering.
| Member | Type | Description |
|---|---|---|
blendMode | number/string (get/set) | Current blend mode. Accepts Phaser.BlendModes const, string, or integer. |
setBlendMode(value) | method | Set the blend mode. Returns this. |
WebGL blend modes: NORMAL, ADD, MULTIPLY, SCREEN, ERASE. Canvas supports additional browser-dependent modes.
Controls rendering order (z-index). Higher depth renders on top.
| Member | Type | Description |
|---|---|---|
depth | number (get/set) | Depth value. Setting it queues a depth sort. Default: 0 |
setDepth(value) | method | Set depth. Returns this. |
setToTop() | method | Move to top of display list (no depth change). Returns this. |
setToBack() | method | Move to back of display list. Returns this. |
setAbove(gameObject) | method | Move above another Game Object in display list. Returns this. |
setBelow(gameObject) | method | Move below another Game Object in display list. Returns this. |
Visual mirroring without affecting physics bodies.
| Member | Type | Description |
|---|---|---|
flipX | boolean | Horizontal flip state. Default: false |
flipY | boolean | Vertical flip state. Default: false |
setFlipX(value) | method | Set horizontal flip. Returns this. |
setFlipY(value) | method | Set vertical flip. Returns this. |
setFlip(x, y) | method | Set both flip states. Returns this. |
toggleFlipX() | method | Toggle horizontal flip. Returns this. |
toggleFlipY() | method | Toggle vertical flip. Returns this. |
resetFlip() | method | Reset both to false. Returns this. |
Calculate positions and bounding rectangles regardless of origin.
| Member | Type | Description |
|---|---|---|
getCenter(output?, includeParent?) | method | Center coordinate. Returns Vector2Like. |
getTopLeft(output?, includeParent?) | method | Top-left coordinate. Returns Vector2Like. |
getTopCenter(output?, includeParent?) | method | Top-center coordinate. Returns Vector2Like. |
getTopRight(output?, includeParent?) | method | Top-right coordinate. Returns Vector2Like. |
getLeftCenter(output?, includeParent?) | method | Left-center coordinate. Returns Vector2Like. |
getRightCenter(output?, includeParent?) | method | Right-center coordinate. Returns Vector2Like. |
getBottomLeft(output?, includeParent?) | method | Bottom-left coordinate. Returns Vector2Like. |
getBottomCenter(output?, includeParent?) | method | Bottom-center coordinate. Returns Vector2Like. |
getBottomRight(output?, includeParent?) | method | Bottom-right coordinate. Returns Vector2Like. |
getBounds(output?) | method | Full bounding rectangle. Returns Rectangle. |
Set includeParent = true to factor in parent Container transforms.
Enables light-based rendering with the Phaser 4 lighting system.
| Member | Type | Description |
|---|---|---|
lighting | boolean | Whether to use lighting. Default: false |
selfShadow | object | { enabled, penumbra, diffuseFlatThreshold }. Self-shadow settings. |
setLighting(enable) | method | Enable/disable lighting. Returns this. |
setSelfShadow(enabled?, penumbra?, diffuseFlatThreshold?) | method | Configure self-shadow. Pass null for enabled to use game config default. Returns this. |
Geometry masking for Canvas renderer. In WebGL, use Filters.addMask() instead.
| Member | Type | Description |
|---|---|---|
mask | GeometryMask | The current mask, or null. |
setMask(mask) | method | Apply a GeometryMask. Canvas only. In WebGL, logs a warning. Returns this. |
clearMask(destroyMask?) | method | Remove the mask. Pass true to also destroy it. Returns this. |
createGeometryMask(graphics?) | method | Create a GeometryMask from a Graphics/Shape object. Returns GeometryMask. |
Controls the anchor point for position, rotation, and scale. Normalized 0-1.
