Token导航 LogoToken导航TokenDH.com
开发需要联网github未标认证来源可访问许可证需确认审计通过

v4-new-featuresv4 新功能

Agent Skill

v4-new-features 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

1,341

周安装

57

GitHub Stars

39,504

下载量

470
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:v4-new-features(v4 新功能)
来源仓库:https://github.com/phaserjs/phaser
仓库路径:skills/v4-new-features
安装命令:
npx skills add https://github.com/phaserjs/phaser --skill v4-new-features
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/phaserjs/phaser --skill v4-new-features

简介

用于处理 GitHub 仓库和代码协作信息。

  • 适合围绕仓库状态和代码变更进行整理。适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。
  • 可结合来源仓库和 README 核验具体用法。
  • 安装前建议确认权限范围和命令执行风险。
  • v4-new-features 属于开发类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

Phaser 4 New Features

New features and capabilities in Phaser 4: Filters (replacing FX/BitmapMask), RenderNodes (replacing Pipelines), CaptureFrame, Gradient, Noise game objects, SpriteGPULayer, TilemapGPULayer, Lighting component, RenderSteps, and new tint modes.

Related skills:../v3-to-v4-migration/SKILL.md,../filters-and-postfx/SKILL.md,../game-object-components/SKILL.md,../tilemaps/SKILL.md

Migrating from v3? See the v3 to v4 Migration Guide for step-by-step code changes, removed APIs, and a migration checklist.

Overview: What Changed in v4

Phaser 4 is a complete overhaul of the WebGL rendering engine. The v3 renderer let each subsystem manage WebGL state independently, causing conflicts (e.g. certain FX breaking Masks). v4 centralizes WebGL state management through a RenderNode graph, where each node handles exactly one rendering task.

Key Removals

v3 Featurev4 Replacement
PipelineRenderNode (per-task rendering nodes)
FX (preFX / postFX)Filters (filters.internal / filters.external)
BitmapMaskFilterMask (via filters system)
GeometryMask (WebGL)FilterMask (Canvas still uses GeometryMask)
Derived FX: Bloom, Circle, Gradient, ShineActions (AddEffectBloom, AddEffectShine, AddMaskShape) or GameObjects
Mesh and PlaneRemoved (proper 3D planned for future)
PointUse Vector2 instead

Key Additions

  • New GameObjects: CaptureFrame, Gradient, Noise, NoiseCell2D/3D/4D, NoiseSimplex2D/3D, SpriteGPULayer, Stamp, TilemapGPULayer
  • New Components: Lighting, RenderSteps, RenderNodes
  • New Tint Modes: MULTIPLY, FILL, ADD, SCREEN, OVERLAY, HARD_LIGHT
  • New Filters: Blend, Blocky, CombineColorMatrix, GradientMap, ImageLight, Key, Mask, NormalTools, PanoramaBlur, ParallelFilters, Quantize, Sampler, Threshold
  • GL Orientation: v4 uses standard GL orientation (Y=0 at bottom for textures)

Filters System (Replacing FX and BitmapMask)

Full reference: filters-and-postfx.md

Filters unify the v3 FX and Mask systems. Every filter takes an input image and produces an output image via a shader pass. Filters can be applied to any game object or camera -- v3 had restrictions on which objects supported FX.

// v3 approach (FX):
sprite.preFX.addGlow(0xff00ff, 4);
sprite.postFX.addBlur(0, 2, 2, 1);

// v4 approach (Filters):
sprite.enableFilters();
sprite.filters.internal.addGlow(0xff00ff, 4, 0, 1);
sprite.filters.external.addBlur(0, 2, 2, 1);

// v3 approach (BitmapMask):
const mask = new Phaser.Display.Masks.BitmapMask(scene, maskImage);
sprite.setMask(mask);

// v4 approach (FilterMask):
sprite.enableFilters();
sprite.filters.internal.addMask(maskImage);

Internal vs External: Internal filters run before the camera transform (object-local space, cheaper). External filters run after (screen space, full-resolution).


