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Agent Skill · 待分类

godot-genre-rhythm(戈多流派节奏)

godot-genre-rhythm 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-rhythm 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 2,419。

总安装 1,599周安装 68GitHub Stars 137下载 560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-rhythm(戈多流派节奏)
来源仓库:https://github.com/thedivergentai/gd-agentic-skills
仓库路径:skills/godot-genre-rhythm
安装命令:
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-genre-rhythm
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-rhythm

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-rhythm 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-rhythm

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-rhythm 怎么安装?

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

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

公开数据是累计安装 1,599 次,近一周安装 68 次,下载 560 次,GitHub 137 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-rhythm 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-rhythm

戈多流派节奏 · 本页

1,599137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: Rhythm

Expert blueprint for rhythm games emphasizing audio-visual synchronization and flow state.

NEVER Do (Expert Anti-Patterns)

Audio Sync & Logic

  • NEVER use Time.get_ticks_msec() for rhythm sync; strictly use AudioServer.get_time_since_last_mix() combined with latency offsets for sub-frame accuracy.
  • NEVER process song logic in _process(); strictly use _physics_process() or a conductor loop to ensure deterministic timing regardless of render frames.
  • NEVER use _process() to capture hit inputs; strictly use _input(event) to record the exact timestamp of the button press event.
  • NEVER scale engine time_scale for song speed; strictly use AudioStreamPlayer.pitch_scale to adjust speed and avoid globally breaking physics logic.
  • NEVER ignore Audio Latency Calibration; strictly provide a manual offset menu to compensate for varied hardware (Bluetooth vs Wired).
  • NEVER use yield or await for beat timing; strictly use a sample-accurate Delta Accumulator tied to the audio clock.
  • NEVER assume a constant BPM; strictly build your conductor to handle a Tempo Map for complex track changes.

Feedback & Performance

  • NEVER judge inputs based on world position (pixels); strictly judge against the Song's Elapsed Time (ms) to ensure consistency across resolutions.
  • NEVER play hit sounds with static pitch; strictly add ±5% Random Pitch Variation to hit sounds to avoid the "machine gun" effect.
  • NEVER use tight timing windows (e.g., <25ms) for all players; strictly use Wider Windows for Beginners to prevent immediate frustration.
  • NEVER instantiate note nodes every beat; strictly use Object Pooling to recycle note instances and prevent GC spikes during dense tracks.
  • NEVER use standard Area2D signals for rhythmic hits; strictly Poll Inputs in the conductor loop to compare against target timestamps.
  • NEVER calculate FFT for visualization on the main thread; strictly use AudioEffectSpectrumAnalyzerInstance for optimized engine-side analysis.
  • NEVER allow note spamming/mashing; strictly penalize misses or break combos to maintain the game's integrity.
  • NEVER use load() dynamically during gameplay; strictly use ResourceLoader.load_threaded_request() to avoid thread stalling.
  • NEVER forget to pause the conductor/ highway; strictly sync with the audio player's pause state to prevent notes from scrolling while the music is stopped.

🛠 Expert Components (scripts/)

Original Expert Patterns

Modular Components


Core Loop

Music Plays → Notes Appear → Player Inputs → Timing Judged → Score/Feedback → Combo Builds

Skill Chain

godot-project-foundations, godot-input-handling, sound-manager, animation, ui-framework


Audio Synchronization

THE most critical aspect - notes MUST align perfectly with audio.

Music Time System

class_name MusicConductor
extends Node

signal beat(beat_number: int)
signal measure(measure_number: int)

@export var bpm := 120.0
@export var music: AudioStream

var seconds_per_beat: float
var song_position: float = 0.0  # In seconds
var song_position_in_beats: float = 0.0
var last_reported_beat: int = 0

@onready var audio_player: AudioStreamPlayer

func _ready() -> void:
    seconds_per_beat = 60.0 / bpm
    audio_player.stream = music

func _process(_delta: float) -> void:
    # Get precise audio position with latency compensation
    song_position = audio_player.get_playback_position() + AudioServer.get_time_since_last_mix()

