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Agent Skill · 待分类

godot-genre-platformer(戈多类型平台游戏)

godot-genre-platformer 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-platformer 是待分类类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为权限未标注;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 1,942。

总安装 2,056周安装 84GitHub Stars 138下载 659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-platformer(戈多类型平台游戏)
来源仓库:https://github.com/thedivergentai/gd-agentic-skills
仓库路径:skills/godot-genre-platformer
安装命令:
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-genre-platformer
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-platformer

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。

godot-genre-platformer 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-platformer

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

    权限没有明确标注,第一次使用时只给一个无关紧要的任务,观察它到底读了哪些文件和网络。

常见问题

6 条

godot-genre-platformer 怎么安装?

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

godot-genre-platformer 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-platformer 需要什么权限?

权限级别没有明确标注。第一次使用时建议只给无关紧要的任务,观察它实际读写了哪些内容。

godot-genre-platformer 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-platformer 用的人多吗?

公开数据是累计安装 2,056 次,近一周安装 84 次,下载 659 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-platformer 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
godot-genre-platformer

戈多类型平台游戏 · 本页

2,056138权限未标注未明确通过

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: Platformer

Expert blueprint for platformers emphasizing movement feel, level design, and player satisfaction.

NEVER Do (Expert Anti-Patterns)

Physics & Movement Feel

  • NEVER multiply velocity by delta before move_and_slide(); the method internalizes the timestep.
  • NEVER skip Coyote Time (approx 0.1s); without this grace period, jumps will feel unresponsive when walking off ledges.
  • NEVER ignore Jump Buffering (approx 0.15s); players expect to jump the instant they touch the ground if they pressed the button early.
  • NEVER use a fixed jump height; strictly implement Variable Jump Height (cut velocity on release) for player expression.
  • NEVER forget to scale gravity by delta before adding to velocity; gravity is an acceleration and must be frame-rate independent.
  • NEVER rely on discrete collision for high-speed movement; strictly use CCD_MODE_CAST_RAY to prevent tunneling through geometry.
  • NEVER use move_and_collide() for standard traversal; it lacks the slope/stair handling of move_and_slide().
  • NEVER check coyote or buffer timers using exact equality (== 0.0); strictly use is_equal_approx() or >= 0.0.

Polish & Level Design

  • NEVER use linear camera snapping; strictly use Camera Smoothing or lerp() to prevent motion sickness.
  • NEVER skip Squash and Stretch on jump/land; movement feels weightless without these subtle visual "juice" cues.
  • NEVER create Blind Jumps; strictly use camera look-ahead or zoom triggers to reveal landing zones.
  • NEVER use individual Sprite2D nodes for level geometry; strictly use TileMapLayer for optimized collision and rendering.
  • NEVER use complex/concave CollisionShape2D for the player; strictly favor primitive shapes (Capsule/Rectangle) for stability.

Architecture & Performance

  • NEVER use CharacterBody2D for simple moving platforms; strictly use AnimatableBody2D and enable sync_to_physics.
  • NEVER ignore platform_on_leave for descending platforms; use PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY to preserve jump impulse.
  • NEVER disable recovery_as_collision on the player character; it is required for correct floor snapping reports.
  • NEVER use the ! (NOT) operator in AnimationTree expressions; strictly use is_walking == false.
  • NEVER use standard Strings for high-frequency state checks; strictly use StringName (e.g., &"jumping").
  • NEVER load heavy level chunks synchronously; strictly use ResourceLoader.load_threaded_request() to prevent frame stutters.

🛠 Expert Components (scripts/)

Original Expert Patterns

Modular Components


Core Loop

Jump → Navigate Obstacles → Reach Goal → Next Level

Skill Chain

godot-project-foundations, godot-characterbody-2d, godot-input-handling, animation, sound-manager, tilemap-setup, camera-2d


Movement Feel ("Game Feel")

The most critical aspect of platformers. Players should feel precise, responsive, and in control.

Input Responsiveness

# Instant direction changes - no acceleration on ground
func _physics_process(delta: float) -> void:
    var input_dir := Input.get_axis("move_left", "move_right")

    # Ground movement: instant response
    if is_on_floor():
        velocity.x = input_dir * MOVE_SPEED
    else:
        # Air movement: slightly reduced control
        velocity.x = move_toward(velocity.x, input_dir * MOVE_SPEED, AIR_ACCEL * delta)

Coyote Time (Grace Period)

Allow jumping briefly after leaving a platform:

var coyote_timer: float = 0.0
const COYOTE_TIME := 0.1  # 100ms grace period

func _physics_process(delta: float) -> void:
    if is_on_floor():
        coyote_timer = COYOTE_TIME
    else:
        coyote_timer = max(0, coyote_timer - delta)

