
Graphics and Shapes
FreeEfficiently draw shapes and graphics in Phaser 4.
Free · Opens the source repo
What Graphics and Shapes does
The Graphics and Shapes skill for Phaser 4 provides developers with the tools necessary to create and manipulate basic geometric shapes within their games. This skill focuses on the Graphics game object and various shape objects, allowing for the drawing of lines, rectangles, circles, arcs, polygons, and more. It is particularly useful for creating visual elements that require dynamic rendering or specific styling, such as gradients and strokes.
The Graphics game object allows for an imperative approach to drawing, where developers can build up a command buffer with methods like fillRect, strokeCircle, and beginPath. This method is ideal for scenarios where shapes need to be drawn dynamically or in complex arrangements. In contrast, the Shape game objects provide a more straightforward way to add individual shapes that benefit from physics and input handling, making them suitable for UI elements or static graphics.
This skill is designed for game developers who are using Phaser 4 and need to incorporate graphics into their projects. Whether you are creating a game interface, visual indicators, or dynamic graphics, this skill offers the necessary methods and best practices to achieve your goals efficiently. The ability to generate textures from graphics and utilize various fill and stroke styles enhances the visual appeal of your game.
By understanding when to use Graphics versus Shape game objects, developers can optimize performance and maintain clean code. This skill serves as a comprehensive guide to leveraging Phaser 4's graphics capabilities effectively, ensuring that developers can create visually engaging experiences in their games.
When to use it
Use this skill when you need to draw shapes or graphics dynamically in a Phaser 4 game, especially when gradients or complex paths are involved.
When not to use it
This skill may not be suitable for projects that require extensive pre-rendered graphics or where performance is critical with a high number of shapes being rendered simultaneously.
What you can build with it
Creating Game UI Elements
Use Shape objects to create buttons and indicators in your game interface, allowing for easy interaction and styling.
Dynamic Graphics Rendering
Utilize the Graphics game object to draw shapes that change based on game events, such as health bars or score indicators.
Custom Visual Effects
Employ advanced drawing techniques with Graphics to create unique visual effects, like animated shapes or complex patterns.
How to install Graphics and Shapes
View source1. Install with the skills CLI
npx skills add phaserjs/phaser/graphics-and-shapes --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 phaserjsPhaser 4 — Graphics and Shapes
Drawing primitives with the Graphics game object, and using Shape game objects (Arc, Curve, Ellipse, Grid, IsoBox, IsoTriangle, Line, Polygon, Rectangle, Star, Triangle).
Related skills: sprites-and-images.md, game-object-components.md
Quick Start
// Draw a filled rectangle and stroked circle with Graphics
const gfx = this.add.graphics();
gfx.fillStyle(0x00aa00, 1);
gfx.fillRect(50, 50, 200, 100);
gfx.lineStyle(3, 0xff0000, 1);
gfx.strokeCircle(400, 150, 60);
// Same shapes as standalone Shape game objects
const rect = this.add.rectangle(150, 100, 200, 100, 0x00aa00);
const circle = this.add.circle(400, 150, 60);
circle.setStrokeStyle(3, 0xff0000);
Core Concepts — Graphics vs Shape Objects
Phaser offers two approaches for rendering primitives without textures.
Graphics Game Object
Created with this.add.graphics(). An imperative drawing surface — you call methods like fillRect, strokeCircle, beginPath/lineTo/strokePath to build up a command buffer that replays each frame.
- Factory:
this.add.graphics(config?)where config is{ x?, y?, lineStyle?, fillStyle? }. - Supports paths, arcs, gradients, rounded rectangles, canvas transforms (
translateCanvas,scaleCanvas,rotateCanvas), andsave/restore. - Can generate a Texture from the drawing via
generateTexture(key, width, height). - Expensive to render, especially with complex shapes. Uses its own WebGL shader. Group Graphics objects together to minimize batch flushes.
- Components: AlphaSingle, BlendMode, Depth, Lighting, Mask, RenderNodes, Transform, Visible, ScrollFactor.
