Agent skill

Graphics And Shapes

by autonomous-ai in autonomous-ai/openharness

A skill your agent uses when drawing shapes and graphics in Phaser 4.

MITAuto-check passedGame Development

Install Graphics And Shapes

skills CLI
$ npx skills add autonomous-ai/openharness --skill graphics-and-shapes -a claude-code

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

GitHub CLI
$ gh skill install autonomous-ai/openharness graphics-and-shapes --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/graphics-and-shapes .claude/skills/graphics-and-shapes && 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
graphics-and-shapes
GitHub stars
1.2k
Token cost
~4.9k tokens
SKILL.md length
1,359 words
Files
1
Skills in repo
100
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when drawing shapes and graphics in Phaser 4.

  • Works in 12 steps: Graphics arc() uses radians; Shape arc… → Set style BEFORE drawing. fillStyle and… → Graphics has no Origin or GetBounds.… → …
  • Drawing shapes and graphics in Phaser 4
  • SKILL.md covers Quick Start, Core Concepts — Graphics vs…, Common Patterns and All Shape Types, plus 4 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Graphics And Shapes is an agent skill from autonomous-ai/openharness. Use this skill when drawing shapes and graphics in Phaser 4. Covers the Graphics game object, lines, rectangles, circles, arcs, polygons, gradients, fill, stroke, and generated textures. Triggers on: Graphics, draw shape, fillRect, lineStyle, polygon, arc.

Its SKILL.md is about 4.9k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development. 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

  • Drawing shapes and graphics in Phaser 4

Example prompts

  • “/graphics-and-shapes”

Workflow steps

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

  1. Graphics arc() uses radians; Shape arc factory uses degrees. The Graphics arc method takes start/end angles in radians. The this.add.arc()…
  2. Set style BEFORE drawing. fillStyle and lineStyle must be called before the corresponding fill/stroke method. They are not retroactive.
  3. Graphics has no Origin or GetBounds. Unlike Shape objects, Graphics does not include the Origin or GetBounds components. Use…
  4. Shape isFilled/isStroked defaults. Shapes created with a fillColor parameter have isFilled = true. But isStroked defaults to false — you…
  5. Line shape is stroke-only. The Line shape does not support fill. Its constructor takes strokeColor/strokeAlpha (not fillColor).
  6. IsoBox/IsoTriangle are fill-only. These shapes cannot be stroked. Grid supports outline strokes via its constructor parameters…
  7. generateTexture uses Canvas API. Gradient fills (fillGradientStyle) will not appear in textures generated with generateTexture. Only…
  8. Performance: Graphics is expensive. Each frame the command buffer is replayed and geometry is rebuilt (WebGL decomposes to polygons). For…
  9. pathDetailThreshold (v4 new). Graphics has a pathDetailThreshold property (default -1, uses config render.pathDetailThreshold). Path…
  10. Rounded rect radius can be an object or number. Pass { tl, tr, bl, br } for per-corner control. Negative values create concave corners…
  11. Shape closePath property. The closePath property on Shape objects (default true) controls whether the stroke path is automatically closed…
  12. Shape objects do NOT support tint methods. Unlike Sprites and Images, Shape game objects do not have setTint() or tint properties. Use…

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

Graphics And Shapes loads about 4.9k tokens when it runs. Until then it costs about 69 tokens; SKILL.md has 1,359 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~69
When it runs · the whole SKILL.md, loaded when a task matches
~4.9k

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 cc4983e, republished under its MIT licence (© autonomous-ai). 1,359 words, ~4,944 tokens.

Download SKILL.mdSave it as .claude/skills/graphics-and-shapes/SKILL.md (or your agent's skills folder).
name
graphics-and-shapes
description
Use this skill when drawing shapes and graphics in Phaser 4. Covers the Graphics game object, lines, rectangles, circles, arcs, polygons, gradients, fill, stroke, and generated textures. Triggers on: Graphics, draw shape, fillRect, lineStyle, polygon, arc.

Phaser 4 — Graphics and Shapes

Drawing primitives with the Graphics game object, and using Shape game objects (Arc, Curve, Ellipse, Grid, IsoBox, IsoTriangle, Line, Polygon, Rectangle, Star, Triangle).

