
Curves and Paths
FreeSimplify path creation and manipulation in Phaser 4.
Free · Opens the source repo
What Curves and Paths does
The Curves and Paths skill provides developers using Phaser 4 with essential tools for creating and manipulating paths and curves. This skill covers various types of curves, including splines, Bezier curves, lines, and ellipses, allowing for complex path creation that can be visually represented and interacted with. By utilizing the Phaser.Curves.Path class, users can combine multiple curves into a single path, enabling the creation of intricate shapes and movements in their games or applications.
With this skill, developers can easily generate points along defined paths, draw these paths using the Graphics object, and animate sprites to follow these paths automatically with the PathFollower component. The ability to create paths with chained curves or standalone curve objects offers flexibility in design, catering to both simple and complex requirements. Additionally, the skill includes methods for obtaining points at specific positions, calculating distances, and drawing paths for visualization, making it a comprehensive tool for any Phaser 4 project.
This skill is particularly beneficial for game developers and designers who need to implement smooth movements and transitions in their projects. Whether you're creating a racing game with dynamic paths or a platformer with intricate level designs, the Curves and Paths skill provides the necessary functionality to enhance your gameplay experience. The clear and concise API allows for quick integration and experimentation, making it an invaluable resource for Phaser 4 users.
When to use it
Use this skill when you need to create complex paths or animate sprites along defined curves in your Phaser 4 projects.
When not to use it
This skill may not be suitable for projects that do not require path animations or where simpler movement mechanics are sufficient.
What you can build with it
Creating a Racing Track
Use the skill to design a racing track with smooth curves and straight paths for vehicles to follow.
Animating Characters Along a Path
Implement character animations that follow a predefined path using the PathFollower component for dynamic movement.
Visualizing Game Levels
Draw paths in your game levels to visualize player movement and design intricate gameplay mechanics.
How to install Curves and Paths
View source1. Install with the skills CLI
npx skills add phaserjs/phaser/curves-and-paths --agent claude-code2. Or install it manually
Download the skill folder and drop it into ~/.claude/skills/ for all projects, or .claude/skills/ to scope it to one repo. Restart Claude Code so it picks up the new skill.
Anthropic's agentic coding CLI, and the reference implementation of Agent Skills. Drop a skill folder into ~/.claude/skills and Claude Code loads it automatically whenever a task matches the skill's description. Claude Code docs
Inside SKILL.md
Written by phaserjsCurves and Paths
Creating paths from curves, getting points along them, drawing them with Graphics, and making sprites follow paths automatically using PathFollower in Phaser 4.
Key source paths: src/curves/, src/curves/path/, src/gameobjects/pathfollower/, src/gameobjects/components/PathFollower.js
Related skills: ../sprites-and-images/SKILL.md, ../graphics-and-shapes/SKILL.md, ../tweens/SKILL.md
Quick Start
// In a Scene's create() method:
// 1. Create a Path starting at (50, 300)
const path = this.add.path(50, 300);
// 2. Add curves to the path
path.lineTo(200, 100);
path.splineTo([ new Phaser.Math.Vector2(300, 400), new Phaser.Math.Vector2(500, 200) ]);
path.lineTo(700, 300);
// 3. Draw the path using Graphics
const graphics = this.add.graphics();
graphics.lineStyle(2, 0xffffff, 1);
path.draw(graphics, 64);
// 4. Create a PathFollower sprite that moves along the path
const follower = this.add.follower(path, 50, 300, 'ship');
follower.startFollow({
duration: 5000,
rotateToPath: true,
repeat: -1,
yoyo: true
});
Core Concepts
Path
A Phaser.Curves.Path is a container that combines multiple Curves into one continuous compound curve. Curves in a Path do not need to be connected end-to-end. Only the order of curves affects point calculations along the path.
Created via factory: this.add.path(x, y) where x/y is the starting point.
Key properties:
curves-- array ofPhaser.Curves.Curveobjects in the PathstartPoint--Vector2, the defined starting positionautoClose-- boolean, if truegetPoints()appends the first point at the enddefaultDivisions-- number (default: 12), divisions per curve when callinggetPoints()name-- string, empty by default, for developer use
Curves
All curve types extend Phaser.Curves.Curve (the base class). Every curve supports:
getPoint(t, out)-- get a point at position t (0-1) based on curve parameterizationgetPointAt(u, out)-- get a point at position u (0-1) based on arc length (evenly spaced)getPoints(divisions, stepRate, out)-- array of points along the curvegetSpacedPoints(divisions, stepRate, out)-- array of equidistant points by arc lengthgetDistancePoints(distance)-- points spaced by pixel distancegetLength()-- total arc length in pixelsgetBounds(out, accuracy)-- bounding RectanglegetTangent(t, out)/getTangentAt(u, out)-- unit tangent vectorgetStartPoint(out)/getEndPoint(out)-- first/last pointsgetRandomPoint(out)-- random point on the curvedraw(graphics, pointsTotal)-- render the curve onto a Graphics objectactive-- boolean, when false the parent Path skips this curve
PathFollower
A Phaser.GameObjects.PathFollower is a Sprite with the Components.PathFollower mixin. It uses an internal Tween (a number counter from 0 to 1) to advance along a Path each frame.