RenderNodes (Replacing Pipelines)

In v3, a Pipeline was a rendering system that often handled multiple responsibilities. In v4, each RenderNode handles a single rendering task via its run() method. Some nodes also have a batch() method to accumulate state before drawing.

Architecture

The RenderNodeManager (on the WebGL renderer) owns all render nodes. Game objects reference nodes through role-based maps.

// RenderNode roles on a game object:
// - 'Submitter': runs other node roles for each element
// - 'Transformer': provides vertex coordinates
// - 'Texturer': handles textures

// GameObjects have default and custom render node maps:
gameObject.defaultRenderNodes  // built-in nodes per role
gameObject.customRenderNodes   // overrides per role
gameObject.renderNodeData      // data keyed by node name

Setting Custom RenderNodes

// Override a specific render role:
gameObject.setRenderNodeRole('Submitter', 'MyCustomSubmitter');

// Pass data to a render node:
gameObject.setRenderNodeRole('Transformer', 'MyTransformer', {
    customProperty: 42
});

// Remove a custom node (falls back to default):
gameObject.setRenderNodeRole('Submitter', null);

Built-in RenderNode Types

Batch Handlers (accumulate and draw multiple objects per draw call):

  • BatchHandlerQuad -- standard quad batching (Image, Sprite, BitmapText, etc.)
  • BatchHandlerQuadSingle -- single-quad variant
  • BatchHandlerTileSprite -- TileSprite batching
  • BatchHandlerTriFlat -- flat triangle batching (Graphics, Shape)
  • BatchHandlerPointLight -- point light batching
  • BatchHandlerStrip -- triangle strip batching

Submitters (coordinate rendering per object type):

  • SubmitterQuad, SubmitterTile, SubmitterTileSprite
  • SubmitterSpriteGPULayer, SubmitterTilemapGPULayer

Transformers (compute vertex positions):

  • TransformerImage, TransformerStamp, TransformerTile, TransformerTileSprite

Texturers (manage texture binding):

  • TexturerImage, TexturerTileSprite

Filters (post-processing -- see filters-and-postfx.md):

  • BaseFilter, BaseFilterShader
  • FilterBarrel, FilterBlend, FilterBlocky, FilterBlur (Low/Med/High variants)
  • FilterBokeh, FilterColorMatrix, FilterCombineColorMatrix
  • FilterDisplacement, FilterGlow, FilterGradientMap, FilterImageLight
  • FilterKey, FilterMask, FilterNormalTools, FilterPanoramaBlur
  • FilterParallelFilters, FilterPixelate, FilterQuantize
  • FilterSampler, FilterShadow, FilterThreshold, FilterVignette, FilterWipe

Other:

  • Camera, FillCamera, FillRect, FillPath, FillTri
  • DrawLine, StrokePath, ShaderQuad
  • ListCompositor, RebindContext, YieldContext
  • DynamicTextureHandler

Extending: Custom RenderNodes

// Register a custom node constructor:
renderer.renderNodes.addNodeConstructor('MyNode', MyNodeClass);

// Or add a pre-built node instance:
renderer.renderNodes.addNode('MyNode', myNodeInstance);

New Game Objects

CaptureFrame

Captures the current framebuffer contents to a texture at the point in the display list where it sits. Does not render anything itself. WebGL only.

// Everything above this in the display list gets captured:
const image1 = this.add.image(400, 300, 'background');

// Enable framebuffer usage on the camera:
this.cameras.main.setForceComposite(true);

// Create the capture point:
const capture = this.add.captureFrame('myCapturedTexture');

// Use the captured texture on another object:
const overlay = this.add.image(400, 300, 'myCapturedTexture');
// Add filters to the overlay to distort the captured scene

Key details:

  • Requires camera.setForceComposite(true) or a framebuffer context (Filters, DynamicTexture, camera with partial alpha)
  • Inside a Container with filters, captures only that Container's contents
  • Setting visible = false stops capturing
  • Components: BlendMode, Depth, RenderNodes, Visible

Source: src/gameobjects/captureframe/CaptureFrame.js

Gradient

Displays GPU-rendered color gradients. Extends Shader. Supports linear, radial, and other shape modes with configurable ColorRamp containing ColorBand objects.