Related skills: sprites-and-images.md, game-object-components.md


Quick Start

js
// Draw a filled rectangle and stroked circle with Graphics
const gfx = this.add.graphics();

gfx.fillStyle(0x00aa00, 1);
gfx.fillRect(50, 50, 200, 100);

gfx.lineStyle(3, 0xff0000, 1);
gfx.strokeCircle(400, 150, 60);
js
// Same shapes as standalone Shape game objects
const rect = this.add.rectangle(150, 100, 200, 100, 0x00aa00);
const circle = this.add.circle(400, 150, 60);
circle.setStrokeStyle(3, 0xff0000);

Core Concepts — Graphics vs Shape Objects

Phaser offers two approaches for rendering primitives without textures.

Graphics Game Object

Created with this.add.graphics(). An imperative drawing surface — you call methods like fillRect, strokeCircle, beginPath/lineTo/strokePath to build up a command buffer that replays each frame.

  • Factory: this.add.graphics(config?) where config is { x?, y?, lineStyle?, fillStyle? }.
  • Supports paths, arcs, gradients, rounded rectangles, canvas transforms (translateCanvas, scaleCanvas, rotateCanvas), and save/restore.
  • Can generate a Texture from the drawing via generateTexture(key, width, height).
  • Expensive to render, especially with complex shapes. Uses its own WebGL shader. Group Graphics objects together to minimize batch flushes.
  • Components: AlphaSingle, BlendMode, Depth, Lighting, Mask, RenderNodes, Transform, Visible, ScrollFactor.
  • Does NOT include Origin or GetBounds (position is set via options or setPosition).
Shape Game Objects

Individual game objects (Arc, Rectangle, Star, etc.) extending the base Shape class. Each renders one predefined geometric shape with precomputed path data.

  • Created via dedicated factory methods: this.add.rectangle(...), this.add.circle(...), etc.
  • Fully featured game objects: can be tweened, scaled, added to groups/containers, enabled for input/physics.
  • Style via setFillStyle(color, alpha) and setStrokeStyle(lineWidth, color, alpha).
  • Share the same WebGL batch as Graphics for efficient rendering.
  • Do NOT support gradients, path detail threshold, or canvas transforms.
  • Components: AlphaSingle, BlendMode, Depth, GetBounds, Lighting, Mask, Origin, RenderNodes, ScrollFactor, Transform, Visible.
  • Include Origin and GetBounds (unlike Graphics).

When to use which:

  • Use Graphics for dynamic drawing, complex paths, multiple shapes on one object, gradients, or generating textures.
  • Use Shape objects for individual UI elements, simple indicators, physics-enabled shapes, or anything that benefits from game object features (origin, bounds, input).

Common Patterns

Fill and Stroke Styles (Graphics)
js
const gfx = this.add.graphics();

// Solid fill — call before any fill* method
gfx.fillStyle(0xff0000, 1);          // (color, alpha)

// Line style — call before any stroke* method
gfx.lineStyle(4, 0x00ff00, 1);       // (width, color, alpha)

// Gradient fill (WebGL only) — 4 corner colors
gfx.fillGradientStyle(
    0xff0000, 0x00ff00, 0x0000ff, 0xffff00,  // tl, tr, bl, br colors
    1, 1, 1, 1                                 // tl, tr, bl, br alphas
);
gfx.fillRect(0, 0, 300, 200);

// Gradient line style (WebGL only)
gfx.lineGradientStyle(2, 0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 1);
Drawing Primitives (Graphics)
js
const gfx = this.add.graphics();

// Rectangles
gfx.fillStyle(0x0000ff);
gfx.fillRect(x, y, width, height);
gfx.lineStyle(2, 0xffffff);
gfx.strokeRect(x, y, width, height);

// Circles
gfx.fillCircle(x, y, radius);
gfx.strokeCircle(x, y, radius);

// Ellipses
gfx.fillEllipse(x, y, width, height, smoothness);
gfx.strokeEllipse(x, y, width, height, smoothness);   // smoothness defaults to 32

// Triangles
gfx.fillTriangle(x0, y0, x1, y1, x2, y2);
gfx.strokeTriangle(x0, y0, x1, y1, x2, y2);

// Points (draws a small square)
gfx.fillPoint(x, y, size);                             // size defaults to 1

// Lines
gfx.lineBetween(x1, y1, x2, y2);
Rounded Rectangles
js
const gfx = this.add.graphics();