| Member | Type | Description |
|---|---|---|
originX | number | Horizontal origin. Default: 0.5 (center) |
originY | number | Vertical origin. Default: 0.5 (center) |
displayOriginX | number (get/set) | Origin in pixels. Setting recalculates originX. |
displayOriginY | number (get/set) | Origin in pixels. Setting recalculates originY. |
setOrigin(x?, y?) | method | Set origin (normalized). y defaults to x. Default: 0.5. Returns this. |
setOriginFromFrame() | method | Set origin from texture Frame pivot. Returns this. |
setDisplayOrigin(x?, y?) | method | Set origin in pixels. Returns this. |
updateDisplayOrigin() | method | Recalculate display origin cache. Returns this. |
Controls how camera scrolling affects the object's rendered position.
| Member | Type | Description |
|---|---|---|
scrollFactorX | number | Horizontal scroll factor. Default: 1 |
scrollFactorY | number | Vertical scroll factor. Default: 1 |
setScrollFactor(x, y?) | method | Set scroll factor. y defaults to x. Returns this. |
Key values: 0 = fixed to camera (HUD element), 1 = moves with camera, 0.5 = parallax half-speed.
Manages native and display dimensions.
| Member | Type | Description |
|---|---|---|
width | number | Native (un-scaled) width. |
height | number | Native (un-scaled) height. |
displayWidth | number (get/set) | Scaled width. Setting adjusts scaleX. |
displayHeight | number (get/set) | Scaled height. Setting adjusts scaleY. |
setSize(width, height) | method | Set native size. Does NOT affect rendered size. Returns this. |
setDisplaySize(width, height) | method | Set rendered size (adjusts scale). Returns this. |
setSizeToFrame(frame?) | method | Set size from a texture Frame. Returns this. |
Gets and sets the texture and frame for rendering.
| Member | Type | Description |
|---|---|---|
texture | Phaser.Textures.Texture | The current Texture. |
frame | Phaser.Textures.Frame | The current Frame. |
setTexture(key, frame?, updateSize?, updateOrigin?) | method | Set texture by key. Returns this. |
setFrame(frame, updateSize?, updateOrigin?) | method | Set frame by name, index, or Frame instance. Updates size and origin by default. Returns this. |
Extends Texture with cropping support. Used by Sprite and Image.
| Member | Type | Description |
|---|---|---|
texture | Phaser.Textures.Texture | The current Texture. |
frame | Phaser.Textures.Frame | The current Frame. |
isCropped | boolean | Whether cropping is active. |
setTexture(key, frame?) | method | Set texture by key. Returns this. |
setFrame(frame, updateSize?, updateOrigin?) | method | Set frame. Also updates crop UVs if cropped. Returns this. |
setCrop(x?, y?, width?, height?) | method | Set crop rectangle. Pass no args to clear. Accepts a Rectangle as first arg. Returns this. |
Applies color tinting to the texture via per-corner vertex colors.
| Member | Type | Description |
|---|---|---|
tint | number (get/set) | Uniform tint color (reads tintTopLeft). Default: 0xffffff |
tintTopLeft | number | Top-left vertex tint. Default: 0xffffff |
tintTopRight | number | Top-right vertex tint. Default: 0xffffff |
tintBottomLeft | number | Bottom-left vertex tint. Default: 0xffffff |
tintBottomRight | number | Bottom-right vertex tint. Default: 0xffffff |
tintMode | number | Tint blend mode. Default: Phaser.TintModes.MULTIPLY |
isTinted | boolean (readonly) | True if any tint or mode is set. |
setTint(topLeft?, topRight?, bottomLeft?, bottomRight?) | method | Set tint colors. One arg = uniform. Returns this. |
setTintMode(mode) | method | Set tint mode (v4). Modes: MULTIPLY, FILL, ADD, SCREEN, OVERLAY, HARD_LIGHT. Returns this. |
clearTint() | method | Reset to white + MULTIPLY. Returns this. |
v4 change: setTintFill() is removed. Use setTint(color).setTintMode(Phaser.TintModes.FILL) instead.
