plugins/src/phaser/skills/phaser-i18n/SKILL.md
This skill should be used when localizing a Phaser 4 game — a typed string catalog so no user-facing text is hardcoded, runtime locale switching that re-renders open text, interpolation/pluralization, and the BitmapText vs Text trade-offs (glyph coverage, RTL, CJK) localization forces. Use it when adding any player-facing string, building a language selector, or fixing missing-glyph/hardcoded-text issues. Pairs with phaser-services, phaser-accessibility, and phaser-asset-pipeline.
npx skillsauth add codyswanngt/lisa phaser-i18nInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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No user-facing string is hardcoded in a scene. All player-visible text comes from a typed string catalog keyed by typed constants, so a missing or misspelled key is a compile error and every string has a home for translation. The catalog is a small typed wrapper (no heavy dependency required); locale switching re-renders any open text. Announced strings ([[phaser-accessibility]]) and service messages ([[phaser-services]]) draw from the same catalog.
One module owns the locales and the lookup. The key type is derived from the default locale so every locale must cover the same keys:
// src/i18n/catalog.ts
const en = {
"menu.play": "Play",
"menu.settings": "Settings",
"hud.score": "Score: {score}",
"result.cleared": "Level {level} cleared!",
"lives": "{n} life|{n} lives", // singular|plural
} as const;
const es: Record<keyof typeof en, string> = {
"menu.play": "Jugar", "menu.settings": "Ajustes",
"hud.score": "Puntos: {score}", "result.cleared": "¡Nivel {level} superado!",
"lives": "{n} vida|{n} vidas",
};
export type StringKey = keyof typeof en;
const locales = { en, es } as const;
export type Locale = keyof typeof locales;
t() function: interpolation + pluralization// src/i18n/i18n.ts
let current: Locale = "en";
export function setLocale(l: Locale) { current = l; EventCenter.emit(GameEvent.LocaleChanged); }
export function getLocale() { return current; }
export function t(key: StringKey, params?: Record<string, string | number>): string {
let s = (locales[current][key] ?? locales.en[key]) as string; // fall back to en, never crash
if (s.includes("|") && params && "n" in params) // pick plural form
s = (Number(params.n) === 1 ? s.split("|")[0] : s.split("|")[1]);
return s.replace(/\{(\w+)\}/g, (_, k) => String(params?.[k] ?? `{${k}}`));
}
Usage is always t(...) with a typed key — never a raw string in a scene:
this.add.bitmapText(x, y, Font.UI, t("hud.score", { score: 0 }));
this.announce(t("result.cleared", { level })); // [[phaser-accessibility]] live region
The plural/interpolation rules are pure functions — put them in src/logic/**
so Vitest covers them ([[phaser-testing]]).
Changing language must update text that is already on screen. Emit a
LocaleChanged event on the EventsCenter ([[phaser-services]]); each scene with
visible text subscribes and re-applies t() to its labels, then removes the
listener in shutdown (the on/off discipline).
create() {
const refresh = () => this.scoreText.setText(t("hud.score", { score: this.score }));
EventCenter.on(GameEvent.LocaleChanged, refresh);
this.events.once(Phaser.Scenes.Events.SHUTDOWN, () => EventCenter.off(GameEvent.LocaleChanged, refresh));
}
Persist the chosen locale via SaveService and apply it on boot; default from
navigator.language when there is no saved choice.
The performance advice "use BitmapText for hot text" (the official game-object-components skill)
collides with i18n: a bitmap font only contains the glyphs it was generated with.
Rule of thumb: BitmapText for high-churn numeric/short HUD with a covered glyph
set; Text for translated prose and any locale whose script the bitmap font does
not include. For RTL locales (Arabic/Hebrew), use canvas Text with
rtl: true/right alignment and lay out mirrored — BitmapText does not shape RTL.
t(StringKey, …) call — no inline literals in
scenes/entities (this mirrors the no-raw-string-keys discipline).src/logic/**; the catalog and t() live
in src/i18n/**.Verified by switching locale at runtime and confirming on-screen text updates
live (no reload), a missing key fails bun run typecheck, and pluralization unit
tests pass for n=0/1/many. For non-Latin locales, confirm glyphs render (no tofu
boxes) — that is the signal you need a per-script BMFont page or canvas Text.
</content>
development
Prepare a machine — a fresh laptop or a throwaway container — to run coding agents, before any repository exists. Detects which of Lisa's supported agents (Claude Code, Codex, Cursor, OpenCode, Antigravity, Copilot) are already installed, asks which credential manager the machine uses (Bitwarden, 1Password, Doppler, Vault, AWS, or none), and installs only what is missing, each by its vendor's own preferred method. Idempotent, headless by default, and emits a Dockerfile for a spin-up/spin-down environment. Run it on a new machine, in a container, or before cloning anything.
tools
Provision and verify a remote execution environment for a host project — Codex Cloud today, other remote surfaces as they are added. Generates a repository-owned setup script that installs the declared toolchain, materializes secrets through lisa-secrets-access, and runs the project's own hook. Provisions by API where one exists, by driving the vendor console where one does not, and by emitting exact config otherwise — then proves the result with the same read-back regardless of which tier did the work. Use before dispatching any work with executionEnv.
tools
Bring a developer's machine in line with the toolchain the project declares. Reports every tool in remoteEnv.tools that is missing, outdated, or unpinned for this platform, and installs the missing ones into ~/.local/bin from the same pinned, checksummed entries the remote surfaces use — but only when asked. Same manifest, same pins, same installers as lisa-setup-remote-env; what differs is consent and that the pin is a floor rather than an equality. Run it on a fresh checkout, after a manifest change, or when a tool fails at the moment of use.
tools
Route one unit of work to a remote execution surface. Reads the executionEnv parameter (local by default, codex-cloud or claude-web today), verifies the environment is provisioned and bound to this repository, submits a thin skill invocation, records the task identifier to .lisa/remote-dispatch.json, and exits without polling. Routing only — the remote runs the identical skill from the identical repository. Composable and inline: other skills invoke it via the Skill tool rather than users calling it directly.