Created via factory: this.add.follower(path, x, y, texture, frame)
The PathFollower component provides:
path-- thePhaser.Curves.Pathbeing followedpathTween-- the internal Tween driving movementpathOffset--Vector2, offset added to path coordinatespathVector--Vector2, current position on the pathpathDelta--Vector2, distance traveled since last framerotateToPath-- boolean, auto-rotate to face path directionpathRotationOffset-- number (degrees), added to auto-rotation
Common Patterns
Creating Paths with Chained Curves
Path has convenience methods that create curves starting from the previous end point:
const path = this.add.path(100, 500);
path.lineTo(300, 100); // straight line
path.cubicBezierTo(500, 100, 350, 50, 450, 50); // cubic bezier (endX, endY, cp1X, cp1Y, cp2X, cp2Y)
path.quadraticBezierTo(700, 400, 600, 100); // quadratic bezier (endX, endY, cpX, cpY)
path.splineTo([ // spline through points
new Phaser.Math.Vector2(750, 300),
new Phaser.Math.Vector2(600, 500)
]);
path.ellipseTo(50, 80, 0, 270, false, 0); // ellipse arc (xRadius, yRadius, startAngle, endAngle, clockwise, rotation)
path.circleTo(40); // shortcut for ellipseTo with equal radii and 0-360
// Jump to a new position without drawing (creates a gap)
path.moveTo(400, 400);
path.lineTo(500, 400);
// Close the path by connecting end to start
path.closePath();
Adding Standalone Curve Objects
const path = new Phaser.Curves.Path(0, 0);
// Add pre-constructed curve objects
const line = new Phaser.Curves.Line(new Phaser.Math.Vector2(0, 0), new Phaser.Math.Vector2(200, 200));
path.add(line);
const spline = new Phaser.Curves.Spline([ 200, 200, 300, 100, 400, 300 ]);
path.add(spline);
const ellipse = new Phaser.Curves.Ellipse(400, 300, 100, 60, 0, 360, false, 0);
path.add(ellipse);
Getting Points Along a Path
// Array of points (uses defaultDivisions per curve)
const points = path.getPoints();
// With explicit divisions per curve
const detailed = path.getPoints(32);
// Equally spaced points along the entire path
const spaced = path.getSpacedPoints(100);
// Single point at normalized position (0-1)
const midpoint = path.getPoint(0.5);
// Tangent vector at a position
const tangent = path.getTangent(0.5);
// Total path length in pixels
const length = path.getLength();
// Bounding rectangle
const bounds = path.getBounds();
Drawing Paths with Graphics
const graphics = this.add.graphics();
// Draw entire path
graphics.lineStyle(2, 0x00ff00, 1);
path.draw(graphics, 64); // 64 = points per curve for smoothness
// Draw individual curves
graphics.lineStyle(1, 0xff0000, 1);
path.curves[0].draw(graphics, 32);
// Draw debug points
const points = path.getSpacedPoints(50);
points.forEach(p => {
graphics.fillStyle(0xffff00, 1);
graphics.fillCircle(p.x, p.y, 3);
});
PathFollower Sprite
const path = this.add.path(100, 200);
path.lineTo(400, 400);
path.lineTo(700, 200);
// Create follower
const enemy = this.add.follower(path, 100, 200, 'enemy');
// Start following with config
enemy.startFollow({
duration: 3000, // ms to traverse path
positionOnPath: true, // snap to path start position
rotateToPath: true, // auto-rotate to face direction
rotationOffset: 90, // offset added to auto-rotation (degrees)
repeat: -1, // -1 = infinite repeat
yoyo: true, // reverse on each repeat
from: 0, // start position on path (0-1)
to: 1, // end position on path (0-1)
startAt: 0, // initial seek position
ease: 'Sine.easeInOut' // any valid Phaser ease
});
// Control during playback
enemy.pauseFollow();
enemy.resumeFollow();
enemy.stopFollow();
enemy.isFollowing(); // returns boolean
// Change path at runtime
enemy.setPath(newPath);
enemy.setPath(newPath, { duration: 2000 }); // auto-starts
// Set rotation independently
enemy.setRotateToPath(true, 90); // (value, offsetDegrees)
PathFollower with Simple Duration
// Shorthand: pass just a duration number
enemy.startFollow(5000);
// Equivalent to:
enemy.startFollow({ duration: 5000 });
All Curve Types
| Curve | Class | Constructor Params | Description |
|---|---|---|---|
| Line | Phaser.Curves.Line | (p0, p1) Vector2 endpoints, or ([x0,y0,x1,y1]) | Straight line segment between two points |
| Spline | Phaser.Curves.Spline | (points) array of Vector2, flat numbers, or nested arrays | Catmull-Rom spline through control points |
| CubicBezier | Phaser.Curves.CubicBezier | (p0, p1, p2, p3) or ([x0,y0,...x3,y3]) | Cubic Bezier with start, 2 control points, end |
| QuadraticBezier | Phaser.Curves.QuadraticBezier | (p0, p1, p2) or ([x0,y0,...x2,y2]) | Quadratic Bezier with start, 1 control point, end |
| Ellipse | Phaser.Curves.Ellipse | (x, y, xRadius, yRadius, startAngle, endAngle, clockwise, rotation) or config object | Elliptical arc; angles in degrees; yRadius defaults to xRadius |