// Uniform radius (default 20)
gfx.fillStyle(0x333333);
gfx.fillRoundedRect(50, 50, 300, 200, 16);
gfx.lineStyle(2, 0xffffff);
gfx.strokeRoundedRect(50, 50, 300, 200, 16);

// Per-corner radius
gfx.fillRoundedRect(50, 50, 300, 200, {
    tl: 20, tr: 20, bl: 0, br: 0
});

// Concave corners (negative values)
gfx.fillRoundedRect(50, 50, 300, 200, { tl: -10, tr: -10, bl: -10, br: -10 });
Path Drawing
js
const gfx = this.add.graphics();

// Manual path
gfx.lineStyle(3, 0xffff00);
gfx.beginPath();
gfx.moveTo(100, 100);
gfx.lineTo(200, 50);
gfx.lineTo(300, 100);
gfx.lineTo(250, 200);
gfx.closePath();
gfx.strokePath();       // or gfx.stroke() — alias for strokePath

// Fill a path
gfx.fillStyle(0x00aaff);
gfx.beginPath();
gfx.moveTo(100, 100);
gfx.lineTo(200, 50);
gfx.lineTo(300, 100);
gfx.closePath();
gfx.fillPath();         // or gfx.fill() — alias for fillPath

// Arc within a path (angles in radians)
gfx.beginPath();
gfx.arc(200, 200, 80, 0, Math.PI / 2, false, 0);   // (x, y, radius, startAngle, endAngle, anticlockwise, overshoot)
gfx.strokePath();

// Pie slice
gfx.slice(200, 200, 80, 0, Math.PI / 3, false);     // auto begins/closes path
gfx.fillPath();

// Stroke/fill from point arrays
gfx.strokePoints(points, closeShape, closePath, endIndex);
gfx.fillPoints(points, closeShape, closePath, endIndex);
Geom Shape Helpers

Graphics has convenience methods that accept Phaser.Geom objects directly:

js
const circle = new Phaser.Geom.Circle(200, 200, 50);
const rect = new Phaser.Geom.Rectangle(50, 50, 100, 80);

gfx.fillCircleShape(circle);
gfx.strokeCircleShape(circle);
gfx.fillRectShape(rect);
gfx.strokeRectShape(rect);
gfx.fillTriangleShape(triangle);
gfx.strokeTriangleShape(triangle);
gfx.strokeLineShape(line);
gfx.fillEllipseShape(ellipse, smoothness);
gfx.strokeEllipseShape(ellipse, smoothness);
Canvas Transforms (Graphics)
js
const gfx = this.add.graphics();

gfx.save();
gfx.translateCanvas(100, 100);
gfx.rotateCanvas(0.5);           // radians
gfx.scaleCanvas(2, 2);
gfx.fillStyle(0xff0000);
gfx.fillRect(0, 0, 50, 50);     // draws at translated/rotated/scaled position
gfx.restore();
Generating Textures from Graphics
js
const gfx = this.add.graphics();
gfx.fillStyle(0xff0000);
gfx.fillCircle(32, 32, 32);
gfx.generateTexture('redCircle', 64, 64);
gfx.destroy();

// Now use as a regular texture
this.add.image(400, 300, 'redCircle');

Note: fillGradientStyle will NOT appear in generated textures (Canvas API limitation).

Shape Objects — Fill and Stroke
js
// Shapes set fill via constructor or setFillStyle
const rect = this.add.rectangle(200, 150, 100, 80, 0xff0000, 1);

// Change fill later
rect.setFillStyle(0x00ff00, 0.8);

// Add stroke (not set by default)
rect.setStrokeStyle(3, 0xffffff, 1);  // (lineWidth, color, alpha)

// Remove fill or stroke
rect.setFillStyle();    // no args = isFilled becomes false
rect.setStrokeStyle();  // no args = isStroked becomes false

// Direct property access
rect.fillColor = 0x0000ff;
rect.fillAlpha = 0.5;
rect.strokeColor = 0xffffff;
rect.strokeAlpha = 1;
rect.lineWidth = 2;
rect.isFilled = true;
rect.isStroked = true;
rect.closePath = true;   // close stroke path (default true)

