
Phaser 4 Actions & Utilities
FreeStreamline batch operations for Phaser game objects.
Free · Opens the source repo
What Phaser 4 Actions & Utilities does
The Phaser 4 Actions & Utilities skill provides a set of utility functions specifically designed for working with game objects in the Phaser framework. This skill focuses on batch operations, allowing developers to efficiently manipulate arrays of game objects. With functions for alignment, grid layout, and various property adjustments, it simplifies common tasks in game development.
Using this skill, developers can quickly arrange game objects in grids, adjust their properties like position and alpha, and perform geometric placements. For instance, the GridAlign function can be used to arrange sprites in a specified grid format, while the Spread function allows for smooth transitions in properties across multiple objects. This is particularly useful for creating visually appealing layouts and animations in games.
The Actions pattern ensures that each operation is performed in a one-shot manner without retaining state, making it easy to chain multiple actions together. This skill is ideal for game developers looking to enhance their workflow by leveraging batch processing capabilities for game objects. Whether you are arranging sprites for a level or adjusting properties for animations, this skill provides the necessary tools to streamline your development process.
When to use it
Use this skill when you need to perform batch operations on arrays of game objects in Phaser, such as aligning or positioning them in a grid.
When not to use it
This skill is not suitable for individual object manipulation or scenarios where stateful operations are required.
What you can build with it
Batch Positioning Sprites
Quickly create and position multiple sprites in a grid layout for your game level.
Animating Multiple Objects
Easily adjust the alpha of a group of sprites to create a fading effect across all of them.
Geometric Placement of Game Objects
Place game objects evenly on a circle or line to create dynamic visual effects.
How to install Phaser 4 Actions & Utilities
View source1. Install with the skills CLI
npx skills add phaserjs/phaser/actions-and-utilities --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 -- Actions & Utility Functions
Phaser.Actions namespace for batch operations on Game Object arrays, plus Phaser.Utils.Array, Phaser.Utils.Objects, and Phaser.Utils.String helper functions.
Related skills: ../groups-and-containers/SKILL.md, ../sprites-and-images/SKILL.md
Quick Start
// Create 20 sprites and batch-position them in a grid
const sprites = [];
for (let i = 0; i < 20; i++) {
sprites.push(this.add.sprite(0, 0, 'gem'));
}
// Arrange into a 5x4 grid
Phaser.Actions.GridAlign(sprites, {
width: 5,
height: 4,
cellWidth: 64,
cellHeight: 64,
x: 100,
y: 100
});
// Fade alpha from 0 to 1 across all sprites
Phaser.Actions.Spread(sprites, 'alpha', 0, 1);
// Offset each sprite's x by 10, with a step of 2 per item
Phaser.Actions.IncX(sprites, 10, 2);
// Works with Groups too
const group = this.add.group({ key: 'star', repeat: 11 });
Phaser.Actions.PlaceOnCircle(group.getChildren(), new Phaser.Geom.Circle(400, 300, 200));
Core Concepts
The Actions Pattern
Every Action in Phaser.Actions follows the same pattern:
- First argument is always an array of Game Objects (or any objects with the required public properties like
x,y,alpha, etc.). - Returns the same array, enabling chaining or pass-through.
- Works with Groups by passing
group.getChildren(). - Actions do NOT store state. They are one-shot batch operations.
PropertyValueSet and PropertyValueInc
Most Set/Inc actions delegate to two core functions:
PropertyValueSet(items, key, value, step, index, direction)-- Setsitems[i][key] = value + (i * step).PropertyValueInc(items, key, value, step, index, direction)-- Addsitems[i][key] += value + (i * step).
The step parameter adds an incremental offset per item. The index and direction parameters control iteration start point and order (1 = forward, -1 = backward).
Geometry-Based Placement
Actions like PlaceOnCircle, PlaceOnLine, RandomRectangle, etc. accept Phaser geometry objects (Phaser.Geom.Circle, Phaser.Geom.Line, etc.), NOT Game Object shapes. If using a Phaser.GameObjects.Circle, pass its .geom property instead.
