Agent skill

Geometry And Math

by autonomous-ai in autonomous-ai/openharness

A skill your agent uses when using Phaser 4 math and geometry utilities.

MITAuto-check passed

Install Geometry And Math

skills CLI
$ npx skills add autonomous-ai/openharness --skill geometry-and-math -a claude-code

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

GitHub CLI
$ gh skill install autonomous-ai/openharness geometry-and-math --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/geometry-and-math .claude/skills/geometry-and-math && 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
geometry-and-math
GitHub stars
1.2k
Token cost
~5.9k tokens
SKILL.md length
1,962 words
Files
1
Skills in repo
99
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when using Phaser 4 math and geometry utilities.

  • Works in 10 steps: Geom objects are not game objects. They… → Point class removed in v4. Use… → Angles are in radians throughout the… → …
  • Using Phaser 4 math and geometry utilities
  • SKILL.md covers Quick Start, Core Concepts, Geometry Classes and Intersection Tests, plus 6 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Geometry And Math is an agent skill from autonomous-ai/openharness. Use this skill when using Phaser 4 math and geometry utilities. Covers vectors, rectangles, circles, triangles, polygons, random number generation, angles, distance, interpolation, and snapping. Triggers on: Vector2, Rectangle, Circle, math, distance, angle, random, lerp.

Its SKILL.md is about 5.9k 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

  • Using Phaser 4 math and geometry utilities

Example prompts

  • “/geometry-and-math”

Workflow steps

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

  1. Geom objects are not game objects. They have no scene, no setPosition from the display list, no texture. Use Graphics or Shape game…
  2. Point class removed in v4. Use Phaser.Math.Vector2 or plain {x, y} objects instead. The GEOM_CONST.POINT (3) exists but the Point class…
  3. Angles are in radians throughout the math API. Use Phaser.Math.DegToRad() and RadToDeg() for conversion. The Phaser.Math.TAU constant (2 *…
  4. Vector2 methods mutate in place and return this for chaining. Call .clone() first if you need to preserve the original: const result =…
  5. Squared distance is faster than Euclidean distance (avoids Math.sqrt). Use Distance.Squared or vec.distanceSq() for comparisons where the…
  6. Intersection Get* functions allocate arrays. Pass a reusable out array to avoid garbage collection pressure in hot loops.
  7. EaseMap short names default to the .Out variant. 'Quad' means Quadratic.Out, not Quadratic.In. Use full string keys like 'Quad.easeIn' for…
  8. RandomDataGenerator state is serializable. Call rnd.state() to get a string you can store, and rnd.state(savedString) to restore it for…
  9. Polygon.contains uses ray-casting (even/odd rule). Complex self-intersecting polygons may give unexpected results.
  10. Matrix4.val is a Float32Array. Access elements directly via mat.val[index] using column-major order (OpenGL convention).

What it can do on your machine

Read from SKILL.md and the folder at commit 74c2733. 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

Geometry And Math loads about 5.9k tokens when it runs. Until then it costs about 73 tokens; SKILL.md has 1,962 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~73
When it runs · the whole SKILL.md, loaded when a task matches
~5.9k

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 74c2733, republished under its MIT licence (© autonomous-ai). 1,962 words, ~5,901 tokens.

Download SKILL.mdSave it as .claude/skills/geometry-and-math/SKILL.md (or your agent's skills folder).
name
geometry-and-math
description
Use this skill when using Phaser 4 math and geometry utilities. Covers vectors, rectangles, circles, triangles, polygons, random number generation, angles, distance, interpolation, and snapping. Triggers on: Vector2, Rectangle, Circle, math, distance, angle, random, lerp.

Phaser 4 — Geometry and Math

Geom classes (Circle, Ellipse, Line, Polygon, Rectangle, Triangle), intersection tests, and Math utilities (Vector2, Vector3, Matrix4, angles, distances, interpolation, easing, random, snap, clamp).