// Simple linear gradient:
const grad = this.add.gradient(undefined, 100, 100, 200, 200);

// Complex radial gradient with multiple color bands:
const halo = this.add.gradient({
    bands: [
        { start: 0.5, end: 0.6, colorStart: [0.5, 0.5, 1, 0], colorEnd: 0xffffff, colorSpace: 1, interpolation: 4 },
        { start: 0.6, end: 1, colorStart: 0xffffff, colorEnd: [1, 0.5, 0.5, 0], colorSpace: 1, interpolation: 3 }
    ],
    dither: true,
    repeatMode: 1,
    shapeMode: 2,       // radial
    start: { x: 0.5, y: 0.5 },
    shape: { x: 0.5, y: 0.0 }
}, 400, 300, 800, 800);

// Animate:
halo.offset = 0.1 * (1 + Math.sin(time / 1000));

Key details:

  • Config: GradientQuadConfig with bands, shapeMode, repeatMode, start, shape, dither
  • Colors defined via ColorRamp with ColorBand objects (supports HSV, various interpolation modes)
  • Call gradient.ramp.encode() after modifying ramp data at runtime

Source: src/gameobjects/gradient/Gradient.js

Noise Game Objects

All noise types extend Shader and are WebGL only. Six variants available:

TypeFactoryDescription
Noisethis.add.noise()White noise (random hash-based)
NoiseCell2Dthis.add.noiseCell2D()2D cellular/Worley/Voronoi noise
NoiseCell3Dthis.add.noiseCell3D()3D cellular noise (Z-axis slicing for animation)
NoiseCell4Dthis.add.noiseCell4D()4D cellular noise (Z+W axis slicing)
NoiseSimplex2Dthis.add.noiseSimplex2D()2D simplex/gradient noise (clouds, fire, water)
NoiseSimplex3Dthis.add.noiseSimplex3D()3D simplex noise
// Basic white noise:
const noise = this.add.noise({
    noiseOffset: [0, 0],
    noisePower: 1
}, 100, 100, 256, 256);

// Cellular noise with customization:
const cells = this.add.noiseCell2D({
    noiseOffset: [0, 0],
    noiseIterations: 3,
    noiseNormalMap: true    // output as normal map for lighting
}, 200, 200, 256, 256);

// Simplex noise for natural effects:
const simplex = this.add.noiseSimplex2D({
    noiseFlow: 0,           // animate this for evolution
    noiseIterations: 4,
    noiseWarpAmount: 0.5,   // turbulence
    noiseSeed: 42,
    noiseNormalMap: false
}, 300, 300, 256, 256);

Common properties across noise types:

  • noiseOffset -- [x, y] array to scroll the pattern
  • noisePower -- sculpt output levels (higher suppresses high values)
  • noiseNormalMap -- output normal map (for lighting integration)
  • noiseIterations -- detail level (cellular/simplex types)

Math equivalents: Phaser.Math.Hash(), Phaser.Math.HashCell(), Phaser.Math.HashSimplex()

Source: src/gameobjects/noise/

SpriteGPULayer

Renders very large numbers of quads (up to millions) in a single draw call by storing data in a static GPU buffer. Up to 100x faster than individual sprites. WebGL only.

const layer = this.add.spriteGPULayer(texture, size); // size = max number of members

// Add members (do this all at once, not incrementally):
const member = { x: 100, y: 200, frame: 'tree', scaleX: 1, scaleY: 1, alpha: 1 };
layer.addMember(member);

// Reuse the member object for efficiency with millions of entries:
member.x = 300;
member.y = 400;
member.frame = 'bush';
layer.addMember(member);

// Enable lighting on the layer:
layer.setLighting(true);

Key details:

