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Phatty

Unity-style Entites and Components for Phaser JS

Install / Use

/learn @grischaerbe/Phatty
About this skill

Quality Score

0/100

Supported Platforms

Universal

README

Phatty Phatty

A lightweight, TypeScript-based entity component system for Phaser games, inspired by Unity's GameObjects. Phatty provides a structured way to organize game logic using entities and components, making your Phaser games more maintainable and modular.

Features

  • 🎮 Unity-style component system for Phaser
  • 🔄 Lifecycle management (create, update, destroy, …)
  • 🎯 Type-safe component references
  • 📦 Component dependency management
  • 🔊 Event system integration
  • ⚡ Priority-based component execution order

Installation

npm install phatty

Quick Start

See this StackBlitz for a full example:

<a href="https://stackblitz.com/edit/phatty-example?file=src%2Fmain.ts"> <img src="https://developer.stackblitz.com/img/open_in_stackblitz.svg" alt="Open in StackBlitz" /> </a>

Creating a Scene

To use Phatty, you need to extend the Scene class. It's a regular Phaser scene, but with an EntitySystem instance.

import { Scene } from 'phatty'

// Create an entity in your Phaser scene
class GameScene extends Scene {
  create() {
    const player = this.entities.create()
  }
}

Creating an Entity

Entities are created by calling this.entities.create(). They follow the same lifecycle as the scene, and are automatically destroyed when the scene is destroyed.

const player = this.entities.create()

Creating a Component

Components are created by extending the Component class. They are the building blocks of what makes up an entity. They can have parameters, and can reference and even require other components.

class PlayerComponent extends Component {
  constructor(public speed: number) {
    super()
  }

  create() {
    // Set up component and get references to other components
    const sprite = this.entity.components.get(SpriteComponent)
  }

  update(time: number, delta: number) {
    // Update logic
  }

  destroy() {
    // Cleanup
  }
}

Adding Components

// Add a component to the player entity, with parameters
player.components.add(PlayerComponent, 100)

Destroying an Entity

// Destroy the player entity
player.destroy()

Documentation

  1. Core Concepts
  2. API Reference
  3. Example
  4. License

Core Concepts

Scene

A Phatty scene is a regular Phaser scene, but with an EntitySystem instance which allows you to create, manage and query entities.

import { Scene } from 'phatty'

class GameScene extends Scene {
  create() {
    const player = this.entities.create()
  }
}

Entity

An Entity represents a game object in your scene. It manages components and their lifecycle.

// Create an entity in your Phaser scene
const entity = this.entities.create()

Component

Components are the building blocks of what makes up an entity. They can have parameters, and can reference and even require other components.

Component Lifecycle

A component offers life cycle functions that are called at the appropriate times in the entity's lifecycle.

class PlayerComponent extends Component {
  constructor(public speed: number) {
    super()
    // The constructor is called immediately when the component is added
    // to an entity via `entity.components.add(PlayerComponent, 100)`.
    // You have access to the entity that the component is added to
    // via `this.entity`. You can also access the scene that the entity
    // belongs to via `this.entity.scene`. Typically, you'll want to set
    // up any entirely internal state in the constructor.
  }

  create() {
    // Set up component and get references to other components. This is
    // called on the first update after the component is added but before
    // the first update loop.
    const sprite = this.entity.components.get(SpriteComponent)
  }

  update(time: number, delta: number) {
    // Update logic. This is called every frame as long as the component
    // is not sleeping, not paused, and not destroyed.
  }

  sleep() {
    // This is called when the scene this component is attached to is put to
    // sleep.
  }

  wake() {
    // This is called when the scene this component is attached to is woken up
    // from sleep.
  }

  pause() {
    // This is called when the scene this component is attached to is paused.
  }

  resume() {
    // This is called when the scene this component is attached to is resumed.
  }

  destroy() {
    // This is called when the component is destroyed because
    // - The scene it belongs to is destroyed or shut down or
    // - The entity it belongs to is destroyed with `entity.destroy()`
  }
}

Component Priority

Components are updated in priority order, where:

  • Lower numbers execute first
  • Default priority is 0
  • Priorities can be negative
class InputComponent extends Component {
  public priority = -10
  // Processes input first
}

class PhysicsComponent extends Component {
  public priority = 0
  // Updates physics based on input
}

class CameraComponent extends Component {
  public priority = 10
  // Updates camera position after physics
}

Component Dependencies

The required metadata ensures component dependencies are met:

class SpriteComponent extends Component {
  required: [TransformComponent]

  create() {
    // If there's no TransformComponent, this will throw an error
    const transform = this.entity.components.get(TransformComponent)
  }
}

Entity Query Builder

The Query Builder provides a fluent interface for finding entities based on their components. It supports both positive and negative component matching, and offers several methods to get results.

