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Agent Skill · 待分类

text-and-bitmaptext(文本和位图文本)

text-and-bitmaptext 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。

text-and-bitmaptext 是待分类类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为操作浏览器;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 3,456。

总安装 1,008周安装 42GitHub Stars 39,493下载 336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:text-and-bitmaptext(文本和位图文本)
来源仓库:https://github.com/phaserjs/phaser
仓库路径:skills/text-and-bitmaptext
安装命令:
npx skills add https://github.com/phaserjs/phaser --skill text-and-bitmaptext
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 text-and-bitmaptext

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。

text-and-bitmaptext 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息。适合在需要围绕仓库状态、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。

建议进一步查阅原始 README 了解实际功能和调用方式。

来源仓库内路径:skills/text-and-bitmaptext

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 text-and-bitmaptext;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

    它需要操作浏览器,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

text-and-bitmaptext 怎么安装?

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

text-and-bitmaptext 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。

text-and-bitmaptext 需要什么权限?

权限级别是操作浏览器。该 Skill 可能涉及浏览器控制能力,使用时可能读取或操作网页内容,需要在受控环境中确认权限边界。

text-and-bitmaptext 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。

text-and-bitmaptext 用的人多吗?

公开数据是累计安装 1,008 次,近一周安装 42 次,下载 336 次,GitHub 39,493 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。

text-and-bitmaptext 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 39,493 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
text-and-bitmaptext

文本和位图文本 · 本页

1,00839,493操作浏览器未明确通过

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

Text and BitmapText

Displaying text in Phaser 4 -- the Canvas-based Text game object, TextStyle configuration, word wrap, BitmapText (static and dynamic), retro fonts, text alignment, text bounds, and padding.

Key source paths: src/gameobjects/text/, src/gameobjects/bitmaptext/static/, src/gameobjects/bitmaptext/dynamic/ Related skills:../loading-assets/SKILL.md,../sprites-and-images/SKILL.md,../game-object-components/SKILL.md

Quick Start

// Canvas-based Text (flexible styling, uses browser fonts)
const title = this.add.text(400, 50, 'Hello World', {
    fontFamily: 'Arial',
    fontSize: '32px',
    color: '#ffffff'
});

// BitmapText (pre-rendered font texture, faster rendering)
// Font must be loaded first: this.load.bitmapFont('myFont', 'font.png', 'font.xml')
const score = this.add.bitmapText(400, 100, 'myFont', 'Score: 0', 32);

// DynamicBitmapText (per-character manipulation via callback)
const fancy = this.add.dynamicBitmapText(400, 200, 'myFont', 'Wavy!', 32);
fancy.setDisplayCallback(function (data) {
    data.y += Math.sin(data.index * 0.5 + fancy.scene.time.now * 0.005) * 10;
    return data;
});

Core Concepts

Text vs BitmapText

FeatureTextBitmapTextDynamicBitmapText
Rendering methodCanvas 2D API, uploaded as texturePre-rendered font texturePre-rendered font texture
Web/CSS fontsYesNoNo
Shadows, gradients, strokesYes (Canvas API)Drop shadow only (WebGL)No
Word wrapBuilt-in (width, callback, advanced)setMaxWidthsetMaxWidth
Per-character effectsNosetCharacterTint, setWordTint (WebGL)setDisplayCallback
PerformanceSlower (re-creates canvas texture on change)Fast (batched rendering)Moderate (callback per char)
Alignmentleft, right, center, justifyALIGN_LEFT (0), ALIGN_CENTER (1), ALIGN_RIGHT (2)Same as BitmapText
RTL supportYes (rtl style option)NoNo

Rule of thumb: Use Text for UI elements that need flexible styling, web fonts, or infrequent updates. Use BitmapText for scores, timers, and anything that updates frequently or is rendered in large quantities. Use DynamicBitmapText only when you need per-character animation effects.

TextStyle

The Text game object delegates all styling to its TextStyle instance, accessible via text.style. You pass a style config object when creating the Text, or update it later with setter methods. The style object uses Canvas 2D properties internally.

The fontFamily default is 'Courier', fontSize default is '16px', and color default is '#fff'. The font shorthand property (e.g. 'bold 24px Arial') overrides fontFamily, fontSize, and fontStyle when provided.

