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Graphics and Shapes

Free

Efficiently draw shapes and graphics in Phaser 4.

by phaserjs40.1k stars on phaserjs/phaser
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Updated Jul 9, 2026
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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 source

1. Install with the skills CLI

npx skills add phaserjs/phaser/graphics-and-shapes --agent claude-code

2. 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 phaserjs

Phaser 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), and save/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) and setStrokeStyle(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 MethodClassParameters (after x, y)FillStrokeNotes
this.add.arc(x, y, radius, startAngle, endAngle, anticlockwise, fillColor, fillAlpha)Arcradius=128, startAngle=0, endAngle=360 (degrees), anticlockwise=falseYesYesAngles in degrees. Full circle by default.
this.add.circle(x, y, radius, fillColor, fillAlpha)Arcradius=128YesYesAlias for Arc with 0-360 angles.
this.add.curve(x, y, curve, fillColor, fillAlpha)CurvePhaser.Curves.Curve objectYesYesHas smoothness property / setSmoothness().
this.add.ellipse(x, y, width, height, fillColor, fillAlpha)Ellipsewidth=128, height=128YesYesEqual w/h renders as circle. Has smoothness.
this.add.grid(x, y, width, height, cellWidth, cellHeight, fillColor, fillAlpha, outlineFillColor, outlineFillAlpha)Gridwidth=128, height=128, cellWidth=32, cellHeight=32YesNoHas altFillColor/altFillAlpha for checkerboard. Outline via outlineFillColor.
this.add.isobox(x, y, size, height, fillTop, fillLeft, fillRight)IsoBoxsize=48, height=32, fillTop=0xeeeeee, fillLeft=0x999999, fillRight=0xccccccYesNoIsometric box. showTop, showLeft, showRight, projection.
this.add.isotriangle(x, y, size, height, reversed, fillTop, fillLeft, fillRight)IsoTrianglesize=48, height=32, reversed=falseYesNoIsometric pyramid. showTop, showLeft, showRight, projection, reversed.
this.add.line(x, y, x1, y1, x2, y2, strokeColor, strokeAlpha)Linex1=0, y1=0, x2=128, y2=0NoYesStroke only. Constructor takes stroke color (not fill).
this.add.polygon(x, y, points, fillColor, fillAlpha)Polygonpoints (various formats)YesYesPoints: array of Vec2, [x,y,...] pairs, or [[x,y],...].
this.add.rectangle(x, y, width, height, fillColor, fillAlpha)Rectanglewidth=128, height=128YesYesChange size via width/height properties.
this.add.star(x, y, points, innerRadius, outerRadius, fillColor, fillAlpha)Starpoints=5, innerRadius=32, outerRadius=64YesYes4 points = diamond. More points = spikier.
this.add.triangle(x, y, x1, y1, x2, y2, x3, y3, fillColor, fillAlpha)Trianglex1=0,y1=128, x2=64,y2=0, x3=128,y3=128YesYesAlways closed. Use Polygon for open shapes.

API Quick Reference — Graphics Methods

Style Methods

MethodSignatureNotes
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

MethodSignatureNotes
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

MethodSignature
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

MethodSignature
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

MethodSignatureNotes
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

MethodSignatureNotes
setFillStyle(color?, alpha=1)No args = disable fill
setStrokeStyle(lineWidth?, color?, alpha=1)No args = disable stroke

Gotchas

  1. Graphics arc() uses radians; Shape arc factory uses degrees. The Graphics arc method takes start/end angles in radians. The this.add.arc() factory takes them in degrees (0-360). Mixing these up is the most common bug.

  2. Set style BEFORE drawing. fillStyle and lineStyle must be called before the corresponding fill/stroke method. They are not retroactive.

  3. Graphics has no Origin or GetBounds. Unlike Shape objects, Graphics does not include the Origin or GetBounds components. Use setPosition(x, y) and displayOriginX/displayOriginY instead.

