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Agent Skill · 待分类

game-object-components(游戏对象组件)

game-object-components 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-object-components 是待分类类 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,按安装量在待分类类的 11,209 个 Skill 里排第 3,507。

总安装 988周安装 42GitHub Stars 39,475下载 346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-object-components(游戏对象组件)
来源仓库:https://github.com/phaserjs/phaser
仓库路径:skills/game-object-components
安装命令:
npx skills add https://github.com/phaserjs/phaser --skill game-object-components
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/phaserjs/phaser --skill game-object-components

这个 Skill 是做什么的

这个 Skill 的分类还没最终确定,用法以来源仓库的说明为准。

用于处理 GitHub 仓库、Issue 和代码协作信息。适合在 Codex、Claude 等宿主中围绕代码变更进行整理。可结合来源仓库和 README 进一步核验具体功能。安装前建议确认权限范围和维护状态。game-object-components 属于待分类类 Skill,可作为该场景下的辅助能力补充。

注意检查是否会触发命令执行或文件读写操作。

来源仓库内路径:skills/game-object-components

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/phaserjs/phaser --skill game-object-components;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-object-components 怎么安装?

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

game-object-components 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-object-components 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-object-components 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-object-components 用的人多吗?

公开数据是累计安装 988 次,近一周安装 42 次,下载 346 次,GitHub 39,475 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-object-components 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。
  • 来源仓库有 39,475 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。
  • 需要处理待分类类任务、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。

待分类类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
infsh-cli

infsh CLI · Codex、Claude

4,374,576382权限未标注未明确未收录
ai-video-generation

AI 视频生成 · Codex、Claude

4,313,376382调用外部服务未明确有提醒
lark-openapi-explorer

云雀 OpenAPI 浏览器 · Codex、Claude

2,064,1209,011需要联网未明确有提醒
lark-workflow-standup-report

Lark 工作流程站立报告 · Codex、Claude

2,041,6328,978需要联网未明确通过
use-my-browser

使用我的浏览器 · Codex、Claude

1,848,49140操作浏览器未明确未通过
game-object-components

游戏对象组件 · 本页

98839,475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

Phaser 4 -- Game Object Components Reference

Component mixins that provide shared behavior to all Game Objects: Alpha, BlendMode, Depth, Flip, GetBounds, Lighting, Mask, Origin, ScrollFactor, Size, Texture, TextureCrop, Tint, Transform, Visible, PathFollower, RenderNodes, RenderSteps, Filters, FilterList.

Quick Start

// Every Game Object gets its component methods via mixins.
// Just call them directly on any game object:
const sprite = this.add.sprite(400, 300, 'hero');

sprite.setAlpha(0.5);                          // Alpha
sprite.setBlendMode(Phaser.BlendModes.ADD);    // BlendMode
sprite.setDepth(10);                           // Depth
sprite.setFlip(true, false);                   // Flip
sprite.setOrigin(0, 0);                        // Origin
sprite.setScrollFactor(0);                     // ScrollFactor (HUD)
sprite.setDisplaySize(64, 64);                 // Size
sprite.setTexture('hero', 'walk-1');           // Texture
sprite.setTint(0xff0000);                      // Tint
sprite.setPosition(100, 200);                  // Transform
sprite.setVisible(false);                      // Visible
sprite.setScale(2);                            // Transform
sprite.setAngle(45);                           // Transform

// Per-corner alpha (WebGL only)
sprite.setAlpha(1, 0.5, 0.5, 1);

// Crop a texture region
sprite.setCrop(0, 0, 32, 32);

// Enable WebGL filters (post-processing)
sprite.enableFilters();
sprite.filters.internal.addBlur(1, 2, 2, 1);

// Lighting (WebGL only, v4 feature)
sprite.setLighting(true);

Core Concepts

The Mixin System

Phaser uses Phaser.Class with a Mixins array to compose Game Objects from reusable component objects. Each component is a plain JS object whose properties and methods are copied onto the class prototype. This is NOT prototypal inheritance -- it is property copying at class definition time.