Common Patterns

Basic Text Creation

// Simple text with inline style
const label = this.add.text(100, 100, 'Player 1', {
    fontFamily: 'Georgia',
    fontSize: '24px',
    color: '#00ff00'
});

// Using the font shorthand (sets fontStyle, fontSize, fontFamily)
const bold = this.add.text(100, 150, 'Bold Text', {
    font: 'bold 28px Arial'
});

// Array of strings creates multi-line text
const multi = this.add.text(100, 200, ['Line 1', 'Line 2', 'Line 3'], {
    fontFamily: 'Arial',
    fontSize: '18px',
    color: '#ffffff'
});

// Text origin defaults to (0, 0) -- top-left corner
label.setOrigin(0.5); // center the text on its position

Styling Text

const text = this.add.text(400, 300, 'Styled', {
    fontFamily: 'Verdana',
    fontSize: '48px',
    color: '#ff0000',
    stroke: '#000000',
    strokeThickness: 4,
    backgroundColor: '#333333',
    shadow: { offsetX: 2, offsetY: 2, color: '#000', blur: 4, stroke: false, fill: true }
});

// Modify style after creation (all return `this` for chaining)
text.setColor('#00ffff');
text.setFontSize(64);
text.setFontFamily('Courier');
text.setFontStyle('italic');
text.setStroke('#ff00ff', 6);
text.setShadow(3, 3, '#000', 5, false, true);
text.setBackgroundColor('#222');

// Replace entire style at once
text.setStyle({ fontSize: '64px', fontFamily: 'Arial', color: '#ffffff', align: 'center' });

// Canvas gradients and patterns work as fill/stroke
const gradient = text.context.createLinearGradient(0, 0, 0, text.height);
gradient.addColorStop(0, '#ff0000');
gradient.addColorStop(1, '#0000ff');
text.setFill(gradient);

Word Wrap

// Basic word wrap by pixel width
const wrapped = this.add.text(50, 50, 'Long text here...', {
    fontFamily: 'Arial',
    fontSize: '20px',
    color: '#fff',
    wordWrap: { width: 300 }
});

// Or set after creation
wrapped.setWordWrapWidth(300);

// Advanced wrap (collapses spaces, trims whitespace)
wrapped.setWordWrapWidth(300, true);

// Custom word wrap callback
wrapped.setWordWrapCallback(function (text, textObject) {
    // Return wrapped text as string with \n or array of lines
    return text.split(' ').join('\n');
});

// Get wrapped lines as array
const lines = wrapped.getWrappedText();

Text Alignment

// Alignment only affects multi-line text: 'left' (default), 'right', 'center', 'justify'
const aligned = this.add.text(400, 100, 'Line 1\nLonger Line 2\nLine 3', {
    fontFamily: 'Arial', fontSize: '24px', color: '#fff', align: 'center'
});

aligned.setAlign('right');

// For center alignment to look correct, combine with fixedWidth:
aligned.setFixedSize(300, 0);
aligned.setAlign('center');

Dynamic Text Updates

const scoreText = this.add.text(10, 10, 'Score: 0', {
    fontFamily: 'Arial',
    fontSize: '24px',
    color: '#fff'
});

// setText replaces content (accepts string or string[])
scoreText.setText('Score: 100');
scoreText.setText(['Score: 100', 'Lives: 3']); // joins with \n

// appendText adds to existing content
scoreText.appendText('Extra line');          // prepends \n by default
scoreText.appendText(' more', false);        // no carriage return

// Read current text
const current = scoreText.text;

Text Padding

// Padding adds space around text inside the canvas
const padded = this.add.text(100, 100, 'Padded', {
    fontFamily: 'Arial', fontSize: '24px', color: '#fff',
    backgroundColor: '#333',
    padding: { left: 10, right: 10, top: 5, bottom: 5 }
});

padded.setPadding({ x: 10, y: 5 });       // shorthand: x=left+right, y=top+bottom
padded.setPadding(10, 5, 10, 5);           // left, top, right, bottom
padded.setPadding(10);                     // single value = all sides

Fixed Size, Max Lines, and Spacing

// Fixed dimensions create a text canvas of exact size
const fixed = this.add.text(100, 100, 'Fixed box', {
    fontFamily: 'Arial', fontSize: '18px', color: '#fff',
    fixedWidth: 200, fixedHeight: 100,
    wordWrap: { width: 200 }, align: 'center'
});
fixed.setMaxLines(3); // limit displayed lines