  • Single texture only (no multi-atlas), single image per layer
  • Members support tween-like animations (fade, bounce, wave, color shift) defined at creation
  • Updating buffer contents is expensive -- populate once, leave unchanged
  • Power-of-two textures recommended for pixel art to avoid seaming
  • "Remove" members visually by setting scaleX/scaleY/alpha to 0 (avoids buffer rebuild)
  • Components: Alpha, BlendMode, Depth, ElapseTimer, Lighting, Mask, RenderNodes, TextureCrop, Visible

Source: src/gameobjects/spritegpulayer/SpriteGPULayer.js


New Components

Full component reference: game-object-components.md

Lighting Component

Replaces the v3 approach of assigning a lighting pipeline. WebGL only.

// v3 approach:
sprite.setPipeline('Light2D');

// v4 approach:
sprite.setLighting(true);

// Self-shadowing (simulates surface shadows from texture brightness):
sprite.setSelfShadow(true, 0.5, 1/3);
// Args: enabled, penumbra (lower = sharper), diffuseFlatThreshold (0-1)

// Use game-wide default for self-shadow:
sprite.setSelfShadow(null);  // reads from config.render.selfShadow

Supported on: BitmapText, Blitter, Graphics, Shape, Image, Sprite, Particles, SpriteGPULayer, Stamp, Text, TileSprite, Video, TilemapLayer, TilemapGPULayer.

Batching note: Lighting changes the shader, which breaks batches. Group lit objects together and unlit objects together for best performance.

Source: src/gameobjects/components/Lighting.js

RenderSteps Component

Allows injecting custom logic into the render process of a game object. WebGL only. The Filters system uses RenderSteps internally.

// Add a custom render step:
gameObject.addRenderStep(function (renderer, gameObject, drawingContext, parentMatrix, renderStep, displayList, displayListIndex) {
    // Custom rendering logic here
    // Call next step when ready:
    var nextFn = gameObject._renderSteps[renderStep + 1];
    if (nextFn) {
        nextFn(renderer, gameObject, drawingContext, parentMatrix, renderStep + 1, displayList, displayListIndex);
    }
});

Key details:

  • Steps are stored in _renderSteps array, executed via renderWebGLStep()
  • First step runs first and is responsible for calling subsequent steps
  • This is how Filters defer and control the renderWebGL flow

Source: src/gameobjects/components/RenderSteps.js

RenderNodes Component

Provides defaultRenderNodes, customRenderNodes, and renderNodeData maps on game objects. See the RenderNodes section above for usage.

Source: src/gameobjects/components/RenderNodes.js


TilemapGPULayer

Full tilemap reference: tilemaps.md

High-performance GPU-based tilemap rendering. Renders the entire layer as a single quad via a specialized shader. WebGL only.

// Create via Tilemap with the gpu flag:
const map = this.make.tilemap({ key: 'level1' });
const tileset = map.addTilesetImage('tiles', 'tilesImage');
const gpuLayer = map.createLayer('Ground', tileset, 0, 0, true);  // last arg: gpu = true

Capabilities:

  • Single tileset with single texture image
  • Maximum 4096x4096 tiles, up to 2^23 unique tile IDs
  • Tile flipping and animation supported
  • Orthographic tilemaps only (no isometric/hexagonal)
  • Perfect texture filtering in LINEAR mode (no tile seams)
  • Cost is per-pixel, not per-tile -- no performance loss with many visible tiles

Restrictions:

  • Cannot use multiple tilesets
  • Editing requires manual generateLayerDataTexture() call to update
  • Orthographic only

Internal data: Tile data stored in a texture (4 bytes/tile: 2 flip bits, 1 animation bit, 1 unused, 28-bit tile index). Animation data in a separate texture.

Source: src/tilemaps/TilemapGPULayer.js


For detailed configuration options, API reference tables, and source file maps, see the reference guide.

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

36.64%
按下载量换算172

Claude

30.8%
按下载量换算145

Cursor

18.94%
按下载量换算89

Gemini CLI

8.23%
按下载量换算39

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

继续浏览同类 Skills