Agent skill

Actions And Utilities

by autonomous-ai in autonomous-ai/openharness

A skill your agent uses when working with Phaser 4 utility functions, actions, alignment, grid layout, or batch operations on game objects.

MITAuto-check passed

Install Actions And Utilities

skills CLI
$ npx skills add autonomous-ai/openharness --skill actions-and-utilities -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install autonomous-ai/openharness actions-and-utilities --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .claude/skills && cp -r skills-src/store/agents/phaser/skills/actions-and-utilities .claude/skills/actions-and-utilities && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
actions-and-utilities
GitHub stars
1.2k
Token cost
~4.2k tokens
SKILL.md length
1,627 words
Files
1
Skills in repo
100
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when working with Phaser 4 utility functions, actions, alignment, grid layout, or batch operations on game objects.

  • Works in 4 steps: First argument is always an array of… → Returns the same array, enabling… → Works with Groups by passing… → …
  • Working with Phaser 4 utility functions
  • SKILL.md covers Quick Start, Core Concepts, All Actions and Array Utilities, plus 5 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Actions And Utilities is an agent skill from autonomous-ai/openharness. Use this skill when working with Phaser 4 utility functions, actions, alignment, grid layout, or batch operations on game objects. Triggers on: align, grid layout, actions, set operations on groups of game objects.

Its SKILL.md is about 4.2k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

The repository describes itself as: The ultimate harness for coding agents and beyond. All your agents. All your machines. One command center. Start with code, then follow your curiosity and build across… The licence is MIT.

When your agent uses it

  • Working with Phaser 4 utility functions
  • Batch operations on game objects
  • Set operations on groups of game objects

Example prompts

  • “/actions-and-utilities”

Workflow steps

4 steps, taken from the first numbered list in SKILL.md.

  1. First argument is always an array of Game Objects (or any objects with the required public properties like x, y, alpha, etc.).
  2. Returns the same array, enabling chaining or pass-through.
  3. Works with Groups by passing group.getChildren().
  4. Actions do NOT store state. They are one-shot batch operations.

What it can do on your machine

Read from SKILL.md and the folder at commit cc4983e. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are javascript).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Actions And Utilities loads about 4.2k tokens when it runs. Until then it costs about 59 tokens; SKILL.md has 1,627 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~59
When it runs · the whole SKILL.md, loaded when a task matches
~4.2k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from autonomous-ai/openharness at commit cc4983e, republished under its MIT licence (© autonomous-ai). 1,627 words, ~4,198 tokens.

Download SKILL.mdSave it as .claude/skills/actions-and-utilities/SKILL.md (or your agent's skills folder).
name
actions-and-utilities
description
Use this skill when working with Phaser 4 utility functions, actions, alignment, grid layout, or batch operations on game objects. Triggers on: align, grid layout, actions, set operations on groups of game objects.

Phaser 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

js
// 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:

  1. First argument is always an array of Game Objects (or any objects with the required public properties like x, y, alpha, etc.).
  2. Returns the same array, enabling chaining or pass-through.
  3. Works with Groups by passing group.getChildren().
  4. 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) -- Sets items[i][key] = value + (i * step).
  • PropertyValueInc(items, key, value, step, index, direction) -- Adds items[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
ActionSignatureDescription
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
ActionSignatureDescription
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
ActionSignatureDescription
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
ActionSignatureDescription
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
ActionSignatureDescription
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
ActionSignatureDescription
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
ActionSignatureDescription
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+)
ActionSignatureDescription
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

Show full SKILL.md (801 more words)Show less

Array Utilities

Namespace: Phaser.Utils.Array

FunctionSignatureDescription
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

FunctionSignatureDescription
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

FunctionSignatureDescription
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
js
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
js
// 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
js
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
js
// 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
js
// 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.Geom objects, not Game Object shapes. For a Phaser.GameObjects.Circle, pass circle.geom.
  • SetXY defaults y to x if y is undefined or null. Pass 0 explicitly if you want y=0 and x=something else.
  • Spread with a single item places it at the midpoint (min + max) / 2, not at min.
  • step is multiplied by iteration index, not added cumulatively. Item 0 gets value + 0*step, item 1 gets value + 1*step, etc.
  • StableSort uses native Array.sort when 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.
  • GetValue vs GetFastValue: Use GetFastValue when the key is always top-level (no dots). It skips dot-path parsing and is faster in hot loops.
  • AddEffectBloom / AddEffectShine / AddMaskShape are v4-only filter-based effects. They return arrays of created effects instead of the input.

