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Agent Skill · 开发规范

phaser-best-practices(移相器最佳实践)

phaser-best-practices 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。

phaser-best-practices 是开发规范类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为需要联网;许可证信息还不明确,第三方扫描已通过,按安装量在开发规范类的 1,265 个 Skill 里排第 289。

总安装 4,039周安装 165GitHub Stars 649下载 1,294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:phaser-best-practices(移相器最佳实践)
来源仓库:https://github.com/onmax/nuxt-skills
仓库路径:skills/phaser-best-practices
安装命令:
npx skills add https://github.com/onmax/nuxt-skills --skill phaser-best-practices
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/onmax/nuxt-skills --skill phaser-best-practices

这个 Skill 是做什么的

开发规范类 Skill 用来统一代码风格、目录结构和评审口径,产出多为检查清单或改写建议。

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 中围绕仓库状态或协作事项进行整理。通过 npx skills add 命令从指定仓库安装,需确认权限和维护状态。使用前建议核验是否会触发联网、命令执行或文件读写操作。

phaser-best-practices 属于开发规范类 Skill,可作为该场景下的辅助能力补充。

来源仓库内路径:skills/phaser-best-practices

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/onmax/nuxt-skills --skill phaser-best-practice…;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

    它需要需要联网,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

phaser-best-practices 怎么安装?

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

phaser-best-practices 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。

phaser-best-practices 需要什么权限?

权限级别是需要联网。该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

phaser-best-practices 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。

phaser-best-practices 用的人多吗?

公开数据是累计安装 4,039 次,近一周安装 165 次,下载 1,294 次,GitHub 649 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。

phaser-best-practices 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。
  • 需要处理开发规范类任务、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。

开发规范类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
vercel-react-best-practices

Vercel React 最佳实践 · Codex、Claude

8,490,72025,918操作浏览器MIT通过
web-design-guidelines

网页设计指南 · Codex、Claude

6,686,01625,885需要联网MIT有提醒
remotion-best-practices

Remotion 最佳实践 · Codex、Claude

6,505,6323,027操作浏览器MIT有提醒
supabase-postgres-best-practices

Supabase Postgres 最佳实践 · Codex、Claude

3,175,5232,030需要联网MIT通过
next-best-practices

Next.js 最佳实践 · Codex、Claude

1,848,240841操作浏览器MIT通过
phaser-best-practices

移相器最佳实践 · 本页

4,039649需要联网未明确通过

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

Building Phaser Games

When to use this skill

Use this skill when the user wants to:

  • create a new Phaser 3 game or prototype
  • add or refactor scenes, entities, UI, physics, tilemaps, input, audio, or cameras
  • debug Phaser-specific behavior such as scene restarts, blurry pixel art, collider bugs, asset loading problems, or animation issues
  • improve architecture, maintainability, or runtime performance in a Phaser project

Do not use this skill for non-Phaser engines unless the user explicitly wants Phaser-style patterns adapted elsewhere.

How to operate

1. Triage the request

Classify the task before writing code:

  • New project: scaffolding, folder layout, game config, first scenes
  • Feature work: add gameplay, UI, audio, transitions, tilemaps, enemies, pickups
  • Bug fix: isolate scene lifecycle, asset, physics, input, camera, or rendering failure
  • Optimization: profile bottlenecks, pooling, culling, throttling, asset strategy
  • Art / asset pipeline: spritesheet measurements, animation setup, nine-slice / three-slice UI, tilemap integration

2. Inspect first, then decide

When a repository already exists, inspect before proposing structure changes:

  • package.json, bundler config, tsconfig/jsconfig
  • Phaser version and whether the codebase is JS or TS
  • game bootstrap, scene list, physics config, scale config
  • asset folders and naming conventions
  • current state-sharing approach (scene data, registry, services, globals)
  • whether the project is pixel art, HD art, desktop-first, mobile-first, or mixed input

Prefer adapting to the existing codebase over replacing it with boilerplate.

3. Default technical choices

Use these defaults unless the task clearly calls for something else:

  • Prefer the official Vite + TypeScript style setup for new projects
  • Prefer Arcade Physics for platformers, shooters, top-down action, simple pickups, and lightweight collision logic
  • Use Matter Physics only when the game needs rotation-driven collisions, compound bodies, constraints, stacking stability, or more realistic simulation
  • Organize code around Scenes first, then entities / systems inside scenes
  • Keep input scene-owned; entities should consume input state, not attach their own listeners
  • Use global animations when multiple sprites share the same animation data
  • Preload startup-critical assets up front; load level-specific assets later when it improves startup time
  • Use built-in NineSlice / ThreeSlice for scalable UI art when the texture layout supports it; only fall back to custom compositing when transparent padding or discontinuous art breaks built-in slicing
  • Use FIT scaling for most games, RESIZE for editor-like or UI-heavy layouts, and NONE only when manually controlling canvas sizing
  • For pixel art, enable pixelArt mode, favor integer scaling where possible, and avoid sub-pixel camera movement

