소스 정보
- 저장소
- tomevault-io/skills-registry
- 최근 소스 활동
- 2026년 5월 11일 15:30
- 감지된 SKILL.md 언어
- 영어
- 스타
- 0
- 포크
- 0
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/tomevault-io/skills-registry --skill screensaver-development명령은 한 줄로 유지됩니다. 복사하기 전에 가로로 스크롤해 전체 내용을 확인하세요.
로컬 사본을 원하시나요? SkillsMP에서 현재 제공할 수 있는 파일을 다운로드하세요.
| Use when this capability is needed.
> Use when this capability is needed.
Review architecture and API design for the vfs-s3 project. Use when the user mentions @architect, asks to review an issue's design, discuss module boundaries, API shape, or architectural decisions for vfs-s3. Also trigger when the user wants to create an ADR (Architecture Decision Record) or evaluate a technical approach for the project. Intended for dispatch from Codex automation or Claude routines; GitHub trigger phrase: @vfs-s3-bot please prepare design doc Use when this capability is needed.
SOC 직업 분류 기준
SKILL.md 표시 중
| name | screensaver-development |
| description | | Use when this capability is needed. |
This skill provides patterns for implementing animated screensaver panels.
All screensavers go in src/Plugins/LCDPossible.Plugins.Screensavers/Panels/.
using LCDPossible.Sdk;
using SixLabors.ImageSharp;
using SixLabors.ImageSharp.Drawing;
using SixLabors.ImageSharp.Drawing.Processing;
using SixLabors.ImageSharp.PixelFormats;
using SixLabors.ImageSharp.Processing;
namespace LCDPossible.Plugins.Screensavers.Panels;
public sealed class MyScreensaverPanel : BaseLivePanel
{
private DateTime _lastUpdate = DateTime.UtcNow;
public override string PanelId => "my-screensaver";
public override string DisplayName => "My Screensaver";
public override bool IsAnimated => true; // IMPORTANT: Must be true
public override Task InitializeAsync(CancellationToken ct = default)
{
return Task.CompletedTask;
}
public override Task<Image<Rgba32>> RenderFrameAsync(
int width, int height, CancellationToken ct = default)
{
// Calculate delta time for smooth animation
var now = DateTime.UtcNow;
var deltaTime = (float)(now - _lastUpdate).TotalSeconds;
_lastUpdate = now;
var image = new Image<Rgba32>(width, height, new Rgba32(0, 0, 0));
image.Mutate(ctx =>
{
// Your drawing code here
});
return Task.FromResult(image);
}
}
["my-screensaver"] = new PanelTypeInfo
{
TypeId = "my-screensaver",
DisplayName = "My Screensaver",
Description = "Description here",
Category = "Screensaver",
IsLive = true
}
private static readonly string[] ScreensaverTypes =
[
"starfield", "matrix-rain", /* ... */, "my-screensaver"
];
"my-screensaver" or "myscreensaver" => new MyScreensaverPanel(),
{
"typeId": "my-screensaver",
"displayName": "My Screensaver",
"description": "Brief one-line description for list-panels output",
"category": "Screensaver",
"isLive": true,
"isAnimated": true,
"helpText": "Detailed description of the screensaver effect.\n\nFeatures:\n- Feature 1\n- Feature 2\n- Feature 3\n\nInspired by [reference if applicable].",
"examples": [
{
"command": "lcdpossible show my-screensaver",
"description": "Display the screensaver effect"
}
]
}
| Field | Value | Notes |
|---|---|---|
typeId | lowercase-with-hyphens | Unique panel identifier |
displayName | Title Case | Shown in help |
description | Brief text | Shown in list-panels output |
category | "Screensaver" | Always use this for screensavers |
isLive | true | Screensavers update continuously |
isAnimated | true | Screensavers manage their own timing |
helpText | Multi-line | Detailed help for help-panel command |
examples | Array | At least one usage example |
If your screensaver accepts arguments (like falling-blocks:2 for 2 players):
{
"typeId": "my-screensaver",
"prefixPattern": "my-screensaver:",
"parameters": [
{
"name": "mode",
"description": "Screensaver mode or configuration",
"required": false,
"defaultValue": "default",
"exampleValues": ["option1", "option2"]
}
],
"examples": [
{
"command": "lcdpossible show my-screensaver:option1",
"description": "Run with option1 mode"
}
]
}
For objects that move at consistent speed regardless of frame rate:
private float _x, _y;
private float _velocityX = 100f; // pixels per second
private float _velocityY = 80f;
private DateTime _lastUpdate = DateTime.UtcNow;
public override Task<Image<Rgba32>> RenderFrameAsync(...)