Related skills: graphics-and-shapes.md, physics-arcade.md


Quick Start

js
// Create geometry objects (these are data only, not renderable)
const rect = new Phaser.Geom.Rectangle(10, 20, 200, 100);
const circle = new Phaser.Geom.Circle(400, 300, 50);
const line = new Phaser.Geom.Line(0, 0, 100, 100);

// Point containment
rect.contains(50, 50);    // true
circle.contains(410, 310); // true

// Intersection test
Phaser.Geom.Intersects.CircleToRectangle(circle, rect); // boolean

// Math utilities
const v = new Phaser.Math.Vector2(3, 4);
v.length();      // 5
v.normalize();   // {x: 0.6, y: 0.8}

const dist = Phaser.Math.Distance.Between(0, 0, 100, 100);
const angle = Phaser.Math.Angle.Between(0, 0, 100, 100);
const clamped = Phaser.Math.Clamp(150, 0, 100); // 100

Core Concepts

Geometry objects are pure data containers holding coordinates and dimensions. They are NOT game objects and cannot be added to the display list. To render geometry, use the Graphics game object or Shape game objects (see graphics-and-shapes.md).

Every geom class has a type property set to a Phaser.Geom constant for fast type checks.

All geom classes share a common instance method pattern:

  • contains(x, y) -- point-in-shape test
  • getPoint(position, output?) -- point at normalized position (0-1) on perimeter
  • getPoints(quantity, stepRate?, output?) -- evenly spaced points on perimeter
  • getRandomPoint(output?) -- random point inside the shape
  • setTo(...) -- reset all properties
  • setEmpty() -- zero out the shape
  • setPosition(x, y) -- move origin/center

Each geom type also has a folder of static helper functions (e.g., Phaser.Geom.Rectangle.Contains, Phaser.Geom.Circle.Area).


Geometry Classes

ClassNamespaceConstructorKey Properties
CirclePhaser.Geom.Circle(x, y, radius)x, y, radius, diameter, left, right, top, bottom
EllipsePhaser.Geom.Ellipse(x, y, width, height)x, y, width, height, left, right, top, bottom
LinePhaser.Geom.Line(x1, y1, x2, y2)x1, y1, x2, y2, left, right, top, bottom
PolygonPhaser.Geom.Polygon(points)area, points (array of Vector2Like)
RectanglePhaser.Geom.Rectangle(x, y, width, height)x, y, width, height, left, right, top, bottom, centerX, centerY
TrianglePhaser.Geom.Triangle(x1, y1, x2, y2, x3, y3)x1, y1, x2, y2, x3, y3
Rectangle Static Helpers

Phaser.Geom.Rectangle.*: Area, Ceil, CeilAll, CenterOn, Clone, Contains, ContainsPoint, ContainsRect, CopyFrom, Decompose, Equals, FitInside, FitOutside, Floor, FloorAll, FromPoints, FromXY, GetAspectRatio, GetCenter, GetPoint, GetPoints, GetSize, Inflate, Intersection, MarchingAnts, MergePoints, MergeRect, MergeXY, Offset, OffsetPoint, Overlaps, Perimeter, PerimeterPoint, Random, RandomOutside, SameDimensions, Scale, Union.

Circle Static Helpers

Phaser.Geom.Circle.*: Area, Circumference, CircumferencePoint, Clone, Contains, ContainsPoint, ContainsRect, CopyFrom, Equals, GetBounds, GetPoint, GetPoints, Offset, OffsetPoint, Random.

Line Static Helpers

Phaser.Geom.Line.*: Angle, BresenhamPoints, CenterOn, Clone, CopyFrom, Equals, Extend, GetEasedPoints, GetMidPoint, GetNearestPoint, GetNormal, GetPoint, GetPoints, GetShortestDistance, Height, Length, NormalAngle, NormalX, NormalY, Offset, PerpSlope, Random, ReflectAngle, Rotate, RotateAroundPoint, RotateAroundXY, SetToAngle, Slope, Width.

Triangle Static Helpers

Phaser.Geom.Triangle.*: Area, BuildEquilateral, BuildFromPolygon, BuildRight, CenterOn, Centroid, CircumCenter, CircumCircle, Clone, Contains, ContainsArray, ContainsPoint, CopyFrom, Decompose, Equals, GetPoint, GetPoints, InCenter, Offset, Perimeter, Random, Rotate, RotateAroundPoint, RotateAroundXY.

Polygon Input Formats

The Polygon constructor accepts multiple formats for the points argument:

  • Space-separated string: '40 0 40 20 100 20 100 80'
  • Array of {x, y} objects
  • Flat number array: [x1, y1, x2, y2, ...]
  • Array of [x, y] sub-arrays

Intersection Tests

All under Phaser.Geom.Intersects.