4. Output expectations

For new games, provide:

  • the recommended folder structure
  • a game config
  • scene list and responsibilities
  • starter code that runs
  • notes on why each architectural choice fits the requested genre

For feature work or bug fixes, provide:

  • minimal targeted edits
  • root cause explanation
  • the patch
  • validation steps the user can run immediately

For architecture advice, provide:

  • the smallest structure that solves the current problem
  • one recommended path, not a menu of equally-weighted options
  • explicit tradeoffs when the choice is important (for example Arcade vs Matter)

Non-negotiable implementation rules

  • Respect the project's existing JS vs TS choice unless the user asks to migrate
  • Centralize scene keys, asset keys, collision categories, and balance constants
  • Keep update() orchestration-focused; push detailed logic into entities or systems
  • Register cleanup for scene shutdown / destroy when you attach listeners, timers, tweens, or long-lived references
  • Avoid creating new objects inside hot update() loops unless profiling proves it is harmless
  • Do not make every object interactive or physics-enabled by default
  • Do not assume spritesheet frame dimensions; inspect and verify them
  • Do not tell the user to use Matter when Arcade already solves the problem cleanly
  • Do not preload the entire game into one Boot scene just because it is convenient

Recommended delivery workflow

New Phaser project

  1. Pick the architecture size:

- Small / jam game: 2-4 scenes, lightweight service modules - Mid-size game: scenes + entities + systems + constants - Large content-heavy game: data-driven content, scene services, dedicated state layer

  1. Define the base config: renderer, scale mode, physics, pixel-art settings
  2. Create startup scenes first: Boot, Menu, Game, UI; add Pause / GameOver only if required
  3. Add one vertical slice that proves the core loop works
  4. Add reference-driven systems next: audio, saveable state, enemy spawning, tilemaps, UI polish

Adding or refactoring a feature

  1. Locate the owning scene and affected systems
  2. Identify the smallest correct insertion point
  3. Reuse existing helpers, constants, managers, and pools
  4. Add cleanup and validation steps with the change
  5. Preserve scene restart safety

Debugging

  1. Reproduce the issue from the code and config
  2. Identify whether the fault is:

- lifecycle / restart - asset dimensions or loader config - physics body setup or collider order - scale / camera / pixel rounding - stale listeners, timers, or pooled object state

  1. Patch the root cause, not just the symptom
  2. Provide a quick repro or verification checklist

Reference map

Read only the files relevant to the task:

Concrete examples

Example: "Create a Phaser top-down shooter"

Use this skill. Default to:

  • Vite + TypeScript structure
  • Arcade Physics
  • Boot, Menu, Game, UI scenes
  • scene-owned input mapping
  • pooled bullets
  • global animations
  • camera follow and world bounds
  • asset keys / scene keys in constants

Then deliver runnable starter code plus the first playable loop.

Example: "My pixel art looks blurry on mobile"

Use this skill. Inspect:

  • pixelArt and roundPixels settings
  • camera follow rounding
  • scale mode and zoom strategy
  • CSS around the canvas container
  • whether art is being scaled non-integer

Then patch the smallest set of config and camera settings required.

Example: "Paper UI panels show weird side bars"

Use this skill. Inspect the source texture first. Then:

  • try built-in ThreeSlice / NineSlice if the art is a true 3-slice or 9-slice layout
  • if frames contain large transparent padding or discontinuous art, use trimmed or composited fallback slices
  • document the measured frame sizes, spacing, margins, and any overlap used

Common traps

Avoid these unless the user explicitly wants them:

  • one giant GameScene that owns menus, HUD, gameplay, pause, and transitions
  • state stored on window, random module globals, or ad hoc singleton soup
  • entity-owned keyboard listeners
  • scene restart bugs caused by forgotten shutdown cleanup
  • loading every future asset in the first scene
  • manual nine-slice composition when built-in NineSlice already fits the asset
  • over-engineering with ECS for tiny games that only need a few entity classes

Final check before responding

Make sure the answer:

  • matches the user's genre, platform, and art style
  • uses Phaser 3 APIs, not Phaser 4 RC APIs
  • chooses a physics system deliberately
  • keeps SKILL.md-level advice concise and moves detail into references
  • includes validation steps when code is produced

平台分布

Codex

34.03%
按下载量换算440

Claude

29.34%
按下载量换算380

Cursor

19.9%
按下载量换算258

Gemini CLI

8.87%
按下载量换算115

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

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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