Position, scale, rotation, and coordinate transforms.
| Member | Type | Description |
|---|---|---|
x | number | X position. Default: 0 |
y | number | Y position. Default: 0 |
z | number | Z position (NOT rendering order; use depth). Default: 0 |
w | number | W position. Default: 0 |
scale | number (get/set) | Uniform scale. Get returns average of scaleX and scaleY. |
scaleX | number (get/set) | Horizontal scale. Default: 1 |
scaleY | number (get/set) | Vertical scale. Default: 1 |
angle | number (get/set) | Rotation in degrees (clockwise, 0 = right). |
rotation | number (get/set) | Rotation in radians. |
setPosition(x?, y?, z?, w?) | method | Set position. y defaults to x. Returns this. |
copyPosition(source) | method | Copy x/y/z/w from a Vector-like object. Returns this. |
setRandomPosition(x?, y?, width?, height?) | method | Randomize position within area. Returns this. |
setRotation(radians?) | method | Set rotation in radians. Returns this. |
setAngle(degrees?) | method | Set rotation in degrees. Returns this. |
setScale(x?, y?) | method | Set scale. y defaults to x. Returns this. |
setX(value?) | method | Set x. Returns this. |
setY(value?) | method | Set y. Returns this. |
setZ(value?) | method | Set z. Returns this. |
setW(value?) | method | Set w. Returns this. |
getLocalTransformMatrix(tempMatrix?) | method | Get local transform matrix. Returns TransformMatrix. |
getWorldTransformMatrix(tempMatrix?, parentMatrix?) | method | Get world transform including parent Containers. Returns TransformMatrix. |
getLocalPoint(x, y, point?, camera?) | method | Convert world coords to local space. Returns Vector2. |
getWorldPoint(point?, tempMatrix?, parentMatrix?) | method | Get world position factoring parent containers. Returns Vector2. |
getParentRotation() | method | Sum of all parent container rotations in radians. |
Controls whether the Game Object renders. Invisible objects still run update logic.
| Member | Type | Description |
|---|---|---|
visible | boolean (get/set) | Visibility state. Default: true |
setVisible(value) | method | Set visibility. Returns this. |
Manages following a Phaser.Curves.Path using an internal tween.
| Member | Type | Description |
|---|---|---|
path | Phaser.Curves.Path | The Path being followed. |
rotateToPath | boolean | Auto-rotate to face path direction. Default: false |
pathRotationOffset | number | Rotation offset in degrees when rotateToPath is true. |
pathOffset | Vector2 | Position offset from path coordinates. |
pathVector | Vector2 | Current point on the path. |
pathDelta | Vector2 | Distance traveled since last update. |
pathTween | Tween | The tween driving path movement. |
setPath(path, config?) | method | Set a new Path. Returns this. |
setRotateToPath(value, offset?) | method | Enable auto-rotation. Returns this. |
isFollowing() | method | Returns true if actively following. |
startFollow(config?, startAt?) | method | Start following. config can be duration (number) or PathConfig. Returns this. |
pauseFollow() | method | Pause movement. Returns this. |
resumeFollow() | method | Resume movement. Returns this. |
stopFollow() | method | Stop following. Returns this. |
For RenderNodes, RenderSteps, and FilterList details, see the filters-and-postfx skill and references/REFERENCE.md.
Key points: Call enableFilters() on game objects before accessing filters. Cameras have filters by default. Use filters.internal for object-local effects and filters.external for screen-space effects.
For a full component-to-game-object matrix, see references/REFERENCE.md.
Register custom game objects on the factory so they can be created via this.add.myObject():
class LaserBeam extends Phaser.GameObjects.Sprite {
constructor(scene, x, y) {
super(scene, x, y, 'laser');
}
}
Phaser.GameObjects.GameObjectFactory.register('laserBeam', function (x, y) {
const beam = new LaserBeam(this.scene, x, y);
this.displayList.add(beam);
return beam;
});
// Now usable in any scene:
const laser = this.add.laserBeam(100, 200);
this.add creates the object AND adds it to the display list. this.make creates the object but does NOT add it -- useful for off-screen preparation or deferred display.
