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Agent Skill · 前端设计

godot-genre-card-game(戈多类型卡牌游戏)

godot-genre-card-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。

godot-genre-card-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,权限为只读;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 2,242。

总安装 2,569周安装 106GitHub Stars 138下载 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:godot-genre-card-game(戈多类型卡牌游戏)
来源仓库:https://github.com/thedivergentai/gd-agentic-skills
仓库路径:skills/godot-genre-card-game
安装命令:
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-genre-card-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/thedivergentai/gd-agentic-skills --skill godot-genre-card-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。

godot-genre-card-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 中围绕仓库状态、代码变更或协作事项进行整理。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。

来源仓库内路径:skills/godot-genre-card-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/thedivergentai/gd-agentic-skills --skill godot…;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

    它标注为只读,先用只读任务试一次,确认行为符合预期再扩大使用范围。

常见问题

6 条

godot-genre-card-game 怎么安装?

在终端执行 npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-genre-car…。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

godot-genre-card-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。

godot-genre-card-game 需要什么权限?

权限级别是只读。该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

godot-genre-card-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。

godot-genre-card-game 用的人多吗?

公开数据是累计安装 2,569 次,近一周安装 106 次,下载 840 次,GitHub 138 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。

godot-genre-card-game 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。
  • 标注为只读权限,试用阶段不容易误改本地文件。

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。
  • 只想先试试效果、不希望它改动本地文件的人。

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
godot-genre-card-game

戈多类型卡牌游戏 · 本页

2,569138只读未明确通过

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

Genre: Card Game

Expert blueprint for digital card games with data-driven design and juicy UI.

NEVER Do (Expert Anti-Patterns)

Logic & Architecture

  • NEVER hardcode card logic inside UI scripts; strictly encapsulate gameplay effects in Callable objects or Command resources pushed to a LIFO stack.
  • NEVER perform board-state calculations (Power/Toughness) in _process(); strictly use Signal-driven triggers or a centralized EffectStack resolver.
  • NEVER forget LIFO Stack Resolution; strictly use Array.push_back() and Array.pop_back() to resolve reactions from top-to-bottom.

UX & Animation

  • NEVER skip Z-Index management during drag-and-drop; strictly raise the card to the front on click to prevent it sliding under other cards.
  • NEVER allow instant card "teleportation" between piles; strictly use Tween animations (0.2s+) to give cards a tactile, physical feel.
  • NEVER use global_position for cards in hand; strictly position them using a Curve2D (Bezier) layout with sample_baked() for smooth, non-circular arcs.
  • NEVER allow instant card "teleportation" between piles; strictly use create_tween() and tween_property chainings (0.2s+) for juicy card-feel.

Deck & State Management

  • NEVER forget to handle Empty Deck scenarios; strictly implement auto-reshuffle of the discard pile to prevent soft-locks.
  • NEVER use floating point numbers for discrete card stats; strictly use int for Costs, Attack, and Health to avoid precision drift.
  • NEVER use standard Control nodes for mass tokens/battlefields; strictly use _draw() custom drawing to bypass SceneTree overhead when rendering 100+ cards or map icons.
  • NEVER rely on SceneTree order for hand logic; strictly manage logical order in an Array and update visuals via queue_redraw().
  • NEVER erase array elements during a standard for loop; strictly iterate in reverse or use filter() to avoid indexing errors.
  • NEVER forget to provide parameterless constructors in _init(); otherwise, Resources will fail to load in the Inspector.

🛠 Expert Components (scripts/)

Original Expert Patterns

Modular Components


Core Loop

  1. Draw: Player draws cards from a deck into their hand.
  2. Evaluate: Player assesses board state, mana/energy, and card options.
  3. Play: Player plays cards to trigger effects (damage, buff, summon).
  4. Resolve: Effects occur immediately or go onto a stack.
  5. Discard/End: Unused cards are discarded (roguelike) or kept (TCG), turn ends.