- Does NOT include Origin or GetBounds (position is set via options or
setPosition).
Shape Game Objects
Individual game objects (Arc, Rectangle, Star, etc.) extending the base Shape class. Each renders one predefined geometric shape with precomputed path data.
- Created via dedicated factory methods:
this.add.rectangle(...),this.add.circle(...), etc. - Fully featured game objects: can be tweened, scaled, added to groups/containers, enabled for input/physics.
- Style via
setFillStyle(color, alpha)andsetStrokeStyle(lineWidth, color, alpha). - Share the same WebGL batch as Graphics for efficient rendering.
- Do NOT support gradients, path detail threshold, or canvas transforms.
- Components: AlphaSingle, BlendMode, Depth, GetBounds, Lighting, Mask, Origin, RenderNodes, ScrollFactor, Transform, Visible.
- Include Origin and GetBounds (unlike Graphics).
When to use which:
- Use Graphics for dynamic drawing, complex paths, multiple shapes on one object, gradients, or generating textures.
- Use Shape objects for individual UI elements, simple indicators, physics-enabled shapes, or anything that benefits from game object features (origin, bounds, input).
Common Patterns
Fill and Stroke Styles (Graphics)
const gfx = this.add.graphics();
// Solid fill — call before any fill* method
gfx.fillStyle(0xff0000, 1); // (color, alpha)
// Line style — call before any stroke* method
gfx.lineStyle(4, 0x00ff00, 1); // (width, color, alpha)
// Gradient fill (WebGL only) — 4 corner colors
gfx.fillGradientStyle(
0xff0000, 0x00ff00, 0x0000ff, 0xffff00, // tl, tr, bl, br colors
1, 1, 1, 1 // tl, tr, bl, br alphas
);
gfx.fillRect(0, 0, 300, 200);
// Gradient line style (WebGL only)
gfx.lineGradientStyle(2, 0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 1);
Drawing Primitives (Graphics)
const gfx = this.add.graphics();
// Rectangles
gfx.fillStyle(0x0000ff);
gfx.fillRect(x, y, width, height);
gfx.lineStyle(2, 0xffffff);
gfx.strokeRect(x, y, width, height);
// Circles
gfx.fillCircle(x, y, radius);
gfx.strokeCircle(x, y, radius);
// Ellipses
gfx.fillEllipse(x, y, width, height, smoothness);
gfx.strokeEllipse(x, y, width, height, smoothness); // smoothness defaults to 32
// Triangles
gfx.fillTriangle(x0, y0, x1, y1, x2, y2);
gfx.strokeTriangle(x0, y0, x1, y1, x2, y2);
// Points (draws a small square)
gfx.fillPoint(x, y, size); // size defaults to 1
// Lines
gfx.lineBetween(x1, y1, x2, y2);
Rounded Rectangles
const gfx = this.add.graphics();
// Uniform radius (default 20)
gfx.fillStyle(0x333333);
gfx.fillRoundedRect(50, 50, 300, 200, 16);
gfx.lineStyle(2, 0xffffff);
gfx.strokeRoundedRect(50, 50, 300, 200, 16);
// Per-corner radius
gfx.fillRoundedRect(50, 50, 300, 200, {
tl: 20, tr: 20, bl: 0, br: 0
});
// Concave corners (negative values)
gfx.fillRoundedRect(50, 50, 300, 200, { tl: -10, tr: -10, bl: -10, br: -10 });
Path Drawing
const gfx = this.add.graphics();
// Manual path
gfx.lineStyle(3, 0xffff00);
gfx.beginPath();
gfx.moveTo(100, 100);
gfx.lineTo(200, 50);
gfx.lineTo(300, 100);
gfx.lineTo(250, 200);
gfx.closePath();
gfx.strokePath(); // or gfx.stroke() — alias for strokePath
// Fill a path
gfx.fillStyle(0x00aaff);
gfx.beginPath();
gfx.moveTo(100, 100);
gfx.lineTo(200, 50);
gfx.lineTo(300, 100);
gfx.closePath();
gfx.fillPath(); // or gfx.fill() — alias for fillPath