// Added to display list immediately
const visible = this.add.sprite(100, 100, 'hero');
// Created but NOT on the display list
const offscreen = this.make.sprite({ key: 'hero', x: 100, y: 100 });
// Add it later when ready
this.add.existing(offscreen);
GetAdvancedValue resolves static values, random arrays, randInt/Float ranges, and callbacks from config objects:
// Static value
{ speed: 100 }
// Random from array
{ speed: [100, 200, 300] }
// Random integer range
{ speed: { randInt: [50, 150] } }
// Random float range
{ speed: { randFloat: [0.5, 1.5] } }
// Callback
{ speed: function () { return Math.random() * 100; } }
Objects added later render on top of earlier objects. Control ordering with:
// Depth-based ordering (higher = on top, triggers sort)
sprite.setDepth(10);
// Display list position (no depth change)
sprite.setToTop();
sprite.setToBack();
sprite.setAbove(otherSprite);
sprite.setBelow(otherSprite);
When both depth and display list position are used, depth takes priority after the next sort pass.
alpha=0 prevents rendering entirely: Setting alpha to 0 clears a render flag bit. The object is not drawn at all, not merely transparent. Same applies to scale = 0 and visible = false.
Flip does not affect physics: Flipping is rendering-only. Physics bodies remain unchanged. Account for this in collision code.
ScrollFactor and physics: Physics collisions use world position. A scroll factor other than 1 offsets where the texture renders but not where the body is. For HUD elements with scroll factor 0, avoid adding physics bodies.
depth vs display list order: setDepth() queues a sort and is the primary z-ordering tool. setToTop(), setAbove(), etc. reorder the display list without changing depth. If you mix both, depth takes priority after the next sort.
Mask component is Canvas-only in v4: For WebGL masking, use enableFilters() then filters.internal.addMask(). The setMask() method logs a warning in WebGL.
setTintFill is removed in v4: Use setTint(color).setTintMode(Phaser.TintModes.FILL) instead.
Tint modes in v4: Tint mode is now separate from tint color. Available modes: MULTIPLY (default), FILL, ADD, SCREEN, OVERLAY, HARD_LIGHT.
displayWidth/displayHeight adjusts scale: Setting displayWidth or displayHeight modifies scaleX/scaleY. It does NOT change width/height.
setSize vs setDisplaySize: setSize() changes internal dimensions (used for frames, physics). setDisplaySize() changes the rendered size by adjusting scale.
Origin default is 0.5: All Game Objects default to center origin. Use setOrigin(0, 0) for top-left positioning. Text and BitmapText instead default to top-left positioning.
Transform.z is NOT depth: The z property on Transform is for custom use. Rendering order is controlled by depth (Depth component) or display list position.
Filters are expensive: Each object with active filters requires extra draw calls. Use renderFilters = false to temporarily disable. Internal filters are cheaper than external.
| File | Description |
|---|---|
src/gameobjects/components/index.js | Component registry, exports all components |
src/gameobjects/components/Alpha.js | Per-corner alpha mixin |
src/gameobjects/components/AlphaSingle.js | Single-value alpha mixin |
src/gameobjects/components/BlendMode.js | Blend mode mixin |
src/gameobjects/components/Depth.js | Depth/z-order mixin |
src/gameobjects/components/Flip.js | Visual flip mixin |
src/gameobjects/components/GetBounds.js | Bounds calculation mixin |
src/gameobjects/components/Lighting.js | v4 lighting mixin |
src/gameobjects/components/Mask.js | Canvas geometry mask mixin |
src/gameobjects/components/Origin.js | Origin/anchor mixin |
src/gameobjects/components/ScrollFactor.js | Camera scroll factor mixin |
src/gameobjects/components/Size.js | Dimensions mixin |
src/gameobjects/components/Texture.js | Texture/frame assignment mixin |
src/gameobjects/components/TextureCrop.js | Texture with crop support mixin |
src/gameobjects/components/Tint.js | Vertex color tinting mixin |
src/gameobjects/components/Transform.js | Position/scale/rotation mixin |
src/gameobjects/components/Visible.js | Visibility mixin |
src/gameobjects/components/PathFollower.js | Path-following mixin |
src/gameobjects/components/RenderNodes.js | v4 WebGL render node mixin |
src/gameobjects/components/RenderSteps.js | v4 WebGL render step mixin |
src/gameobjects/components/Filters.js | v4 WebGL filter system mixin |
src/gameobjects/components/FilterList.js | v4 filter list class (add effects) |
src/gameobjects/components/TransformMatrix.js | 2D transform matrix utility |
Related skills: sprites-and-images.md, custom-game-objects.md