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Agent Skill · 研究检索

monetize-game(货币化游戏)

monetize-game 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。

monetize-game 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,权限为接触敏感数据;许可证信息还不明确,第三方扫描有未通过项,按安装量在研究检索类的 73,675 个 Skill 里排第 18,049。

总安装 6,280周安装 267GitHub Stars 109下载 2,110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:monetize-game(货币化游戏)
来源仓库:https://github.com/opusgamelabs/game-creator
仓库路径:skills/monetize-game
安装命令:
npx skills add https://github.com/opusgamelabs/game-creator --skill monetize-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/opusgamelabs/game-creator --skill monetize-game

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。

用于查找、检索和筛选相关信息。适合在 Codex、Claude、Cursor、Gemini CLI 中快速定位候选结果。可结合关键词、任务场景或来源线索进行信息筛选。安装前建议确认权限范围和维护状态,避免触发不必要操作。可通过 npx skills add 命令从指定 GitHub 仓库安装使用。

来源仓库内路径:skills/monetize-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/opusgamelabs/game-creator --skill monetize-gam…;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

    它需要接触敏感数据,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

monetize-game 怎么安装?

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

monetize-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。

monetize-game 需要什么权限?

权限级别是接触敏感数据。该 Skill 可能接触密钥、Token、环境变量或敏感配置,应进入高风险复核队列,默认不自动发布。

monetize-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。

monetize-game 用的人多吗?

公开数据是累计安装 6,280 次,近一周安装 267 次,下载 2,110 次,GitHub 109 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。

monetize-game 安全吗?

第三方扫描有未通过项,风险较高。除非你确认过源码,否则不建议直接安装到常用环境。

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。

先想清楚的地方

  • 需要接触敏感数据,装到常用环境前要先评估影响面。
  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方扫描存在提醒项或未通过项,需要人工逐条确认。
  • 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

  • 环境里有大量密钥、凭证,不方便给第三方 Skill 读取的人。
  • 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
monetize-game

货币化游戏 · 本页

6,280109接触敏感数据未明确未通过

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

Monetize Game (Play.fun / OpenGameProtocol)

Register your game on Play.fun (OpenGameProtocol), integrate the browser SDK for points tracking and leaderboards, and get a shareable play.fun URL. This is the link you post to Moltbook.

What you'll get:

  1. Your game registered on Play.fun with anti-cheat config
  2. The Play.fun browser SDK integrated into your game (points widget, leaderboard, wallet connect)
  3. A rebuilt + redeployed game with the SDK active
  4. A play.fun game URL to share on Moltbook and social media

Prerequisites

  • A deployed game with a public URL (run /game-creator:make-game first, or ensure your game is deployed to here.now / GitHub Pages / Vercel / etc.)
  • Node.js installed

Instructions

Step 0: Locate the game

Parse $ARGUMENTS to find the game project directory. If not provided, check the current working directory for a package.json with Phaser or Three.js dependencies.

Read package.json to confirm this is a game project. Read vite.config.js or similar to determine the deployed URL (look for base path).

Step 1: Authenticate with Play.fun

Check if the user already has Play.fun credentials:

node skills/playdotfun/scripts/playfun-auth.js status

If credentials exist and are valid, skip to Step 2.

If no credentials, walk the user through authentication:

To register your game on Play.fun, you need to authenticate first. I'll start a local auth server. Click the link below to log in:
node skills/playdotfun/scripts/playfun-auth.js callback &

Then tell the user:

Open this URL in your browser: https://app.play.fun/skills-auth?callback=http://localhost:9876/callback Log in with your Play.fun account. The credentials will be saved automatically. Tell me when you're done.

Wait for user confirmation. Then verify:

node skills/playdotfun/scripts/playfun-auth.js status

If verification fails, offer the manual method as a fallback:

If the callback didn't work, you can paste your credentials manually. Go to your Play.fun dashboard, copy your API credentials (base64 format), and I'll save them: `` node skills/playdotfun/scripts/playfun-auth.js manual <your-base64-credentials> ``

Step 2: Determine the game URL

Find the deployed game URL. Check in this order:

  1. Check for a here.now deploy state file: cat.herenow/state.json 2>/dev/null | jq -r '.publishes | to_entries[0].value.siteUrl // empty' If found, the URL is the siteUrl value (e.g., https://<slug>.here.now/)
  2. Look for a GitHub Pages URL by running: GITHUB_USER=$(gh api user --jq '.login' 2>/dev/null) REPO_NAME=$(basename $(git remote get-url origin 2>/dev/null).git 2>/dev/null) If both resolve, the URL is https://$GITHUB_USER.github.io/$REPO_NAME/
  3. Check vite.config.js for a base path that hints at the deployment URL
  4. Ask the user for their game URL if it can't be determined

Verify the URL is accessible:

curl -s -o /dev/null -w "%{http_code}" "$GAME_URL"

Step 3: Register the game on Play.fun

Read the game's package.json for the name and description. Read src/core/Constants.js (or equivalent) to determine reasonable anti-cheat limits based on the scoring system.