All Shape Types

Factory MethodClassParameters (after x, y)FillStrokeNotes
this.add.arc(x, y, radius, startAngle, endAngle, anticlockwise, fillColor, fillAlpha)Arcradius=128, startAngle=0, endAngle=360 (degrees), anticlockwise=falseYesYesAngles in degrees. Full circle by default.
this.add.circle(x, y, radius, fillColor, fillAlpha)Arcradius=128YesYesAlias for Arc with 0-360 angles.
this.add.curve(x, y, curve, fillColor, fillAlpha)CurvePhaser.Curves.Curve objectYesYesHas smoothness property / setSmoothness().
this.add.ellipse(x, y, width, height, fillColor, fillAlpha)Ellipsewidth=128, height=128YesYesEqual w/h renders as circle. Has smoothness.
this.add.grid(x, y, width, height, cellWidth, cellHeight, fillColor, fillAlpha, outlineFillColor, outlineFillAlpha)Gridwidth=128, height=128, cellWidth=32, cellHeight=32YesNoHas altFillColor/altFillAlpha for checkerboard. Outline via outlineFillColor.
this.add.isobox(x, y, size, height, fillTop, fillLeft, fillRight)IsoBoxsize=48, height=32, fillTop=0xeeeeee, fillLeft=0x999999, fillRight=0xccccccYesNoIsometric box. showTop, showLeft, showRight, projection.
this.add.isotriangle(x, y, size, height, reversed, fillTop, fillLeft, fillRight)IsoTrianglesize=48, height=32, reversed=falseYesNoIsometric pyramid. showTop, showLeft, showRight, projection, reversed.
this.add.line(x, y, x1, y1, x2, y2, strokeColor, strokeAlpha)Linex1=0, y1=0, x2=128, y2=0NoYesStroke only. Constructor takes stroke color (not fill).
this.add.polygon(x, y, points, fillColor, fillAlpha)Polygonpoints (various formats)YesYesPoints: array of Vec2, [x,y,...] pairs, or [[x,y],...].
this.add.rectangle(x, y, width, height, fillColor, fillAlpha)Rectanglewidth=128, height=128YesYesChange size via width/height properties.
this.add.star(x, y, points, innerRadius, outerRadius, fillColor, fillAlpha)Starpoints=5, innerRadius=32, outerRadius=64YesYes4 points = diamond. More points = spikier.
this.add.triangle(x, y, x1, y1, x2, y2, x3, y3, fillColor, fillAlpha)Trianglex1=0,y1=128, x2=64,y2=0, x3=128,y3=128YesYesAlways closed. Use Polygon for open shapes.

API Quick Reference — Graphics Methods

Style Methods
MethodSignatureNotes
fillStyle(color, alpha=1)Set fill for subsequent fill calls
lineStyle(lineWidth, color, alpha=1)Set stroke for subsequent stroke calls
fillGradientStyle(tl, tr, bl, br, aTL=1, aTR, aBL, aBR)WebGL only. 4 corner colors.
lineGradientStyle(lineWidth, tl, tr, bl, br, alpha=1)WebGL only.
setDefaultStyles(options)Set via { lineStyle: {width,color,alpha}, fillStyle: {color,alpha} }
Path Methods
MethodSignatureNotes
beginPath()Start a new path
moveTo(x, y)Move draw position
lineTo(x, y)Line to position
arc(x, y, radius, startAngle, endAngle, anticlockwise=false, overshoot=0)Angles in radians
closePath()Close current path
fillPath / fill()Fill the current path
strokePath / stroke()Stroke the current path
slice(x, y, radius, startAngle, endAngle, anticlockwise=false, overshoot=0)Pie slice. Auto begins/closes path. Angles in radians.
Shape Drawing Methods
MethodSignature
fillRect(x, y, width, height)
strokeRect(x, y, width, height)
fillRoundedRect(x, y, width, height, radius=20)
strokeRoundedRect(x, y, width, height, radius=20)
fillCircle(x, y, radius)
strokeCircle(x, y, radius)
fillEllipse(x, y, width, height, smoothness=32)
strokeEllipse(x, y, width, height, smoothness=32)
fillTriangle(x0, y0, x1, y1, x2, y2)
strokeTriangle(x0, y0, x1, y1, x2, y2)
fillPoint(x, y, size=1)
lineBetween(x1, y1, x2, y2)
strokePoints(points, closeShape=false, closePath=false, endIndex)
fillPoints(points, closeShape=false, closePath=false, endIndex)
Geom Shape Methods
MethodSignature
fillRectShape(rect)
strokeRectShape(rect)
fillCircleShape(circle)
strokeCircleShape(circle)
fillTriangleShape(triangle)
strokeTriangleShape(triangle)
strokeLineShape(line)
fillEllipseShape(ellipse, smoothness=32)
strokeEllipseShape(ellipse, smoothness=32)
Show full SKILL.md (544 more words)Show less
Transform and State Methods
MethodSignatureNotes
translateCanvas(x, y)Translate subsequent draws
scaleCanvas(x, y)Scale subsequent draws
rotateCanvas(radians)Rotate subsequent draws
save()Push state to stack
restore()Pop state from stack
clear()Clear command buffer, reset to default styles
generateTexture(key, width, height)Bake to a Texture (Canvas API)
Shape Base Class Methods
MethodSignatureNotes
setFillStyle(color?, alpha=1)No args = disable fill
setStrokeStyle(lineWidth?, color?, alpha=1)No args = disable stroke

