Game Object ComponentsSAFE
Phaser is a fun, free and fast 2D game framework for making HTML5 games for desktop and mobile web browsers, supporting Canvas and WebGL rendering.
Overview
Phaser is a fun, free and fast 2D game framework for making HTML5 games for desktop and mobile web browsers, supporting Canvas and WebGL rendering.
d14f4c86f869OBSERVED · 2026-10-28What it tells the agent
The instruction file, verbatim from the audited commit — this is the text the model reads, and the surface the audit's instruction layer examines. Quoted here so you can judge it without cloning anything.
---
name: game-object-components
description: "Use this skill when working with Phaser 4 game object components and the mixin system. Covers Transform, Alpha, Tint, Origin, Depth, Flip, Mask, GetBounds, Lighting, and other shared component behaviors. Triggers on: component, mixin, transform, mask, bounds, lighting."
---
# Phaser 4 -- Game Object Components Reference
> Component mixins that provide shared behavior to all Game Objects: Alpha, BlendMode, Depth, Flip, GetBounds, Lighting, Mask, Origin, ScrollFactor, Size, Texture, TextureCrop, Tint, Transform, Visible, PathFollower, RenderNodes, RenderSteps, Filters, FilterList.
## Quick Start
```js
// Every Game Object gets its component methods via mixins.
// Just call them directly on any game object:
const sprite = this.add.sprite(400, 300, 'hero');
sprite.setAlpha(0.5); // Alpha
sprite.setBlendMode(Phaser.BlendModes.ADD); // BlendMode
sprite.setDepth(10); // Depth
sprite.setFlip(true, false); // Flip
sprite.setOrigin(0, 0); // Origin
sprite.setScrollFactor(0); // ScrollFactor (HUD)
sprite.setDisplaySize(64, 64); // Size
sprite.setTexture('hero', 'walk-1'); // Texture
sprite.setTint(0xff0000); // Tint
sprite.setPosition(100, 200); // Transform
sprite.setVisible(false); // Visible
sprite.setScale(2); // Transform
sprite.setAngle(45); // Transform
// Per-corner alpha (WebGL only)
sprite.setAlpha(1, 0.5, 0.5, 1);
// Crop a texture region
sprite.setCrop(0, 0, 32, 32);
// Enable WebGL filters (post-processing)
sprite.enableFilters();
sprite.filters.internal.addBlur(1, 2, 2, 1);
// Lighting (WebGL only, v4 feature)
sprite.setLighting(true);
```
## Core Concepts
### The Mixin System
Phaser uses `Phaser.Class` with a `Mixins` array to compose Game Objects from reusable component objects. Each component is a plain JS object whose properties and methods are copied onto the class prototype. This is NOT prototypal inheritance -- it is property copying at class definition time.
```js
// How Phaser defines Sprite internally:
var Sprite = new Class({
Extends: GameObject,
Mixins: [
Components.Alpha,
Components.BlendMode,
Components.Depth,
Components.Flip,
Components.GetBounds,
Components.Lighting,
Components.Mask,
Components.Origin,
Components.RenderNodes,
Components.ScrollFactor,
Components.Size,
Components.TextureCrop,
Components.Tint,
Components.Transform,
Components.Visible,
SpriteRender
],
initialize: function Sprite (scene, x, y, texture, frame) { /* ... */ }
});
```
### Key Rules
1. Components are mixed in at class creation, not per-instance.
2. Most setter methods return `this` for chaining: `sprite.setAlpha(0.5).setDepth(10).setPosition(100, 200)`.
3. Many properties use getters/setters internally (e.g., `alpha`, `depth`, `visible`, `scale`, `rotation`). Setting `alpha = 0` or `scale = 0` clears render flags, skipping rendering.
4. `renderFlags` is a bitmask: bit 0 = visible, bit 1 = alpha, bit 2 = scale, bit 3 = texture. All bits must be set for the object to render.
5. **Alpha vs AlphaSingle**: `Alpha` supports per-corner alpha (WebGL), `AlphaSingle` only supports a single global alpha. Containers use `AlphaSingle`.
6. **Texture vs TextureCrop**: `TextureCrop` extends `Texture` with `setCrop()` support. Sprites and Images use `TextureCrop`; some objects use plain `Texture`.
