actions-and-utilities
Разместить и изменить группу игровых объектов в Phaser 4
Что получите
Код групповой обработки объектов или вспомогательной обработки данных для указанной задачи.
Что передать
Код сцены, набор объектов и описание нужного расположения или изменения свойств.
Проверен состав файлов. Запуск не тестировался. Что проверено
Оценки пользователей
Как использовать
Помогает разработчикам игр одновременно менять свойства множества объектов, выравнивать их и раскладывать по сетке или геометрической фигуре. Также подходит для обработки массивов, настроек и строк средствами Phaser.
- Укажите, какие объекты нужно обработать и как выбрать их из сцены или группы.
- Задайте сетку, область или фигуру размещения либо свойства, которые нужно изменить.
- Уточните, нужны ли одинаковые значения для всех объектов, постепенное изменение по порядку или случайное расположение.
Условия работы
- Инструкция рассчитана на Phaser 4.
- Групповые действия принимают массив объектов; из группы сначала получают её дочерние объекты.
- Такие действия выполняют разовое изменение. Для постоянного движения их нужно вызывать повторно в подходящий момент.
Пример запроса после установки
Разложи двадцать кристаллов в сетку пять на четыре в Phaser 4, задай расстояние между ячейками и постепенно увеличь прозрачность по порядку.
Пример составлен по инструкции автора; результат запуска не проверялся.
Основание: инструкция закреплённой версииДля установки
Node.js, npm и Git для команды выше. Подключения и инструменты для работы скилла настраиваются отдельно.
Совместимые агенты
Совместимость указана для инструкций. Запуск в каждом приложении не тестировался; для веб-чата способ подключения может отличаться.
Файлы скилла
GitHubЧитать инструкцию SKILL.md
Исходный текст закреплённой версии.
---
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
| Action | Signature | Description |
|---|---|---|
| `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
| Action | Signature | Description |
|---|---|---|
| `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
| Action | Signature | Description |
|---|---|---|
| `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
| Action | Signature | Description |
|---|---|---|
| `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
| Action | Signature | Description |
|---|---|---|
| `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
| Action | Signature | Description |
|---|---|---|
| `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
| Action | Signature | Description |
|---|---|---|
| `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+)
| Action | Signature | Description |
|---|---|---|
| `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 |
---
## Array Utilities
Namespace: `Phaser.Utils.Array`
| Function | Signature | Description |
|---|---|---|
| `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`
| Function | Signature | Description |
|---|---|---|
| `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`
| Function | Signature | Description |
|---|---|---|
| `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
| Area | Path |
|---|---|
| All Actions | `src/actions/` |
| Actions index | `src/actions/index.js` |
| Core set/inc helpers | `src/actions/PropertyValueSet.js`, `src/actions/PropertyValueInc.js` |
| GridAlign config typedef | `src/actions/typedefs/` |
| Array utilities | `src/utils/array/` |
| Array matrix utils | `src/utils/array/matrix/` |
| Object utilities | `src/utils/object/` |
| String utilities | `src/utils/string/` |
Проверка и особенности
Автоматическая проверка источника и файлов
Автоматически сверены публичный репозиторий, лицензия, YAML-заголовок SKILL.md, состав папки и Git-хеш каждого файла. Исполняемые файлы и срабатывания статических правил исключены из этой партии. Ручной аудит всех инструкций и проверка работы не проводились; эта проверка не гарантирует безопасность. Команда закреплена на проверенном коммите.
Интерес к репозиторию оцениваем по звёздам и форкам GitHub. Это показатели всего репозитория, а не числа установок отдельного скилла.
- Проверка состава
- 16.09.2026
- Проверенная версия
02d8931b626d- Файлы с кодом
- Не указаны в данных проверки
- Изменения на GitHub
- Нужна повторная проверкаПоследняя проверка: 11.10.2026
Репозиторий и лицензия
Это показатели всего репозитория, а не установки скилла. Снимок требует обновления.
- Последняя активность GitHub
- 21.08.2026
- Лицензия
- MIT
- Добавлен в каталог
- 16.09.2026
Полный текст лицензии
The MIT License (MIT) Copyright (c) 2026 Richard Davey, Phaser Studio Inc. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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