Boolean Tests (return true/false)
FunctionDescription
CircleToCircle(circleA, circleB)Two circles overlap
CircleToRectangle(circle, rect)Circle overlaps rectangle
LineToCircle(line, circle)Line segment intersects circle
LineToLine(line1, line2, out?)Two line segments cross; writes point to out
LineToRectangle(line, rect)Line segment intersects rectangle
PointToLine(point, line, lineThickness?)Point lies on/near line
PointToLineSegment(point, line)Point lies on finite line segment
RectangleToRectangle(rectA, rectB)Two rectangles overlap
RectangleToTriangle(rect, triangle)Rectangle overlaps triangle
RectangleToValues(rect, left, right, top, bottom, tolerance?)Rectangle overlaps LRTB bounds
TriangleToCircle(triangle, circle)Triangle overlaps circle
TriangleToLine(triangle, line)Triangle intersects line
TriangleToTriangle(triA, triB)Two triangles overlap
Get Intersection Points (return Vector2[])
FunctionDescription
GetCircleToCircle(circleA, circleB, out?)Intersection points of two circles
GetCircleToRectangle(circle, rect, out?)Points where circle meets rectangle edges
GetLineToCircle(line, circle, out?)Points where line crosses circle
GetLineToLine(line1, line2, out?)Single intersection point of two lines
GetLineToPoints(line, points, out?)Intersection with a series of points forming edges
GetLineToPolygon(line, polygon, out?)Closest intersection with polygon edges
GetLineToRectangle(line, rect, out?)Points where line crosses rectangle
GetRaysFromPointToPolygon(x, y, polygon)Ray-cast from point to polygon edges
GetRectangleIntersection(rectA, rectB, out?)Overlapping rectangle region
GetRectangleToRectangle(rectA, rectB, out?)Edge intersection points
GetRectangleToTriangle(rect, triangle, out?)Edge intersection points
GetTriangleToCircle(triangle, circle, out?)Edge intersection points
GetTriangleToLine(triangle, line, out?)Edge intersection points
GetTriangleToTriangle(triA, triB, out?)Edge intersection points

Math Functions by Category

All under Phaser.Math unless noted.

Constants
ConstantValue
Phaser.Math.TAUPI * 2 (v4 addition)
Phaser.Math.PI_OVER_2PI / 2
Phaser.Math.EPSILON1.0e-6
Phaser.Math.DEG_TO_RADPI / 180
Phaser.Math.RAD_TO_DEG180 / PI
Phaser.Math.RNDGlobal RandomDataGenerator instance (seeded via game config seed)
Angle Functions (Phaser.Math.Angle.*)
FunctionDescription
Between(x1, y1, x2, y2)Angle in radians between two points
BetweenPoints(point1, point2)Same, taking {x,y} objects
BetweenY(x1, y1, x2, y2)Angle from vertical axis
BetweenPointsY(point1, point2)Same, taking objects
CounterClockwise(angle)Convert to counter-clockwise
GetClockwiseDistance(from, to)Clockwise angular distance
GetCounterClockwiseDistance(from, to)Counter-clockwise angular distance
GetShortestDistance(from, to)Shortest angular distance (signed)
Normalize(angle)Normalize to [0, 2PI)
Random()Random angle in radians
RandomDegrees()Random angle in degrees
Reverse(angle)Reverse (add PI)
RotateTo(currentAngle, targetAngle, lerp?)Step toward target angle
ShortestBetween(angle1, angle2)Shortest difference in degrees
Wrap(angle)Wrap to (-PI, PI]
WrapDegrees(angle)Wrap to (-180, 180]
Distance Functions (Phaser.Math.Distance.*)
FunctionDescription
Between(x1, y1, x2, y2)Euclidean distance
BetweenPoints(a, b)Same, taking {x,y} objects
BetweenPointsSquared(a, b)Squared distance (avoids sqrt)
Chebyshev(x1, y1, x2, y2)Chebyshev (chessboard) distance
Power(x1, y1, x2, y2, pow)Minkowski distance with custom power
Snake(x1, y1, x2, y2)Manhattan/taxicab distance
Squared(x1, y1, x2, y2)Squared Euclidean distance
Interpolation (Phaser.Math.Interpolation.*)
FunctionDescription
BezierInterpolation(v, k)Bezier curve through control points
CatmullRomInterpolation(v, k)Catmull-Rom spline through points
CubicBezierInterpolation(t, p0, p1, p2, p3)Cubic Bezier between four values
LinearInterpolation(v, k)Linear through array of values
QuadraticBezierInterpolation(t, p0, p1, p2)Quadratic Bezier
SmoothStepInterpolation(t, min, max)Hermite smooth step
SmootherStepInterpolation(t, min, max)Ken Perlin's smoother step
Snap Functions (Phaser.Math.Snap.*)
FunctionDescription
To(value, gap, start?, divide?)Snap to nearest increment
Floor(value, gap, start?, divide?)Snap down to increment
Ceil(value, gap, start?, divide?)Snap up to increment
Fuzzy Comparison (Phaser.Math.Fuzzy.*)
FunctionDescription
Equal(a, b, epsilon?)a approximately equals b
LessThan(a, b, epsilon?)a < b within epsilon
GreaterThan(a, b, epsilon?)a > b within epsilon
Ceil(value, epsilon?)Fuzzy ceiling
Floor(value, epsilon?)Fuzzy floor
Easing Functions (Phaser.Math.Easing.*)

