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Agent Skill · 研究检索

game(game 搜索)

game 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。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。

game 是研究检索类 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;许可证为 MIT,暂无第三方扫描结果,按安装量在研究检索类的 73,675 个 Skill 里排第 73,543。

总安装 1周安装 4GitHub Stars 公开资料未说明下载 32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
MIT

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:game(game 搜索)
来源仓库:https://github.com/tolitius/salvador
仓库路径:skills/game
安装命令:
npx skills add tolitius/salvador --skill "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。

AgentSkills.tonpx skills
npx skills add tolitius/salvador --skill "game"

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

game 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。

github 安装方式,npx skills add tolitius/salvador --skill "game"。适用于研究检索类任务,支持主流 AI 宿主环境。安装前建议确认权限范围、维护状态。

来源仓库内路径:skills/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 tolitius/salvador --skill "game";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

game 怎么安装?

在终端执行 npx skills add tolitius/salvador --skill "game"。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

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。

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。

game 是免费的吗?

来源标注的许可证是 MIT。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

game 用的人多吗?

公开数据是累计安装 1 次,近一周安装 4 次,下载 32 次。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。

game 安全吗?

没有查到第三方扫描结果,安全性无法从公开资料判断,安装前请自行审查源码、依赖和命令行为。

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。
  • 许可证明确为 MIT,商用和分发边界好判断。

先想清楚的地方

  • 没有第三方扫描结果,安全性只能靠自己读源码判断。
  • 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。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。

不太适合

  • 要求有安全扫描结论才肯安装的团队。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
game

game 搜索 · 本页

1—操作浏览器MIT未收录

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

Game Agent

Use this skill to create browser-based games using KAPLAY.js (2D) or Three.js (3D) with a focus on playable mechanics, clear feedback, and polished feel.

Workflow

Follow this strict loop when asked to create a game:

Phase 1: Bootstrap

  1. Check Context: If package.json is missing, run bash.claude/skills/game/scripts/setup.sh.
  2. Scaffold: Ensure index.html and src/game.js exist (or inline in index.html).
  3. Read API Reference:

- For 2D games: Read references/kaplay-ref.md for KAPLAY API. - For 3D games: Read references/threejs-ref.md for Three.js API. - For FPS games: Read references/fps-patterns.md for pointer lock, hit detection, enemy AI.

  1. Read Game Patterns: Read references/game-patterns.md for architecture patterns.
  2. Read Game Systems: Read references/game-systems.md for difficulty scaling, scoring, persistence, and UI patterns.
  3. Read Visual Assets: Read references/visual-assets.md for procedural sprites, palettes, and visual effects.

Phase 1.5: Game Design Analysis (Before Coding!)

This game needs to be playable and fun from the first iteration. Therefore, define the core loop before writing any code.

Before writing any code, decompose the game:

  1. Identify the Core Mechanic: What is the ONE thing the player does repeatedly?

- Strip away everything else first - This mechanic must be satisfying on its own - Examples: jump, shoot, match, dodge, collect, solve

  1. Define the Challenge: What makes it difficult?

- Timing? Precision? Resource management? Puzzle solving? - How does difficulty progress? - What's the failure state?

  1. Establish the Feedback Loop:

- Input: What does the player press/click/drag? - Response: What happens immediately? (must feel < 100ms) - Outcome: Success or failure indication - Reward/Penalty: Score change, sound, visual effect

  1. Scope to Minimum Viable Game (MVG):

- ONE level or endless mode - ONE enemy type or obstacle - ONE player ability - Win AND lose conditions - Can be expanded later, but MVG must work first

  1. Research the Domain (for educational/simulation games):

- Look up actual facts (angles, counts, formulas, rules) - Don't guess scientific/mathematical details - See references/physics-constants.md for common values

Phase 1.6: Game Feel Principles

  1. Juice: The game must feel alive and responsive.

- Input Response: Every input produces immediate visual/audio feedback - Screen Shake: On impacts, collisions, explosions - use shake(intensity) - Flash: Brief color flash on damage or success - use flash(color, duration) - Particles: On deaths, pickups, actions (spawn small objects with lifespan) - Squash & Stretch: Scale objects on jumps, bounces, movements

  1. Clarity: The player must always understand:

- Where they are (player position obvious, distinct color/shape) - What they can do (affordances clear) - What hurts them (dangers visually distinct - red, spiky, animated) - What helps them (pickups/goals highlighted - gold, glowing, animated) - Current state (score, lives, progress visible in HUD)

  1. Pacing: Control the rhythm

- Moments of tension followed by release - Difficulty curves, not walls - Rest points between challenges - Even endless games need rhythm variation (spawn rate waves)

  1. Polish Details:

- Title/start screen with game name and controls - Pause functionality (P key or Escape) - Restart on game over (R key) - Score or progress display (top-left, fixed() for HUD) - Control hints visible ("Arrow keys: Move | Space: Jump")

Phase 1.7: Physics & Reachability Validation

CRITICAL: Validate that game physics allow the player to accomplish required actions.