All Actions
Property Setters
| Action | Signature | Description |
|---|---|---|
SetX | (items, value, step?, index?, direction?) | Set x property |
SetY | (items, value, step?, index?, direction?) | Set y property |
SetXY | (items, x, y?, stepX?, stepY?, index?, direction?) | Set both x and y; y defaults to x |
SetAlpha | (items, value, step?, index?, direction?) | Set alpha |
SetBlendMode | (items, value, index?, direction?) | Set blend mode |
SetDepth | (items, value, step?, index?, direction?) | Set render depth |
SetHitArea | (items, hitArea?, callback?) | Set interactive hit area |
SetOrigin | (items, originX, originY?, stepX?, stepY?, index?, direction?) | Set origin point |
SetRotation | (items, value, step?, index?, direction?) | Set rotation (radians) |
SetScale | (items, scaleX, scaleY?, stepX?, stepY?, index?, direction?) | Set both scale axes |
SetScaleX | (items, value, step?, index?, direction?) | Set scaleX |
SetScaleY | (items, value, step?, index?, direction?) | Set scaleY |
SetScrollFactor | (items, x, y?, stepX?, stepY?, index?, direction?) | Set scroll factor |
SetScrollFactorX | (items, value, step?, index?, direction?) | Set horizontal scroll factor |
SetScrollFactorY | (items, value, step?, index?, direction?) | Set vertical scroll factor |
SetTint | (items, topLeft, topRight?, bottomLeft?, bottomRight?) | Set tint color(s) |
SetVisible | (items, value, index?, direction?) | Set visibility |
PropertyValueSet | (items, key, value, step?, index?, direction?) | Generic: set any named property |
Property Incrementers
| Action | Signature | Description |
|---|---|---|
IncX | (items, value, step?, index?, direction?) | Add to x |
IncXY | (items, x, y?, stepX?, stepY?, index?, direction?) | Add to x and y |
IncY | (items, value, step?, index?, direction?) | Add to y |
IncAlpha | (items, value, step?, index?, direction?) | Add to alpha |
Angle | (items, value, step?, index?, direction?) | Add to angle (degrees) |
Rotate | (items, value, step?, index?, direction?) | Add to rotation (radians) |
ScaleX | (items, value, step?, index?, direction?) | Add to scaleX |
ScaleXY | (items, scaleX, scaleY?, stepX?, stepY?, index?, direction?) | Add to both scale axes |
ScaleY | (items, value, step?, index?, direction?) | Add to scaleY |
PropertyValueInc | (items, key, value, step?, index?, direction?) | Generic: increment any named property |
Placement on Geometry
| Action | Signature | Description |
|---|---|---|
PlaceOnCircle | (items, circle, startAngle?, endAngle?) | Evenly space on circle perimeter |
PlaceOnEllipse | (items, ellipse, startAngle?, endAngle?) | Evenly space on ellipse perimeter |
PlaceOnLine | (items, line) | Evenly space along a line |
PlaceOnRectangle | (items, rect, shift?) | Evenly space on rectangle perimeter |
PlaceOnTriangle | (items, triangle, stepRate?) | Evenly space on triangle perimeter |
RandomCircle | (items, circle) | Random positions within a circle |
RandomEllipse | (items, ellipse) | Random positions within an ellipse |
RandomLine | (items, line) | Random positions along a line |
RandomRectangle | (items, rect) | Random positions within a rectangle |
RandomTriangle | (items, triangle) | Random positions within a triangle |
Layout and Alignment
| Action | Signature | Description |
|---|---|---|
GridAlign | (items, config) | Arrange in grid; config: { width, height, cellWidth, cellHeight, position, x, y } |
AlignTo | (items, position, offsetX?, offsetY?) | Chain-align each item next to the previous one using Phaser.Display.Align constants |
FitToRegion | (items, scaleMode?, region?, itemCoverage?) | Scale/position each GO to fill a rectangle (v4.0.0+). scaleMode: 0=stretch, -1=fit inside, 1=cover outside |
Distribution and Interpolation
| Action | Signature | Description |
|---|---|---|
Spread | (items, property, min, max, inc?) | Linearly distribute a property from min to max across all items |
SmoothStep | (items, property, min, max, inc?) | Distribute using Hermite smoothstep interpolation |
SmootherStep | (items, property, min, max, inc?) | Distribute using Ken Perlin's smootherstep |
Rotation and Movement
| Action | Signature | Description |
|---|---|---|
RotateAround | (items, point, angle) | Rotate all items around a point (radians) |