{
var now = DateTime.UtcNow;
var deltaTime = (float)(now - _lastUpdate).TotalSeconds;
_lastUpdate = now;
// Movement is frame-rate independent
_x += _velocityX * deltaTime;
_y += _velocityY * deltaTime;
}
For cyclical animations (pulsing, rotating, oscillating):
private DateTime _startTime = DateTime.UtcNow;
public override Task<Image<Rgba32>> RenderFrameAsync(...)
{
var time = (float)(DateTime.UtcNow - _startTime).TotalSeconds;
// Oscillation (0 to 1 to 0)
var pulse = (MathF.Sin(time * 2f) + 1f) / 2f;
// Rotation (radians)
var rotation = time * MathF.PI; // Half rotation per second
// Color cycling
var hue = (time * 0.1f) % 1f;
}
var cycleTime = time % 20f; // 20-second loop
if (cycleTime < 5f)
{
// Phase 1: 0-5 seconds
}
else if (cycleTime < 10f)
{
// Phase 2: 5-10 seconds
}
// etc.
using SixLabors.ImageSharp;
using SixLabors.ImageSharp.Drawing; // EllipsePolygon, PathBuilder
using SixLabors.ImageSharp.Drawing.Processing; // Fill, DrawLine
using SixLabors.ImageSharp.PixelFormats; // Rgba32
using SixLabors.ImageSharp.Processing; // Mutate, ProcessPixelRows
// Circle/Ellipse
ctx.Fill(color, new EllipsePolygon(centerX, centerY, radius));
ctx.Fill(color, new EllipsePolygon(centerX, centerY, radiusX, radiusY));
// Rectangle
ctx.Fill(color, new RectangleF(x, y, width, height));
// Line
ctx.DrawLine(color, thickness, new PointF(x1, y1), new PointF(x2, y2));
// Multiple connected lines
ctx.DrawLine(color, thickness,
new PointF(x1, y1),
new PointF(x2, y2),
new PointF(x3, y3));
CRITICAL: Always start with MoveTo(), not LineTo()!
var path = new PathBuilder();
path.MoveTo(new PointF(x1, y1)); // First point - MUST use MoveTo
path.LineTo(new PointF(x2, y2)); // Subsequent points
path.LineTo(new PointF(x3, y3));
path.CloseFigure(); // Connect back to start
ctx.Fill(color, path.Build());
For complex sprites, combine simple shapes:
// Ghost body = dome + rectangle + wavy bottom
ctx.Fill(bodyColor, new EllipsePolygon(x, y - size * 0.3f, size, size * 0.7f)); // Dome
ctx.Fill(bodyColor, new RectangleF(x - size, y - size * 0.3f, size * 2, size * 0.8f)); // Body
// Wavy bottom bumps
for (var i = 0; i < 4; i++)
{
var bx = x - size + (i + 0.5f) * size * 0.5f;
ctx.Fill(bodyColor, new EllipsePolygon(bx, y + size * 0.5f, size * 0.25f));
}
// Eyes on top
ctx.Fill(white, new EllipsePolygon(x - 4, y - size * 0.2f, 4, 5));
ctx.Fill(white, new EllipsePolygon(x + 4, y - size * 0.2f, 4, 5));
var mouthAngle = (MathF.Sin(time * 15f) + 1f) / 2f * 45f; // 0-45 degrees
var mouthRad = mouthAngle * MathF.PI / 180f;
var baseAngle = facingLeft ? MathF.PI : 0f;
var path = new PathBuilder();
path.MoveTo(new PointF(x, y)); // Center point
var startAngle = baseAngle + mouthRad;
var endAngle = baseAngle - mouthRad + MathF.PI * 2f;
for (var a = startAngle; a < endAngle; a += 0.1f)
{
path.LineTo(new PointF(
x + MathF.Cos(a) * radius,
y + MathF.Sin(a) * radius));
}
path.CloseFigure();
ctx.Fill(yellow, path.Build());
For plasma, fire, noise, and other demoscene effects:
image.ProcessPixelRows(accessor =>
{
for (var py = 0; py < height; py++)
{
var row = accessor.GetRowSpan(py);
for (var px = 0; px < width; px++)
{
// Calculate color for this pixel
var r = (byte)(/* calculation */);
var g = (byte)(/* calculation */);
var b = (byte)(/* calculation */);
row[px] = new Rgba32(r, g, b);
}
}
});
private const int ScaleFactor = 4; // Render at 1/4 resolution
public override Task<Image<Rgba32>> RenderFrameAsync(int width, int height, ...)
