>
Build fast, polished 2D browser games using Phaser 3's scene-based architecture and physics systems. Scene-first architecture organizes games into distinct lifecycle phases (Boot, Menu, Game, Pause, GameOver) with clean state management across transitions Supports Arcade physics for speed and simplicity, Matter physics for realistic simulations, and physics-free scenes for menus and overlays Covers sprites, animations, tilemaps (Tiled integration), input handling (keyboard, pointer, drag), and asset preloading with progress tracking Includes patterns for game objects, collision detection, object pooling, and cross-scene data persistence via registries and scene data stores Phaser Game Development Build fast, polished 2D browser games using Phaser 3's scene-based architecture and physics systems. Philosophy: Games as Living Systems Games are not static UIs—they are dynamic systems where entities interact, state evolves, and player input drives everything. Before writing code, think architecturally. Before building, ask: What scenes does this game need? (Boot, Menu, Game, Pause, GameOver) What entities exist and how do they interact? What state must persist across scenes? What physics model fits? (Arcade for speed, Matter for realism) What input methods will players use?
don't have the plugin yet? install it then click "run inline in claude" again.