RotateAroundDistance | (items, point, angle, distance) | Rotate around a point at a fixed distance |
ShiftPosition | (items, x, y, direction?, output?) | Snake-like: move head to x/y, each item takes position of the previous |
WrapInRectangle | (items, rect, padding?) | Wrap x/y to stay within rectangle bounds |
Queries and Iteration
| Action | Signature | Description |
|---|---|---|
GetFirst | (items, compare, index?) | Find first item matching all properties in compare object |
GetLast | (items, compare, index?) | Find last item matching all properties in compare object |
Call | (items, callback, context) | Invoke callback for each item |
Shuffle | (items) | Randomly reorder the array (Fisher-Yates) |
ToggleVisible | (items) | Toggle visible on each item |
PlayAnimation | (items, key, ignoreIfPlaying?) | Play animation on all items with an anims component |
Effects (v4.0.0+)
| Action | Signature | Description |
|---|---|---|
AddEffectBloom | (items, config?) | Add Bloom filter effect to a Camera or GO. Returns { parallelFilters, threshold, blur }[] |
AddEffectShine | (items, config?) | Add Shine filter effect |
AddMaskShape | (items, config?) | Apply a shape-based mask (circle, square, rectangle, ellipse) with optional blur |
Array Utilities
Namespace: Phaser.Utils.Array
| Function | Signature | Description |
|---|---|---|
Add | (array, item, limit?, callback?, context?) | Add item(s) if not already present; optional size limit |
AddAt | (array, item, index?, limit?, callback?, context?) | Insert item(s) at index |
BringToTop | (array, item) | Move item to end of array |
CountAllMatching | (array, property, value, startIndex?, endIndex?) | Count items where property equals value |
Each | (array, callback, context, ...args) | Iterate with callback; passes item + extra args |
EachInRange | (array, callback, context, startIndex, endIndex, ...args) | Iterate a slice with callback |
FindClosestInSorted | (value, array, key?) | Binary-search style closest match in sorted array |
Flatten | (array, output?) | Flatten nested arrays into a single array |
GetAll | (array, property?, value?, startIndex?, endIndex?) | Filter items matching property/value |
GetFirst | (array, property?, value?, startIndex?, endIndex?) | First item matching property/value |
GetRandom | (array, startIndex?, length?) | Return a random element |
MoveAbove | (array, item1, item2) | Move item2 directly above item1 |
MoveBelow | (array, item1, item2) | Move item2 directly below item1 |
MoveDown | (array, item) | Move item one position toward index 0 |
MoveTo | (array, item, index) | Move item to specific index |
MoveUp | (array, item) | Move item one position toward end |
NumberArray | (start, end, prefix?, suffix?) | Generate [start..end] range; optional string prefix/suffix |
NumberArrayStep | (start?, end?, step?) | Generate range with custom step size |
QuickSelect | (array, k, left?, right?, compare?) | Partial sort: kth smallest element in-place |
Range | (a, b, options?) | Generate array from range config |
Remove | (array, item, callback?, context?) | Remove item(s) from array |
RemoveAt | (array, index, callback?, context?) | Remove item at index |
RemoveBetween | (array, startIndex, endIndex, callback?, context?) | Remove items in range |
RemoveRandomElement | (array, startIndex?, length?) | Remove and return a random element |
Replace | (array, oldItem, newItem) | Swap one item for another |
RotateLeft | (array, total?) | Shift elements left; last wraps to front |
RotateRight | (array, total?) | Shift elements right; first wraps to end |
SafeRange | (array, startIndex, endIndex, throwError?) | Validate index range is within bounds |
SendToBack | (array, item) | Move item to index 0 |
SetAll | (array, property, value, startIndex?, endIndex?) | Set a property on all items in range |
Shuffle | (array) | Fisher-Yates shuffle; modifies in-place |
SortByDigits | (array) | Sort strings by embedded numeric values |
SpliceOne | (array, index) | Fast single-element splice |
StableSort | (array, compare?) | Guaranteed stable sort (merge sort fallback for engines without native stable sort) |
Swap | (array, item1, item2) | Swap two items in-place |
Also includes Phaser.Utils.Array.Matrix sub-namespace for 2D matrix operations.