// Arc within a path (angles in radians)
gfx.beginPath();
gfx.arc(200, 200, 80, 0, Math.PI / 2, false, 0); // (x, y, radius, startAngle, endAngle, anticlockwise, overshoot)
gfx.strokePath();
// Pie slice
gfx.slice(200, 200, 80, 0, Math.PI / 3, false); // auto begins/closes path
gfx.fillPath();
// Stroke/fill from point arrays
gfx.strokePoints(points, closeShape, closePath, endIndex);
gfx.fillPoints(points, closeShape, closePath, endIndex);
Geom Shape Helpers
Graphics has convenience methods that accept Phaser.Geom objects directly:
const circle = new Phaser.Geom.Circle(200, 200, 50);
const rect = new Phaser.Geom.Rectangle(50, 50, 100, 80);
gfx.fillCircleShape(circle);
gfx.strokeCircleShape(circle);
gfx.fillRectShape(rect);
gfx.strokeRectShape(rect);
gfx.fillTriangleShape(triangle);
gfx.strokeTriangleShape(triangle);
gfx.strokeLineShape(line);
gfx.fillEllipseShape(ellipse, smoothness);
gfx.strokeEllipseShape(ellipse, smoothness);
Canvas Transforms (Graphics)
const gfx = this.add.graphics();
gfx.save();
gfx.translateCanvas(100, 100);
gfx.rotateCanvas(0.5); // radians
gfx.scaleCanvas(2, 2);
gfx.fillStyle(0xff0000);
gfx.fillRect(0, 0, 50, 50); // draws at translated/rotated/scaled position
gfx.restore();
Generating Textures from Graphics
const gfx = this.add.graphics();
gfx.fillStyle(0xff0000);
gfx.fillCircle(32, 32, 32);
gfx.generateTexture('redCircle', 64, 64);
gfx.destroy();
// Now use as a regular texture
this.add.image(400, 300, 'redCircle');
Note: fillGradientStyle will NOT appear in generated textures (Canvas API limitation).
Shape Objects — Fill and Stroke
// Shapes set fill via constructor or setFillStyle
const rect = this.add.rectangle(200, 150, 100, 80, 0xff0000, 1);
// Change fill later
rect.setFillStyle(0x00ff00, 0.8);
// Add stroke (not set by default)
rect.setStrokeStyle(3, 0xffffff, 1); // (lineWidth, color, alpha)
// Remove fill or stroke
rect.setFillStyle(); // no args = isFilled becomes false
rect.setStrokeStyle(); // no args = isStroked becomes false
// Direct property access
rect.fillColor = 0x0000ff;
rect.fillAlpha = 0.5;
rect.strokeColor = 0xffffff;
rect.strokeAlpha = 1;
rect.lineWidth = 2;
rect.isFilled = true;
rect.isStroked = true;
rect.closePath = true; // close stroke path (default true)
All Shape Types
| Factory Method | Class | Parameters (after x, y) | Fill | Stroke | Notes |
|---|---|---|---|---|---|
this.add.arc(x, y, radius, startAngle, endAngle, anticlockwise, fillColor, fillAlpha) | Arc | radius=128, startAngle=0, endAngle=360 (degrees), anticlockwise=false | Yes | Yes | Angles in degrees. Full circle by default. |
this.add.circle(x, y, radius, fillColor, fillAlpha) | Arc | radius=128 | Yes | Yes | Alias for Arc with 0-360 angles. |
this.add.curve(x, y, curve, fillColor, fillAlpha) | Curve | Phaser.Curves.Curve object | Yes | Yes | Has smoothness property / setSmoothness(). |
this.add.ellipse(x, y, width, height, fillColor, fillAlpha) | Ellipse | width=128, height=128 | Yes | Yes | Equal w/h renders as circle. Has smoothness. |
this.add.grid(x, y, width, height, cellWidth, cellHeight, fillColor, fillAlpha, outlineFillColor, outlineFillAlpha) | Grid | width=128, height=128, cellWidth=32, cellHeight=32 | Yes | No | Has altFillColor/altFillAlpha for checkerboard. Outline via outlineFillColor. |