Each type has .In, .Out, .InOut variants. Used primarily by tweens (pass string names like 'Sine.easeOut').

TypeString Keys
BackBack.easeIn, Back.easeOut, Back.easeInOut
BounceBounce.easeIn, Bounce.easeOut, Bounce.easeInOut
CircularCirc.easeIn, Circ.easeOut, Circ.easeInOut
CubicCubic.easeIn, Cubic.easeOut, Cubic.easeInOut
ElasticElastic.easeIn, Elastic.easeOut, Elastic.easeInOut
ExpoExpo.easeIn, Expo.easeOut, Expo.easeInOut
LinearLinear (no variants)
QuadraticQuad.easeIn, Quad.easeOut, Quad.easeInOut
QuarticQuart.easeIn, Quart.easeOut, Quart.easeInOut
QuinticQuint.easeIn, Quint.easeOut, Quint.easeInOut
SineSine.easeIn, Sine.easeOut, Sine.easeInOut
SteppedStepped (no variants)

Power aliases: Power0 = Linear, Power1 = Quad.Out, Power2 = Cubic.Out, Power3 = Quart.Out, Power4 = Quint.Out.

Short names also work: 'Quad' = Quad.Out, 'Sine' = Sine.Out, etc.

Core Math Helpers (directly on Phaser.Math)
FunctionDescription
Between(min, max)Random integer in [min, max]
FloatBetween(min, max)Random float in [min, max]
Clamp(value, min, max)Constrain value to range
Wrap(value, min, max)Wrap value within range
Within(a, b, tolerance)Check if a is within tolerance of b
Percent(value, min, max, upperMax?)Value as percentage of range
FromPercent(percent, min, max)Value from percentage of range
DegToRad(degrees)Convert degrees to radians
RadToDeg(radians)Convert radians to degrees
Linear(p0, p1, t)Lerp between two values
LinearXY(v1, v2, t, out?)Lerp between two Vector2Like objects
SmoothStep(x, min, max)Hermite smooth step
SmootherStep(x, min, max)Perlin smoother step
Average(values)Mean of number array
Median(values)Median of number array
CeilTo(value, place?, base?)Ceil to decimal place
FloorTo(value, place?, base?)Floor to decimal place
RoundTo(value, place?, base?)Round to decimal place
RoundAwayFromZero(value)Round away from zero
MaxAdd(value, amount, max)Add clamped to max
MinSub(value, amount, min)Subtract clamped to min
Difference(a, b)Absolute difference
IsEven(value)Integer is even
IsEvenStrict(value)Strictly even (not zero)
Factorial(value)Factorial
Rotate(point, angle)Rotate point around origin
RotateAround(point, cx, cy, angle)Rotate point around custom center
RotateAroundDistance(point, cx, cy, angle, dist)Rotate at fixed distance
TransformXY(x, y, posX, posY, rotation, scaleX, scaleY, output?)Full 2D transform
GetSpeed(distance, time)Speed from distance and time
RandomXY(vector, scale?)Set vector to random unit direction
Show full SKILL.md (745 more words)Show less
Power-of-Two (Phaser.Math.Pow2.*)
FunctionDescription
GetPowerOfTwo(value)Next power of two >= value
IsValuePowerOfTwo(value)Check if value is power of two
IsSizePowerOfTwo(width, height)Check if both dimensions are power of two

Vector2 Quick Reference

Phaser.Math.Vector2 -- 2D vector used throughout Phaser for positions, velocities, directions.

