Phaser Editor MCP Server
OfficialProvides specialized tools for managing and inspecting Spine skeletal animations within the editor, including the ability to list skeletons and atlases, retrieve skeleton-specific metadata such as animations and skins, and access skin images.
Click on "Install Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@Phaser Editor MCP ServerList all scenes and available textures in the project"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
MCP Server for Phaser Editor v5
This Model Context Protocol (MCP) server provides the tools to connect an LLM with Phaser Editor v5. It is designed to work seamlessly with Phaser Editor's IDE features, allowing developers to create and manage game scenes efficiently.
Installation
This server is available as an NPM package and you can use it in the configuration of MCP hosts like Cursor, Claude Desktop, GitHub Copilot, etc...
This is an example of a configuration file for Cursor:
{
"mcpServers": {
"phaser-editor": {
"command": "npx",
"args": ["@phaserjs/editor-mcp-server"]
}
}
}This servers connects with a running instance of the Phaser Editor v5 desktop application. All changes on the project are made through the Phaser Editor running instance.
Related MCP server: Godot MCP
Coding
All tools provided by this server are specifically tailored to work with Phaser Editor features, such as the Scene Editor, Asset Pack Editor, and others. These tools are not intended for direct modification of your project's source code. However, when used alongside code editors like Cursor, the server enables simultaneous interaction with both Phaser Editor's custom files and the project's source code—creating a powerful, integrated development workflow.
We recommend starting with one of the Phaser Editor project templates, which are preconfigured for seamless integration with Cursor. These templates include all necessary configurations and the rules for the LLMs to understand how to interact with Phaser Editor's custom files and the project's source code.
Using Training Levels to Enhance LLM-Based Content Generation
Large Language Models (LLMs) excel at generating new content when provided with high-quality, contextual examples. This is especially effective for game level generation. To take full advantage of this capability, it's a good practice to create training levels that clearly express the concepts and elements you want the model to replicate.
Why Training Levels Matter
Training levels serve as concrete examples that define the structure and logic of your game. These examples help the LLM understand the components involved and how they interact, enabling it to generate new levels that align with your design.
For example, if you're working with tilemap-based levels, you can create a TrainingLevel scene that includes the key objects used in your game. To improve clarity and semantic understanding:
Use one layer per object.
Name each layer with a descriptive identifier, such as
pipe,cloud, ormountain.
This organization helps the LLM detect patterns and apply them to new content generation tasks.
Visual Tools Help—but Context is Key
The MCP server provides tools to inspect texture images and generate scene "screenshots." While these visuals are helpful, they may not always be sufficient for the LLM to fully grasp the game's context and logic.
That's why creating structured and well-labeled training levels is essential. These levels provide a richer, more actionable context that enhances the model's ability to generate accurate and relevant game content.
Tools Overview
This project provides a comprehensive set of tools for managing scenes, assets, tilemaps, animations, and more within the Phaser Editor environment. Below is a summary of all available tools, grouped by their main functionalities.
IDE Tools
ide-get-all-scenes-in-project: Lists all scenes in the project.
ide-get-active-scene: Gets the currently focused scene in the editor.
ide-open-scene: Opens a scene in the editor.
ide-create-new-scene: Creates a new scene file.
ide-save-scene: Saves the editor state of a scene.
Assets Tools
assets-get-available-textures: Lists all available textures in the project.
assets-get-texture-binary: Gets the binary data of a texture.
assets-get-available-bitmapfonts: Lists all available bitmap fonts.
assets-get-bitmapfont-image: Gets the PNG image/texture of a bitmap font.
assets-get-spritesheet-image: Gets the PNG image/texture of a spritesheet.
assets-get-texture-content-bounding-box: Gets the bounding box of a texture's content.
assets-get-available-animations: Lists all available sprite animations.
assets-get-available-spine-skeletons: Lists all Spine skeletons in the project.
assets-get-available-spine-atlases: Lists all Spine atlases in the project.
assets-get-spine-skeleton-info: Gets info (animations and skins) for a Spine skeleton.
assets-get-spine-skin-image: Gets the PNG image of a Spine skin.
assets-get-available-tilemaps: Lists all available Tiled tilemap files.
assets-get-tilemap-data: Gets the data of a Tiled tilemap file.
Scene Tools
scene-clear-scene: Clears the current scene.
scene-get-scene-dimension: Gets the dimensions of the current scene.
scene-get-screenshot: Gets a screenshot of the scene.
scene-get-scene-data: Gets all objects in the current scene, including their properties.
scene-move-game-object-in-render-list: Sorts objects in the current scene.
scene-delete-game-objects: Deletes specified game objects from the scene.
scene-move-game-objects-to-parent: Moves objects to a specified parent.
scene-pack-objects-in-container: Groups objects in a container.
scene-delete-plain-objects: Deletes specified plain objects from the scene.
scene-add-game-objects: Adds multiple new game objects to the scene.
scene-update-game-objects: Updates multiple game objects in the scene.
scene-add-plain-objects: Adds multiple new plain objects to the scene.
scene-update-plain-objects: Updates multiple plain objects in the scene.
Editable Tilemap Tools
scene-add-editable-tilemap: Adds a new editable tilemap to the scene. Editable tilemaps are fully modifiable and represented as plain objects.
scene-add-tileset-to-editable-tilemap: Adds a tileset to an editable tilemap and updates tile IDs in all layers.
scene-delete-tileset-from-editable-tilemap: Removes a tileset from an editable tilemap and updates tile IDs in all layers.
scene-add-editable-tilemap-layer: Adds a new layer to an editable tilemap and the scene.
scene-resize-editable-tilemap-layer: Resizes an editable tilemap layer's data.
scene-write-editable-tilemap-layer-data: Updates part of the tile data in a layer for efficient changes.
scene-fill-editable-tilemap-layer-data: Fills a region of a layer with a single tile ID.
scene-get-editable-tilemap-layer-selection-data: Retrieves selected tile data from a layer as a 2D array.
Maintenance
Resources
Unclaimed servers have limited discoverability.
Looking for Admin?
If you are the server author, to access and configure the admin panel.
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