Source File Map

AreaPath
All Actionssrc/actions/
Actions indexsrc/actions/index.js
Core set/inc helperssrc/actions/PropertyValueSet.js, src/actions/PropertyValueInc.js
GridAlign config typedefsrc/actions/typedefs/
Array utilitiessrc/utils/array/
Array matrix utilssrc/utils/array/matrix/
Object utilitiessrc/utils/object/
String utilitiessrc/utils/string/

© autonomous-ai, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in store/agents/phaser/skills/actions-and-utilities of autonomous-ai/openharness.

Open the folder on GitHubat commit cc4983e

Compare with similar skills

Actions And Utilities next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Actions And Utilities compared with similar skills
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GCP Cloud Functionssickn33/agentic-awesome-skills47k2 repos~2.3kAutomated safety check: PassMIT
Securing Serverless Functionsmukul975/Anthropic-Cybersecurity-Skills34k—~3.1kAutomated safety check: PassApache-2.0
Performing Serverless Function Security Reviewmukul975/Anthropic-Cybersecurity-Skills34k—~3.1kAutomated safety check: PassApache-2.0

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Questions about Actions And Utilities

What does Actions And Utilities do?

A skill your agent uses when working with Phaser 4 utility functions, actions, alignment, grid layout, or batch operations on game objects. Actions And Utilities is an agent skill from autonomous-ai/openharness. Use this skill when working with Phaser 4 utility functions, actions, alignment, grid layout, or batch operations on game objects.

When should I use Actions And Utilities?

Actions And Utilities fits situations like: working with Phaser 4 utility functions; batch operations on game objects; set operations on groups of game objects.

How do I install Actions And Utilities in Claude Code?

Run `npx skills add autonomous-ai/openharness --skill actions-and-utilities -a claude-code`. Or copy the skill folder (store/agents/phaser/skills/actions-and-utilities in autonomous-ai/openharness) into .claude/skills/actions-and-utilities in your project. Claude Code loads it when a task matches its description.

How do I install Actions And Utilities in Codex?

Run `npx skills add autonomous-ai/openharness --skill actions-and-utilities -a codex`. Or copy the skill folder (store/agents/phaser/skills/actions-and-utilities in autonomous-ai/openharness) into .agents/skills/actions-and-utilities in your project. Codex loads it when a task matches its description.

Can I use Actions And Utilities in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add autonomous-ai/openharness --skill actions-and-utilities -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/actions-and-utilities, .gemini/skills/actions-and-utilities, .github/skills/actions-and-utilities and .opencode/skills/actions-and-utilities in your project.

What does Actions And Utilities need to run?

SKILL.md names no scripts, command-line tools or credentials: Actions And Utilities is instructions for the agent only.

Does Actions And Utilities access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Actions And Utilities safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Actions And Utilities use?

Actions And Utilities is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Actions And Utilities use?

About 4.2k tokens (SKILL.md is roughly 17k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Actions And Utilities?

Skills that share tags, products or a category with Actions And Utilities: Azure Functions (davila7/claude-code-templates, 33k stars), Neon Functions (sickn33/agentic-awesome-skills, 47k stars), GCP Cloud Functions (sickn33/agentic-awesome-skills, 47k stars) and Securing Serverless Functions (mukul975/Anthropic-Cybersecurity-Skills, 34k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Actions And Utilities?

autonomous-ai (a GitHub organization) maintains it in autonomous-ai/openharness, which has 1,210 GitHub stars. The repository holds 100 skills in this directory. The repository was last updated on October 10, 2026.

Source: autonomous-ai/openharness on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.