Constructor: new Vector2(x?, y?) or new Vector2({x, y}). If only x given, y defaults to x.

MethodReturnsDescription
set(x, y) / setTo(x, y)thisSet components
setToPolar(angle, length?)thisSet from angle + length
copy(src) / setFromObject(obj)thisCopy from Vector2Like
clone()Vector2New copy
add(src) / subtract(src)thisComponent-wise add/subtract
multiply(src) / divide(src)thisComponent-wise multiply/divide
scale(value)thisMultiply both components by scalar
negate()thisFlip sign of both components
normalize()thisSet length to 1
normalizeRightHand()thisPerpendicular (right-hand rule)
normalizeLeftHand()thisPerpendicular (left-hand rule)
limit(max)thisCap length to max
setLength(length)thisScale to exact length
length()numberMagnitude
lengthSq()numberSquared magnitude (no sqrt)
distance(src)numberDistance to another vector
distanceSq(src)numberSquared distance
dot(src)numberDot product
cross(src)number2D cross product (scalar)
angle()numberAngle in radians from positive x-axis
setAngle(angle)thisRotate to angle, keeping length
rotate(delta)thisRotate by delta radians
lerp(src, t)thisLinear interpolate toward src
reflect(normal)thisReflect off surface normal
mirror(axis)thisMirror across axis vector
project(src)thisProject onto another vector
equals(v)booleanExact equality
fuzzyEquals(v, epsilon?)booleanApproximate equality
ceil() / floor() / invert()thisComponent transforms
reset()thisSet to (0, 0)
transformMat3(mat)thisTransform by Matrix3
transformMat4(mat)thisTransform by Matrix4

Static: Vector2.ZERO, Vector2.RIGHT, Vector2.LEFT, Vector2.UP, Vector2.DOWN, Vector2.ONE.


Vector3 Quick Reference

Phaser.Math.Vector3 -- 3D vector for camera projections, lighting, 3D math.

Constructor: new Vector3(x?, y?, z?) or new Vector3({x, y, z}).

Key methods (same patterns as Vector2 plus): up(), min(v), max(v), addVectors(a, b), subVectors(a, b), crossVectors(a, b), cross(v), addScalar(s), addScale(v, scale), fromArray(array, offset?), setFromMatrixPosition(mat4), setFromMatrixColumn(mat4, index), applyMatrix3(mat), applyMatrix4(mat), transformCoordinates(mat), transformQuat(q), project(mat), projectViewMatrix(view, proj), unproject(viewport, invProjView).


Matrix4 Quick Reference

Phaser.Math.Matrix4 -- 4x4 matrix for 3D transforms, projection, and view matrices. Backed by Float32Array(16).

Constructor: new Matrix4(m?) -- copies from existing Matrix4, or defaults to identity.

Key methods: clone(), set(src), copy(src), identity(), transpose(), invert(), adjoint(), determinant(), multiply(src), multiplyLocal(src), translate(v), scale(v), rotate(angle, axis), rotateX(angle), rotateY(angle), rotateZ(angle), fromRotationTranslation(q, v), fromQuat(q), frustum(...), perspective(fovy, aspect, near, far), perspectiveLH(width, height, near, far), ortho(left, right, bottom, top, near, far), lookAt(eye, center, up), lookAtRH(eye, target, up), setWorldMatrix(rotation, position, scale, viewMatrix?, projectionMatrix?).

Also: Phaser.Math.Matrix3 -- 3x3 matrix for 2D transforms and normal matrices.


