game-object-components
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- 26 variants
Profile is derived at build time from SKILL.md and install vectors. Subject to drift from author intent.
Heads up: 未限定 allowed-tools,默认拥有全部工具权限。
---
name: game-object-components
description: Use this skill when working with Phaser 4 game object components and the mixin system. Covers Tr…
category: other
runtime: Node.js
---
# game-object-components output preview
## PART A: Task fit
- Use case: 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..
- Inputs: target material, constraints, expected output, and acceptance criteria.
- Evidence boundary: follow “Quick Start / Core Concepts / The Mixin System” and do not present inference as author intent.
## PART B: Execution result
- **01** The card summarizes the use case; runtime output centers on “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.”.
- **02** When the source has headings, the agent prioritizes “Quick Start / Core Concepts / The Mixin System” so the result follows the author’s structure.
- **03** Typical output includes task judgment, concrete steps, required commands or file edits, validation, and follow-up options.
- **04** Risk context follows the fingerprint: read files, write/modify files; mostly runs locally; usually needs no extra API key.
## Running Rules
- read files, write/modify files; mostly runs locally; usually needs no extra API key.
- Validate with a small sample before expanding scope.
- Return the result, validation criteria, and next iteration options. The source does not require a stable slash command. After installation, invoke the skill by name and describe the task.
Name target files or source material, expected output, forbidden changes, and whether network or shell access is allowed. Permission fingerprint: read files, write/modify files.
Start with a small task and check whether the result follows “Quick Start / Core Concepts / The Mixin System”. Inspect diffs, logs, previews, or tests before expanding scope.
Confirm the final output includes a concrete result, evidence, and next action. If it stays generic, tighten inputs, boundaries, and acceptance criteria.
---
name: game-object-components
description: Use this skill when working with Phaser 4 game object components and the mixin system. Covers Tr…
category: other
source: phaserjs/phaser
---
# game-object-components
## When to use
- Use this skill when working with Phaser 4 game object components and the mixin system. Covers Transform, Alpha, Tint…
- Use it when the task has clear inputs, repeatable steps, and validation criteria.
## What to provide
- Target material, scope, expected result, and forbidden changes.
- Whether network, commands, file writes, or external services are allowed.
## Execution rules
- Organize steps around “Quick Start / Core Concepts / The Mixin System” and keep inference separate from source facts.
- read files, write/modify files; mostly runs locally; usually needs no extra API key.
- Validate with a small sample before expanding the task.
## Output requirements
- Return the deliverable, key evidence, validation method, and next action.
- Mark missing information as unknown; do not invent commands, platforms, or dependencies. The author source anchors workflow facts; repository files anchor sources and commands; Fluxly only adds fit, limitations, and quality judgment.
skill "game-object-components" {
input -> user goal + target files + boundaries + acceptance criteria
context -> Quick Start / Core Concepts / The Mixin System
rules -> SKILL.md triggers / order / output contract
runtime -> Node.js | read files, write/modify files | mostly runs locally
guardrails -> usually needs no extra API key + small-sample validation + diff/log review
output -> copyable result + checklist + next iteration
} Phaser 4 -- Game Object Components Reference
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.
Quick Start
// 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);
Core Concepts
The Mixin System
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) { /* ... */ }
});
Key Rules
- Components are mixed in at class creation, not per-instance.
- Most setter methods return
thisfor chaining:sprite.setAlpha(0.5).setDepth(10).setPosition(100, 200). - Many properties use getters/setters internally (e.g.,
alpha,depth,visible,scale,rotation). Settingalpha = 0orscale = 0clears render flags, skipping rendering. renderFlagsis 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 vs AlphaSingle:
Alphasupports per-corner alpha (WebGL),AlphaSingleonly supports a single global alpha. Containers useAlphaSingle. - Texture vs TextureCrop:
TextureCropextendsTexturewithsetCrop()support. Sprites and Images useTextureCrop; some objects use plainTexture. - Filters and RenderSteps are v4-only, WebGL-only systems for post-processing.
Complete Component Reference
Alpha
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. |
AlphaSingle
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. |
BlendMode
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.
Depth
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. |
Flip
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. |
GetBounds
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.
Lighting (v4, WebGL only)
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. |
Mask (Canvas only in v4)
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. |
Origin
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. |
ScrollFactor
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.
Size
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. |
Texture
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. |
TextureCrop
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. |
Tint (WebGL only)
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.
Transform
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. |
Visible
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. |
PathFollower
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. |
RenderNodes, RenderSteps, Filters, FilterList (v4, WebGL only)
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.
Factory Registration and Display List
Custom Game Object Factory Registration
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);
Factory (this.add) vs Creator (this.make)
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 for Flexible Config
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; } }
Display List Ordering
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.
Gotchas
alpha=0 prevents rendering entirely: Setting
alphato 0 clears a render flag bit. The object is not drawn at all, not merely transparent. Same applies toscale = 0andvisible = 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 changingdepth. If you mix both,depthtakes priority after the next sort.Mask component is Canvas-only in v4: For WebGL masking, use
enableFilters()thenfilters.internal.addMask(). ThesetMask()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
displayWidthordisplayHeightmodifiesscaleX/scaleY. It does NOT changewidth/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
zproperty on Transform is for custom use. Rendering order is controlled bydepth(Depth component) or display list position.Filters are expensive: Each object with active filters requires extra draw calls. Use
renderFilters = falseto temporarily disable. Internal filters are cheaper than external.
Source File Map
| 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
Decide Fit First
Design Intent
How To Use It
Boundaries And Review