Object Utilities
Namespace: Phaser.Utils.Objects
| Function | Signature | Description |
|---|---|---|
Clone | (obj) | Shallow clone of object |
DeepCopy | (obj) | Recursive deep copy of object or array |
Extend | (target, ...sources) | jQuery-style extend; copies properties from sources to target |
GetAdvancedValue | (source, key, defaultValue) | Like GetValue but resolves random/callback config values |
GetFastValue | (source, key, defaultValue?) | Top-level-only property lookup; no dot-path support. Faster than GetValue |
GetMinMaxValue | (source, key, min, max, defaultValue) | Get value clamped between min and max |
GetValue | (source, key, defaultValue, altSource?) | Dot-path property lookup (e.g. 'render.screen.width'). Falls back to altSource then defaultValue |
HasAll | (source, keys) | True if source has ALL listed keys |
HasAny | (source, keys) | True if source has ANY listed key |
HasValue | (source, key) | True if source has the key |
IsPlainObject | (obj) | True if obj is a plain {} object (not DOM, not window) |
Merge | (obj1, obj2) | Merge obj2 into a clone of obj1 |
MergeRight | (obj1, obj2) | Merge obj1 into a clone of obj2 |
Pick | (source, keys) | Return new object with only the specified keys |
SetValue | (source, key, value) | Set a dot-path property value |
String Utilities
Namespace: Phaser.Utils.String
| Function | Signature | Description |
|---|---|---|
Format | (string, values) | Replace %1, %2, etc. markers with array values |
Pad | (str, len?, pad?, dir?) | Pad string to length. dir: 1=left, 2=right, default=both |
RemoveAt | (string, index) | Remove character at index |
Reverse | (string) | Reverse the string |
UppercaseFirst | (string) | Capitalize first character |
UUID | () | Generate RFC4122 v4 UUID string |
Common Patterns
Using Actions with Groups
const enemies = this.add.group({ key: 'enemy', repeat: 9 });
// Position all children in a grid
Phaser.Actions.GridAlign(enemies.getChildren(), {
width: 5, height: 2,
cellWidth: 80, cellHeight: 80,
x: 100, y: 50
});
// Fan out alpha across all enemies
Phaser.Actions.Spread(enemies.getChildren(), 'alpha', 0.3, 1);
Step Parameter for Staggered Values
// Place sprites starting at x=100, each one 50px further right
Phaser.Actions.SetX(sprites, 100, 50);
// Result: items[0].x=100, items[1].x=150, items[2].x=200, ...
// Increment rotation with increasing step
Phaser.Actions.Rotate(sprites, 0.1, 0.05);
// Result: items[0].rotation += 0.1, items[1].rotation += 0.15, items[2].rotation += 0.2, ...
Scatter Then Constrain
const bounds = new Phaser.Geom.Rectangle(0, 0, 800, 600);
// Random scatter
Phaser.Actions.RandomRectangle(sprites, bounds);
// Keep wrapped in bounds during update
Phaser.Actions.WrapInRectangle(sprites, bounds);
GetValue for Config Parsing
// Deep property access with fallback
const width = Phaser.Utils.Objects.GetValue(config, 'render.screen.width', 800);
// Fast top-level lookup (no dot-path, better performance)
const speed = Phaser.Utils.Objects.GetFastValue(config, 'speed', 100);
NumberArray for Asset Keys
// Generate frame key strings
const keys = Phaser.Utils.Array.NumberArray(1, 10, 'frame_', '.png');
// Result: ['frame_1.png', 'frame_2.png', ..., 'frame_10.png']
Gotchas
- Actions operate on plain arrays, not Groups directly. Always call
group.getChildren()to get the array. - PlaceOn/Random geometry actions need
Phaser.Geomobjects, not Game Object shapes. For aPhaser.GameObjects.Circle, passcircle.geom. SetXYdefaultsytoxifyisundefinedornull. Pass0explicitly if you want y=0 and x=something else.Spreadwith a single item places it at the midpoint(min + max) / 2, not atmin.stepis multiplied by iteration index, not added cumulatively. Item 0 getsvalue + 0*step, item 1 getsvalue + 1*step, etc.StableSortuses nativeArray.sortwhen the engine supports stable sorting, falling back to merge sort only when needed.Shuffle(both Actions and Utils.Array) modifies the array in-place and returns it.GetValuevsGetFastValue: UseGetFastValuewhen the key is always top-level (no dots). It skips dot-path parsing and is faster in hot loops.AddEffectBloom/AddEffectShine/AddMaskShapeare v4-only filter-based effects. They return arrays of created effects instead of the input.
Source File Map
| Area | Path |
|---|---|
| All Actions | src/actions/ |
| Actions index | src/actions/index.js |
| Core set/inc helpers | src/actions/PropertyValueSet.js, src/actions/PropertyValueInc.js |
| GridAlign config typedef | src/actions/typedefs/ |
| Array utilities | src/utils/array/ |
| Array matrix utils | src/utils/array/matrix/ |
| Object utilities | src/utils/object/ |
| String utilities | src/utils/string/ |
Frequently asked questions about Phaser 4 Actions & Utilities
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