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Agent Skill · 前端设计

develop-web-game(开发网页游戏)

develop-web-game 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。

develop-web-game 是前端设计类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为操作浏览器;许可证信息还不明确,第三方扫描有未通过项,按安装量在前端设计类的 10,216 个 Skill 里排第 2,775。

总安装 1,909周安装 82GitHub Stars 26,369下载 669核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

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:develop-web-game(开发网页游戏)
来源仓库:https://github.com/davila7/claude-code-templates
仓库路径:skills/develop-web-game
安装命令:
npx skills add https://github.com/davila7/claude-code-templates --skill develop-web-game
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/davila7/claude-code-templates --skill develop-web-game

这个 Skill 是做什么的

前端设计类 Skill 关注页面结构、视觉规范和组件写法,输出通常是可运行的界面代码。

develop-web-game 以迭代方式构建网页游戏,每步实现后立即验证行为是否符合预期。采用 Playwright 客户端模拟用户操作,支持小步快跑与实时反馈调整。适用于教学、原型验证与轻量级游戏开发,强调可测试性与渐进增强。需在浏览器环境中运行,依赖本地技能目录与动作载荷配置文件。

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。

来源仓库内路径:skills/develop-web-game

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/davila7/claude-code-templates --skill develop-…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要操作浏览器,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

develop-web-game 怎么安装?

在终端执行 npx skills add https://github.com/davila7/claude-code-templates --skill develop-web-game。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

develop-web-game 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

develop-web-game 需要什么权限?

权限级别是操作浏览器。该 Skill 可能涉及浏览器控制能力,使用时可能读取或操作网页内容,需要在受控环境中确认权限边界。

develop-web-game 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

develop-web-game 用的人多吗?

公开数据是累计安装 1,909 次,近一周安装 82 次,下载 669 次,GitHub 26,369 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

develop-web-game 安全吗?

第三方扫描有未通过项,风险较高。除非你确认过源码,否则不建议直接安装到常用环境。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 来源仓库有 26,369 星,维护活跃度相对可查。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方扫描存在提醒项或未通过项,需要人工逐条确认。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理前端设计类任务、又不想每次都手写提示词的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

前端设计类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
frontend-design

前端设计 · Codex、Claude

8,823,360126,072只读MIT通过
vercel-composition-patterns

Vercel 组合模式 · Codex、Claude

3,858,81625,893需要联网MIT通过
vercel-react-native-skills

Vercel React native skills 前端 · Codex、Claude

2,468,66425,878只读MIT通过
adapt

adapt 搜索 · Codex、Claude

2,027,04023,125操作浏览器未明确通过
bolder

bolder 分析 · Codex、Claude

2,004,28823,130只读未明确通过
develop-web-game

开发网页游戏 · 本页

1,90926,369操作浏览器未明确未通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Develop Web Game

Build games in small steps and validate every change. Treat each iteration as: implement → act → pause → observe → adjust.

Skill paths (set once)

export CODEX_HOME="${CODEX_HOME:-$HOME/.codex}"
export WEB_GAME_CLIENT="$CODEX_HOME/skills/develop-web-game/scripts/web_game_playwright_client.js"
export WEB_GAME_ACTIONS="$CODEX_HOME/skills/develop-web-game/references/action_payloads.json"

User-scoped skills install under $CODEX_HOME/skills (default: ~/.codex/skills).

Workflow

  1. Pick a goal. Define a single feature or behavior to implement.
  2. Implement small. Make the smallest change that moves the game forward.
  3. Ensure integration points. Provide a single canvas and window.render_game_to_text so the test loop can read state.
  4. Add window.advanceTime(ms). Strongly prefer a deterministic step hook so the Playwright script can advance frames reliably; without it, automated tests can be flaky.
  5. Initialize progress.md. If progress.md exists, read it first and confirm the original user prompt is recorded at the top (prefix with Original prompt:). Also note any TODOs and suggestions left by the previous agent. If missing, create it and write Original prompt: <prompt> at the top before appending updates.
  6. Verify Playwright availability. Ensure playwright is available (local dependency or global install). If unsure, check npx first.
  7. Run the Playwright test script. You must run $WEB_GAME_CLIENT after each meaningful change; do not invent a new client unless required.
  8. Use the payload reference. Base actions on $WEB_GAME_ACTIONS to avoid guessing keys.
  9. Inspect state. Capture screenshots and text state after each burst.
  10. Inspect screenshots. Open the latest screenshot, verify expected visuals, fix any issues, and rerun the script. Repeat until correct.
  11. Verify controls and state (multi-step focus). Exhaustively exercise all important interactions. For each, think through the full multi-step sequence it implies (cause → intermediate states → outcome) and verify the entire chain works end-to-end. Confirm render_game_to_text reflects the same state shown on screen. If anything is off, fix and rerun. Examples of important interactions: move, jump, shoot/attack, interact/use, select/confirm/cancel in menus, pause/resume, restart, and any special abilities or puzzle actions defined by the request. Multi-step examples: shooting an enemy should reduce its health; when health reaches 0 it should disappear and update the score; collecting a key should unlock a door and allow level progression.
  12. Check errors. Review console errors and fix the first new issue before continuing.
  13. Reset between scenarios. Avoid cross-test state when validating distinct features.
  14. Iterate with small deltas. Change one variable at a time (frames, inputs, timing, positions), then repeat steps 7–13 until stable.