Ellipse Curve Properties
The Ellipse curve has get/set properties for runtime modification:
x,y-- center positionxRadius,yRadius-- radiistartAngle,endAngle-- in degrees (get/set convert to/from radians internally)clockwise-- booleanrotation-- in radiansangle-- rotation in degrees (alternative torotation)setWidth(value)/setHeight(value)-- sets radius to value/2
API Quick Reference
Path (Phaser.Curves.Path)
| API | Type | Description |
|---|---|---|
add(curve) | method | Append any Curve to the path |
lineTo(x, y) | method | Add a Line from current end point |
splineTo(points) | method | Add a Spline from current end point |
cubicBezierTo(x, y, cp1X, cp1Y, cp2X, cp2Y) | method | Add CubicBezier from current end point |
quadraticBezierTo(x, y, cpX, cpY) | method | Add QuadraticBezier from current end point |
ellipseTo(xR, yR, start, end, cw, rot) | method | Add Ellipse arc from current end point |
circleTo(radius, clockwise, rotation) | method | Shortcut for ellipseTo with equal radii |
moveTo(x, y) | method | Move end point without drawing (creates gap) |
closePath() | method | Add Line from end to start if not already closed |
getPoint(t, out) | method | Point at normalized position (0-1) on entire path |
getPoints(divisions, stepRate) | method | Array of points, divisions per curve |
getSpacedPoints(divisions) | method | Equidistant points along entire path |
getRandomPoint(out) | method | Random point anywhere on the path |
getStartPoint(out) | method | Path starting point |
getEndPoint(out) | method | Path ending point |
getTangent(t, out) | method | Unit tangent vector at position t |
getCurveAt(t) | method | Return the Curve at normalized position t |
getLength() | method | Total path length in pixels |
getCurveLengths() | method | Array of cumulative curve lengths |
getBounds(out, accuracy) | method | Bounding Rectangle |
draw(graphics, pointsTotal) | method | Draw all curves onto a Graphics object |
toJSON() / fromJSON(data) | method | Serialization |
updateArcLengths() | method | Force recalculation of cached lengths |
destroy() | method | Clear internal references |
Base Curve (Phaser.Curves.Curve)
| API | Type | Description |
|---|---|---|
getPoint(t, out) | method | Point at parameter t (0-1) -- abstract, each subclass implements |
getPointAt(u, out) | method | Point at arc-length position u (0-1) -- evenly spaced |
getPoints(divisions, stepRate, out) | method | Array of points |
getSpacedPoints(divisions, stepRate, out) | method | Equidistant points by arc length |
getDistancePoints(distance) | method | Points spaced by pixel distance |
getLength() | method | Total curve arc length |
getTangent(t, out) / getTangentAt(u, out) | method | Unit tangent vector |
getTFromDistance(distance) | method | Convert pixel distance to t value |
draw(graphics, pointsTotal) | method | Render onto Graphics (default 32 points) |
getBounds(out, accuracy) | method | Bounding Rectangle |
active | boolean | When false, parent Path skips this curve |
defaultDivisions | number | Default 5 for standalone curves |
arcLengthDivisions | number | Precision for arc length calculations (default 100) |
PathFollower Component
| API | Type | Description |
|---|---|---|
setPath(path, config) | method | Set a new Path (optionally auto-start) |
startFollow(config, startAt) | method | Begin following; config = duration number or PathConfig |
pauseFollow() | method | Pause movement |
resumeFollow() | method | Resume paused movement |
stopFollow() | method | Stop following |
isFollowing() | method | Returns true if actively moving on path |
setRotateToPath(value, offset) | method | Enable/disable auto-rotation with offset |
path | Path | Current path reference |
pathTween | Tween | Internal tween driving movement |
pathOffset | Vector2 | Offset from path coordinates |
pathVector | Vector2 | Current position on the path |
pathDelta | Vector2 | Movement delta since last update |
rotateToPath | boolean | Auto-rotate to path direction |
pathRotationOffset | number | Rotation offset in degrees |
PathConfig (Phaser.Types.GameObjects.PathFollower.PathConfig)
| Property | Type | Default | Description |
|---|---|---|---|
duration | number | 1000 | Time in ms to traverse the path |
from | number | 0 | Start position on path (0-1) |
to | number | 1 | End position on path (0-1) |
positionOnPath | boolean | false | Snap follower to path start on begin |
rotateToPath | boolean | false | Auto-rotate to face path direction |
rotationOffset | number | 0 | Degrees added to auto-rotation |
startAt | number | 0 | Initial seek position on path (0-1) |
The config also accepts all standard Tween properties: ease, repeat, yoyo, delay, hold, onComplete, etc.
