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- notque/vexjoy-agent
- 최근 소스 활동
- 2026년 8월 23일 21:21
- 감지된 SKILL.md 언어
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설치 방법
기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.
소스 파일 검토
설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.
메뉴
기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.
설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
직접 명령은 검토 Prompt를 거치지 않습니다. 실행하기 전에 소스를 확인하세요.
npx skills add https://github.com/notque/vexjoy-agent --skill phaser-gamedev명령은 한 줄로 유지됩니다. 복사하기 전에 가로로 스크롤해 전체 내용을 확인하세요.
로컬 사본을 원하시나요? SkillsMP에서 현재 제공할 수 있는 파일을 다운로드하세요.
Run the full evidence-to-live implementation workflow for large, multi-system, multi-wave, or CPU-delegated 5 Star Booker GM programs.
Classify user requests and route to the correct agent + skill. Primary entry point for all delegated work.
Structured multi-phase workflows: review, debug, refactor (tidy, clean up, untangle messy code without behaviour change), deploy, create, research.
SKILL.md 표시 중
| name | phaser-gamedev |
| description | Phaser 3 2D game dev: scenes, physics, tilemaps, sprites, polish. |
| agent | typescript-frontend-engineer |
| user-invocable | false |
| allowed-tools | ["Read","Write","Bash","Grep","Glob","Edit","Task"] |
| routing | {"triggers":["phaser","2d game","platformer","arcade physics","tilemap","sprite sheet","side scroller"],"pairs_with":["typescript-frontend-engineer","game-pipeline"],"complexity":"Medium","category":"game-development"} |
This skill builds complete Phaser 3 2D games using a Phased Construction pattern: DESIGN (plan game type, physics, scenes) → BUILD (scene lifecycle, sprites, tilemaps) → ANIMATE (physics, animation state machines, input) → POLISH (camera effects, particles, tweens, sound, mobile). Targets Phaser 3.60+ throughout.
Scope: Platformers, arcade shooters, top-down RPGs, puzzle games, and side-scrollers — anything 2D in Phaser 3. Use threejs-builder for 3D games, native mobile games, and non-Phaser canvas work.
| Signal | Load These Files | Why |
|---|---|---|
references/core-patterns.md | core-patterns.md | Always |
references/build-scaffolds.md | build-scaffolds.md | Phase 2 BUILD |
references/animate-scaffolds.md | animate-scaffolds.md | Phase 3 ANIMATE |
references/polish-scaffolds.md | polish-scaffolds.md | Phase 4 POLISH |
references/errors.md | errors.md | Error Handling |
references/arcade-physics.md | arcade-physics.md | Arcade physics |
references/tilemaps.md | tilemaps.md | Tilemap / Tiled |
references/spritesheets.md | spritesheets.md | Sprites / animation |
references/performance.md | performance.md | Performance concern |
| Frame rate must reach a target number | hill-climb skill | Measured baseline, profile, accept/revert loop on p1-low FPS |
references/game-feel-patterns.md | game-feel-patterns.md | Polish / juice signal |
references/tilemaps-and-physics.md | tilemaps-and-physics.md | Complex maps / Matter.js |
Goal: Understand what to build, select the physics system, and plan the scene graph before writing any code.
Core constraints:
Step 1: Identify the game type
From the user's request, determine: game genre (platformer, shooter, RPG, puzzle, side-scroller), primary physics need, number of scenes, tilemap or procedural world, spritesheet or texture atlas.
Step 2: Select the physics system
| Physics | Use When | When Not to Use |
|---|---|---|
| Arcade | Platformers, shooters, simple AABB | Rotating bodies, non-rectangular shapes |
| Matter.js | Physics puzzles, destructible terrain | Performance-critical (100+ bodies) |
| None | Puzzles, card games, UI-only | Any meaningful collision detection |
Step 3: Document the scene plan and load references
Write a short markdown scene plan covering: Boot, Game, UI, Physics choice, World, Sprites (measured frame dimensions).
Load these references based on the plan:
references/core-patterns.md (scene lifecycle, transitions, input)references/tilemaps.mdreferences/spritesheets.mdreferences/arcade-physics.mdreferences/performance.mdreferences/game-feel-patterns.mdreferences/tilemaps-and-physics.mdGate: Scene plan documented. Physics system selected. References loaded. Proceed only when gate passes.
Goal: Implement the scene lifecycle skeleton, load assets, place sprites, wire up tilemaps.
Core constraints:
frameWidth/frameHeight is the #1 Phaser bug; open the PNG, count pixels per frame before writing this.load.spritesheet()preload() — never load assets in create() or update()Full TypeScript scaffolds (entry point, BootScene with progress bar, GameScene skeleton): references/build-scaffolds.md.
Gate: Boot and Game scenes compile. Assets load without console errors. Scene transitions work. Proceed only when gate passes.
Goal: Add physics-driven movement, animation state machines, and player input.
Core constraints:
update() — no new Phaser.Math.Vector2(), no this.physics.add.sprite(), no array creation per frame; allocate in create(), reuse in update()delta for frame-rate-independent movement — velocity = speed * (delta / 1000) ensures consistent feel at any FPS'idle' | 'walk' | 'jump' | 'attack' | 'dead' prevents impossible states like isJumping && isAttackingAnimation definitions (anims.create), the Player state machine, and input handling scaffolds: references/animate-scaffolds.md. Collision groups, overlap callbacks, and physics tuning: references/arcade-physics.md.
Gate: Player moves. Animations transition correctly. State machine has no impossible state combinations. No per-frame allocations. Proceed only when gate passes.
Goal: Add camera work, particles, tweens, sound, and mobile controls. Verify performance.
Core constraints:
debug: true from physics config before shippingconsole.log calls unless the user explicitly requested loggingFull scaffolds for camera effects, particles (Phaser 3.60+ API), tweens, sound, mobile virtual controls, and final verification steps: references/polish-scaffolds.md.
Gate: Polish checks pass. Performance within budget. Debug config removed. Game is shippable.
Common errors and fixes (spritesheet frame mismatches, undefined body access, tilemap collision no-ops, animation failures, mobile slowdowns): references/errors.md.
| Reference | When to Load | Content |
|---|---|---|
references/core-patterns.md | Always | Scene lifecycle, transitions, input, state machines |
references/build-scaffolds.md | Phase 2 BUILD | TypeScript entry point, BootScene with progress bar, GameScene skeleton |
references/animate-scaffolds.md | Phase 3 ANIMATE | Animation definitions, Player state machine, input handling |
references/polish-scaffolds.md | Phase 4 POLISH | Camera, particles, tweens, sound, mobile controls, verification |
references/errors.md | Error Handling | Common Phaser error scenarios and fixes |
references/arcade-physics.md | Arcade physics | Groups, colliders, velocity, physics tuning, pitfalls |
references/tilemaps.md | Tilemap / Tiled | Layer system, collision, animated tiles, object layers |
references/spritesheets.md | Sprites / animation | Frame measurement, loading, atlases, nine-slice |
references/performance.md | Performance concern | Object pooling, GC avoidance, texture atlases, mobile |
references/game-feel-patterns.md | Polish / juice signal | Screen shake, particle bursts, hit-stop, scale punch, tween chains, sound timing |
references/tilemaps-and-physics.md | Complex maps / Matter.js | Tiled integration pipeline, Matter.js vs Arcade decision table, collision categories, slopes, object layer spawning |