// How Phaser defines Sprite internally:
var Sprite = new Class({
    Extends: GameObject,
    Mixins: [
        Components.Alpha,
        Components.BlendMode,
        Components.Depth,
        Components.Flip,
        Components.GetBounds,
        Components.Lighting,
        Components.Mask,
        Components.Origin,
        Components.RenderNodes,
        Components.ScrollFactor,
        Components.Size,
        Components.TextureCrop,
        Components.Tint,
        Components.Transform,
        Components.Visible,
        SpriteRender
    ],
    initialize: function Sprite (scene, x, y, texture, frame) { /* ... */ }
});

Key Rules

  1. Components are mixed in at class creation, not per-instance.
  2. Most setter methods return this for chaining: sprite.setAlpha(0.5).setDepth(10).setPosition(100, 200).
  3. Many properties use getters/setters internally (e.g., alpha, depth, visible, scale, rotation). Setting alpha = 0 or scale = 0 clears render flags, skipping rendering.
  4. renderFlags is a bitmask: bit 0 = visible, bit 1 = alpha, bit 2 = scale, bit 3 = texture. All bits must be set for the object to render.
  5. Alpha vs AlphaSingle: Alpha supports per-corner alpha (WebGL), AlphaSingle only supports a single global alpha. Containers use AlphaSingle.
  6. Texture vs TextureCrop: TextureCrop extends Texture with setCrop() support. Sprites and Images use TextureCrop; some objects use plain Texture.
  7. Filters and RenderSteps are v4-only, WebGL-only systems for post-processing.

Complete Component Reference

Alpha

Provides per-corner transparency. Used by Sprite, Image, Text, and most renderable objects.

MemberTypeDescription
alphanumber (get/set)Global alpha 0-1. Setting this also sets all four corners. Setting to 0 disables rendering. Default: 1
alphaTopLeftnumber (get/set)Top-left corner alpha. WebGL only.
alphaTopRightnumber (get/set)Top-right corner alpha. WebGL only.
alphaBottomLeftnumber (get/set)Bottom-left corner alpha. WebGL only.
alphaBottomRightnumber (get/set)Bottom-right corner alpha. WebGL only.
setAlpha(topLeft?, topRight?, bottomLeft?, bottomRight?)methodSet alpha. One arg = uniform. Four args = per-corner (WebGL). Returns this.
clearAlpha()methodResets alpha to 1. Returns this.

AlphaSingle

Simplified alpha with no per-corner support. Used by Container.

MemberTypeDescription
alphanumber (get/set)Alpha 0-1. Default: 1
setAlpha(value?)methodSet alpha. Returns this.
clearAlpha()methodResets alpha to 1. Returns this.

BlendMode

Controls how pixels are composited during rendering.

MemberTypeDescription
blendModenumber/string (get/set)Current blend mode. Accepts Phaser.BlendModes const, string, or integer.
setBlendMode(value)methodSet the blend mode. Returns this.

WebGL blend modes: NORMAL, ADD, MULTIPLY, SCREEN, ERASE. Canvas supports additional browser-dependent modes.

Depth

Controls rendering order (z-index). Higher depth renders on top.

MemberTypeDescription
depthnumber (get/set)Depth value. Setting it queues a depth sort. Default: 0
setDepth(value)methodSet depth. Returns this.
setToTop()methodMove to top of display list (no depth change). Returns this.
setToBack()methodMove to back of display list. Returns this.
setAbove(gameObject)methodMove above another Game Object in display list. Returns this.
setBelow(gameObject)methodMove below another Game Object in display list. Returns this.

Flip

Visual mirroring without affecting physics bodies.

MemberTypeDescription
flipXbooleanHorizontal flip state. Default: false
flipYbooleanVertical flip state. Default: false
setFlipX(value)methodSet horizontal flip. Returns this.
setFlipY(value)methodSet vertical flip. Returns this.
setFlip(x, y)methodSet both flip states. Returns this.
toggleFlipX()methodToggle horizontal flip. Returns this.
toggleFlipY()methodToggle vertical flip. Returns this.
resetFlip()methodReset both to false. Returns this.

GetBounds

Calculate positions and bounding rectangles regardless of origin.

MemberTypeDescription
getCenter(output?, includeParent?)methodCenter coordinate. Returns Vector2Like.
getTopLeft(output?, includeParent?)methodTop-left coordinate. Returns Vector2Like.
getTopCenter(output?, includeParent?)methodTop-center coordinate. Returns Vector2Like.
getTopRight(output?, includeParent?)methodTop-right coordinate. Returns Vector2Like.
getLeftCenter(output?, includeParent?)methodLeft-center coordinate. Returns Vector2Like.
getRightCenter(output?, includeParent?)methodRight-center coordinate. Returns Vector2Like.
getBottomLeft(output?, includeParent?)methodBottom-left coordinate. Returns Vector2Like.
getBottomCenter(output?, includeParent?)methodBottom-center coordinate. Returns Vector2Like.
getBottomRight(output?, includeParent?)methodBottom-right coordinate. Returns Vector2Like.
getBounds(output?)methodFull bounding rectangle. Returns Rectangle.

Set includeParent = true to factor in parent Container transforms.

Lighting (v4, WebGL only)

Enables light-based rendering with the Phaser 4 lighting system.

