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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 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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Use when you need to read, parse, display, or analyse an existing level from its Tiled TMX file.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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 직업 분류 기준
| 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.