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Agent Skill · 研究检索

groups-and-containers(组和容器)

groups-and-containers 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。

groups-and-containers 是研究检索类 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,按安装量在研究检索类的 73,675 个 Skill 里排第 42,785。

总安装 1,042周安装 43GitHub Stars 39,496下载 341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:groups-and-containers(组和容器)
来源仓库:https://github.com/phaserjs/phaser
仓库路径:skills/groups-and-containers
安装命令:
npx skills add https://github.com/phaserjs/phaser --skill groups-and-containers
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 groups-and-containers

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

groups-and-containers 用于查找、检索和筛选相关信息,支持基于关键词或任务场景的查询。适用于需要快速定位候选结果的场景,如技术调研或内容筛选。通过关键词、任务场景或来源线索进行信息检索。安装前建议确认权限范围、维护状态及是否触发联网或文件读写。

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/groups-and-containers

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 groups-and-containers;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

groups-and-containers 怎么安装?

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

groups-and-containers 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。

groups-and-containers 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。

groups-and-containers 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。

groups-and-containers 用的人多吗?

公开数据是累计安装 1,042 次,近一周安装 43 次,下载 341 次,GitHub 39,496 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。

groups-and-containers 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 39,496 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。
  • 需要处理研究检索类任务、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。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
groups-and-containers

组和容器 · 本页

1,04239,496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

Groups and Containers

Logical grouping (Group), visual grouping with transform inheritance (Container), render-layer grouping (Layer), object pooling, and when to use each in Phaser 4.

Key source paths: src/gameobjects/group/, src/gameobjects/container/, src/gameobjects/layer/ Related skills:../sprites-and-images/SKILL.md,../physics-arcade/SKILL.md

Quick Start

// In a Scene's create() method:

// --- Group: logical collection, no transform, great for pooling ---
const enemies = this.add.group();
enemies.create(100, 200, 'enemy');       // creates Sprite at (100,200)
enemies.create(300, 200, 'enemy');

// --- Container: visual parent with inherited transform ---
const hud = this.add.container(10, 10);
const icon = this.add.image(0, 0, 'heart');
const label = this.add.text(20, 0, 'x3');
hud.add([icon, label]);                  // children move/scale/rotate with hud

// --- Layer: render-ordering bucket, no position/scale ---
const bgLayer = this.add.layer();
const fgLayer = this.add.layer();
bgLayer.add(this.add.image(400, 300, 'sky'));
fgLayer.add(this.add.sprite(400, 300, 'player'));

Core Concepts

Group vs Container vs Layer

FeatureGroupContainerLayer
PurposeLogical collection / poolVisual parent with transformRender-order bucket
On display listNo (children are)Yes (renders children)Yes (renders children)
Position/rotation/scaleNoYes (children inherit)No
Children storagechildren (Set)list (Array)List (Structs.List)
PhysicsVia physics.add.group()Limited (offsets if not at 0,0)No
InputNo (children can)Yes (needs hit area shape)No
Object poolingYes (getFirstDead, kill)NoNo
MasksNoYes (not per-child in Canvas)Yes
Alpha/blend/visibleNo (batch via setVisible)YesYes
NestingN/AContainer in ContainerCannot go in Container
ExtendsEventEmitterGameObjectList
Factorythis.add.group()this.add.container(x, y)this.add.layer()

When to Use Each

Group: Managing collections of similar objects (enemies, bullets, coins), object pooling with active/inactive lifecycle, physics group collisions. No shared visual transform. Members can belong to multiple Groups simultaneously.

Container: Children inherit position, rotation, scale, alpha. Composite UI elements (health bars, inventory slots), moving/rotating clusters as one unit, nested transforms. By default exclusive -- a child can only belong to one Container (use setExclusive(false) to override).

Layer: Controlling render order of object batches, applying shared alpha/blend/mask. No position/scale/rotation. Lightweight render bucketing.

Container vs Group at a Glance

  • Container has position, rotation, scale, alpha -- Group does not. If you need children to move/rotate as a unit, use Container.
  • Container is exclusive by default -- adding a child removes it from its previous Container. Group is non-exclusive; a game object can be in many Groups.
  • Container is on the display list -- it renders its children. Group is not on the display list; its children render individually on the Scene.
  • Group supports object pooling -- getFirstDead, kill, killAndHide. Container does not.
  • Container has performance cost -- each child requires matrix math per frame. Deeper nesting = more cost. Prefer Group or Layer when transforms are not needed.