RandomDataGenerator

Phaser.Math.RandomDataGenerator -- seeded PRNG. Global instance at Phaser.Math.RND (seeded via game config seed property).

js
const rnd = Phaser.Math.RND; // or new Phaser.Math.RandomDataGenerator(['my-seed'])

rnd.integer();              // random integer in [0, 2^32]
rnd.frac();                 // random float in [0, 1)
rnd.between(1, 10);         // random integer in [1, 10]
rnd.integerInRange(1, 10);  // alias for between
rnd.realInRange(0.5, 1.5);  // random float in [0.5, 1.5]
rnd.normal();               // normal distribution around 0
rnd.angle();                // random angle in radians (-PI to PI)
rnd.rotation();             // random rotation in radians (same range)
rnd.pick(array);            // random element from array
rnd.weightedPick(array);    // weighted toward end of array
rnd.sign();                 // -1 or 1
rnd.uuid();                 // RFC4122 v4 UUID string
rnd.shuffle(array);         // in-place Fisher-Yates shuffle
rnd.state(state?);          // get/set serializable state for save/load

Create reproducible sequences by providing seeds: new RandomDataGenerator(['level-42']).


Color Utilities

Color Class (Phaser.Display.Color)

A mutable RGBA color representation with automatic conversion to WebGL floats, HSV, CSS strings, and packed integers.

js
// Construction
const color = new Phaser.Display.Color(255, 0, 0, 255);     // RGBA (0-255)

// Creation helpers (return Color instances)
const c1 = Phaser.Display.Color.ValueToColor('#ff0000');     // hex string, integer, or object
const c2 = Phaser.Display.Color.HexStringToColor('#ff0000');
const c3 = Phaser.Display.Color.RGBStringToColor('rgb(255,0,0)');
const c4 = Phaser.Display.Color.HSVToRGB(0.5, 1, 1);        // returns { r, g, b, color }

// Properties
color.r; color.g; color.b; color.a;   // 0-255 integers
color.redGL; color.greenGL; color.blueGL; color.alphaGL;  // 0-1 floats (WebGL)
color.color;    // packed 24-bit integer (0xRRGGBB)
color.color32;  // packed 32-bit integer (0xAARRGGBB)
color.rgba;     // CSS string 'rgba(r,g,b,a)'
color.h; color.s; color.v;  // HSV representation (read-only, auto-updated)
Color Manipulation
js
// Adjustment methods (amount is typically 0-100, returns the Color instance)
color.brighten(25);      // increase brightness
color.saturate(50);      // increase saturation
color.desaturate(30);    // decrease saturation
color.lighten(20);       // increase lightness
color.darken(10);        // decrease lightness

// Utility methods
color.random();          // set to random RGB values (optional min/max range)
color.gray(128);         // set to grayscale shade (0-255)

// Setting values
color.setTo(255, 128, 0, 255);           // RGBA
color.setFromRGB({ r: 255, g: 128, b: 0, a: 255 });
color.setFromHSV(0.1, 0.8, 1.0);        // HSV (0-1 range)
Color Interpolation (Phaser.Display.Color.Interpolate)

Interpolate between colors over a given length. Returns { r, g, b, a, color }.

js
// Between raw RGB values
const result = Phaser.Display.Color.Interpolate.RGBWithRGB(
    255, 0, 0,    // start color (r, g, b)
    0, 0, 255,    // end color (r, g, b)
    100,          // length (number of steps)
    50            // index (current step)
);  // returns midpoint purple { r, g, b, a, color }

// Between two Color objects
const mid = Phaser.Display.Color.Interpolate.ColorWithColor(color1, color2, 100, 50);

// HSV interpolation (v4): smooth hue transition
const hsvResult = Phaser.Display.Color.Interpolate.HSVWithHSV(0, 1, 1, 0.5, 1, 1, 100, 50);

Gotchas

  1. Geom objects are not game objects. They have no scene, no setPosition from the display list, no texture. Use Graphics or Shape game objects to render them.

  2. Point class removed in v4. Use Phaser.Math.Vector2 or plain {x, y} objects instead. The GEOM_CONST.POINT (3) exists but the Point class does not.

  3. Angles are in radians throughout the math API. Use Phaser.Math.DegToRad() and RadToDeg() for conversion. The Phaser.Math.TAU constant (2 * PI) is new in v4.

  4. Vector2 methods mutate in place and return this for chaining. Call .clone() first if you need to preserve the original: const result = v.clone().add(other).

  5. Squared distance is faster than Euclidean distance (avoids Math.sqrt). Use Distance.Squared or vec.distanceSq() for comparisons where the actual distance value is not needed.