// Line and letter spacing (in style config or via setters)
const spaced = this.add.text(100, 200, 'Spaced\nLines', {
    fontFamily: 'Arial', fontSize: '24px', color: '#fff',
    lineSpacing: 10, letterSpacing: 2
});
spaced.setLineSpacing(20);
spaced.setLetterSpacing(5);

BitmapText Creation

// Load in preload: this.load.bitmapFont('pixelFont', 'font.png', 'font.xml');

// Static BitmapText -- fast, batched rendering
const bmpText = this.add.bitmapText(100, 100, 'pixelFont', 'Hello', 32);

// With alignment (for multi-line)
const aligned = this.add.bitmapText(100, 200, 'pixelFont', 'Line 1\nLine 2', 24, 1);
// align: 0 = left, 1 = center, 2 = right

// Convenience alignment methods
bmpText.setLeftAlign();
bmpText.setCenterAlign();
bmpText.setRightAlign();

// Modify text
bmpText.setText('Updated!');
bmpText.text = 'Also works';

// Font size
bmpText.setFontSize(48);
bmpText.fontSize = 48;

// Spacing
bmpText.setLetterSpacing(2);
bmpText.setLineSpacing(5);

// Word wrap by max pixel width
bmpText.setMaxWidth(200);

BitmapText Drop Shadow and Tinting

// Drop shadow (WebGL only, static BitmapText only)
bmpText.setDropShadow(2, 2, 0x000000, 0.5);
// Clear shadow
bmpText.setDropShadow();

// Tint individual characters (WebGL only)
bmpText.setCharacterTint(0, 5, Phaser.TintModes.MULTIPLY, 0xff0000);
// start index, length (-1 for all from start), tintMode, color

// Tint by word (string match or word index)
bmpText.setWordTint('Score', -1, Phaser.TintModes.MULTIPLY, 0x00ff00);

DynamicBitmapText

const dynamic = this.add.dynamicBitmapText(100, 100, 'pixelFont', 'Dynamic!', 32);

// Per-character display callback -- invoked each render frame per character
dynamic.setDisplayCallback(function (data) {
    // data properties: parent, tint, index, charCode, x, y, scale, rotation, data
    data.x += Math.sin(data.index + dynamic.scene.time.now * 0.01) * 5;
    data.y += Math.cos(data.index + dynamic.scene.time.now * 0.01) * 5;
    return data;
});

// Scrolling text window
dynamic.setSize(200, 50);      // crop region in pixels
dynamic.setScrollX(10);
dynamic.setScrollY(0);

Retro Fonts

Retro fonts use a fixed-width character grid from a standard image (no XML/JSON font file needed).

// In preload -- load the image containing the font characters
this.load.image('retroFont', 'retroFont.png');

// In create -- parse the retro font configuration
const config = {
    image: 'retroFont',
    width: 8,           // character width in pixels
    height: 8,          // character height in pixels
    chars: Phaser.GameObjects.RetroFont.TEXT_SET1,
    charsPerRow: 16,
    offset: { x: 0, y: 0 },
    spacing: { x: 0, y: 0 },
    lineSpacing: 0
};

// Parse adds it to the BitmapFont cache
this.cache.bitmapFont.add('retroFont', { data: Phaser.GameObjects.RetroFont.Parse(this, config) });

// Now use it like any BitmapText
const retro = this.add.bitmapText(100, 100, 'retroFont', 'RETRO TEXT', 8);

Available Phaser.GameObjects.RetroFont TEXT_SET constants: TEXT_SET1 (full ASCII printable), TEXT_SET2 (space through Z), TEXT_SET3-TEXT_SET11 (various subsets of uppercase, digits, punctuation). TEXT_SET10 is uppercase letters only.

Text Bounds (BitmapText)

// getTextBounds returns local, global, line, word, and character data
const bounds = bmpText.getTextBounds();
// bounds.local       -- { x, y, width, height } at origin 0,0
// bounds.global      -- { x, y, width, height } with scale + world position
// bounds.lines       -- per-line { x, y, width, height }
// bounds.words       -- word objects with positions
// bounds.characters  -- character objects with positions

// width/height are read-only properties (computed from global bounds)
console.log(bmpText.width, bmpText.height);

// Get character at world position (useful for click detection)
const char = bmpText.getCharacterAt(pointer.worldX, pointer.worldY);

Resolution (High DPI)

