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create-blit386
create-blit386 には blit386 から収集した 31 個の skills があり、リポジトリ単位の職業カバレッジとサイト内 skill 詳細ページを表示します。
このリポジトリの skills
Publish @blit386/kit and create-blit386 to npm following the workspace PUBLISHING.md procedure. Publishing is manual-only (pnpm publish from vancura's machine) -- there is no CI publish workflow. Does not bump versions unless the user asks.
Re-audit the shipped kit docs and game-author skills against the current blit386 engine API and fix stale examples. Use after adding or renaming engine public API, or when you want to check that kit content has not drifted.
Stack fullscreen post-process effects (CRT curvature, scanlines, bloom, glitch) on top of the finished frame, which runs on WebGPU only. Use for a retro CRT look, screen glitches, bloom or glow, or any whole-screen filter.
Build a custom sound from scratch with AudioClip.synth and the synth knobs (waveform, envelope, pitch sweep, vibrato, noise, duty cycle) when the six ready-made presets are not what you want. Use when the user wants their own sound effect, wants to tweak or tune a preset, says a sound is too long, too high, too harsh, or too boring, or asks how to make a sound without a sound file.
Find and fix slow frames: stop making new objects every frame, batch sprites by sheet, skip what is off screen, and
Play sound effects and background music, make retro sounds from nothing with the built-in synth presets, and set the volume of each bus. Use when the user wants a jump, pickup, explosion, laser, hit, or blip sound, wants music, asks about volume or muting, or asks why the game is silent.
Build the finished game into a folder of plain files and put it online so other people can play. Use when the user wants to publish, deploy, or host the game, send a playable link to a friend, or asks 'how do I share my game', 'put my game on the internet', or 'make a real version people can play'.
Turn on and feed the engine's built-in debug overlay (FPS, backend, resolution, your own rows, palette grid, timing chart). Use to see FPS and timings, show live game values while developing, or add a palette or timing inspector.
Make movement look smooth instead of stepped by drawing between updates with BT.renderAlpha. Use when motion looks jerky, jittery, choppy, stuttering, or 'not smooth', when the game feels rough on a fast monitor, or when the user asks how to get smooth scrolling or smooth movement.
Show the shape of a BLIT386 game (configure, init, update, render) and set the expectation that the engine draws, reads input, and plays sound while you write physics, collision, enemies, and scenes yourself. Use when starting a new game or when the user asks how to add a player, collision, or enemies and might expect built-in systems.
Run the automated test suites and explain what testing exists here. Use when the user wants to run tests or verify the scaffolder, the kit CLI, or the codemod engine still work.
Run all quality checks (format, lint, typecheck, spellcheck, knip, docs:links, build, test) before committing or pushing. Use when the user wants to verify the code is ready to commit or run every check at once.
Run cspell across the project, fix typos, and add legitimate words to the dictionary. Use when the user wants to spellcheck, fix spelling, or resolve cspell failures.
Create a pull request with automatic quality checks, a conventional commit, and the gh CLI. Use when the user wants to open a PR or push a branch for review.
Quickly format all code with Biome and Prettier, skipping the verification step. Use for a fast cleanup after edits or to fix formatting flagged by CI or a hook.
Review the current changes against project rules, conventions, and quality standards. Use when the user asks to review changes, check the diff before committing, or look over recent edits.
Scroll a world larger than the screen using the global camera offset and keep it clamped inside the world bounds. Use for side-scrollers, top-down maps, or any level bigger than the screen that should follow the player.
Load a PNG sprite sheet into the palette and draw it, whole image or single frames. Use whenever the user wants an image, character, tile, or animated sprite on screen instead of plain shapes.
Draw text with the built-in system font or a loaded .btfont bitmap font. Use for scores, labels, titles, dialog, a HUD, or any on-screen words, including centering or right-aligning text.
Animate palette slots for motion and mood without redrawing anything, using cycling, fading, flashing, and swapping. Use for flowing water or fire, day-night transitions, hit flashes, theme switches, or any 'the whole screen shifts color' effect.
Draw rectangles, lines, and single pixels and clear the screen using palette slots. Use whenever the user wants boxes, outlines, lines, dots, or a background color, or says 'draw a ...'.
Diagnose and fix a BLIT386 game error using the local docs. Use this whenever the game crashes, shows a blank or black screen, throws an error in the browser console, freezes, or behaves unexpectedly, even if the user only says 'it is broken', 'nothing shows up', or 'why is this not working'.
Update a game's code after a BLIT386 upgrade renamed parts of the API. Use this when 'blit upgrade' or 'blit migrate' reports names that need a closer look, when the game breaks after updating BLIT386, or when the user says 'update my game to the new version' or 'fix the renamed functions'.
Move things smoothly and schedule actions using the engine frame clock, the Timer helper, and easing. Use for movement, timers, cooldowns, spawn intervals, animation frames, or anything that should happen 'every N frames' or 'over N seconds'.
Read gamepad face buttons, shoulders, analog sticks, and triggers from up to four controllers. Use for controller support, analog movement, or multiplayer input.
Read keyboard keys and face buttons in update(). Use for keyboard movement, jumping, menus, typed text, or remapping keys, including raw key codes like 'KeyW' and the arrow-keys-to-D-pad mapping.
Read mouse, touch, and pen input through BLIT386's unified pointer API with up to four slots. Use for clicking, dragging, painting, aiming, scrolling, or touch controls.
Capture the rendered frame as a PNG, either downloading it or getting a Blob. Use for a screenshot button, a 'share my creation' feature, or exporting generated pixel art.
Set up and change colors with BLIT386's palette-first system of numbered color slots. Use whenever the user sets up colors, mentions colors, themes, or palettes, or wants to recolor things at runtime by changing a slot.
Format all code with Biome and Prettier, then verify formatting passes. Use when the user asks to format, reformat, or clean up code style, or to fix a failing format check.
Start the BLIT386 dev server and open the game in a browser. Use this whenever the user wants to run, start, launch, or preview the game, see what it looks like, or test a change live, even if they just say 'run the game', 'start the server', or 'show me'.