MemberTypeDescription
lightingbooleanWhether to use lighting. Default: false
selfShadowobject{enabled, penumbra, diffuseFlatThreshold}. Self-shadow settings.
setLighting(enable)methodEnable/disable lighting. Returns this.
setSelfShadow(enabled?, penumbra?, diffuseFlatThreshold?)methodConfigure self-shadow. Pass null for enabled to use game config default. Returns this.

Mask (Canvas only in v4)

Geometry masking for Canvas renderer. In WebGL, use Filters.addMask() instead.

MemberTypeDescription
maskGeometryMaskThe current mask, or null.
setMask(mask)methodApply a GeometryMask. Canvas only. In WebGL, logs a warning. Returns this.
clearMask(destroyMask?)methodRemove the mask. Pass true to also destroy it. Returns this.
createGeometryMask(graphics?)methodCreate a GeometryMask from a Graphics/Shape object. Returns GeometryMask.

Origin

Controls the anchor point for position, rotation, and scale. Normalized 0-1.

MemberTypeDescription
originXnumberHorizontal origin. Default: 0.5 (center)
originYnumberVertical origin. Default: 0.5 (center)
displayOriginXnumber (get/set)Origin in pixels. Setting recalculates originX.
displayOriginYnumber (get/set)Origin in pixels. Setting recalculates originY.
setOrigin(x?, y?)methodSet origin (normalized). y defaults to x. Default: 0.5. Returns this.
setOriginFromFrame()methodSet origin from texture Frame pivot. Returns this.
setDisplayOrigin(x?, y?)methodSet origin in pixels. Returns this.
updateDisplayOrigin()methodRecalculate display origin cache. Returns this.

ScrollFactor

Controls how camera scrolling affects the object's rendered position.

MemberTypeDescription
scrollFactorXnumberHorizontal scroll factor. Default: 1
scrollFactorYnumberVertical scroll factor. Default: 1
setScrollFactor(x, y?)methodSet scroll factor. y defaults to x. Returns this.

Key values: 0 = fixed to camera (HUD element), 1 = moves with camera, 0.5 = parallax half-speed.

Size

Manages native and display dimensions.

MemberTypeDescription
widthnumberNative (un-scaled) width.
heightnumberNative (un-scaled) height.
displayWidthnumber (get/set)Scaled width. Setting adjusts scaleX.
displayHeightnumber (get/set)Scaled height. Setting adjusts scaleY.
setSize(width, height)methodSet native size. Does NOT affect rendered size. Returns this.
setDisplaySize(width, height)methodSet rendered size (adjusts scale). Returns this.
setSizeToFrame(frame?)methodSet size from a texture Frame. Returns this.

Texture

Gets and sets the texture and frame for rendering.

MemberTypeDescription
texturePhaser.Textures.TextureThe current Texture.
framePhaser.Textures.FrameThe current Frame.
setTexture(key, frame?, updateSize?, updateOrigin?)methodSet texture by key. Returns this.
setFrame(frame, updateSize?, updateOrigin?)methodSet frame by name, index, or Frame instance. Updates size and origin by default. Returns this.

TextureCrop

Extends Texture with cropping support. Used by Sprite and Image.

MemberTypeDescription
texturePhaser.Textures.TextureThe current Texture.
framePhaser.Textures.FrameThe current Frame.
isCroppedbooleanWhether cropping is active.
setTexture(key, frame?)methodSet texture by key. Returns this.
setFrame(frame, updateSize?, updateOrigin?)methodSet frame. Also updates crop UVs if cropped. Returns this.
setCrop(x?, y?, width?, height?)methodSet crop rectangle. Pass no args to clear. Accepts a Rectangle as first arg. Returns this.

Tint (WebGL only)

Applies color tinting to the texture via per-corner vertex colors.

MemberTypeDescription
tintnumber (get/set)Uniform tint color (reads tintTopLeft). Default: 0xffffff
tintTopLeftnumberTop-left vertex tint. Default: 0xffffff
tintTopRightnumberTop-right vertex tint. Default: 0xffffff
tintBottomLeftnumberBottom-left vertex tint. Default: 0xffffff
tintBottomRightnumberBottom-right vertex tint. Default: 0xffffff
tintModenumberTint blend mode. Default: Phaser.TintModes.MULTIPLY
isTintedboolean (readonly)True if any tint or mode is set.
setTint(topLeft?, topRight?, bottomLeft?, bottomRight?)methodSet tint colors. One arg = uniform. Returns this.
setTintMode(mode)methodSet tint mode (v4). Modes: MULTIPLY, FILL, ADD, SCREEN, OVERLAY, HARD_LIGHT. Returns this.
clearTint()methodReset to white + MULTIPLY. Returns this.

v4 change: setTintFill() is removed. Use setTint(color).setTintMode(Phaser.TintModes.FILL) instead.