Gotchas

  1. Graphics arc() uses radians; Shape arc factory uses degrees. The Graphics arc method takes start/end angles in radians. The this.add.arc() factory takes them in degrees (0-360). Mixing these up is the most common bug.

  2. Set style BEFORE drawing. fillStyle and lineStyle must be called before the corresponding fill/stroke method. They are not retroactive.

  3. Graphics has no Origin or GetBounds. Unlike Shape objects, Graphics does not include the Origin or GetBounds components. Use setPosition(x, y) and displayOriginX/displayOriginY instead.

  4. Shape isFilled/isStroked defaults. Shapes created with a fillColor parameter have isFilled = true. But isStroked defaults to false — you must call setStrokeStyle() explicitly.

  5. Line shape is stroke-only. The Line shape does not support fill. Its constructor takes strokeColor/strokeAlpha (not fillColor).

  6. IsoBox/IsoTriangle are fill-only. These shapes cannot be stroked. Grid supports outline strokes via its constructor parameters (outlineFillColor, outlineFillAlpha).

  7. generateTexture uses Canvas API. Gradient fills (fillGradientStyle) will not appear in textures generated with generateTexture. Only Canvas-compatible features are captured.

  8. Performance: Graphics is expensive. Each frame the command buffer is replayed and geometry is rebuilt (WebGL decomposes to polygons). For static shapes, call generateTexture and use the resulting texture as a Sprite. Group Graphics objects together to minimize batch breaks.

  9. pathDetailThreshold (v4 new). Graphics has a pathDetailThreshold property (default -1, uses config render.pathDetailThreshold). Path segments below this pixel threshold are combined, improving WebGL performance on complex shapes. Evaluated in screen pixels, so detail emerges when zoomed in.

  10. Rounded rect radius can be an object or number. Pass { tl, tr, bl, br } for per-corner control. Negative values create concave corners. Default is 20 when omitted.

  11. Shape closePath property. The closePath property on Shape objects (default true) controls whether the stroke path is automatically closed. Set to false for open stroked shapes.

  12. Shape objects do NOT support tint methods. Unlike Sprites and Images, Shape game objects do not have setTint() or tint properties. Use setFillStyle(color, alpha) and setStrokeStyle(lineWidth, color, alpha) instead.

  13. Polygon getBounds() incorrect with negative points. If any polygon points have negative coordinates, getBounds() returns wrong values. Use Phaser.Geom.Polygon.GetAABB(polygon.geom) instead and adjust the returned Rectangle position.


Shape-Specific Methods

Star
js
const star = this.add.star(400, 300, 5, 32, 64, 0xffff00);

star.setPoints(8);          // change number of points
star.setInnerRadius(20);    // change inner radius
star.setOuterRadius(80);    // change outer radius
Line (Tapering)
js
const line = this.add.line(400, 300, 0, 0, 200, 100, 0xffffff);

// setLineWidth(startWidth, endWidth) — endWidth is WebGL only (tapering effect)
line.setLineWidth(4, 1);   // tapers from 4px to 1px (Canvas uses startWidth only)
Grid (Alternating Colors, Stroke, Padding)
js
const grid = this.add.grid(400, 300, 320, 240, 32, 32, 0x222222);