Example command (actions required):

node "$WEB_GAME_CLIENT" --url http://localhost:5173 --actions-file "$WEB_GAME_ACTIONS" --click-selector "#start-btn" --iterations 3 --pause-ms 250

Example actions (inline JSON):

{
  "steps": [
    { "buttons": ["left_mouse_button"], "frames": 2, "mouse_x": 120, "mouse_y": 80 },
    { "buttons": [], "frames": 6 },
    { "buttons": ["right"], "frames": 8 },
    { "buttons": ["space"], "frames": 4 }
  ]
}

Test Checklist

Test any new features added for the request and any areas your logic changes could affect. Identify issues, fix them, and re-run the tests to confirm they’re resolved.

Examples of things to test:

  • Primary movement/interaction inputs (e.g., move, jump, shoot, confirm/select).
  • Win/lose or success/fail transitions.
  • Score/health/resource changes.
  • Boundary conditions (collisions, walls, screen edges).
  • Menu/pause/start flow if present.
  • Any special actions tied to the request (powerups, combos, abilities, puzzles, timers).

Test Artifacts to Review

  • Latest screenshots from the Playwright run.
  • Latest render_game_to_text JSON output.
  • Console error logs (fix the first new error before continuing). You must actually open and visually inspect the latest screenshots after running the Playwright script, not just generate them. Ensure everything that should be visible on screen is actually visible. Go beyond the start screen and capture gameplay screenshots that cover all newly added features. Treat the screenshots as the source of truth; if something is missing, it is missing in the build. If you suspect a headless/WebGL capture issue, rerun the Playwright script in headed mode and re-check. Fix and rerun in a tight loop until the screenshots and text state look correct. Once fixes are verified, re-test all important interactions and controls, confirm they work, and ensure your changes did not introduce regressions. If they did, fix them and rerun everything in a loop until interactions, text state, and controls all work as expected. Be exhaustive in testing controls; broken games are not acceptable.

Core Game Guidelines

Canvas + Layout

  • Prefer a single canvas centered in the window.

Visuals

  • Keep on-screen text minimal; show controls on a start/menu screen rather than overlaying them during play.
  • Avoid overly dark scenes unless the design calls for it. Make key elements easy to see.
  • Draw the background on the canvas itself instead of relying on CSS backgrounds.

Text State Output (render_game_to_text)

Expose a window.render_game_to_text function that returns a concise JSON string representing the current game state. The text should include enough information to play the game without visuals.

Minimal pattern:

function renderGameToText() {
  const payload = {
    mode: state.mode,
    player: { x: state.player.x, y: state.player.y, r: state.player.r },
    entities: state.entities.map((e) => ({ x: e.x, y: e.y, r: e.r })),
    score: state.score,
  };
  return JSON.stringify(payload);
}
window.render_game_to_text = renderGameToText;

Keep the payload succinct and biased toward on-screen/interactive elements. Prefer current, visible entities over full history. Include a clear coordinate system note (origin and axis directions), and encode all player-relevant state: player position/velocity, active obstacles/enemies, collectibles, timers/cooldowns, score, and any mode/state flags needed to make correct decisions. Avoid large histories; only include what's currently relevant and visible.

Time Stepping Hook

Provide a deterministic time-stepping hook so the Playwright client can advance the game in controlled increments. Expose window.advanceTime(ms) (or a thin wrapper that forwards to your game update loop) and have the game loop use it when present. The Playwright test script uses this hook to step frames deterministically during automated testing.

Minimal pattern:

window.advanceTime = (ms) => {
  const steps = Math.max(1, Math.round(ms / (1000 / 60)));
  for (let i = 0; i < steps; i++) update(1 / 60);
  render();
};

Fullscreen Toggle

  • Use a single key (prefer f) to toggle fullscreen on/off.
  • Allow Esc to exit fullscreen.
  • When fullscreen toggles, resize the canvas/rendering so visuals and input mapping stay correct.

Progress Tracking

Create a progress.md file if it doesn't exist, and append TODOs, notes, gotchas, and loose ends as you go so another agent can pick up seamlessly. If a progress.md file already exists, read it first, including the original user prompt at the top (you may be continuing another agent's work). Do not overwrite the original prompt; preserve it. Update progress.md after each meaningful chunk of work (feature added, bug found, test run, or decision made). At the end of your work, leave TODOs and suggestions for the next agent in progress.md.

Playwright Prerequisites

  • Prefer a local playwright dependency if the project already has it.
  • If unsure whether Playwright is available, check for npx: command -v npx >/dev/null 2>&1
  • If npx is missing, install Node/npm and then install Playwright globally: npm install -g @playwright/mcp@latest
  • Do not switch to @playwright/test unless explicitly asked; stick to the client script.

Scripts

  • $WEB_GAME_CLIENT (installed default: $CODEX_HOME/skills/develop-web-game/scripts/web_game_playwright_client.js) — Playwright-based action loop with virtual-time stepping, screenshot capture, and console error buffering. You must pass an action burst via --actions-file, --actions-json, or --click.

References

  • $WEB_GAME_ACTIONS (installed default: $CODEX_HOME/skills/develop-web-game/references/action_payloads.json) — example action payloads (keyboard + mouse, per-frame capture). Use these to build your burst.

平台分布

Codex

33.56%
按下载量换算225

Claude

33.33%
按下载量换算223

Cursor

18.08%
按下载量换算121

Gemini CLI

9.47%
按下载量换算63

安全审计

Gen Agent Trust Hub

未通过

Socket

通过

Snyk

可疑

权限和风险

操作浏览器

该 Skill 可能涉及浏览器控制能力,使用时可能读取或操作网页内容,需要在受控环境中确认权限边界。

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。来源安全扫描存在提醒或未通过项,安装前请自行复核。目前只有一个公开来源,建议同时核对源仓库。

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