Common Patterns

Creating and Populating Groups

// Empty group, add existing objects
const gems = this.add.group();
gems.add(existingSprite);
gems.addMultiple([sprite1, sprite2, sprite3]);

// Group with config -- creates children automatically
const coins = this.add.group({
    classType: Phaser.GameObjects.Sprite,
    key: 'coin',
    quantity: 10,           // overrides frameQuantity
    setXY: { x: 50, y: 300, stepX: 60 },
    setScale: { x: 0.5, y: 0.5 }
});

// Custom class type with pool limit
const bullets = this.add.group({
    classType: Bullet,       // must accept (scene, x, y, key, frame)
    maxSize: 30,
    defaultKey: 'bullet',
    runChildUpdate: true     // calls child.update() each frame
});

Object Pooling with getFirstDead

The core pooling pattern: deactivate objects instead of destroying them, then reuse inactive ones.

// Setup pool
const bullets = this.add.group({
    classType: Phaser.GameObjects.Sprite,
    defaultKey: 'bullet',
    maxSize: 30
});

// Fire a bullet -- get() finds first inactive member or creates one
function fireBullet(x, y) {
    const bullet = bullets.get(x, y);

    if (bullet) {
        bullet.setActive(true);
        bullet.setVisible(true);
        bullet.body.velocity.y = -300;   // if physics enabled
    }
}

// Deactivate when off-screen or on hit
function killBullet(bullet) {
    bullets.killAndHide(bullet);         // sets active=false, visible=false
    // If using physics, also reset the body:
    // bullet.body.stop();
}

// Alternative: manual getFirst
const inactive = bullets.getFirst(false);     // first where active===false
const active = bullets.getFirstAlive();       // first where active===true
const dead = bullets.getFirstDead(true, x, y); // first inactive, create if null

Pool helper methods on Group:

MethodDescription
get(x, y, key, frame)Shortcut: getFirst(false, true,...) -- finds inactive or creates
getFirst(state, createIfNull, x, y, key, frame)First member matching active state
getFirstAlive(createIfNull, x, y, key, frame)First member where active===true
getFirstDead(createIfNull, x, y, key, frame)First member where active===false
getLast(state, createIfNull, x, y, key, frame)Like getFirst but searches back-to-front
kill(gameObject)Sets active=false on a member
killAndHide(gameObject)Sets active=false and visible=false
countActive(value)Count members where active===value (default true)
getTotalUsed()Count of active members
getTotalFree()maxSize - active count (remaining pool capacity)
isFull()True if children.size >= maxSize

Physics Groups

Physics groups extend Group with automatic body assignment. See../physics-arcade/SKILL.md for full details.

// Arcade Physics group -- every member gets a dynamic body
const enemies = this.physics.add.group({
    key: 'enemy',
    quantity: 5,
    setXY: { x: 100, y: 100, stepX: 80 }
});

// Static physics group -- immovable bodies
const platforms = this.physics.add.staticGroup();
platforms.create(400, 568, 'ground');

// Collide physics groups with each other
this.physics.add.collider(player, platforms);
this.physics.add.overlap(bullets, enemies, onHit);

Containers with Nested Transforms

// HUD that follows camera
const hud = this.add.container(10, 10);
hud.setScrollFactor(0);     // pinned to camera

const healthBar = this.add.rectangle(0, 0, 200, 20, 0x00ff00);
const healthText = this.add.text(210, -5, '100 HP');
hud.add([healthBar, healthText]);

// Move everything at once
hud.setPosition(50, 50);

// Scale and rotate propagate to children
hud.setScale(1.5);
hud.setRotation(0.1);

// Alpha affects all children
hud.setAlpha(0.8);

// Nested containers
const inventory = this.add.container(300, 500);
for (let i = 0; i < 5; i++) {
    const slot = this.add.container(i * 55, 0);
    slot.add([
        this.add.rectangle(0, 0, 48, 48, 0x333333),
        this.add.image(0, 0, `item-${i}`)
    ]);
    inventory.add(slot);    // Container inside Container
}

Key Container methods:

MethodDescription
add(child) / addAt(child, index)Add Game Object(s); removes from display list
remove(child, destroyChild)Remove; optionally destroy
getAt(index) / getIndex(child)Access by index
getByName(name) / getFirst(prop, val)Query children
getAll(prop, val) / count(prop, val)Filtered access and counting
sort(property) / swap(a, b) / moveTo(child, idx)Ordering
each(cb, ctx) / iterate(cb, ctx)Iteration (iterate passes index)
setScrollFactor(x, y, updateChildren)Pass true to also apply to children
getBounds(output)Bounding rect of all children
pointToContainer(source, output)World point to local space
setExclusive(value)When false, children can exist in multiple places
replace(oldChild, newChild)Swap one child for another
setSize(width, height)Set hit area size (required for input)
lengthRead-only child count

