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Agent Skill · 前端设计

game-architecture(游戏架构)

game-architecture 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。

game-architecture 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,第三方扫描已通过,按安装量在前端设计类的 10,216 个 Skill 里排第 964。

总安装 9,048周安装 366GitHub Stars 109下载 2,840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:game-architecture(游戏架构)
来源仓库:https://github.com/opusgamelabs/game-creator
仓库路径:skills/game-architecture
安装命令:
npx skills add https://github.com/opusgamelabs/game-creator --skill game-architecture
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/opusgamelabs/game-creator --skill game-architecture

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。

用于处理 GitHub 仓库、Issue 和 Pull Request 协作信息,辅助代码变更管理。适用于围绕游戏架构设计、模块拆分或技术选型相关的协作事项进行整理。

安装方式:GitHub 仓库,命令为 npx skills add opusgamelabs/game-creator --skill game-architecture。使用前建议查看原始 README 了解输入格式和预期输出结构。注意权限范围和维护状态,避免触发不必要的网络请求或文件操作。

来源仓库内路径:skills/game-architecture

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/opusgamelabs/game-creator --skill game-archite…;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-architecture 怎么安装?

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

game-architecture 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-architecture 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-architecture 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。

game-architecture 用的人多吗?

公开数据是累计安装 9,048 次,近一周安装 366 次,下载 2,840 次,GitHub 109 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。

game-architecture 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

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。
  • 第三方扫描已通过,常见的高风险行为没有命中。

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
game-architecture

游戏架构 · 本页

9,048109操作浏览器未明确通过

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

Game Architecture Patterns

Reference knowledge for building well-structured browser games. These patterns apply to both Three.js (3D) and Phaser (2D) games.

Reference Files

For detailed reference, see companion files in this directory:

  • system-patterns.md — Object pooling, delta-time normalization, resource disposal, wave/spawn systems, buff/powerup system, haptic feedback, asset management

Core Principles

  1. Core Loop First: Implement the minimum gameplay loop before any polish. The order is: input -> movement -> fail condition -> scoring -> restart. Only after the core loop works should you add visuals, audio, or juice. Keep initial scope small: 1 scene/level, 1 mechanic, 1 fail condition.
  2. Event-Driven Communication: Modules never import each other for communication. All cross-module messaging goes through a singleton EventBus with predefined event constants.
  3. Centralized State: A single GameState singleton holds all game state. Systems read state directly and modify it through events. No scattered state across modules.
  4. Configuration Centralization: Every magic number, balance value, asset path, spawn point, and timing value goes in Constants.js. Game logic files contain zero hardcoded values.
  5. Orchestrator Pattern: One Game.js class initializes all systems, manages game flow (boot -> gameplay -> death/win -> restart), and runs the main loop. Systems don't self-initialize. No title screen by default — boot directly into gameplay. Only add a title/menu scene if the user explicitly asks for one.
  6. Restart-Safe and Deterministic: Gameplay must survive full restart cycles cleanly. GameState.reset() restores a complete clean slate. All event listeners are removed in cleanup/shutdown. No stale references, lingering timers, leaked tweens, or orphaned physics bodies survive across restarts. Test by restarting 3x in a row — the third run must behave identically to the first.
  7. Clear Separation of Concerns: Code is organized into functional layers:

- core/ - Foundation (Game, EventBus, GameState, Constants) - systems/ - Engine-level systems (input, physics, audio, particles) - gameplay/ - Game mechanics (player, enemies, weapons, scoring) - level/ - World building (level construction, asset loading) - ui/ - Interface (menus, HUD, overlays)

Event System Design

Event Naming Convention

Use domain:action format grouped by feature area:

export const Events = {
  // Player
  PLAYER_DAMAGED: 'player:damaged',
  PLAYER_HEALED: 'player:healed',
  PLAYER_DIED: 'player:died',

  // Enemy
  ENEMY_SPAWNED: 'enemy:spawned',
  ENEMY_KILLED: 'enemy:killed',

  // Game flow
  GAME_STARTED: 'game:started',
  GAME_PAUSED: 'game:paused',
  GAME_OVER: 'game:over',

  // System
  ASSETS_LOADED: 'assets:loaded',
  LOADING_PROGRESS: 'loading:progress'
};

Event Data Contracts

Always pass structured data objects, never primitives:

// Good
eventBus.emit(Events.PLAYER_DAMAGED, { amount: 10, source: 'enemy', damageType: 'melee' });

// Bad
eventBus.emit(Events.PLAYER_DAMAGED, 10);

State Management

GameState Structure

Organize state into clear domains:

class GameState {
  constructor() {
    this.player = { health, maxHealth, speed, inventory, buffs };
    this.combat = { killCount, waveNumber, score };
    this.game = { started, paused, isPlaying };
  }
}

Game Flow

Standard flow for both 2D and 3D games:

Boot/Load -> Gameplay <-> Pause Menu (if requested)
                      -> Game Over -> Gameplay (restart)

No title screen by default. Games boot directly into gameplay. The Play.fun widget handles score display, leaderboards, and wallet connect in a deadzone at the top of the game, so no in-game score HUD is needed. Only add a title/menu scene if the user explicitly requests one.

Common Architecture Pitfalls

  • Unwired physics bodies — Creating a static physics body (e.g., ground, wall) without wiring it to other bodies via physics.add.collider() or physics.add.overlap() has no gameplay effect. Every boundary or obstacle needs explicit collision wiring to the entities it should interact with. After creating any static body, immediately add the collider call.
  • Interactive elements blocked by overlapping display objects — When building UI (buttons, menus), the topmost display object in the scene list receives pointer events. Never hide the interactive element behind a decorative layer. Either make the visual element itself interactive, or ensure nothing is rendered on top of the hit area.
  • Polish before gameplay — Adding particles, screen shake, and transitions before the core loop works is a common time sink. Get input -> action -> fail condition -> scoring -> restart working first. Everything else is polish.
  • No cleanup on restart — Forgetting to remove event listeners, destroy timers, and dispose resources in shutdown() causes ghost behavior, double-firing events, and memory leaks after restart.

Pre-Ship Validation Checklist

Before considering a game complete, verify all items:

  • Core loop — Player can start, play, lose/win, and see the result
  • Restart — Works cleanly 3x in a row with identical behavior
  • Mobile input — Touch/tap/swipe/gyro works; 44px minimum tap targets
  • Desktop input — Keyboard + mouse works
  • Responsive — Canvas resizes correctly on window resize
  • Constants — Zero hardcoded magic numbers in game logic
  • EventBus — No direct cross-module imports for communication
  • Cleanup — All listeners removed in shutdown, resources disposed
  • Mute toggle — See mute-button rule
  • Delta-based — All movement uses delta time, not frame count
  • Build — npm run build succeeds with no errors
  • No errors — No uncaught exceptions or console errors at runtime

平台分布

Codex

37.67%
按下载量换算1,070

Claude

30.68%
按下载量换算871

Cursor

17.61%
按下载量换算500

Gemini CLI

9.89%
按下载量换算281

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

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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