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godot-game-loop-collection戈多游戏循环合集

Agent Skill

godot-game-loop-collection 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。

总安装

1,772

周安装

71

GitHub Stars

137

下载量

574
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

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:godot-game-loop-collection(戈多游戏循环合集)
来源仓库:https://github.com/thedivergentai/gd-agentic-skills
仓库路径:skills/godot-game-loop-collection
安装命令:
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-game-loop-collection
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/thedivergentai/gd-agentic-skills --skill godot-game-loop-collection

简介

godot-game-loop-collection 用于查找、检索和筛选相关信息。

  • 适合在 Codex、Claude、Cursor、Gemini CLI 中根据关键词、任务场景或来源线索快速定位候选结果。
  • 通过 npx skills add 命令从指定仓库安装并使用该技能。
  • 安装前需确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。
  • 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。

SKILL.md

Collection Game Loops

Overview

This skill provides a standardized framework for "Collection Loops" – gameplay objectives where the player must find and gather a specific set of items (e.g., hidden eggs, data logs, coins).

NEVER Do

  • NEVER use free() to destroy an active state node or level — This can cause crashes if the node is still processing. Always use queue_free() to safely dispose of it at the end of the frame.
  • NEVER calculate physics-dependent game state in _process() — Movement and precise collisions must happen in _physics_process() to stay synced with the engine's fixed timestep.
  • NEVER execute heavy state transitions (like loading massive levels) synchronously — Calling load() on a huge scene stalls the main thread. Use ResourceLoader.load_threaded_request().
  • NEVER use exact floating-point equality (==) for time-based states — Floating-point errors will eventually cause missed triggers. Use is_equal_approx() or relative comparisons.
  • NEVER manipulate the active SceneTree from a background thread — The SceneTree is not thread-safe. Use call_deferred() to push results back to the main thread.
  • NEVER rely on a monolithic "GameManager" with hardcoded absolute paths — This creates tight coupling. Use groups, signals, and exported references for a modular architecture.
  • NEVER assume child nodes are ready before their parent_ready() executes from bottom-to-top. If you need child references, use @onready or await ready.
  • NEVER use string-based signals for critical state transitions — Avoid connect("signal", _on_func). Use the Signal object syntax (signal.connect(_on_func)) for compile-time validation.
  • NEVER poll for input state every frame for discrete menu events — Use the _unhandled_input() callback to cleanly intercept events without wasting CPU cycles in _process().
  • NEVER crash the engine intentionally via CRASH_NOW_MSG — Regular state handling should always recover gracefully. Crashing is for unrecoverable internal engine failures.
  • NEVER hardcode spawn positions in code — Always use Marker3D or CollisionShape3D nodes in the scene so designers can adjust layout without touching code.
  • NEVER neglect "juice" before an item disappears — Immediate queue_free() feels dry. Always spawn particles or play a sound before removal.
  • NEVER use global variables for local collection progress — Keep counts encapsulated within the CollectionManager and emit signals to update the UI.
  • NEVER leave orphaned nodes in the tree during state swaps — Always ensure the previous level/state is properly queued for deletion before instantiating the new one.
  • NEVER scale collision shapes non-uniformly for collectibles — This breaks collision detection math. Adjust the internal shape resource properties instead.

Available Scripts

MANDATORY: Read the appropriate script before implementing the corresponding pattern.

collection_loop_patterns.gd

Collection of 10 expert patterns: Custom MainLoop extensions, deferred scene switching, threaded loading, and frame throttling.

collection_manager.gd

The central brain of the hunt. Tracks progress and manages completion signals.

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

35.73%
按下载量换算205

Claude

27.93%
按下载量换算160

Cursor

19.15%
按下载量换算110

Gemini CLI

8.2%
按下载量换算47

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

执行命令

安装流程涉及命令执行,可能通过 npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-game-loop-collection 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

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。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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