Layers for Render Ordering

const bgLayer = this.add.layer();
const entityLayer = this.add.layer();
const uiLayer = this.add.layer();

// Add objects -- they render in layer order, then by depth within layer
bgLayer.add(this.add.image(400, 300, 'sky'));
entityLayer.add(player);
entityLayer.add(enemy);
uiLayer.add(scoreText);

// Control depth of layers themselves
bgLayer.setDepth(0);
entityLayer.setDepth(1);
uiLayer.setDepth(2);

// Children set depth within their layer
enemy.setDepth(5);   // relative to entityLayer, not the Scene

// Apply shared effects to entire layer
entityLayer.setAlpha(0.5);
entityLayer.setVisible(false);
entityLayer.setBlendMode(Phaser.BlendModes.ADD);

Bulk Creation with createMultiple

// createMultiple accepts a GroupCreateConfig or array of them
const coins = this.add.group();

coins.createMultiple({
    key: 'coin',
    quantity: 20,
    setXY: { x: 50, y: 100, stepX: 40, stepY: 0 },
    setScale: { x: 0.5, y: 0.5 },
    setRotation: { value: 0, step: 0.1 },   // each rotated 0.1 more than previous
    setAlpha: { value: 1 },
    setOrigin: { x: 0.5, y: 0.5 },
    setDepth: { value: 5 },
    gridAlign: {
        width: 5,
        height: 4,
        cellWidth: 48,
        cellHeight: 48,
        x: 100,
        y: 200
    }
});

// Multiple configs at once (creates two different sets)
coins.createMultiple([
    { key: 'gold-coin', quantity: 10, setXY: { x: 50, y: 100, stepX: 30 } },
    { key: 'silver-coin', quantity: 10, setXY: { x: 50, y: 200, stepX: 30 } }
]);

Iterating and Batch Operations on Groups

const enemies = this.add.group();

// Get all children as array
const all = enemies.getChildren();
const active = enemies.getMatching('active', true);

// Batch property operations
enemies.setXY(200, 300);
enemies.incX(5);                    // add 5 to each member's x
enemies.setVisible(false);
enemies.propertyValueSet('tintTopLeft', 0xff0000);
enemies.playAnimation('walk');

// Stepping: apply incremental values across members
enemies.setX(100, 50);             // first at x=100, next at 150, then 200...
enemies.setY(200, 30);             // first at y=200, next at 230, then 260...
enemies.setXY(100, 200, 50, 30);   // combined X and Y stepping
enemies.incXY(10, 5);              // add 10 to each x, 5 to each y
enemies.angle(0, 15);              // first at 0 deg, next at 15, then 30...
enemies.setAlpha(1, -0.1);         // first at 1.0, next at 0.9, then 0.8...
enemies.setScale(1, 0, 0.1, 0);   // scaleX: 1.0, 1.1, 1.2... (stepX=0.1)
enemies.setDepth(0, 1);            // depth 0, 1, 2, 3...
enemies.setOrigin(0.5);
enemies.setBlendMode(Phaser.BlendModes.ADD);
enemies.setTint(0xff0000);
enemies.shuffle();                  // randomize order in the group

API Quick Reference

Group (Phaser.GameObjects.Group)

Factory:  this.add.group(children?, config?)

Config types:
  GroupConfig       -- classType, name, active, maxSize, defaultKey, defaultFrame,
                       runChildUpdate, createCallback, removeCallback
  GroupCreateConfig -- key (required), classType, frame, quantity, visible, active,
                       repeat, yoyo, frameQuantity, max, setXY, setRotation,
                       setScale, setOrigin, setAlpha, setDepth, setScrollFactor,
                       hitArea, gridAlign

Key members:  children (Set), classType, maxSize, defaultKey, defaultFrame,
              active, runChildUpdate
Lifecycle:    create, createMultiple, add, addMultiple, remove, clear, destroy
Queries:      getFirst, getFirstAlive, getFirstDead, getLast, get, getChildren,
              getLength, getMatching, contains, countActive, getTotalUsed,
              getTotalFree, isFull
Pool:         get, getFirstDead, kill, killAndHide
Bulk ops:     setX/Y/XY, incX/Y/XY, setAlpha, setVisible, toggleVisible,
              playAnimation, propertyValueSet, propertyValueInc, setOrigin,
              setDepth, shuffle, setBlendMode, setTint

Container (Phaser.GameObjects.Container)

Factory:  this.add.container(x?, y?, children?)