    # Convert to beats
    song_position_in_beats = song_position / seconds_per_beat

    # Emit beat signals
    var current_beat := int(song_position_in_beats)
    if current_beat > last_reported_beat:
        beat.emit(current_beat)
        if current_beat % 4 == 0:
            measure.emit(current_beat / 4)
        last_reported_beat = current_beat

func start_song() -> void:
    audio_player.play()
    song_position = 0.0
    last_reported_beat = 0

func beats_to_seconds(beats: float) -> float:
    return beats * seconds_per_beat

func seconds_to_beats(secs: float) -> float:
    return secs / seconds_per_beat

Note System

Note Data Structure

class_name NoteData
extends Resource

@export var beat_time: float  # When to hit (in beats)
@export var lane: int  # Which input lane (0-3 for 4-key, etc.)
@export var note_type: NoteType
@export var hold_duration: float = 0.0  # For hold notes (in beats)

enum NoteType { TAP, HOLD, SLIDE, FLICK }

Chart/Beatmap Loading

class_name ChartLoader
extends Node

func load_chart(chart_path: String) -> Array[NoteData]:
    var notes: Array[NoteData] = []
    var file := FileAccess.open(chart_path, FileAccess.READ)

    while not file.eof_reached():
        var line := file.get_line()
        if line.is_empty() or line.begins_with("#"):
            continue

        var parts := line.split(",")
        var note := NoteData.new()
        note.beat_time = float(parts[0])
        note.lane = int(parts[1])
        note.note_type = NoteType.get(parts[2]) if parts.size() > 2 else NoteType.TAP
        note.hold_duration = float(parts[3]) if parts.size() > 3 else 0.0
        notes.append(note)

    notes.sort_custom(func(a, b): return a.beat_time < b.beat_time)
    return notes

Note Highway / Receptor

class_name NoteHighway
extends Control

@export var scroll_speed := 500.0  # Pixels per second
@export var hit_position_y := 100.0  # From bottom
@export var note_scene: PackedScene
@export var look_ahead_beats := 4.0

var active_notes: Array[NoteVisual] = []
var chart: Array[NoteData]
var next_note_index: int = 0

func _process(_delta: float) -> void:
    spawn_upcoming_notes()
    update_note_positions()

func spawn_upcoming_notes() -> void:
    var look_ahead_time := MusicConductor.song_position_in_beats + look_ahead_beats

    while next_note_index < chart.size():
        var note_data := chart[next_note_index]
        if note_data.beat_time > look_ahead_time:
            break

        var note_visual := note_scene.instantiate() as NoteVisual
        note_visual.setup(note_data)
        note_visual.position.x = get_lane_x(note_data.lane)
        add_child(note_visual)
        active_notes.append(note_visual)
        next_note_index += 1

func update_note_positions() -> void:
    for note in active_notes:
        var beats_until_hit := note.data.beat_time - MusicConductor.song_position_in_beats
        var seconds_until_hit := MusicConductor.beats_to_seconds(beats_until_hit)

        # Note scrolls down from top
        note.position.y = (size.y - hit_position_y) - (seconds_until_hit * scroll_speed)

        # Remove if too far past
        if note.position.y > size.y + 100:
            if not note.was_hit:
                register_miss(note.data)
            note.queue_free()
            active_notes.erase(note)

Timing Judgment

class_name JudgmentSystem
extends Node

signal note_judged(judgment: Judgment, note: NoteData)

enum Judgment { PERFECT, GREAT, GOOD, BAD, MISS }

# Timing windows in milliseconds (symmetric around hit time)
const WINDOWS := {
    Judgment.PERFECT: 25.0,
    Judgment.GREAT: 50.0,
    Judgment.GOOD: 100.0,
    Judgment.BAD: 150.0
}

func judge_input(input_time: float, note_time: float) -> Judgment:
    var difference := abs(input_time - note_time) * 1000.0  # ms

    if difference <= WINDOWS[Judgment.PERFECT]:
        return Judgment.PERFECT
    elif difference <= WINDOWS[Judgment.GREAT]:
        return Judgment.GREAT
    elif difference <= WINDOWS[Judgment.GOOD]:
        return Judgment.GOOD
    elif difference <= WINDOWS[Judgment.BAD]:
        return Judgment.BAD
    else:
        return Judgment.MISS

func get_timing_offset(input_time: float, note_time: float) -> float:
    # Positive = late, Negative = early
    return (input_time - note_time) * 1000.0