// Find entities with a specific component
const players = this.entities.query.with(PlayerComponent).all()

// Find entities by complex criteria
const activeSoldiers = this.entities.query
  .with(PlayerComponent, (e) => e.type === 'soldier')
  .without(DeadComponent)
  .all()

// Find entities by the presence of multiple components
const deadEnemies = this.entities.query.with([EnemyComponent, DeadComponent]).all()

// Find entities by the absence of multiple components
const alivePlayers = this.entities.query
  .with(PlayerComponent)
  .without([DeadComponent, AiComponent])
  .all()

// Find the first matching entity
const player = this.entities.query.with(PlayerComponent).first()

// Check if any entities match
const hasActivePlayers = this.entities.query.with(PlayerComponent).without(DeadComponent).exists()

// Count matching entities
const activeEnemyCount = this.entities.query.with(EnemyComponent).without(DeadComponent).count()

The Query Builder supports the following methods:

  • with(component, where?): Find entities that have the specified component, optionally filtered by a predicate on the component instance.

  • with([componentA, componentB, ...], where?): Find entities that have all specified components, optionally filtered by a predicate on the array of component instances.

  • without(component, where?): Exclude entities that have the specified component, optionally filtered by a predicate on the component instance. If the predicate returns true, the entity will be excluded.

  • without([componentA, componentB, ...], where?): Exclude entities that have all specified components, optionally filtered by a predicate on the array of component instances. If the predicate returns true, the entity will be excluded.

  • first(): Get the first matching entity.

  • all(): Get all matching entities.

  • count(): Count matching entities.

  • exists(): Check if any entities match.

API Reference

Scene

class Scene extends Phaser.Scene {
  entities: EntitySystem
}

EntitySystem

class EntitySystem {
  // Events: 'create', 'destroy'
  events: Phaser.Events.EventEmitter
  query: QueryBuilder
  create(): Entity
  find(options: EntityQueryOptions): Entity | undefined
  findAll(options: EntityQueryOptions): Entity[]
}

QueryBuilder

class QueryBuilder {
  with<CC extends ComponentConstructor>(
    component: CC,
    where?: (component: InstanceType<CC>) => boolean
  ): this
  with<const ComponentConstructors extends [ComponentConstructor, ...ComponentConstructor[]]>(
    components: ComponentConstructors,
    where?: (components: {
      [K in keyof ComponentConstructors]: InstanceType<ComponentConstructors[K]>
    }) => boolean
  ): this

  without<CC extends ComponentConstructor>(
    component: CC,
    where?: (component: InstanceType<CC>) => boolean
  ): this
  without<const ComponentConstructors extends [ComponentConstructor, ...ComponentConstructor[]]>(
    components: ComponentConstructors,
    where?: (components: {
      [K in keyof ComponentConstructors]: InstanceType<ComponentConstructors[K]>
    }) => boolean
  ): this

  first(): Entity | undefined
  all(): Entity[]
  count(): number
  exists(): boolean
}

Entity

class Entity {
  constructor(scene: Phaser.Scene)
  components: ComponentSystem
  destroy(): void
}

ComponentSystem

class ComponentSystem {
  // Adding/Removing Components
  add<T extends ComponentConstructor>(
    Component: T,
    ...args: ConstructorParameters<T>
  ): InstanceType<T>
  remove<T extends Component>(Component: ComponentConstructor<T>): void
  clear(): void

  // Querying Components
  get<T extends Component>(Component: ComponentConstructor<T>): T
  find<T extends Compon

Related Skills

View on GitHub
GitHub Stars24
CategoryDevelopment
Updated1mo ago
Forks3

Languages

TypeScript

Security Score

75/100

Audited on Feb 24, 2026

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