Transform

Position, scale, rotation, and coordinate transforms.

MemberTypeDescription
xnumberX position. Default: 0
ynumberY position. Default: 0
znumberZ position (NOT rendering order; use depth). Default: 0
wnumberW position. Default: 0
scalenumber (get/set)Uniform scale. Get returns average of scaleX and scaleY.
scaleXnumber (get/set)Horizontal scale. Default: 1
scaleYnumber (get/set)Vertical scale. Default: 1
anglenumber (get/set)Rotation in degrees (clockwise, 0 = right).
rotationnumber (get/set)Rotation in radians.
setPosition(x?, y?, z?, w?)methodSet position. y defaults to x. Returns this.
copyPosition(source)methodCopy x/y/z/w from a Vector-like object. Returns this.
setRandomPosition(x?, y?, width?, height?)methodRandomize position within area. Returns this.
setRotation(radians?)methodSet rotation in radians. Returns this.
setAngle(degrees?)methodSet rotation in degrees. Returns this.
setScale(x?, y?)methodSet scale. y defaults to x. Returns this.
setX(value?)methodSet x. Returns this.
setY(value?)methodSet y. Returns this.
setZ(value?)methodSet z. Returns this.
setW(value?)methodSet w. Returns this.
getLocalTransformMatrix(tempMatrix?)methodGet local transform matrix. Returns TransformMatrix.
getWorldTransformMatrix(tempMatrix?, parentMatrix?)methodGet world transform including parent Containers. Returns TransformMatrix.
getLocalPoint(x, y, point?, camera?)methodConvert world coords to local space. Returns Vector2.
getWorldPoint(point?, tempMatrix?, parentMatrix?)methodGet world position factoring parent containers. Returns Vector2.
getParentRotation()methodSum of all parent container rotations in radians.

Visible

Controls whether the Game Object renders. Invisible objects still run update logic.

MemberTypeDescription
visibleboolean (get/set)Visibility state. Default: true
setVisible(value)methodSet visibility. Returns this.

PathFollower

Manages following a Phaser.Curves.Path using an internal tween.

MemberTypeDescription
pathPhaser.Curves.PathThe Path being followed.
rotateToPathbooleanAuto-rotate to face path direction. Default: false
pathRotationOffsetnumberRotation offset in degrees when rotateToPath is true.
pathOffsetVector2Position offset from path coordinates.
pathVectorVector2Current point on the path.
pathDeltaVector2Distance traveled since last update.
pathTweenTweenThe tween driving path movement.
setPath(path, config?)methodSet a new Path. Returns this.
setRotateToPath(value, offset?)methodEnable auto-rotation. Returns this.
isFollowing()methodReturns true if actively following.
startFollow(config?, startAt?)methodStart following. config can be duration (number) or PathConfig. Returns this.
pauseFollow()methodPause movement. Returns this.
resumeFollow()methodResume movement. Returns this.
stopFollow()methodStop following. Returns this.

RenderNodes, RenderSteps, Filters, FilterList (v4, WebGL only)

For RenderNodes, RenderSteps, and FilterList details, see the filters-and-postfx skill and references/REFERENCE.md.

Key points: Call enableFilters() on game objects before accessing filters. Cameras have filters by default. Use filters.internal for object-local effects and filters.external for screen-space effects.

For a full component-to-game-object matrix, see references/REFERENCE.md.

Factory Registration and Display List

Custom Game Object Factory Registration

Register custom game objects on the factory so they can be created via this.add.myObject():

class LaserBeam extends Phaser.GameObjects.Sprite {
    constructor(scene, x, y) {
        super(scene, x, y, 'laser');
    }
}

Phaser.GameObjects.GameObjectFactory.register('laserBeam', function (x, y) {
    const beam = new LaserBeam(this.scene, x, y);
    this.displayList.add(beam);
    return beam;
});

// Now usable in any scene:
const laser = this.add.laserBeam(100, 200);

Factory (this.add) vs Creator (this.make)

this.add creates the object AND adds it to the display list. this.make creates the object but does NOT add it -- useful for off-screen preparation or deferred display.