Scoring System

class_name RhythmScoring
extends Node

signal score_changed(new_score: int)
signal combo_changed(new_combo: int)
signal combo_broken

const JUDGMENT_SCORES := {
    Judgment.PERFECT: 100,
    Judgment.GREAT: 75,
    Judgment.GOOD: 50,
    Judgment.BAD: 25,
    Judgment.MISS: 0
}

const COMBO_MULTIPLIER_THRESHOLDS := {
    10: 1.5,
    25: 2.0,
    50: 2.5,
    100: 3.0
}

var score: int = 0
var combo: int = 0
var max_combo: int = 0

func register_judgment(judgment: Judgment) -> void:
    if judgment == Judgment.MISS:
        if combo > 0:
            combo_broken.emit()
        combo = 0
    else:
        combo += 1
        max_combo = max(max_combo, combo)

    var base_score := JUDGMENT_SCORES[judgment]
    var multiplier := get_combo_multiplier()
    var earned := int(base_score * multiplier)

    score += earned
    score_changed.emit(score)
    combo_changed.emit(combo)

func get_combo_multiplier() -> float:
    var mult := 1.0
    for threshold in COMBO_MULTIPLIER_THRESHOLDS:
        if combo >= threshold:
            mult = COMBO_MULTIPLIER_THRESHOLDS[threshold]
    return mult

Input Processing

class_name RhythmInput
extends Node

@export var lane_actions: Array[StringName] = [
    &"lane_0", &"lane_1", &"lane_2", &"lane_3"
]

var held_notes: Dictionary = {}  # lane: NoteData for hold notes

func _input(event: InputEvent) -> void:
    for i in lane_actions.size():
        if event.is_action_pressed(lane_actions[i]):
            process_lane_press(i)
        elif event.is_action_released(lane_actions[i]):
            process_lane_release(i)

func process_lane_press(lane: int) -> void:
    var current_time := MusicConductor.song_position
    var closest_note := find_closest_note_in_lane(lane, current_time)

    if closest_note:
        var note_time := MusicConductor.beats_to_seconds(closest_note.beat_time)
        var judgment := JudgmentSystem.judge_input(current_time, note_time)

        if judgment != Judgment.MISS:
            hit_note(closest_note, judgment)
            if closest_note.note_type == NoteType.HOLD:
                held_notes[lane] = closest_note

func process_lane_release(lane: int) -> void:
    if held_notes.has(lane):
        var hold_note := held_notes[lane]
        var hold_end_time := hold_note.beat_time + hold_note.hold_duration
        var current_beat := MusicConductor.song_position_in_beats

        # Check if released at correct time
        if abs(current_beat - hold_end_time) < 0.25:  # Quarter beat tolerance
            complete_hold_note(hold_note)
        else:
            drop_hold_note(hold_note)

        held_notes.erase(lane)

Visual Feedback

func show_judgment_splash(judgment: Judgment, position: Vector2) -> void:
    var splash := judgment_sprites[judgment].instantiate()
    splash.position = position
    add_child(splash)

    var tween := create_tween()
    tween.tween_property(splash, "scale", Vector2(1.2, 1.2), 0.1)
    tween.tween_property(splash, "scale", Vector2(1.0, 1.0), 0.1)
    tween.tween_property(splash, "modulate:a", 0.0, 0.3)
    tween.tween_callback(splash.queue_free)

func pulse_receptor(lane: int, judgment: Judgment) -> void:
    var receptor := lane_receptors[lane]
    receptor.modulate = judgment_colors[judgment]

    var tween := create_tween()
    tween.tween_property(receptor, "modulate", Color.WHITE, 0.15)

Common Pitfalls

PitfallSolution
Audio desyncUse AudioServer.get_time_since_last_mix() latency compensation
Unfair judgmentGenerous windows at low difficulty, offset calibration
Notes bunched visuallyAdjust scroll speed or spawn timing
Hold notes jankySeparate hold body and tail rendering
Frame drops cause missesDecouple input from framerate

Godot-Specific Tips

  1. Audio latency: Calibrate with AudioServer and custom offset
  2. Input polling: Use _input not _process for precise timing
  3. Shaders: UV scrolling for note highways
  4. Particles: Use GPUParticles2D for hit effects

Reference

平台分布

Codex

35.38%
按下载量换算198

Claude

27.81%
按下载量换算156

Cursor

19.07%
按下载量换算107

Gemini CLI

8.37%
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

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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