// Higher resolution for crisp text on HiDPI displays (costs more memory)
const crisp = this.add.text(100, 100, 'Sharp!', {
    fontFamily: 'Arial', fontSize: '24px', color: '#fff', resolution: 2
});
crisp.setResolution(window.devicePixelRatio); // change after creation

Configuration Reference

TextStyle Properties

PropertyTypeDefaultDescription
fontFamilystring'Courier'CSS font family
fontSizestring/number'16px'Font size (number auto-appends 'px')
fontStylestring''CSS font style ('bold', 'italic', 'bold italic')
fontstring-Shorthand: 'bold 24px Arial' (overrides family/size/style)
colorstring/CanvasGradient/CanvasPattern'#fff'Fill color
strokestring/CanvasGradient/CanvasPattern'#fff'Stroke color
strokeThicknessnumber0Stroke width (0 = no stroke)
backgroundColorstringnullSolid background color
alignstring'left'Multi-line alignment: 'left', 'right', 'center', 'justify'
maxLinesnumber0Max lines to render (0 = unlimited)
fixedWidthnumber0Fixed canvas width (0 = auto)
fixedHeightnumber0Fixed canvas height (0 = auto)
resolutionnumber0Canvas resolution (0 = use game config)
rtlbooleanfalseRight-to-left rendering
baselineXnumber1.2Horizontal padding for font metrics
baselineYnumber1.4Vertical padding for font metrics
testStringstring`'\MEqgy'`String used for font height measurement
wordWrapobject-{width, callback, callbackScope, useAdvancedWrap}
shadowobject-{offsetX, offsetY, color, blur, stroke, fill}
paddingobject-{left, right, top, bottom} or {x, y}
lineSpacingnumber0Extra vertical spacing between lines
letterSpacingnumber0Extra horizontal spacing between characters
metricsobject-Pre-computed {ascent, descent, fontSize} to skip measurement

Factory Methods

// Text -- Canvas-based
this.add.text(x, y, text, style);
// x, y: number; text: string | string[]; style: TextStyle (optional)
// Returns: Phaser.GameObjects.Text

// BitmapText -- static, fast
this.add.bitmapText(x, y, font, text, size, align);
// x, y: number; font: string (cache key); text: string | string[] (optional)
// size: number (optional, defaults to font data size); align: number (optional, 0)
// Returns: Phaser.GameObjects.BitmapText

// DynamicBitmapText -- per-character callback
this.add.dynamicBitmapText(x, y, font, text, size);
// Same as bitmapText but returns DynamicBitmapText
// Returns: Phaser.GameObjects.DynamicBitmapText

API Quick Reference

Text Methods

setText(value), appendText(value, addCR?), setStyle(style), setFont(font), setFontFamily(family), setFontSize(size), setFontStyle(style), setColor(color), setFill(color), setStroke(color, thickness), setShadow(x, y, color, blur, stroke, fill), setBackgroundColor(color), setWordWrapWidth(width, useAdvanced?), setWordWrapCallback(callback, scope?), setAlign(align), setPadding(left, top?, right?, bottom?), setFixedSize(width, height), setMaxLines(max), setLineSpacing(value), setLetterSpacing(value), setResolution(value), setRTL(rtl?), getWrappedText(text?), updateText()

All setters return this for chaining. Properties: text (get/set), style (TextStyle instance), padding, lineSpacing, letterSpacing, autoRound, splitRegExp.

BitmapText Methods

setText(value), setFont(font, size?, align?), setFontSize(size), setLetterSpacing(spacing?), setLineSpacing(spacing?), setMaxWidth(value, wordWrapCharCode?), setLeftAlign(), setCenterAlign(), setRightAlign(), setDropShadow(x?, y?, color?, alpha?), setCharacterTint(start?, length?, tintMode?, tl?, tr?, bl?, br?), setWordTint(word, count?, tintMode?, tl?, tr?, bl?, br?), getTextBounds(round?), getCharacterAt(x, y, camera?)

Properties (get/set): text, fontSize, letterSpacing, lineSpacing, align (number), maxWidth. Read-only: width, height, font, fontData.

Alignment constants: BitmapText.ALIGN_LEFT (0), BitmapText.ALIGN_CENTER (1), BitmapText.ALIGN_RIGHT (2).

DynamicBitmapText Methods (additional)

setDisplayCallback(callback), setSize(width, height), setScrollX(value), setScrollY(value)

Properties: scrollX, scrollY, cropWidth, cropHeight, displayCallback, callbackData.