// Alternating cell color (checkerboard)
grid.setAltFillStyle(0x444444, 1);  // no args = disable alternating cells

// Grid uses setStrokeStyle for cell outlines (inherited from Shape)
grid.setStrokeStyle(1, 0x666666, 1);

// v4: control outside edge stroke
grid.strokeOutside = true;             // stroke the outer border
grid.strokeOutsideIncomplete = false;  // skip partial cells on right/bottom edges

// Cell padding (default 0.5) — gutter between cells is 2x this value
grid.cellPadding = 1;
IsoBox / IsoTriangle
js
const box = this.add.isobox(200, 200, 48, 32, 0xeeeeee, 0x999999, 0xcccccc);

box.setFaces(true, true, false);  // showTop, showLeft, showRight
box.setProjection(4);             // isometric projection value

const tri = this.add.isotriangle(400, 200, 48, 32, false, 0xeeeeee, 0x999999, 0xcccccc);

tri.setReversed(true);            // flip upside down
tri.setFaces(true, true, true);
tri.setProjection(4);

Source File Map

FilePurpose
src/gameobjects/graphics/Graphics.jsGraphics class — all drawing methods
src/gameobjects/graphics/GraphicsFactory.jsthis.add.graphics() factory
src/gameobjects/graphics/Commands.jsInternal command constants for the command buffer
src/gameobjects/graphics/GraphicsRender.jsRender dispatch
src/gameobjects/shape/Shape.jsBase Shape class (fill/stroke/path data, setFillStyle, setStrokeStyle)
src/gameobjects/shape/arc/Arc.jsArc shape (also used for circle)
src/gameobjects/shape/arc/ArcFactory.jsthis.add.arc() and this.add.circle() factories
src/gameobjects/shape/curve/Curve.jsCurve shape
src/gameobjects/shape/curve/CurveFactory.jsthis.add.curve() factory
src/gameobjects/shape/ellipse/Ellipse.jsEllipse shape
src/gameobjects/shape/ellipse/EllipseFactory.jsthis.add.ellipse() factory
src/gameobjects/shape/grid/Grid.jsGrid shape
src/gameobjects/shape/grid/GridFactory.jsthis.add.grid() factory
src/gameobjects/shape/isobox/IsoBox.jsIsoBox shape
src/gameobjects/shape/isobox/IsoBoxFactory.jsthis.add.isobox() factory
src/gameobjects/shape/isotriangle/IsoTriangle.jsIsoTriangle shape
src/gameobjects/shape/isotriangle/IsoTriangleFactory.jsthis.add.isotriangle() factory
src/gameobjects/shape/line/Line.jsLine shape
src/gameobjects/shape/line/LineFactory.jsthis.add.line() factory
src/gameobjects/shape/polygon/Polygon.jsPolygon shape
src/gameobjects/shape/polygon/PolygonFactory.jsthis.add.polygon() factory
src/gameobjects/shape/rectangle/Rectangle.jsRectangle shape
src/gameobjects/shape/rectangle/RectangleFactory.jsthis.add.rectangle() factory
src/gameobjects/shape/star/Star.jsStar shape
src/gameobjects/shape/star/StarFactory.jsthis.add.star() factory
src/gameobjects/shape/triangle/Triangle.jsTriangle shape
src/gameobjects/shape/triangle/TriangleFactory.jsthis.add.triangle() factory

© 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/graphics-and-shapes of autonomous-ai/openharness.

Open the folder on GitHubat commit cc4983e

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Questions about Graphics And Shapes

What does Graphics And Shapes do?

A skill your agent uses when drawing shapes and graphics in Phaser 4. Graphics And Shapes is an agent skill from autonomous-ai/openharness. Use this skill when drawing shapes and graphics in Phaser 4.

When should I use Graphics And Shapes?

Graphics And Shapes fits situations like: drawing shapes and graphics in Phaser 4.

How do I install Graphics And Shapes in Claude Code?

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

How do I install Graphics And Shapes in Codex?

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

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

What does Graphics And Shapes need to run?

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

Does Graphics And Shapes 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 Graphics And Shapes 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 Graphics And Shapes use?

Graphics And Shapes 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 Graphics And Shapes use?

About 4.9k tokens (SKILL.md is roughly 20k 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 Graphics And Shapes?

Skills that share tags, products or a category with Graphics And Shapes: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Graphics And Shapes?

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.