    # Can jump if on floor OR within coyote time
    if Input.is_action_just_pressed("jump") and coyote_timer > 0:
        velocity.y = JUMP_VELOCITY
        coyote_timer = 0

Jump Buffering

Register jumps pressed slightly before landing:

var jump_buffer: float = 0.0
const JUMP_BUFFER_TIME := 0.15

func _physics_process(delta: float) -> void:
    if Input.is_action_just_pressed("jump"):
        jump_buffer = JUMP_BUFFER_TIME
    else:
        jump_buffer = max(0, jump_buffer - delta)

    if is_on_floor() and jump_buffer > 0:
        velocity.y = JUMP_VELOCITY
        jump_buffer = 0

Variable Jump Height

const JUMP_VELOCITY := -400.0
const JUMP_RELEASE_MULTIPLIER := 0.5

func _physics_process(delta: float) -> void:
    # Cut jump short when button released
    if Input.is_action_just_released("jump") and velocity.y < 0:
        velocity.y *= JUMP_RELEASE_MULTIPLIER

Gravity Tuning

const GRAVITY := 980.0
const FALL_GRAVITY_MULTIPLIER := 1.5  # Faster falls feel better
const MAX_FALL_SPEED := 600.0

func apply_gravity(delta: float) -> void:
    var grav := GRAVITY
    if velocity.y > 0:  # Falling
        grav *= FALL_GRAVITY_MULTIPLIER
    velocity.y = min(velocity.y + grav * delta, MAX_FALL_SPEED)

Level Design Principles

The "Teaching Trilogy"

  1. Introduction: Safe environment to learn mechanic
  2. Challenge: Apply mechanic with moderate risk
  3. Twist: Combine with other mechanics or time pressure

Visual Language

  • Safe platforms: Distinct color/texture
  • Hazards: Red/orange tints, spikes, glow effects
  • Collectibles: Bright, animated, particle effects
  • Secrets: Subtle environmental hints

Flow and Pacing

Easy → Easy → Medium → CHECKPOINT → Medium → Hard → CHECKPOINT → Boss

Camera Design

# Look-ahead camera for platformers
extends Camera2D

@export var look_ahead_distance := 100.0
@export var look_ahead_speed := 3.0

var target_offset := Vector2.ZERO

func _process(delta: float) -> void:
    var player_velocity: Vector2 = target.velocity
    var desired_offset := player_velocity.normalized() * look_ahead_distance
    target_offset = target_offset.lerp(desired_offset, look_ahead_speed * delta)
    offset = target_offset

Platformer Sub-Genres

Precision Platformers (Celeste, Super Meat Boy)

  • Instant respawn on death
  • Very tight controls (no acceleration)
  • Checkpoints every few seconds of gameplay
  • Death is learning, not punishment

Collectathon (Mario 64, Banjo-Kazooie)

  • Large hub worlds with objectives
  • Multiple abilities unlocked over time
  • Backtracking encouraged
  • Stars/collectibles as progression gates

Puzzle Platformers (Limbo, Inside)

  • Slow, deliberate pacing
  • Environmental puzzles
  • Physics-based mechanics
  • Atmospheric storytelling

Metroidvania (Hollow Knight)

  • See godot-genre-metroidvania skill
  • Ability-gated exploration
  • Interconnected world map

Common Pitfalls

PitfallSolution
Floaty jumpsIncrease gravity, especially on descent
Imprecise landingsAdd coyote time and visual landing feedback
Unfair deathsEnsure hazards are clearly visible before encountered
Blind jumpsCamera look-ahead or zoom out during falls
Boring mid-gameIntroduce new mechanics every 2-3 levels

Polish Checklist

  • Dust godot-particles on land/run
  • Screen shake on heavy landings
  • Squash/stretch animations
  • Sound effects for every action (jump, land, wall-slide)
  • Death and respawn animations
  • Checkpoint visual/audio feedback
  • Accessible difficulty options (assist mode)

Godot-Specific Tips

  1. CharacterBody2D vs RigidBody2D: Always use CharacterBody2D for platformer characters - precise control is essential
  2. Physics tick rate: Consider 120Hz physics for smoother movement
  3. One-way platforms: Use set_collision_mask_value() or dedicated collision layers
  4. Wall detection: Use is_on_wall() and get_wall_normal() for wall jumps

Example Games for Reference

  • Celeste - Perfect game feel, assist mode accessibility
  • Hollow Knight - Combat + platforming integration
  • Super Mario Bros. Wonder - Visual polish and surprises
  • Shovel Knight - Retro mechanics with modern feel

Reference

平台分布

Codex

37.04%
按下载量换算244

Claude

25.83%
按下载量换算170

Cursor

19.33%
按下载量换算127

Gemini CLI

9.36%
按下载量换算62

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

权限未标注

当前来源未能明确判断权限范围,默认进入异常复核队列。

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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