Gotchas
-
getPoint(t)vsgetPointAt(u)on curves.getPointuses the raw curve parameter t, which does not produce evenly spaced points on most curve types.getPointAtmaps through arc length for even spacing. On a Path,getPointalready accounts for arc length across the whole path. -
Path
moveTocreates an inactive curve. TheMoveTopseudo-curve hasactive: falseand zero length. It only repositions the end point for the next curve. It does not draw anything and is skipped bygetPoints()anddraw(). -
PathFollower uses a Tween internally. The
startFollowconfig is passed toscene.tweens.addCounter(). All tween properties (ease, delay, repeat, yoyo, callbacks) work. The tween is set topersist: trueautomatically. -
PathFollower offset behavior. When
positionOnPath: false(default), the follower's current position becomes the offset from the path start. WhenpositionOnPath: true, the follower snaps to the path's start point and the offset is zeroed. -
Ellipse angles are in degrees. The constructor and
startAngle/endAngleproperties accept degrees. Internally they are stored as radians. Therotationproperty is in radians, butangleis in degrees. -
closePathvsautoClose.closePath()adds an explicit Line curve from end to start.autoClose = trueonly affectsgetPoints()andgetSpacedPoints()output by appending the first point, without adding a curve. -
Cached lengths can go stale.
getCurveLengths()caches results based on array length only. If you modify a curve's control points, callpath.updateArcLengths()to force recalculation. -
cubicBezierToparameter order with numbers. When passing numbers:cubicBezierTo(endX, endY, cp1X, cp1Y, cp2X, cp2Y). The end point comes first, not the control points. When passing Vector2 objects:cubicBezierTo(cp1, cp2, endPoint). -
Spline needs at least 4 points. The Catmull-Rom interpolation used by Spline works best with 4+ points. With fewer points, the curve may not behave as expected.
-
Line curve
arcLengthDivisionsis 1. Unlike other curves (default 100), Line overrides this to 1 since a line is inherently uniform. No need to adjust it.
Source File Map
| File | Purpose |
|---|---|
src/curves/path/Path.js | Path class -- combines multiple curves, factory registered as this.add.path |
src/curves/path/MoveTo.js | MoveTo pseudo-curve for creating gaps in paths |
src/curves/Curve.js | Base Curve class -- shared methods for all curve types |
src/curves/LineCurve.js | Line curve (two-point segment) |
src/curves/SplineCurve.js | Spline curve (Catmull-Rom through multiple points) |
src/curves/CubicBezierCurve.js | Cubic Bezier curve (4 control points) |
src/curves/QuadraticBezierCurve.js | Quadratic Bezier curve (3 control points) |
src/curves/EllipseCurve.js | Ellipse/arc curve with angle and rotation support |
src/gameobjects/pathfollower/PathFollower.js | PathFollower Game Object (extends Sprite + PathFollower mixin) |
src/gameobjects/pathfollower/PathFollowerFactory.js | this.add.follower factory registration |
src/gameobjects/components/PathFollower.js | PathFollower component mixin (setPath, startFollow, pathUpdate, etc.) |
src/gameobjects/pathfollower/typedefs/PathConfig.js | PathConfig typedef |
Frequently asked questions about Curves and Paths
Similar skills
Spring Boot Testing
Master testing techniques for Spring Boot 4 applications.
GitHub Issues
Manage GitHub issues efficiently with MCP tools.
Geofeed Tuner
Optimize your IP geolocation feeds in CSV format.
Batch Files
Master Windows batch scripting for automation and task management.
Adobe Illustrator Scripting
Automate your Illustrator workflows with ExtendScript.
Plugin Structure
Create and organize Claude Code plugins effectively.