Use the Play.fun MCP register_game tool if available. Otherwise, use the API directly:

Load the playdotfun skill for API reference. Register the game via POST https://api.play.fun/games with:

{
  "name": "<game-name>",
  "description": "<game-description>",
  "gameUrl": "<deployed-url>",
  "platform": "web",
  "isHTMLGame": true,
  "iframable": true,
  "maxScorePerSession": <based on game scoring>,
  "maxSessionsPerDay": 50,
  "maxCumulativePointsPerDay": <reasonable daily cap>
}

Anti-cheat guidelines (from the playdotfun skill):

  • Casual clicker/idle: maxScorePerSession: 100-500
  • Skill-based arcade (flappy bird, runners): maxScorePerSession: 500-2000
  • Competitive/complex: maxScorePerSession: 1000-5000

Save the returned game UUID — you'll need it for the SDK integration.

Tell the user:

Your game is registered on Play.fun! Game ID: <uuid> Name: <name>

Step 4: Add the Play.fun Browser SDK

Integrate the SDK into the game. This is a lightweight addition — the SDK loads from CDN and provides a points widget overlay.

4a. Add the SDK script and meta tag to index.html

Retrieve the user's Play.fun public API key from stored credentials:

node skills/playdotfun/scripts/playfun-auth.js get-key

The script prints only the public API key to stdout. If no key is found, prompt the user to authenticate first (Step 1).

Security note: The x-ogp-key is a public client identifier — analogous to a Stripe publishable key or Firebase API key. It is designed to be embedded in client-side HTML and does not grant write access, authentication, or any privileged operations. The secret key (used for server-side API calls) is never embedded in game files.

Then add before the closing </head> tag:

<meta name="x-ogp-key" content="<PUBLIC_API_KEY>" />
<script src="https://sdk.play.fun/latest"></script>

Important: The x-ogp-key meta tag must contain the user's Play.fun public API key (not the game ID or secret key). Do NOT leave the placeholder — always substitute the actual key from playfun-auth.js get-key.

4b. Create src/playfun.js integration module

Create a module that wires the Play.fun SDK into the game's EventBus:

// src/playfun.js
// Play.fun (OpenGameProtocol) integration
// Wires game events to Play.fun points tracking

import { eventBus, Events } from './core/EventBus.js';

const GAME_ID = '<game-uuid>';

let sdk = null;
let initialized = false;

export async function initPlayFun() {
  if (typeof OpenGameSDK === 'undefined' && typeof PlayFunSDK === 'undefined') {
    console.warn('Play.fun SDK not loaded — skipping monetization');
    return;
  }

  const SDKClass = typeof PlayFunSDK !== 'undefined' ? PlayFunSDK : OpenGameSDK;
  sdk = new SDKClass({
    gameId: GAME_ID,
    ui: { usePointsWidget: true },
  });

  await sdk.init();
  initialized = true;
  console.log('Play.fun SDK initialized');

  wireEvents();
}

function wireEvents() {
  // addPoints() — call frequently during gameplay to buffer points locally (non-blocking)
  if (Events.SCORE_CHANGED) {
    eventBus.on(Events.SCORE_CHANGED, ({ score, delta }) => {
      if (sdk && initialized && delta > 0) {
        sdk.addPoints(delta);
      }
    });
  }

  // savePoints() — ONLY call at natural break points (game over, level complete)
  // WARNING: savePoints() opens a BLOCKING MODAL — never call during active gameplay!
  if (Events.GAME_OVER) {
    eventBus.on(Events.GAME_OVER, () => {
      if (sdk && initialized) {
        sdk.savePoints(); // Uses buffered points from addPoints() calls
      }
    });
  }

  // Save on page unload (browser handles this gracefully)
  window.addEventListener('beforeunload', () => {
    if (sdk && initialized) {
      sdk.savePoints();
    }
  });
}

Critical SDK behavior:

MethodWhen to useBehavior
addPoints(n)During gameplayBuffers points locally, non-blocking
savePoints()Game over / level endOpens blocking modal, syncs buffered points to server

⚠️ Do NOT call savePoints() on a timer or during active gameplay — it interrupts the player with a modal dialog. Only call at natural pause points (game over, level transitions, menu screens).

Important: Read the actual EventBus.js to find the correct event names. Common patterns:

  • SCORE_CHANGED / score:changed with {score, delta} or {score}
  • GAME_OVER / game:over

Adapt the event names and payload destructuring to match what the game actually emits. If the game doesn't emit a delta, compute it by tracking the previous score.

4c. Wire into main.js

Add the Play.fun init call to the game's entry point (src/main.js):

import { initPlayFun } from './playfun.js';

// After game initialization
initPlayFun().catch(err => console.warn('Play.fun init failed:', err));

The initPlayFun() call should be non-blocking — if the SDK fails to load (e.g., ad blocker), the game still works.

