Phaser tilemaps and levels
Turns map-editor layers into a playable level with meaningful collisions, spawn points and camera limits. It checks names and coordinates so the visible path matches the traversable world.
phaser-tilemaps-levels
See how it helpsWhen is it useful?
Use when importing levels or changing tilemaps and room transitions in Phaser.
What does it help you do?
- Validates tileset settings and maps editor names to game data.
- Keeps visual, physics and world coordinates aligned.
- Checks spawn safety, room edges and missing optional layers.
Try asking this
Import a dungeon map with walls, doors, decoration and a player spawn. Keep decorations non-blocking, prevent spawning inside a wall and constrain the camera at room edges. Try a map without its optional decoration layer and report missing required layers clearly.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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Phaser — tilemaps levels
Use when implementing Phaser tilemaps, collision layers, streamed rooms or level metadata.
Version and project gate
Inspect Phaser major version, package lock, scene registry, renderer, scale configuration, Arcade/Matter plugins, loaders, animation keys and deployment base path. Phaser 2 States, Phaser 3 Scenes and newer APIs are not interchangeable. Never turn a task into an engine upgrade without the user’s intent. Read the version-matching official reference when an API decision depends on it.
Work
Read the map format and tileset export settings. Map layer and object names to explicit game data instead of scattering string assumptions. Define collision properties, spawn validation and camera bounds. Keep editor coordinates and physics/world coordinates consistent.
Deliver
A level import contract and one representative map with validated spawn, boundaries and transitions. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.
Failure to prevent
Visual layers are not automatically collision layers; tileset spacing or offsets can silently shift collisions.
Acceptance scenario
Visit every room boundary, respawn near map edges and load a map with a missing optional object layer. Follow the project’s execution and verification permissions. If execution or a target device is unavailable, provide the reproduction steps and name the remaining uncertainty; do not mark it passed.
Scope and sources
This skill belongs to Kip. Agent selection is restricted by Orqestria’s assigned-agent policy, including forced skill selection; instruction text alone is not an access control. These are original task workflows researched from official documentation, not a copied or endorsed vendor skill.
Included files 1
SKILL.md