Extends:  GameObject
Mixins:   AlphaSingle, BlendMode, ComputedSize, Depth, Mask, Transform, Visible

Key members:  list (Array), exclusive, maxSize, scrollFactorX/Y
Children:     add, addAt, remove, removeAt, removeBetween, removeAll
Queries:      getAt, getIndex, getByName, getFirst, getAll, getRandom, count
Ordering:     sort, swap, moveTo, moveUp, moveDown, sendToBack, bringToTop,
              moveAbove, moveBelow, reverse
Transform:    pointToContainer, getBounds, getBoundsTransformMatrix
Iteration:    each(cb, ctx), iterate(cb, ctx, ...args)
Config:       setExclusive, setScrollFactor(x, y, updateChildren)
Property:     length (read-only child count)

Layer (Phaser.GameObjects.Layer)

Factory:  this.add.layer(children?)

Extends:  Phaser.Structs.List
Mixins:   AlphaSingle, BlendMode, Depth, Filters, Mask, RenderSteps, Visible

Key members:  scene, displayList, sortChildrenFlag
Children:     add, remove (inherited from List)
Settings:     setAlpha, setBlendMode, setDepth, setVisible, setMask, setName,
              setActive, setState, setData, getData

No position, rotation, scale, scroll factor, input, or physics.
Cannot be added to a Container. Containers can be added to Layers.

Gotchas

  1. Group is NOT on the display list. Its children appear on the Scene display list individually. Moving a Group does nothing visually -- use Container for that.
  2. Container has performance overhead. Every child requires extra matrix math per frame. Deep nesting multiplies this. Avoid Containers when a Group or Layer suffices.
  3. Container origin is always 0,0. The transform point cannot be changed. Position children relative to (0,0).
  4. Container children lose Scene-level depth control. A child's depth only orders within the Container. The Container's own depth positions it in the Scene.
  5. Physics + Container is problematic. If a Container is not at (0,0), physics bodies on children will be offset. Avoid physics bodies on Container children.
  6. Container children cannot be individually masked in Canvas rendering. Only the Container itself can have a mask. Masks do not stack for nested Containers. Masks do stack in WebGL rendering.
  7. Group.get() vs Group.getFirst() differ. get(x, y) is shorthand for getFirst(false, true, x, y) -- finds first *inactive* member and creates if none found. getFirst(state) defaults to active===false without auto-creating.
  8. Layer cannot go inside a Container. Containers can be added to Layers, but not the reverse.
  9. Group children Set is unordered. No index-based access. Use getChildren() to get an array snapshot.
  10. killAndHide does not remove from the group. It only sets active=false and visible=false. The object stays in the group for reuse.
  11. Container.setScrollFactor does not auto-propagate. Pass true as the third argument to also update children: container.setScrollFactor(0, 0, true).
  12. Group.create() adds to the Scene display list. But group.add() does NOT unless you pass true as the second argument.
  13. Container needs setSize() for input. Containers have no implicit size. You must call container.setSize(width, height) before setInteractive() will work with a hit area.

Source File Map

FileDescription
src/gameobjects/group/Group.jsGroup class -- pooling, create, getFirst*, kill, batch ops
src/gameobjects/group/GroupFactory.jsthis.add.group() factory registration
src/gameobjects/group/typedefs/GroupConfig.jsGroupConfig typedef (classType, maxSize, callbacks)
src/gameobjects/group/typedefs/GroupCreateConfig.jsGroupCreateConfig typedef (key, quantity, setXY, etc.)
src/gameobjects/container/Container.jsContainer class -- list management, nested transforms
src/gameobjects/container/ContainerFactory.jsthis.add.container() factory registration
src/gameobjects/container/ContainerRender.jsContainer WebGL/Canvas render functions
src/gameobjects/layer/Layer.jsLayer class -- display list bucket with alpha/blend/mask
src/gameobjects/layer/LayerFactory.jsthis.add.layer() factory registration
src/gameobjects/layer/LayerRender.jsLayer WebGL/Canvas render functions
src/physics/arcade/ArcadePhysics.jsthis.physics.add.group() / staticGroup()

平台分布

Codex

37.17%
按下载量换算127

Claude

29.11%
按下载量换算99

Cursor

19.73%
按下载量换算67

Gemini CLI

11.11%
按下载量换算38

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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