7. **Filters and RenderSteps** are v4-only, WebGL-only systems for post-processing.
## Complete Component Reference
### Alpha
Provides per-corner transparency. Used by Sprite, Image, Text, and most renderable objects.
| Member | Type | Description |
|---|---|---|
| `alpha` | number (get/set) | Global alpha 0-1. Setting this also sets all four corners. Setting to 0 disables rendering. Default: `1` |
| `alphaTopLeft` | number (get/set) | Top-left corner alpha. WebGL only. |
| `alphaTopRight` | number (get/set) | Top-right corner alpha. WebGL only. |
| `alphaBottomLeft` | number (get/set) | Bottom-left corner alpha. WebGL only. |
| `alphaBottomRight` | number (get/set) | Bottom-right corner alpha. WebGL only. |
| `setAlpha(topLeft?, topRight?, bottomLeft?, bottomRight?)` | method | Set alpha. One arg = uniform. Four args = per-corner (WebGL). Returns `this`. |
| `clearAlpha()` | method | Resets alpha to 1. Returns `this`. |
### AlphaSingle
Simplified alpha with no per-corner support. Used by Container.
| Member | Type | Description |
|---|---|---|
| `alpha` | number (get/set) | Alpha 0-1. Default: `1` |
| `setAlpha(value?)` | method | Set alpha. Returns `this`. |
| `clearAlpha()` | method | Resets alpha to 1. Returns `this`. |
### BlendMode
Controls how pixels are composited during rendering.
| Member | Type | Description |
|---|---|---|
| `blendMode` | number/string (get/set) | Current blend mode. Accepts `Phaser.BlendModes` const, string, or integer. |
| `setBlendMode(value)` | method | Set the blend mode. Returns `this`. |
WebGL blend modes: `NORMAL`, `ADD`, `MULTIPLY`, `SCREEN`, `ERASE`. Canvas supports additional browser-dependent modes.
### Depth
Controls rendering order (z-index). Higher depth renders on top.
| Member | Type | Description |
|---|---|---|
| `depth` | number (get/set) | Depth value. Setting it queues a depth sort. Default: `0` |
| `setDepth(value)` | method | Set depth. Returns `this`. |
| `setToTop()` | method | Move to top of display list (no depth change). Returns `this`. |
| `setToBack()` | method | Move to back of display list. Returns `this`. |
| `setAbove(gameObject)` | method | Move above another Game Object in display list. Returns `this`. |
| `setBelow(gameObject)` | method | Move below another Game Object in display list. RetTrust audit
SAFEgrade B · trust 89/100 Nothing in the source contradicts what it says it does. Grade A is reserved for packages that have also passed the behavioural sandbox.
| Layer | What it checks | Result |
|---|---|---|
| L0 | Provenance & inventory | PASS |
| L1 | Static analysis of the code | PASS |
| L2 | Instruction surface (what it tells the agent) | PASS |
| L3 | Class-specific surface | PASS |
| L4 | Behavioural (sandbox) | SKIPPED |
What the source does
- Filesystem
- none-observed
- Network
- none-observed
- Shell
- none-observed
- Dependencies
- pinned
- Secrets in source
- none-found
Findings (0)
No findings outside the package's declared scope.
Gates applied: no_behavioural_pass.
d14f4c86f869full audit observations/trust-audit/skill/phaserjs__game-object-components.json · Report an issue / request a re-scanAudit history
Every audit this skill has had.
| Date | Source | Verdict | Grade | Score | Change |
|---|---|---|---|---|---|
| 2026-10-28 | d14f4c86f869 | SAFE | B | 89 | first audit |
Questions
What does the game-object-components — phaserjs/phaser skill do?
Phaser is a fun, free and fast 2D game framework for making HTML5 games for desktop and mobile web browsers, supporting Canvas and WebGL rendering.
Is game-object-components — phaserjs/phaser safe to install?
The audit found nothing in the source that contradicts what it says it does, and graded it B (89/100). Grade A is held back for packages that have also passed a sandboxed behavioural run, which is why a clean skill reads B.
What can game-object-components — phaserjs/phaser access on my machine?
The audit observed no filesystem, network or shell use at all in its source.
How current is this page?
The grade is for one exact copy of the source (d14f4c86f869), read on 2026-10-28. The repository is watched, and a new audit runs when it changes — this is the first audit.
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