Gotchas

  1. Text re-renders on every change. Each call to setText, setStyle, setColor, etc. re-creates the internal canvas and (in WebGL) re-uploads the texture. Batch your style changes and call updateText() once, or set the style object properties directly and call updateText() at the end.
  2. Font must be loaded before use. The Text object uses the Canvas fillText API, so fonts must be available in the browser (loaded via CSS, a web font loader, or already installed). Phaser does not load web fonts -- use a third-party loader or CSS @font-face.
  3. Font names with special characters need quotes. Font names containing digits or special characters must be double-quoted inside the string: fontFamily: '"Press Start 2P"'.
  4. Text origin defaults to (0, 0). Unlike Sprites which default to (0.5, 0.5), Text objects default to top-left origin. Call setOrigin(0.5) to center.
  5. Alignment only affects multi-line text. align: 'center' does nothing on single-line text. For centering a single line, use setOrigin(0.5) or position it manually.
  6. BitmapText font must be in cache. The font key passed to this.add.bitmapText() must match a key loaded via this.load.bitmapFont(). If missing, you get a console warning and undefined behavior.
  7. BitmapText setMaxWidth only wraps on whitespace. If no whitespace character is found (default char code 32 = space), no wrapping occurs. Change the wrap character with the second argument to setMaxWidth.
  8. DynamicBitmapText is more expensive. The display callback runs for every character every frame. Only use it when you need per-character manipulation.
  9. setCharacterTint and setWordTint are WebGL only. These have no effect in Canvas renderer.
  10. setDropShadow is WebGL only and static BitmapText only. It does not work with DynamicBitmapText or the Canvas renderer.
  11. letterSpacing on Text is expensive. When non-zero, Phaser renders each character individually with fillText instead of the whole line at once. Use BitmapText for large amounts of text with custom letter spacing.
  12. setFill and setColor are equivalent. Both set the color property on the TextStyle. The style config also accepts fill as an alias for color.
  13. setRTL must be called BEFORE setText. Right-to-left mode changes how the internal canvas is constructed. If you call setRTL(true) after setting text, the text may not render correctly. Set RTL in the style config or call setRTL() before any setText() call.
  14. BitmapText is much faster for frequently updating content. Text re-renders its entire Canvas and re-uploads the GPU texture on every change. BitmapText just updates vertex data in an existing texture atlas. For scores, timers, damage numbers, or any text that changes every frame, always prefer BitmapText.

Source File Map

FileDescription
src/gameobjects/text/Text.jsText class (Canvas-based rendering)
src/gameobjects/text/TextFactory.jsthis.add.text() factory
src/gameobjects/text/TextStyle.jsTextStyle class (all style properties + setters)
src/gameobjects/text/GetTextSize.jsInternal text measurement
src/gameobjects/text/MeasureText.jsFont metrics measurement
src/gameobjects/text/typedefs/TextStyle, TextWordWrap, TextPadding, TextShadow typedefs
src/gameobjects/bitmaptext/static/BitmapText.jsStatic BitmapText class
src/gameobjects/bitmaptext/static/BitmapTextFactory.jsthis.add.bitmapText() factory
src/gameobjects/bitmaptext/dynamic/DynamicBitmapText.jsDynamicBitmapText (extends BitmapText)
src/gameobjects/bitmaptext/dynamic/DynamicBitmapTextFactory.jsthis.add.dynamicBitmapText() factory
src/gameobjects/bitmaptext/ParseRetroFont.jsRetro font parser (RetroFont.Parse)
src/gameobjects/bitmaptext/RetroFont.jsRetroFont namespace (Parse + TEXT_SET constants)
src/gameobjects/bitmaptext/const.jsTEXT_SET1 through TEXT_SET11 constants
src/gameobjects/bitmaptext/GetBitmapTextSize.jsBitmapText bounds calculation
src/gameobjects/bitmaptext/typedefs/RetroFontConfig, DisplayCallbackConfig, BitmapTextSize typedefs

平台分布

Codex

37.44%
按下载量换算126

Claude

29.29%
按下载量换算98

Cursor

18.66%
按下载量换算63

Gemini CLI

10.55%
按下载量换算35

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

操作浏览器

该 Skill 可能涉及浏览器控制能力,使用时可能读取或操作网页内容,需要在受控环境中确认权限边界。

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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