  1. Test Core Movement: Before finalizing level/game design:

- Can the player reach all required locations? - Can the player avoid all avoidable hazards? - Does movement feel responsive (not sluggish or twitchy)? - Are speeds balanced (player vs enemies vs projectiles)?

  1. Validate With Math: For physics-based games, calculate limits:

- Movement range per second = speed × time - Jump/launch height = (force)² / (2 × gravity) - Projectile range = speed × lifetime - If design requires X, verify physics allow X

  1. Common Physics Pitfalls:

- Targets placed beyond movement range - Gaps larger than jump/dash distance - Enemies faster than player can react - Timers shorter than required actions - Always prototype movement before building levels

Phase 1.8: Visual Polish (Before Coding!)

CRITICAL: Games must look polished from the first iteration. No "sticks and boxes."

Quality Bar: Ask yourself - "Would someone pay $5 for this?" If not, it's not ready.

  1. Choose a Color Palette: Select from visual-assets.md palettes:

- PASTEL - friendly, casual games - PICO8 - retro pixel art feel - ENDESGA - modern indie aesthetic - NEON - cyberpunk, arcade style

  1. Generate PREMIUM Procedural Sprites: Every sprite needs MULTIPLE layers of polish:

- Player/Hero: outer glow + multi-stop gradient + shadow + character details (eyes, expression) + highlights - Collectibles: glow aura + metallic/shiny gradient + inner detail + shine streak + sparkle accents - Enemies/Hazards: danger glow + gradient body + expressive features + shadow + distinguishing details - Environment (platforms, walls, tiles): surface texture + body gradient + edge highlights + shadow + structural details - Projectiles/Effects: core glow + color gradient + trail suggestion + bright center - NEVER use bare rect(), circle(), polygon() for visible game objects - "Has a gradient" is NOT enough - premium sprites have 5+ visual layers - See visual-assets.md for the universal sprite layer checklist

  1. Create Gradient Background: Flat backgrounds look cheap.

- Use makeGradientBg() with palette colors - Add subtle stars/dots for depth - Consider parallax layers for side-scrollers

  1. Add Idle Animations: Static objects feel dead.

- Coins: addFloat() - gentle bobbing - Player: addBreathing() - subtle scale pulse - Enemies: combine breathing + slight movement - Pickups: addSpin() or glow pulse

  1. Plan Particle Effects: Every interaction needs MULTIPLE feedback layers:

- Positive events (collect, score, win): particle burst + floating text (+1, +100) + screen flash + UI reaction + small shake - Negative events (damage, death, lose): explosion particles + screen shake + color flash + UI feedback - Movement events (jump, dash, land, turn): directional particles + object deformation (squash/stretch/spin) - Ambient atmosphere: floating particles + twinkling/pulsing background elements - Projectiles/Actions: spawn flash + trail particles + impact burst - One effect is NOT enough - premium feedback stacks 3+ effects per action

  1. Establish Z-Index Hierarchy: Proper layering adds depth.

- Background: z(-100) - Platforms: z(0) - Pickups: z(10) - Enemies: z(20) - Player: z(30) - Particles: z(50) - HUD: z(100) + fixed()

Phase 2: Autonomous Loop (The "Work")

Repeat this cycle until the game is Playable and Polished:

  1. Implement/Refine: Write game code.

- *Constraint*: Use KAPLAY.js for 2D (default), Three.js only if 3D is explicitly needed. - *Constraint*: Single HTML file with CDN imports (no build step for player). - *Constraint*: Color Palette: Use a predefined palette from visual-assets.md (PASTEL, PICO8, ENDESGA, NEON). - *Constraint*: No Bare Primitives: NEVER use rect(), circle(), polygon() for game objects. Use procedural sprites from visual-assets.md. - *Constraint*: Gradient Background: Always use makeGradientBg() instead of flat background color. - *Constraint*: Idle Animations: All game objects must have subtle animations (float, breathe, pulse, spin). - *Constraint*: Particle Effects: Every collision/pickup must spawn particles using burstParticles() or deathExplosion(). - *Constraint*: Z-Index Layering: Use proper z-index hierarchy (BG:-100, platforms:0, pickups:10, enemies:20, player:30, particles:50, HUD:100). - *Constraint*: Game Loop: Use KAPLAY's onUpdate() for continuous logic. Never use noLoop(). - *Constraint*: Input Handling: Use KAPLAY's onKeyPress, onKeyDown, isKeyDown. - *Constraint*: Collision: Use area() component and onCollide() for interactions. - *Constraint*: Canvas sizing: 800x600 or 16:9 aspect ratio. - *Constraint*: State Management: Use KAPLAY scenes for menu/play/gameover states. - *Constraint*: HUD: Use fixed() and z(100) for UI that ignores camera. - *Constraint*: Controls Display: Show control hints on screen at all times. - *Constraint*: Keyboard Handling: Use onKeyPress("space",...) not raw DOM events for game input.

  1. Playtest: Run node playtest.js

- Captures screenshots at t=0, t=2s, t=5s - Simulates basic inputs (arrow keys, space, click) - Checks console for errors - Extracts game state variables if exposed

  1. Critique:

- Logs: Are there JavaScript errors? - Visual Audit: Open *all* generated screenshots (playtest-screenshots/) and evaluate: - Does it run?: Is there movement/change between frames? - Input Response: Did simulated input cause visible change? - Readability: Is text/HUD legible? Good contrast? - Composition: Is game area centered? Nothing cut off? - State Changes: Can you see game progressing (score changing, objects moving)? - Visual Quality Audit (CRITICAL - no sticks and boxes!): - No bare primitives?: Are all objects using procedural sprites with gradients/details? - Gradient background?: Is the background a gradient (not flat color)? - Objects alive?: Do coins bob, player breathe, objects animate? - Particles present?: Are there particle effects on interactions? - Color harmony?: Is a consistent palette used throughout? - Visual depth?: Are z-indexes creating proper layering? - Glow/highlights?: Do important objects (coins, player) have visual emphasis? - Gameplay Audit (mental simulation): - Is the core mechanic present and functional? - Is there a clear goal? - Is there a failure state? - Would a player understand what to do without external instructions?

  1. Decide:

- *Errors?* → Fix code → Repeat. - *Static/Frozen?* → Fix game loop, ensure onUpdate runs → Repeat. - *No Input Response?* → Fix input handlers, check key names → Repeat. - *Missing Feedback?* → Add juice (shake, flash, particles) → Repeat. - *Unclear Goal?* → Add visual indicators, HUD elements → Repeat. - *No Win/Lose?* → Implement end conditions → Repeat. - *Unreadable Text?* → Increase font size, add contrast → Repeat. - *Bare rectangles/circles?* → Replace with procedural sprites → Repeat. - *Flat background?* → Add gradient background → Repeat. - *Static objects?* → Add idle animations (float, breathe) → Repeat. - *No particles?* → Add burst/explosion effects → Repeat. - *Playable, Clear, Responsive & Visually Polished?* → Proceed to Phase 3.

Phase 3: Presentation (The "Launch")

Once the loop is complete and the game is polished:

  1. Launch: Run npx vite --open.
  2. Notify: Tell the user:

- "Game is ready!" - "Controls: [List all controls]" - "Goal: [One sentence on how to win/play]"


Technology Selection

Request TypeFrameworkTemplate
2D game (default)KAPLAY.jstemplates/kaplay-2d.html
3D game (explicit)Three.jstemplates/threejs-3d.html
FPS / first-person shooterThree.jstemplates/threejs-fps.html
Ultra-simple (quiz, flashcard)Vanilla Canvastemplates/canvas-minimal.html

Decision rule:

  • Use KAPLAY for most 2D games (platformer, top-down, puzzle, etc.)
  • Use threejs-fps.html for first-person shooters, DOOM-likes, or any game requiring pointer lock + mouse look
  • Use threejs-3d.html for third-person 3D games, 3D puzzles, or non-shooter 3D experiences
  • FPS indicators: "first-person", "FPS", "shooter", "DOOM", "Wolfenstein", "gun", "pointer lock"

File References

  • KAPLAY API: See references/kaplay-ref.md for component list and patterns
  • Visual Assets: See references/visual-assets.md for procedural sprites, color palettes, animations, and particle effects
  • Three.js API: See references/threejs-ref.md for 3D setup
  • FPS Patterns: See references/fps-patterns.md for pointer lock, hit detection, enemy AI, weapon rendering
  • Game Systems: See references/game-systems.md for difficulty scaling, scoring, persistence, UI patterns
  • Game Patterns: See references/game-patterns.md for architecture (state machines, ECS, proc-gen)
  • Physics Constants: See references/physics-constants.md for educational accuracy