this.add.isobox(x, y, size, height, fillTop, fillLeft, fillRight) | IsoBox | size=48, height=32, fillTop=0xeeeeee, fillLeft=0x999999, fillRight=0xcccccc | Yes | No | Isometric box. showTop, showLeft, showRight, projection. |
this.add.isotriangle(x, y, size, height, reversed, fillTop, fillLeft, fillRight) | IsoTriangle | size=48, height=32, reversed=false | Yes | No | Isometric pyramid. showTop, showLeft, showRight, projection, reversed. |
this.add.line(x, y, x1, y1, x2, y2, strokeColor, strokeAlpha) | Line | x1=0, y1=0, x2=128, y2=0 | No | Yes | Stroke only. Constructor takes stroke color (not fill). |
this.add.polygon(x, y, points, fillColor, fillAlpha) | Polygon | points (various formats) | Yes | Yes | Points: array of Vec2, [x,y,...] pairs, or [[x,y],...]. |
this.add.rectangle(x, y, width, height, fillColor, fillAlpha) | Rectangle | width=128, height=128 | Yes | Yes | Change size via width/height properties. |
this.add.star(x, y, points, innerRadius, outerRadius, fillColor, fillAlpha) | Star | points=5, innerRadius=32, outerRadius=64 | Yes | Yes | 4 points = diamond. More points = spikier. |
this.add.triangle(x, y, x1, y1, x2, y2, x3, y3, fillColor, fillAlpha) | Triangle | x1=0,y1=128, x2=64,y2=0, x3=128,y3=128 | Yes | Yes | Always closed. Use Polygon for open shapes. |
API Quick Reference — Graphics Methods
Style Methods
| Method | Signature | Notes |
|---|---|---|
fillStyle | (color, alpha=1) | Set fill for subsequent fill calls |
lineStyle | (lineWidth, color, alpha=1) | Set stroke for subsequent stroke calls |
fillGradientStyle | (tl, tr, bl, br, aTL=1, aTR, aBL, aBR) | WebGL only. 4 corner colors. |
lineGradientStyle | (lineWidth, tl, tr, bl, br, alpha=1) | WebGL only. |
setDefaultStyles | (options) | Set via { lineStyle: {width,color,alpha}, fillStyle: {color,alpha} } |
Path Methods
| Method | Signature | Notes |
|---|---|---|
beginPath | () | Start a new path |
moveTo | (x, y) | Move draw position |
lineTo | (x, y) | Line to position |
arc | (x, y, radius, startAngle, endAngle, anticlockwise=false, overshoot=0) | Angles in radians |
closePath | () | Close current path |
fillPath / fill | () | Fill the current path |
strokePath / stroke | () | Stroke the current path |
slice | (x, y, radius, startAngle, endAngle, anticlockwise=false, overshoot=0) | Pie slice. Auto begins/closes path. Angles in radians. |
Shape Drawing Methods
| Method | Signature |
|---|---|
fillRect | (x, y, width, height) |
strokeRect | (x, y, width, height) |
fillRoundedRect | (x, y, width, height, radius=20) |
strokeRoundedRect | (x, y, width, height, radius=20) |
fillCircle | (x, y, radius) |
strokeCircle | (x, y, radius) |
fillEllipse | (x, y, width, height, smoothness=32) |
strokeEllipse | (x, y, width, height, smoothness=32) |
fillTriangle | (x0, y0, x1, y1, x2, y2) |
strokeTriangle | (x0, y0, x1, y1, x2, y2) |
fillPoint | (x, y, size=1) |
lineBetween | (x1, y1, x2, y2) |
strokePoints | (points, closeShape=false, closePath=false, endIndex) |
fillPoints | (points, closeShape=false, closePath=false, endIndex) |
Geom Shape Methods
| Method | Signature |
|---|---|
fillRectShape | (rect) |
strokeRectShape | (rect) |
fillCircleShape | (circle) |
strokeCircleShape | (circle) |
fillTriangleShape | (triangle) |
strokeTriangleShape | (triangle) |