// Added to display list immediately
const visible = this.add.sprite(100, 100, 'hero');

// Created but NOT on the display list
const offscreen = this.make.sprite({ key: 'hero', x: 100, y: 100 });

// Add it later when ready
this.add.existing(offscreen);

GetAdvancedValue for Flexible Config

GetAdvancedValue resolves static values, random arrays, randInt/Float ranges, and callbacks from config objects:

// Static value
{ speed: 100 }

// Random from array
{ speed: [100, 200, 300] }

// Random integer range
{ speed: { randInt: [50, 150] } }

// Random float range
{ speed: { randFloat: [0.5, 1.5] } }

// Callback
{ speed: function () { return Math.random() * 100; } }

Display List Ordering

Objects added later render on top of earlier objects. Control ordering with:

// Depth-based ordering (higher = on top, triggers sort)
sprite.setDepth(10);

// Display list position (no depth change)
sprite.setToTop();
sprite.setToBack();
sprite.setAbove(otherSprite);
sprite.setBelow(otherSprite);

When both depth and display list position are used, depth takes priority after the next sort pass.

Gotchas

  1. alpha=0 prevents rendering entirely: Setting alpha to 0 clears a render flag bit. The object is not drawn at all, not merely transparent. Same applies to scale = 0 and visible = false.
  2. Flip does not affect physics: Flipping is rendering-only. Physics bodies remain unchanged. Account for this in collision code.
  3. ScrollFactor and physics: Physics collisions use world position. A scroll factor other than 1 offsets where the texture renders but not where the body is. For HUD elements with scroll factor 0, avoid adding physics bodies.
  4. depth vs display list order: setDepth() queues a sort and is the primary z-ordering tool. setToTop(), setAbove(), etc. reorder the display list without changing depth. If you mix both, depth takes priority after the next sort.
  5. Mask component is Canvas-only in v4: For WebGL masking, use enableFilters() then filters.internal.addMask(). The setMask() method logs a warning in WebGL.
  6. setTintFill is removed in v4: Use setTint(color).setTintMode(Phaser.TintModes.FILL) instead.
  7. Tint modes in v4: Tint mode is now separate from tint color. Available modes: MULTIPLY (default), FILL, ADD, SCREEN, OVERLAY, HARD_LIGHT.
  8. displayWidth/displayHeight adjusts scale: Setting displayWidth or displayHeight modifies scaleX/scaleY. It does NOT change width/height.
  9. setSize vs setDisplaySize: setSize() changes internal dimensions (used for frames, physics). setDisplaySize() changes the rendered size by adjusting scale.
  10. Origin default is 0.5: All Game Objects default to center origin. Use setOrigin(0, 0) for top-left positioning. Text and BitmapText instead default to top-left positioning.
  11. Transform.z is NOT depth: The z property on Transform is for custom use. Rendering order is controlled by depth (Depth component) or display list position.
  12. Filters are expensive: Each object with active filters requires extra draw calls. Use renderFilters = false to temporarily disable. Internal filters are cheaper than external.

Source File Map

FileDescription
src/gameobjects/components/index.jsComponent registry, exports all components
src/gameobjects/components/Alpha.jsPer-corner alpha mixin
src/gameobjects/components/AlphaSingle.jsSingle-value alpha mixin
src/gameobjects/components/BlendMode.jsBlend mode mixin
src/gameobjects/components/Depth.jsDepth/z-order mixin
src/gameobjects/components/Flip.jsVisual flip mixin
src/gameobjects/components/GetBounds.jsBounds calculation mixin
src/gameobjects/components/Lighting.jsv4 lighting mixin
src/gameobjects/components/Mask.jsCanvas geometry mask mixin
src/gameobjects/components/Origin.jsOrigin/anchor mixin
src/gameobjects/components/ScrollFactor.jsCamera scroll factor mixin
src/gameobjects/components/Size.jsDimensions mixin
src/gameobjects/components/Texture.jsTexture/frame assignment mixin
src/gameobjects/components/TextureCrop.jsTexture with crop support mixin
src/gameobjects/components/Tint.jsVertex color tinting mixin
src/gameobjects/components/Transform.jsPosition/scale/rotation mixin
src/gameobjects/components/Visible.jsVisibility mixin
src/gameobjects/components/PathFollower.jsPath-following mixin
src/gameobjects/components/RenderNodes.jsv4 WebGL render node mixin
src/gameobjects/components/RenderSteps.jsv4 WebGL render step mixin
src/gameobjects/components/Filters.jsv4 WebGL filter system mixin
src/gameobjects/components/FilterList.jsv4 filter list class (add effects)
src/gameobjects/components/TransformMatrix.js2D transform matrix utility

Related skills: sprites-and-images.md, custom-game-objects.md

平台分布

Codex

35.84%
按下载量换算124

Claude

28.77%
按下载量换算100

Cursor

20.38%
按下载量换算71

Gemini CLI

9.03%
按下载量换算31

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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