  4. Shape isFilled/isStroked defaults. Shapes created with a fillColor parameter have isFilled = true. But isStroked defaults to false — you must call setStrokeStyle() explicitly.

  5. Line shape is stroke-only. The Line shape does not support fill. Its constructor takes strokeColor/strokeAlpha (not fillColor).

  6. IsoBox/IsoTriangle are fill-only. These shapes cannot be stroked. Grid supports outline strokes via its constructor parameters (outlineFillColor, outlineFillAlpha).

  7. generateTexture uses Canvas API. Gradient fills (fillGradientStyle) will not appear in textures generated with generateTexture. Only Canvas-compatible features are captured.

  8. Performance: Graphics is expensive. Each frame the command buffer is replayed and geometry is rebuilt (WebGL decomposes to polygons). For static shapes, call generateTexture and use the resulting texture as a Sprite. Group Graphics objects together to minimize batch breaks.

  9. pathDetailThreshold (v4 new). Graphics has a pathDetailThreshold property (default -1, uses config render.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.

  10. 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.

  11. Shape closePath property. The closePath property on Shape objects (default true) controls whether the stroke path is automatically closed. Set to false for open stroked shapes.

  12. Shape objects do NOT support tint methods. Unlike Sprites and Images, Shape game objects do not have setTint() or tint properties. Use setFillStyle(color, alpha) and setStrokeStyle(lineWidth, color, alpha) instead.

  13. Polygon getBounds() incorrect with negative points. If any polygon points have negative coordinates, getBounds() returns wrong values. Use Phaser.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

FilePurpose
src/gameobjects/graphics/Graphics.jsGraphics class — all drawing methods
src/gameobjects/graphics/GraphicsFactory.jsthis.add.graphics() factory
src/gameobjects/graphics/Commands.jsInternal command constants for the command buffer
src/gameobjects/graphics/GraphicsRender.jsRender dispatch
src/gameobjects/shape/Shape.jsBase Shape class (fill/stroke/path data, setFillStyle, setStrokeStyle)
src/gameobjects/shape/arc/Arc.jsArc shape (also used for circle)
src/gameobjects/shape/arc/ArcFactory.jsthis.add.arc() and this.add.circle() factories
src/gameobjects/shape/curve/Curve.jsCurve shape
src/gameobjects/shape/curve/CurveFactory.jsthis.add.curve() factory
src/gameobjects/shape/ellipse/Ellipse.jsEllipse shape
src/gameobjects/shape/ellipse/EllipseFactory.jsthis.add.ellipse() factory
src/gameobjects/shape/grid/Grid.jsGrid shape
src/gameobjects/shape/grid/GridFactory.jsthis.add.grid() factory
src/gameobjects/shape/isobox/IsoBox.jsIsoBox shape
src/gameobjects/shape/isobox/IsoBoxFactory.jsthis.add.isobox() factory
src/gameobjects/shape/isotriangle/IsoTriangle.jsIsoTriangle shape
src/gameobjects/shape/isotriangle/IsoTriangleFactory.jsthis.add.isotriangle() factory
src/gameobjects/shape/line/Line.jsLine shape
src/gameobjects/shape/line/LineFactory.jsthis.add.line() factory
src/gameobjects/shape/polygon/Polygon.jsPolygon shape
src/gameobjects/shape/polygon/PolygonFactory.jsthis.add.polygon() factory
src/gameobjects/shape/rectangle/Rectangle.jsRectangle shape
src/gameobjects/shape/rectangle/RectangleFactory.jsthis.add.rectangle() factory
src/gameobjects/shape/star/Star.jsStar shape
src/gameobjects/shape/star/StarFactory.jsthis.add.star() factory
src/gameobjects/shape/triangle/Triangle.jsTriangle shape
src/gameobjects/shape/triangle/TriangleFactory.jsthis.add.triangle() factory

Frequently asked questions about Graphics and Shapes

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