4d. Safe area insets

The Play.fun SDK automatically sets CSS custom properties on the game iframe's document.documentElement when running inside the dashboard:

  • --ogp-safe-top-inset — space below the Play.fun header bubbles (~68px on mobile)
  • --ogp-safe-bottom-inset — space above Safari bottom controls (~148px on mobile)

Both default to 0px when not in the dashboard. The game templates already read these values in Constants.js (via SAFE_ZONE.TOP / SAFE_ZONE.BOTTOM for Phaser, or CSS var() for Three.js HTML overlays).

Verify that all UI elements (score, buttons, touch controls) are positioned within the safe area — not clipped behind the Play.fun header or Safari bottom bar. If the game has custom HUD positioning, update it to reference SAFE_ZONE constants or the CSS variables.

Step 5: Rebuild and redeploy

cd <project-dir> && npm run build

If the build fails, fix the integration code and retry.

Then redeploy. Use npm run deploy if available, otherwise detect the platform:

here.now (default):

~/.agents/skills/here-now/scripts/publish.sh dist/

GitHub Pages (if project uses it):

npx gh-pages -d dist

Step 6: Confirm and share

Verify the deployment is live (here.now deploys are instant; GitHub Pages may take 1-2 minutes):

curl -s -o /dev/null -w "%{http_code}" "$GAME_URL"

Tell the user:

Your game is monetized on Play.fun! Play your game: <game-url> View on Play.fun: https://play.fun/games/<game-uuid> What's live: - Points widget overlay (bottom-right corner) - Leaderboard tracking - Wallet connect for claiming rewards - Points buffered during gameplay, saved on game over Share on Moltbook: Post your game URL to moltbook.com — 770K+ agents on the agent internet ready to play and upvote. Next steps: - Launch a playcoin for your game (token rewards for players) - Check your leaderboard on Play.fun - Share the play.fun URL on social media

Example Usage

/monetize-game examples/flappy-bird

Result: Auth with Play.fun → registers game with anti-cheat limits (maxScorePerSession: 1000) → adds SDK to index.html + creates src/playfun.js → wires score events to addPoints(), game-over to savePoints() → rebuilds → redeploys → live at https://play.fun/games/<uuid>. Points widget visible in-game.

Troubleshooting

Auth callback blocked by browser

Cause: Pop-up blockers or strict CORS policies prevent the localhost:9876 OAuth callback from completing. Fix: Try the manual paste flow instead — run the auth script with --manual flag, copy the token from the dashboard at https://play.fun/dashboard, and paste it when prompted.

Game registration returns 4xx error

Cause: Missing required fields (name, description, or URL) or the game URL is not publicly accessible. Fix: Ensure the game is deployed and accessible at the provided URL before registering. Check that all required fields are filled in. If using here.now, verify the deployment hasn't expired.

SDK not loading (ad blockers)

Cause: Browser ad blockers and privacy extensions block the Play.fun SDK CDN (sdk.play.fun). Fix: The SDK integration should be non-blocking — if it fails to load, the game still works. Add a try/catch around SDK initialization and log a warning. Test with ad blockers disabled to verify SDK functionality.

savePoints modal appears during gameplay

Cause: The SDK's point-saving UI overlay triggers at unexpected times, interrupting the player. Fix: Only call savePoints() during natural game pauses (game over screen, level complete). Never call it during active gameplay. Use the silent: true option if available to suppress the modal.

API key not found

Cause: Credentials not configured or expired since last session. Fix: Visit https://play.fun/dashboard to refresh creator credentials. Re-run the auth flow with playfun-auth.js or manually update the .env file with fresh PLAYFUN_API_KEY and PLAYFUN_SECRET_KEY values.

Security Notes

  • Public API key in HTML: The x-ogp-key meta tag contains a public client identifier, not a secret. It is equivalent to a Stripe publishable key or Firebase web API key — designed for client-side use, safe to deploy publicly. It cannot be used to modify game data, access user accounts, or perform privileged operations.
  • Secret key handling: The Play.fun secret key (used for server-side API registration) is only used during the register_game API call and is never written to game source files or deployed artifacts.
  • Credential storage: Credentials are managed by playfun-auth.js in a local credential store. The agent never reads internal agent configuration files (e.g., ~/.claude.json).
  • Financial operations: All wallet-connect and reward-claiming operations are initiated by the end player through the Play.fun SDK UI. The game developer's code does not handle funds, private keys, or wallet operations — the SDK mediates all financial interactions client-side.
  • Deployment: Only the public API key and game ID are present in deployed files. No secrets are included in build artifacts.

平台分布

Codex

35.31%
按下载量换算745

Claude

29.74%
按下载量换算628

Cursor

17.34%
按下载量换算366

Gemini CLI

8.41%
按下载量换算177

安全审计

Gen Agent Trust Hub

未通过

Socket

可疑

Snyk

未通过

权限和风险

接触敏感数据

该 Skill 可能接触密钥、Token、环境变量或敏感配置,应进入高风险复核队列,默认不自动发布。

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。来源安全扫描存在提醒或未通过项,安装前请自行复核。目前只有一个公开来源,建议同时核对源仓库。

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