  6. Intersection Get functions allocate arrays.* Pass a reusable out array to avoid garbage collection pressure in hot loops.

  7. EaseMap short names default to the .Out variant. 'Quad' means Quadratic.Out, not Quadratic.In. Use full string keys like 'Quad.easeIn' for other variants.

  8. RandomDataGenerator state is serializable. Call rnd.state() to get a string you can store, and rnd.state(savedString) to restore it for deterministic replay.

  9. Polygon.contains uses ray-casting (even/odd rule). Complex self-intersecting polygons may give unexpected results.

  10. Matrix4.val is a Float32Array. Access elements directly via mat.val[index] using column-major order (OpenGL convention).


Source File Map

AreaPath
Geom classessrc/geom/{circle,ellipse,line,polygon,rectangle,triangle}/
Geom constantssrc/geom/const.js
Intersection testssrc/geom/intersects/
Vector2src/math/Vector2.js
Vector3src/math/Vector3.js
Vector4src/math/Vector4.js
Matrix3src/math/Matrix3.js
Matrix4src/math/Matrix4.js
Quaternionsrc/math/Quaternion.js
Eulersrc/math/Euler.js
Angle functionssrc/math/angle/
Distance functionssrc/math/distance/
Easing functionssrc/math/easing/ (+ EaseMap.js for string keys)
Fuzzy comparisonsrc/math/fuzzy/
Interpolationsrc/math/interpolation/
Snap functionssrc/math/snap/
Power-of-twosrc/math/pow2/
RandomDataGeneratorsrc/math/random-data-generator/RandomDataGenerator.js
Math constantssrc/math/const.js
Color classsrc/display/color/Color.js
Color utilitiessrc/display/color/ (ValueToColor, HexStringToColor, RGBStringToColor, HSVToRGB, Interpolate)
Core math helperssrc/math/ (Clamp.js, Between.js, Wrap.js, Linear.js, etc.)

© 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/geometry-and-math of autonomous-ai/openharness.

Open the folder on GitHubat commit 74c2733

Compare with similar skills

Geometry And Math 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.

Geometry And Math compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Geometry And Math this skillautonomous-ai/openharness1.2k—~5.9kAutomated safety check: PassMIT
Mathparcadei/Continuous-Claude-v33.9k2 repos~1.6kAutomated safety check: NotesMIT
Math Computationtradecatlabs/vibe-coding-cn17k—~881Automated safety check: PassMIT
Rigorous Math Prooftradecatlabs/vibe-coding-cn17k—~571Automated safety check: PassMIT
Math Olympiadanthropics/claude-plugins-official38k—~5kAutomated safety check: PassApache-2.0
Math Research Task Routertradecatlabs/vibe-coding-cn17k—~407Automated safety check: PassMIT

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Questions about Geometry And Math

What does Geometry And Math do?

A skill your agent uses when using Phaser 4 math and geometry utilities. Geometry And Math is an agent skill from autonomous-ai/openharness. Use this skill when using Phaser 4 math and geometry utilities.

When should I use Geometry And Math?

Geometry And Math fits situations like: using Phaser 4 math and geometry utilities.

How do I install Geometry And Math in Claude Code?

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

How do I install Geometry And Math in Codex?

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

Can I use Geometry And Math 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 geometry-and-math -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/geometry-and-math, .gemini/skills/geometry-and-math, .github/skills/geometry-and-math and .opencode/skills/geometry-and-math in your project.

What does Geometry And Math need to run?

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

Does Geometry And Math 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 Geometry And Math 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 Geometry And Math use?

Geometry And Math 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 Geometry And Math use?

About 5.9k tokens (SKILL.md is roughly 24k 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 Geometry And Math?

Skills that share tags, products or a category with Geometry And Math: Math (parcadei/Continuous-Claude-v3, 3.9k stars), Math Computation (tradecatlabs/vibe-coding-cn, 17k stars), Rigorous Math Proof (tradecatlabs/vibe-coding-cn, 17k stars) and Math Olympiad (anthropics/claude-plugins-official, 38k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Geometry And Math?

autonomous-ai (a GitHub organization) maintains it in autonomous-ai/openharness, which has 1,194 GitHub stars. The repository holds 99 skills in this directory. The repository was last updated on October 9, 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.