Common Pitfalls (Avoid These)

Gameplay Pitfalls

  1. No game loop: Forgetting onUpdate() results in static screen
  2. Wrong key names: Use "space" not "Space", "left" not "ArrowLeft" in KAPLAY
  3. Missing area(): Objects won't collide without the area() component
  4. Missing body(): Objects won't fall or respond to physics without body()
  5. HUD moves with camera: Use fixed() component for UI elements
  6. No scenes: Putting everything in global scope - use scene() for states
  7. Forgetting go(): Must call go("sceneName") to start the first scene
  8. Text too small: Default text size is often too small - use 20+ for HUD
  9. No restart: Player stuck at game over - always add R to restart
  10. Missing opacity() for lifespan(): The lifespan component requires opacity() to be present on the object
  11. Unreachable goals: ALWAYS verify physics allow completing required actions. If player must reach X, calculate whether movement/jump/projectile range allows it.
  12. Variable name rgb conflicts with KAPLAY: Never use const rgb =... as it shadows KAPLAY's rgb() function. Use const c = hexToRgb(...) instead.

Visual Pitfalls (CRITICAL)

  1. Bare primitives: Using rect(), circle(), polygon() for game objects looks terrible - use procedural sprites
  2. Flat backgrounds: background: [r,g,b] looks cheap - use makeGradientBg() with texture/particles
  3. Static objects: Game objects sitting motionless feel dead - add idle animations (addFloat(), addBreathing(), addSpin())
  4. No particles: Interactions without visual feedback are unsatisfying - add particle bursts on all events
  5. Random colors: Picking colors without a palette creates visual chaos - use PASTEL, PICO8, ENDESGA, or NEON
  6. No z-index: Everything at same layer looks flat - use proper z-index hierarchy (-100 to 100)
  7. No glow/outline: Important objects don't stand out - add glow/aura to key game objects
  8. Bean for everything: loadBean() is a placeholder, not a finished sprite - create proper procedural sprites
  9. "Good enough" sprites: A sprite with ONE gradient is functional, not premium. Premium = 5+ layers (glow + gradient + highlight + shadow + detail)
  10. Single-effect feedback: One particle burst is weak. Premium = stacked effects (particles + text + flash + shake + UI reaction)
  11. No movement deformation: Objects moving without squash/stretch/rotation feel stiff - add deformation on velocity changes
  12. No impact particles: Collisions and surface contacts without particles lack weight - add particles on all physical interactions
  13. No floating text: Score changes without visible "+N" text miss dopamine feedback - show value changes visually

FPS-Specific Pitfalls

  1. Pointer lock not recovering: After alt-tab or focus loss, pointer lock is lost. ALWAYS re-request on focus/click events.
  2. Enemies shoot through walls: Must check line of sight (step along ray) before allowing enemy attacks.
  3. Enemies spawn in walls: Validate spawn positions against collision map; use fallback positions if invalid.
  4. 3D hit detection for 2D gameplay: Classic FPS uses 2D XZ-plane distance with cone-of-fire, ignoring Y axis.
  5. Weapon drawn sideways: FPS weapons should point forward (barrel vertical), not left-to-right like a side view.
  6. No weapon feedback: Always add recoil animation (move down/up) and muzzle flash on fire.
  7. Static enemy sprites: Animate walk (leg movement) and shoot (arms raised) states with canvas texture updates.
  8. AI too aggressive: Balance detection range, attack rate, and damage. First-time playability > difficulty.
  9. Score counts down during play: Live score should ONLY increase. Time bonuses calculated at end, only if mission succeeded.
  10. Time bonus on failure: Speed bonus should only be awarded when the player wins, not on death.
  11. Floating point stat display: Always use Math.floor() for health, armor, score display to avoid "99.7" health.
  12. Modal UI not interactive: Game over screen must have proper pointer-events: auto and exit pointer lock.

Known Warnings (Safe to Ignore)

  • Puppeteer ARM64 warning: On Apple Silicon Macs, you may see a "Degraded performance warning" about Chrome/Rosetta. This is expected and does not affect playtest functionality.

平台分布

windsurf

53.08%
按下载量换算17

Cursor

30.34%
按下载量换算10

Codex

13.08%
按下载量换算4

安全审计

暂无安全审计结果可展示。

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。目前只有一个公开来源,建议同时核对源仓库。

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