strokeLineShape | (line) |
fillEllipseShape | (ellipse, smoothness=32) |
strokeEllipseShape | (ellipse, smoothness=32) |
Transform and State Methods
| Method | Signature | Notes |
|---|---|---|
translateCanvas | (x, y) | Translate subsequent draws |
scaleCanvas | (x, y) | Scale subsequent draws |
rotateCanvas | (radians) | Rotate subsequent draws |
save | () | Push state to stack |
restore | () | Pop state from stack |
clear | () | Clear command buffer, reset to default styles |
generateTexture | (key, width, height) | Bake to a Texture (Canvas API) |
Shape Base Class Methods
| Method | Signature | Notes |
|---|---|---|
setFillStyle | (color?, alpha=1) | No args = disable fill |
setStrokeStyle | (lineWidth?, color?, alpha=1) | No args = disable stroke |
Gotchas
-
Graphics arc() uses radians; Shape arc factory uses degrees. The Graphics
arcmethod takes start/end angles in radians. Thethis.add.arc()factory takes them in degrees (0-360). Mixing these up is the most common bug. -
Set style BEFORE drawing.
fillStyleandlineStylemust be called before the corresponding fill/stroke method. They are not retroactive. -
Graphics has no Origin or GetBounds. Unlike Shape objects, Graphics does not include the Origin or GetBounds components. Use
setPosition(x, y)anddisplayOriginX/displayOriginYinstead. -
Shape isFilled/isStroked defaults. Shapes created with a
fillColorparameter haveisFilled = true. ButisStrokeddefaults tofalse— you must callsetStrokeStyle()explicitly. -
Line shape is stroke-only. The Line shape does not support fill. Its constructor takes
strokeColor/strokeAlpha(not fillColor). -
IsoBox/IsoTriangle are fill-only. These shapes cannot be stroked. Grid supports outline strokes via its constructor parameters (
outlineFillColor,outlineFillAlpha). -
generateTexture uses Canvas API. Gradient fills (
fillGradientStyle) will not appear in textures generated withgenerateTexture. Only Canvas-compatible features are captured. -
Performance: Graphics is expensive. Each frame the command buffer is replayed and geometry is rebuilt (WebGL decomposes to polygons). For static shapes, call
generateTextureand use the resulting texture as a Sprite. Group Graphics objects together to minimize batch breaks. -
pathDetailThreshold (v4 new). Graphics has a
pathDetailThresholdproperty (default -1, uses configrender.pathDetailThreshold). Path segments below this pixel threshold are combined, improving WebGL performance on complex shapes. Evaluated in screen pixels, so detail emerges when zoomed in. -
Rounded rect radius can be an object or number. Pass
{ tl, tr, bl, br }for per-corner control. Negative values create concave corners. Default is 20 when omitted. -
Shape closePath property. The
closePathproperty on Shape objects (defaulttrue) controls whether the stroke path is automatically closed. Set tofalsefor open stroked shapes. -
Shape objects do NOT support tint methods. Unlike Sprites and Images, Shape game objects do not have
setTint()ortintproperties. UsesetFillStyle(color, alpha)andsetStrokeStyle(lineWidth, color, alpha)instead. -
Polygon getBounds() incorrect with negative points. If any polygon points have negative coordinates,
getBounds()returns wrong values. UsePhaser.Geom.Polygon.GetAABB(polygon.geom)instead and adjust the returned Rectangle position.
