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phaser-best-practices移相器最佳实践

Agent Skill

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。

总安装

4,039

周安装

165

GitHub Stars

649

下载量

1,294
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: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

简介

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。

SKILL.md

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

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

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

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。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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