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godot-genre-party戈多流派派对

Agent Skill

godot-genre-party 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

1,576

周安装

67

GitHub Stars

138

下载量

552
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

2

许可证

unknown

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:godot-genre-party(戈多流派派对)
来源仓库:https://github.com/thedivergentai/gd-agentic-skills
仓库路径:skills/godot-genre-party
安装命令:
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-genre-party
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/thedivergentai/gd-agentic-skills --skill godot-genre-party

简介

godot-genre-party 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、代码变更或协作事项进行整理。
  • 通过 npx skills add 命令从指定仓库安装并使用该技能。
  • 安装前需确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。
  • 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。

SKILL.md

Genre: Party / Minigame Collection

Expert blueprint for party games balancing accessibility, variety, and social fun.

NEVER Do (Expert Anti-Patterns)

Multiplayer & Input

  • NEVER hardcode player inputs to specific joypad IDs (e.g., 0 or 1); strictly query dynamically via Input.get_connected_joypads().
  • NEVER bake player-IDs into the input map (e.g., "p1_jump"); strictly use a Dynamic Input Router to map physical controllers to players at runtime.
  • NEVER use Input.is_action_pressed() for assigning new player joins; strictly parse raw InputEventJoypadButton in _unhandled_input() for device metadata.
  • NEVER allow inconsistent controls between games; strictly standardize across all minigames (A = Accept/Action, B = Back/Cancel, Joystick = Move).
  • NEVER assume a disconnected joypad removes a player; strictly connect to the joy_connection_changed signal to pause and handle dropouts gracefully.
  • NEVER use boolean polling for analog sticks; strictly use Input.get_vector() for precision and deadzones.

User Experience & Feedback

  • NEVER use long text-based tutorials; strictly use a 3-second looping GIF + a single-sentence instruction overlay (e.g., "Mash A to fly!").
  • NEVER ignore "Asymmetric" balance in 1v3 games; strictly provide the "One" with unique abilities or increased HP/speed to offset the numerical disadvantage.
  • NEVER neglect Accessibility and Handicap systems; strictly implement optional support (e.g., speed boosts for lower-skilled players) to keep the competition social.
  • NEVER leave UI Control nodes with FOCUS_NONE for gamepad menus; strictly set to FOCUS_ALL with explicit focus neighbors for accessible navigation.

Rendering & Architecture

  • NEVER use heavy scene transitions; strictly keep minigame assets light and use Threaded Background Loading while the instructions screen is active.
  • NEVER draw global CanvasLayer UI for individual split-screen players; strictly use per-viewport CanvasLayer children.
  • NEVER manually set sizes on SubViewport children; strictly use GridContainer or BoxContainer for automatic split-screen layout.
  • NEVER store tournament state or scores inside minigame scenes; strictly use a Persistent Autoload (Singleton).
  • NEVER use a static Camera2D for shared-room games; strictly use a dynamic group camera that zooms/pans to fit all players in frame.
  • NEVER overlap SubViewportContainer nodes without setting mouse_filter to PASS; otherwise, top viewports will block input.

🛠 Expert Components (scripts/)

Original Expert Patterns

Modular Components


Core Loop

  1. Lobby: Players join and select characters/colors.
  2. Meta: Players move on a board or vote for the next game.
  3. Play: Short, intense minigame (30s - 2m).
  4. Score: Winners get points/coins.
  5. Repeat: Cycle continues until a turn limit or score limit.

Skill Chain

PhaseSkillsPurpose
1. Inputinput-mappingHandling 2-4 local controllers dynamically
2. Scenegodot-scene-managementLoading/Unloading minigames cleanly
3. Datagodot-resource-data-patternsDefining minigames via Resource files
4. UIgodot-ui-containersScoreboards, instructions screens
5. Logicgodot-turn-systemManaging the "Board Game" phase

Architecture Overview

1. Minigame Definition

Using Resources to define what a minigame is.

# minigame_data.gd
class_name MinigameData extends Resource

@export var title: String
@export var scene_path: String
@export var instructions: String
@export var is_1v3: bool = false
@export var thumbnail: Texture2D

2. The Party Manager

Singleton that persists between minigames.

# party_manager.gd
extends Node

var players: Array[PlayerData] = [] # Tracks score, input_device_id, color
var current_round: int = 1
var max_rounds: int = 10

func start_minigame(minigame: MinigameData) -> void:
    # 1. Show instructions scene
    await show_instructions(minigame)
    # 2. Transition to actual game
    get_tree().change_scene_to_file(minigame.scene_path)
    # 3. Pass player data to the new scene
    # (The minigame scene must look up PartyManager in _ready)

3. Minigame Base Class

Every minigame inherits from this to ensure compatibility.

# minigame_base.gd
class_name Minigame extends Node

signal game_ended(results: Dictionary)

func _ready() -> void:
    setup_players(PartyManager.players)
    start_countdown()

func end_game() -> void:
    # Calculate winner
    game_ended.emit(results)
    PartyManager.handle_minigame_end(results)

Key Mechanics Implementation

Local Multiplayer Input

Handling dynamic device assignment.

# player_controller.gd
@export var player_id: int = 0 # 0, 1, 2, 3

func _physics_process(delta: float) -> void:
    var device = PartyManager.players[player_id].device_id
    # Use the specific device ID for input
    var direction = Input.get_vector("p%s_left" % player_id, ...)
    # Better approach: Remap InputMap actions at runtime explicitly

Asymmetric Gameplay (1v3)

Balancing the "One" vs the "Many".

  • The One: Powerful, high HP, unique abilities (e.g., Bowser suit).
  • The Many: Weak individually, must cooperate to survive/win.

Godot-Specific Tips

  • SubViewport: Powerful for 4-player split-screen. Each player gets a camera, all rendering the same world (or different worlds!).
  • InputEventJoypadButton: Use Input.get_connected_joypads() to auto-detect controllers on the Lobby screen.
  • Remapping: Godot's InputMap system can be modified at runtime using InputMap.action_add_event(). Creating "p1_jump", "p2_jump" dynamically is a common pattern.

Common Pitfalls

  1. Long Tutorials: Players just want to play. Fix: 3-second looping GIF + 1 sentence instruction overlay before the game starts.
  2. Downtime: Loading times between 10-second minigames. Fix: Keep minigame assets light. Use a "Board" scene that stays loaded in the background if possible, or use creating Thread loading.
  3. Confusing Controls: Minigame A uses "A" to jump, Minigame B uses "B". Fix: Standardize. "A" is always Accept/Action. "B" is always Back/Cancel.

Reference

适合场景

01

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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

能力概览

能力 1

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能力 2

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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

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

Codex

36.56%
按下载量换算202

Claude

29%
按下载量换算160

Cursor

19.37%
按下载量换算107

Gemini CLI

8.17%
按下载量换算45

安全审计

Gen Agent Trust Hub

通过

Socket

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。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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