Shape-Specific Methods
Star
const star = this.add.star(400, 300, 5, 32, 64, 0xffff00);
star.setPoints(8); // change number of points
star.setInnerRadius(20); // change inner radius
star.setOuterRadius(80); // change outer radius
Line (Tapering)
const line = this.add.line(400, 300, 0, 0, 200, 100, 0xffffff);
// setLineWidth(startWidth, endWidth) — endWidth is WebGL only (tapering effect)
line.setLineWidth(4, 1); // tapers from 4px to 1px (Canvas uses startWidth only)
Grid (Alternating Colors, Stroke, Padding)
const grid = this.add.grid(400, 300, 320, 240, 32, 32, 0x222222);
// Alternating cell color (checkerboard)
grid.setAltFillStyle(0x444444, 1); // no args = disable alternating cells
// Grid uses setStrokeStyle for cell outlines (inherited from Shape)
grid.setStrokeStyle(1, 0x666666, 1);
// v4: control outside edge stroke
grid.strokeOutside = true; // stroke the outer border
grid.strokeOutsideIncomplete = false; // skip partial cells on right/bottom edges
// Cell padding (default 0.5) — gutter between cells is 2x this value
grid.cellPadding = 1;
IsoBox / IsoTriangle
const box = this.add.isobox(200, 200, 48, 32, 0xeeeeee, 0x999999, 0xcccccc);
box.setFaces(true, true, false); // showTop, showLeft, showRight
box.setProjection(4); // isometric projection value
const tri = this.add.isotriangle(400, 200, 48, 32, false, 0xeeeeee, 0x999999, 0xcccccc);
tri.setReversed(true); // flip upside down
tri.setFaces(true, true, true);
tri.setProjection(4);
Source File Map
| File | Purpose |
|---|---|
src/gameobjects/graphics/Graphics.js | Graphics class — all drawing methods |
src/gameobjects/graphics/GraphicsFactory.js | this.add.graphics() factory |
src/gameobjects/graphics/Commands.js | Internal command constants for the command buffer |
src/gameobjects/graphics/GraphicsRender.js | Render dispatch |
src/gameobjects/shape/Shape.js | Base Shape class (fill/stroke/path data, setFillStyle, setStrokeStyle) |
src/gameobjects/shape/arc/Arc.js | Arc shape (also used for circle) |
src/gameobjects/shape/arc/ArcFactory.js | this.add.arc() and this.add.circle() factories |
src/gameobjects/shape/curve/Curve.js | Curve shape |
src/gameobjects/shape/curve/CurveFactory.js | this.add.curve() factory |
src/gameobjects/shape/ellipse/Ellipse.js | Ellipse shape |
src/gameobjects/shape/ellipse/EllipseFactory.js | this.add.ellipse() factory |
src/gameobjects/shape/grid/Grid.js | Grid shape |
src/gameobjects/shape/grid/GridFactory.js | this.add.grid() factory |
src/gameobjects/shape/isobox/IsoBox.js | IsoBox shape |
src/gameobjects/shape/isobox/IsoBoxFactory.js | this.add.isobox() factory |
src/gameobjects/shape/isotriangle/IsoTriangle.js | IsoTriangle shape |
src/gameobjects/shape/isotriangle/IsoTriangleFactory.js | this.add.isotriangle() factory |
src/gameobjects/shape/line/Line.js | Line shape |
src/gameobjects/shape/line/LineFactory.js | this.add.line() factory |
src/gameobjects/shape/polygon/Polygon.js | Polygon shape |
src/gameobjects/shape/polygon/PolygonFactory.js | this.add.polygon() factory |
src/gameobjects/shape/rectangle/Rectangle.js | Rectangle shape |
src/gameobjects/shape/rectangle/RectangleFactory.js | this.add.rectangle() factory |
src/gameobjects/shape/star/Star.js | Star shape |
src/gameobjects/shape/star/StarFactory.js | this.add.star() factory |
src/gameobjects/shape/triangle/Triangle.js | Triangle shape |
src/gameobjects/shape/triangle/TriangleFactory.js | this.add.triangle() factory |
Frequently asked questions about Graphics and Shapes
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