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tinyswords-tilemap小剑瓷砖地图

Agent Skill

tinyswords-tilemap 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。

总安装

962

周安装

50

GitHub Stars

35

下载量

739
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

3

许可证

MIT

最后核验

2026-05-01

来源状态

来源可访问

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:tinyswords-tilemap(小剑瓷砖地图)
来源仓库:https://github.com/chongdashu/phaserjs-tinyswords
仓库路径:skills/tinyswords-tilemap
安装命令:
npx skills add https://github.com/chongdashu/phaserjs-tinyswords --skill tinyswords-tilemap
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。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/chongdashu/phaserjs-tinyswords --skill tinyswords-tilemap

简介

用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息。

  • 适合围绕仓库状态、代码变更或协作事项进行整理。
  • 可结合来源仓库和原始 README 继续核验具体用法。
  • 安装前建议确认权限范围、维护状态及是否会触发联网或命令执行。
  • 涉及文件读写时应先明确输入输出范围。tinyswords-tilemap 属于AI 工具类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

Tiny Swords Tilemap

Create beautiful, layered tilemaps using the Tiny Swords asset pack with proper elevation, shadows, and animated water effects.

Philosophy: Elevation as Visual Storytelling

Tilemaps are not just grids of images—they are layered compositions that create depth and dimensionality. The Tiny Swords tileset uses a clever layering system where shadows and elevation work together to create the illusion of 3D terrain on a 2D plane.

Before placing tiles, ask:

  • What elevation levels does this area need?
  • Where will the player's eye be drawn?
  • How do shadows reinforce the sense of height?
  • Does the water feel alive with staggered foam animations?

Core principles:

  1. Layers create depth: Every elevation level adds Shadow + Elevated Ground layers. The stack builds visual height.
  2. Shadows anchor elevation: A shadow one tile below the walkable surface makes cliffs feel real.
  3. Animation breaks uniformity: Water foam sprites starting at different frames prevent the "wallpaper effect."
  4. Color distinguishes levels: Using different terrain colors for each elevation helps players parse the map instantly.

Tile Specifications

ElementSizeNotes
Standard tile64x64 pxBase grid unit for all terrain
Shadow sprite128x128 pxPlaced on 64x64 grid, overlaps adjacent tiles
Animation frame64x64 pxWater foam frames in sprite sheets

The Six Terrain Components

  1. BG Color - Water background fill (bottommost layer)
  2. Water Foam - Animated waves where terrain meets water
  3. Flat Ground - Lowest walkable terrain adjacent to water
  4. Shadows - Depth sprites placed below elevated areas
  5. Elevated Ground - Raised terrain with cliff edges
  6. Stairs - Connectors between elevation levels

Layer Ordering (Bottom to Top)

┌─────────────────────────────────────────┐
│  Elevated Ground (Level N)              │  ← Repeat for each
│  Shadow (Level N)                       │    elevation level
├─────────────────────────────────────────┤
│  Elevated Ground (Level 2)              │
│  Shadow (Level 2)                       │
├─────────────────────────────────────────┤
│  Elevated Ground (Level 1)              │
│  Shadow (Level 1)                       │
├─────────────────────────────────────────┤
│  Flat Ground                            │
│  Water Foam (animated)                  │
│  BG Color (water background)            │
└─────────────────────────────────────────┘

Shadow Positioning

Shadows create the illusion of height. Position each shadow sprite one 64x64 tile below the walkable elevated ground it belongs to.

Grid visualization:
    ┌────┬────┬────┐
    │    │WALK│    │  ← Elevated walkable area
    ├────┼────┼────┤
    │    │SHAD│    │  ← Shadow positioned here (one tile down)
    └────┴────┴────┘

The 128x128 shadow sprite is placed on the 64x64 grid, allowing it to overlap and create soft depth transitions.

Water Foam Animation

Water foam is animated and requires staggered frame starts to look natural.

Implementation pattern:

// Each foam sprite instance starts at a random/offset frame
foamSprites.forEach((sprite, index) => {
  sprite.animationOffset = index % totalFrames;
  // OR
  sprite.animationOffset = Math.floor(Math.random() * totalFrames);
});

This prevents the synchronized "breathing" effect where all water animates in lockstep.

Stair Configurations

Stairs connect elevation levels with two configurations based on adjacent terrain:

Adjacent TerrainStair PiecesDescription
Walkable groundSingle center pieceMinimal connection
Cliff edgesTwo pieces (top + bottom)Full stair with cliff transitions

Terrain Color Variants

Five terrain colors are available (Tilemap_color1.png through Tilemap_color5.png). Use different colors for different elevation levels to enhance visual distinction:

Level 3: color5 (purple/dark)
Level 2: color3 (brown)
Level 1: color1 (green)
Flat:    color2 (sand/beach)

Mix colors intentionally—there's no required order, but contrast between adjacent levels improves readability.

Anti-Patterns to Avoid

Flat layering: Placing all terrain on a single layer

  • Why bad: Loses depth, looks like a flat texture
  • Better: Use the full layer stack with shadows

Synchronized water animation: All foam sprites on the same frame

  • Why bad: Creates artificial "pulsing" effect
  • Better: Stagger animation start frames

Shadow misalignment: Shadows directly under or beside elevated ground

  • Why bad: Breaks the height illusion
  • Better: Shadow exactly one tile below walkable surface

Monotone elevation: Same terrain color for all levels

  • Why bad: Hard to visually parse map depth
  • Better: Distinct colors per elevation level

Ignoring cliff types: Using wrong cliff edge for context

  • Why bad: Visual discontinuity at terrain boundaries
  • Better: Use water-facing cliffs near water, terrain-facing cliffs near lower ground

Variation Guidance

Maps should vary based on context:

  • Island maps: More water foam, fewer elevation levels
  • Mountain maps: Multiple elevation levels, less water
  • Mixed terrain: Blend all elements with color variety

Avoid converging on:

  • Always using color1 for everything
  • Exactly 2 elevation levels every time
  • Identical stair placement patterns
  • Uniform shadow density

Asset Paths Reference

See references/asset-paths.md for complete file paths in this project.

Remember

The Tiny Swords tileset is designed for layered depth. Every shadow, every foam animation offset, every color choice contributes to a map that feels alive and dimensional. Trust the layer system—it's engineered to create beautiful results when used correctly.

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

04

需要参考平台分布和安装热度时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

补充不同宿主或平台的使用分布数据

能力 5

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

OpenCode

26.56%
按下载量换算196

Claude Code

21.59%
按下载量换算160

Codex

17.29%
按下载量换算128

Gemini CLI

12.85%
按下载量换算95

kilo

8.21%
按下载量换算61

github-copilot

3.71%
按下载量换算27

安全审计

Gen Agent Trust Hub

通过

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通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

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。

来源信息

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