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level-analyzer
Use when you need to read, parse, display, or analyse an existing level from its Tiled TMX file.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
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Use when you need to read, parse, display, or analyse an existing level from its Tiled TMX file.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
Use when you need to profile the game's runtime performance — investigating FPS drops, frame-time spikes, slowdowns in a specific room or fight, or when asked to chart/analyze a *-diagnostics.txt file.
Use when you need to build, scaffold, or structurally edit a level's TMX file (rooms, blocks, player spawns, enemy/hazard markers, or inserting/shifting sections). Prefer to use this skill instead of generating code to edit layers. It is expected that the builds/edits will be rough, and the user will need to do manual edits.
Use when you need to design, draft, scaffold, create, or edit a new or existing level.
SOC 職業分類に基づく
| name | level-analyzer |
| description | Use when you need to read, parse, display, or analyse an existing level from its Tiled TMX file. |
Reads a Tiled TMX level into a plain-text room grid and/or structured JSON. The output is read-only — it reflects what is built in Tiled, not a design draft.
--helpBefore running anything, read the tool's own docs — they are the source of truth for arguments, outputs (plain text vs. JSON), the analyzed layers, and the character legend:
utils/level_analyzer/run.sh --help
Then run it:
utils/level_analyzer/run.sh <path/to/level.tmx> # plain text to stdout
utils/level_analyzer/run.sh <path/to/level.tmx> <out.txt> # writes out.txt + out.json
TMX files live under assets/tiled_maps/tmx/. Use the JSON output when you need
per-object ids, properties, or room membership; use the plain text to eyeball
layout.
Show the output inline if the user wants to review it, then point out room count
and non-standard sizes, gate (\) connections between rooms, enemy/spawn
placement, and any anomalies (empty rooms, overlaps). Room flow direction arrows
are not emitted — infer them by hand. If the user then wants to edit or extend
the level, hand off to the level-designer skill.