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From game-creator
Provides architecture patterns and best practices for browser games with Three.js or Phaser. Use for designing game systems, project structure, and code organization.
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Reference knowledge for building well-structured browser games. These patterns apply to both Three.js (3D) and Phaser (2D) games.
Builds 2D browser games with Phaser 3 using scene-based architecture, TypeScript, Vite bundling, and centralized state. Use when creating new 2D games, adding game features, or working with Phaser sprites.
Creates and refactors Phaser 3 browser games with scenes, physics, tilemaps, animations, input, audio, camera, and performance fixes.
Orchestrates game development by routing to sub-skills for platforms (web, mobile, PC, VR/AR), dimensions (2D/3D), and specialties, plus core principles like game loops and patterns.
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Reference knowledge for building well-structured browser games. These patterns apply to both Three.js (3D) and Phaser (2D) games.
For detailed reference, see companion files in this directory:
system-patterns.md — Object pooling, delta-time normalization, resource disposal, wave/spawn systems, buff/powerup system, haptic feedback, asset managementCore Loop First: Implement the minimum gameplay loop before any polish. The order is: input -> movement -> fail condition -> scoring -> restart. Only after the core loop works should you add visuals, audio, or juice. Keep initial scope small: 1 scene/level, 1 mechanic, 1 fail condition.
Event-Driven Communication: Modules never import each other for communication. All cross-module messaging goes through a singleton EventBus with predefined event constants.
Centralized State: A single GameState singleton holds all game state. Systems read state directly and modify it through events. No scattered state across modules.
Configuration Centralization: Every magic number, balance value, asset path, spawn point, and timing value goes in Constants.js. Game logic files contain zero hardcoded values.
Orchestrator Pattern: One Game.js class initializes all systems, manages game flow (boot -> gameplay -> death/win -> restart), and runs the main loop. Systems don't self-initialize. No title screen by default — boot directly into gameplay. Only add a title/menu scene if the user explicitly asks for one.
Restart-Safe and Deterministic: Gameplay must survive full restart cycles cleanly. GameState.reset() restores a complete clean slate. All event listeners are removed in cleanup/shutdown. No stale references, lingering timers, leaked tweens, or orphaned physics bodies survive across restarts. Test by restarting 3x in a row — the third run must behave identically to the first.
Clear Separation of Concerns: Code is organized into functional layers:
core/ - Foundation (Game, EventBus, GameState, Constants)systems/ - Engine-level systems (input, physics, audio, particles)gameplay/ - Game mechanics (player, enemies, weapons, scoring)level/ - World building (level construction, asset loading)ui/ - Interface (menus, HUD, overlays)Use domain:action format grouped by feature area:
export const Events = {
// Player
PLAYER_DAMAGED: 'player:damaged',
PLAYER_HEALED: 'player:healed',
PLAYER_DIED: 'player:died',
// Enemy
ENEMY_SPAWNED: 'enemy:spawned',
ENEMY_KILLED: 'enemy:killed',
// Game flow
GAME_STARTED: 'game:started',
GAME_PAUSED: 'game:paused',
GAME_OVER: 'game:over',
// System
ASSETS_LOADED: 'assets:loaded',
LOADING_PROGRESS: 'loading:progress'
};
Always pass structured data objects, never primitives:
// Good
eventBus.emit(Events.PLAYER_DAMAGED, { amount: 10, source: 'enemy', damageType: 'melee' });
// Bad
eventBus.emit(Events.PLAYER_DAMAGED, 10);
Organize state into clear domains:
class GameState {
constructor() {
this.player = { health, maxHealth, speed, inventory, buffs };
this.combat = { killCount, waveNumber, score };
this.game = { started, paused, isPlaying };
}
}
Standard flow for both 2D and 3D games:
Boot/Load -> Gameplay <-> Pause Menu (if requested)
-> Game Over -> Gameplay (restart)
No title screen by default. Games boot directly into gameplay. The Play.fun widget handles score display, leaderboards, and wallet connect in a deadzone at the top of the game, so no in-game score HUD is needed. Only add a title/menu scene if the user explicitly requests one.
physics.add.collider() or physics.add.overlap() has no gameplay effect. Every boundary or obstacle needs explicit collision wiring to the entities it should interact with. After creating any static body, immediately add the collider call.shutdown() causes ghost behavior, double-firing events, and memory leaks after restart.Before considering a game complete, verify all items:
mute-button rulenpm run build succeeds with no errors