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godot-genre-puzzle戈多类型谜题

Agent Skill

godot-genre-puzzle 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。

总安装

1,968

周安装

82

GitHub Stars

137

下载量

656
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-puzzle(戈多类型谜题)
来源仓库:https://github.com/thedivergentai/gd-agentic-skills
仓库路径:skills/godot-genre-puzzle
安装命令:
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-genre-puzzle
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-puzzle

简介

godot-genre-puzzle 用于查找、检索和筛选相关信息。

  • 适合在 Codex、Claude、Cursor、Gemini CLI 中根据关键词、任务场景或来源线索快速定位候选结果。
  • 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: Puzzle

Expert blueprint for puzzle games emphasizing clarity, experimentation, and "Aha!" moments.

NEVER Do (Expert Anti-Patterns)

Design & Player Experience

  • NEVER punish experimentation; strictly provide Undo/Reset functionality to allow risk-free hypothesis testing.
  • NEVER require pixel-perfect input for logic puzzles; strictly use Grid Snapping or large, forgiving hitboxes.
  • NEVER allow undetected Soft-Locks (unsolvable states); strictly notify the player or provide immediate backtracking.
  • NEVER hide the rules of the world; strictly ensure visual feedback is instant and unambiguous (e.g., powered wires must glow).
  • NEVER skip the Non-Verbal Tutorial phase; strictly introduce mechanics in isolation before combining them.

Grid Logic & State

  • NEVER use floating-point numbers (Vector2) for grid coordinates; strictly use Vector2i to prevent precision drift.
  • NEVER use _process() for grid-state or win-condition validation; strictly trigger checks only when a piece moves.
  • NEVER rely on the SceneTree structure as the source of truth; strictly maintain grid data in a separate script/dictionary.
  • NEVER modify a Dictionary or Array size while iterating over it; strictly use a copy or a separate queue for modifications.
  • NEVER calculate heavy recursive solvers in _process(); strictly cache results or use threaded workers for solve-checks.
  • NEVER ignore diagonal rules in pathfinding; strictly configure AStarGrid2D.diagonal_mode correctly.

Architecture & Performance

  • NEVER program custom command history queues manually; strictly use Godot's built-in UndoRedo system for reliability.
  • NEVER intermingle "do" and "undo" logic in the same function; strictly maintain separation for predictable rollbacks.
  • NEVER use exact floating-point equality (==); strictly use is_equal_approx() for spatial constraints.
  • NEVER use load() for resetting large rooms dynamically; strictly use ResourceLoader.load_threaded_request().
  • NEVER leave Tween objects unreferenced; strictly kill active tweens before starting new movement on the same object.

🛠 Expert Components (scripts/)

Original Expert Patterns

  • command_undo_redo.gd - Professional-grade Command Pattern for non-destructive state reversal and experimentation.
  • grid_manager.gd - Decoupled grid logic data structure for raycast-free move validation (Sokoban/Match-3).

Modular Components


Core Loop

  1. Observation: Player assesses the level layout and mechanics.
  2. Experimentation: Player interacts with elements (push, pull, toggle).
  3. Feedback: Game reacts (door opens, laser blocked).
  4. Epiphany: Player understands the logic ("Aha!" moment).
  5. Execution: Player executes the solution to advance.

Skill Chain

PhaseSkillsPurpose
1. Interactiongodot-input-handling, raycastingClicking, dragging, grid movement
2. Logiccommand-pattern, state-managementUndo/Redo, tracking level state
3. Feedbackgodot-tweening, juiceVisual confirmation of valid moves
4. Progressiongodot-save-load-systems, level-designUnlocking levels, tracking stars/score
5. Polishui-minimalismNon-intrusive HUD

Architecture Overview

1. Command Pattern (Undo System)

Essential for puzzle games. Never punish testing.

# command.gd
class_name Command extends RefCounted

func execute() -> void: pass
func undo() -> void: pass

# level_manager.gd
var history: Array[Command] = []
var history_index: int = -1

func commit_command(cmd: Command) -> void:
    # Clear redo history if diverging
    if history_index < history.size() - 1:
        history = history.slice(0, history_index + 1)

    cmd.execute()
    history.append(cmd)
    history_index += 1

func undo() -> void:
    if history_index >= 0:
        history[history_index].undo()
        history_index -= 1

2. Grid System (TileMap vs Custom)

For grid-based puzzles (Sokoban), a custom data structure is often better than just reading physics.

# grid_manager.gd
var grid_size: Vector2i = Vector2i(16, 16)
var objects: Dictionary = {} # Vector2i -> Node

func move_object(obj: Node, direction: Vector2i) -> bool:
    var start_pos = grid_pos(obj.position)
    var target_pos = start_pos + direction

    if is_wall(target_pos):
        return false

    if objects.has(target_pos):
        # Handle pushing logic here
        return false

    # Execute move
    objects.erase(start_pos)
    objects[target_pos] = obj
    tween_movement(obj, target_pos)
    return true

Key Mechanics Implementation

Win Condition Checking

Check victory state after every move.

func check_win_condition() -> void:
    for target in targets:
        if not is_satisfied(target):
            return

    level_complete.emit()
    save_progress()

Non-Verbal Tutorials

Teach mechanics through level design, not text.

  1. Isolation: Level 1 introduces *only* the new mechanic in a safe room.
  2. Reinforcement: Level 2 requires using it to solve a trivial problem.
  3. Combination: Level 3 combines it with previous mechanics.

Common Pitfalls

  1. Strictness: Requiring pixel-perfect input for logic puzzles. Fix: Use grid snapping or forgiving hitboxes.
  2. Dead Ends: Allowing the player to get into an unsolvable state without realizing it. Fix: Auto-detect failure or provide a prominent "Reset" button.
  3. Obscurity: Hiding the rules. Fix: Visual feedback must be instant and clear (e.g., a wire lights up when connected).

Godot-Specific Tips

  • Tweens: Use create_tween() for all grid movements. It feels much better than instant snapping.
  • Custom Resources: Store level data (layout, starting positions) in .tres files for easy editing in the Inspector.
  • Signals: Use signals like state_changed to update UI/Visuals decoupled from the logic.

Reference

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

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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

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

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

33.89%
按下载量换算222

Claude

31.09%
按下载量换算204

Cursor

18.32%
按下载量换算120

Gemini CLI

9.87%
按下载量换算65

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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