Skill Chain

PhaseSkillsPurpose
1. Dataresources, custom-resourcesDefining Card properties (Cost, Type, Effect)
2. UIcontrol-nodes, layout-containersHand layout, card positioning, tooltips
3. Inputdrag-and-drop, state-machinesDragging cards to targets, hovering
4. Logiccommand-pattern, signalsExecuting card effects, turn phases
5. Polishgodot-tweening, shadersDraw animations, holographic foils

Architecture Overview

1. Card Data (Resource-based)

Godot Resources are perfect for card data.

# card_data.gd
extends Resource
class_name CardData

enum Type { ATTACK, SKILL, POWER }
enum Target { ENEMY, SELF, ALL_ENEMIES }

@export var id: String
@export var name: String
@export_multiline var description: String
@export var cost: int
@export var type: Type
@export var target_type: Target
@export var icon: Texture2D
@export var effect_script: Script # Custom logic per card

2. Deck Manager

Handles the piles: Draw Pile, Hand, Discard Pile, Exhaust Pile.

# deck_manager.gd
var draw_pile: Array[CardData] = []
var hand: Array[CardData] = []
var discard_pile: Array[CardData] = []

func draw_cards(amount: int) -> void:
    for i in amount:
        if draw_pile.is_empty():
            reshuffle_discard()

        if draw_pile.is_empty():
            break # No cards left

        var card = draw_pile.pop_back()
        hand.append(card)
        card_drawn.emit(card)

func reshuffle_discard() -> void:
    draw_pile.append_array(discard_pile)
    discard_pile.clear()
    draw_pile.shuffle()

3. Card Visual (UI)

The interactive node representing a card in hand.

# card_ui.gd
extends Control

var card_data: CardData
var start_pos: Vector2
var is_dragging: bool = false

func _gui_input(event: InputEvent) -> void:
    if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
        if event.pressed:
            start_drag()
        else:
            end_drag()

func _process(delta: float) -> void:
    if is_dragging:
        global_position = get_global_mouse_position() - size / 2
    else:
        # Hover effect or return to hand position
        pass

Key Mechanics Implementation

Effect Resolution (Command Pattern)

Decouple the "playing" of a card from its "effect".

func play_card(card: CardData, target: Node) -> void:
    if current_energy < card.cost:
        show_error("Not enough energy")
        return

    current_energy -= card.cost

    # Execute effect
    var effect = card.effect_script.new()
    effect.execute(target)

    move_to_discard(card)

Hand Layout (Arching)

Cards in hand usually form an arc. Use a math formula (Bezier or Circle) to position them based on index and total_cards.

func update_hand_visuals() -> void:
    var center_x = screen_width / 2
    var radius = 1000.0
    var angle_step = 5.0

    for i in hand_visuals.size():
        var card = hand_visuals[i]
        var angle = deg_to_rad((i - hand_visuals.size() / 2.0) * angle_step)
        var target_pos = Vector2(
            center_x + sin(angle) * radius,
            screen_height + cos(angle) * radius
        )
        card.target_rotation = angle
        card.target_position = target_pos

Common Pitfalls

  1. Complexity Overload: Too many keywords. Fix: Stick to 3-5 core keywords (e.g., Taunt, Poison, Shield) and expand slowly.
  2. Unreadable Text: Tiny fonts on cards. Fix: Use icons for common stats (Damage, Block) and keep text short.
  3. Animation Lock: Waiting for slow animations to finish before playing the next card. Fix: Allow queueing actions or keep animations snappy (< 0.3s).

Godot-Specific Tips

  • MouseFilter: Getting drag/drop to work with overlapping UI requires careful setup of mouse_filter (Pass vs Stop).
  • Z-Index: Use z_index or CanvasLayer to ensure the dragged card is always on top of everything else.
  • Tweens: Essential! Tween position, rotation, and scale for that "juicy" Hearthstone/Slay the Spire feel.

Reference

平台分布

Codex

33.87%
按下载量换算285

Claude

33.45%
按下载量换算281

Cursor

20.59%
按下载量换算173

Gemini CLI

9.49%
按下载量换算80

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

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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