{
var scaledWidth = width / ScaleFactor;
var scaledHeight = height / ScaleFactor;
// Calculate at scaled resolution
var buffer = new float[scaledWidth * scaledHeight];
for (var sy = 0; sy < scaledHeight; sy++)
{
for (var sx = 0; sx < scaledWidth; sx++)
{
buffer[sy * scaledWidth + sx] = /* calculate */;
}
}
// Upscale when rendering
image.ProcessPixelRows(accessor =>
{
for (var py = 0; py < height; py++)
{
var sy = Math.Min(py / ScaleFactor, scaledHeight - 1);
var row = accessor.GetRowSpan(py);
for (var px = 0; px < width; px++)
{
var sx = Math.Min(px / ScaleFactor, scaledWidth - 1);
var value = buffer[sy * scaledWidth + sx];
row[px] = ValueToColor(value);
}
}
});
}
var value = 0f;
value += MathF.Sin((x * 8f + time * 0.5f) * MathF.PI * 2f);
value += MathF.Sin((y * 7f + time * 0.4f) * MathF.PI * 2f);
value += MathF.Sin(((x + y) * 6f + time * 0.7f) * MathF.PI * 2f);
// Circular waves from moving center
var dx = x - (0.5f + MathF.Sin(time * 0.7f) * 0.3f);
var dy = y - (0.5f + MathF.Cos(time * 0.5f) * 0.3f);
var dist = MathF.Sqrt(dx * dx + dy * dy);
value += MathF.Sin((dist * 15f - time) * MathF.PI * 2f);
value = (value / 4f + 1f) / 2f; // Normalize to 0-1
// Use a buffer smaller than output, propagate heat upward
private byte[] _fireBuffer;
// Each frame: Add heat at bottom, propagate up with cooling
for (var x = 0; x < bufferWidth; x++)
{
_fireBuffer[(bufferHeight - 1) * bufferWidth + x] =
(byte)_random.Next(200, 256);
}
for (var y = 0; y < bufferHeight - 1; y++)
{
for (var x = 0; x < bufferWidth; x++)
{
var sum = _fireBuffer[(y + 1) * bufferWidth + Math.Max(0, x - 1)]
+ _fireBuffer[(y + 1) * bufferWidth + x]
+ _fireBuffer[(y + 1) * bufferWidth + Math.Min(bufferWidth - 1, x + 1)]
+ _fireBuffer[Math.Min(bufferHeight - 1, y + 2) * bufferWidth + x];
_fireBuffer[y * bufferWidth + x] = (byte)Math.Max(0, sum / 4 - 2);
}
}
private struct Star { public float X, Y, Z; }
private Star[] _stars;
// Update: Move stars toward viewer (decrease Z)
for (var i = 0; i < _stars.Length; i++)
{
_stars[i].Z -= speed * deltaTime;
if (_stars[i].Z <= 0)
{
_stars[i] = new Star
{
X = _random.NextSingle() * 2 - 1,
Y = _random.NextSingle() * 2 - 1,
Z = 1f
};
}
}
// Draw: Project 3D to 2D
foreach (var star in _stars)
{
var screenX = centerX + star.X / star.Z * centerX;
var screenY = centerY + star.Y / star.Z * centerY;
var brightness = (byte)(255 * (1f - star.Z));
var size = 3f * (1f - star.Z);
ctx.Fill(new Rgba32(brightness, brightness, brightness),
new EllipsePolygon(screenX, screenY, size));
}
private readonly List<Enemy> _enemies = new();
private readonly List<Bullet> _bullets = new();
private void Update(float deltaTime)
{
// Update backwards for safe removal
for (var i = _enemies.Count - 1; i >= 0; i--)
{
var enemy = _enemies[i];
enemy.X += enemy.Vx * deltaTime;
if (enemy.X < 0 || enemy.X > _width)
{
_enemies.RemoveAt(i);
continue;
}
_enemies[i] = enemy;
}
}
// Circle collision
var dx = obj1.X - obj2.X;
var dy = obj1.Y - obj2.Y;
var distance = MathF.Sqrt(dx * dx + dy * dy);
var colliding = distance < (obj1.Radius + obj2.Radius);
// Rectangle collision
var colliding = rect1.X < rect2.X + rect2.Width &&
rect1.X + rect1.Width > rect2.X &&
rect1.Y < rect2.Y + rect2.Height &&
rect1.Y + rect1.Height > rect2.Y;
_x = (_x + _width) % _width;
_y = (_y + _height) % _height;
if (_x < radius || _x > _width - radius) _vx = -_vx;
if (_y < radius || _y > _height - radius) _vy = -_vy;
_x = Math.Clamp(_x, radius, _width - radius);
_y = Math.Clamp(_y, radius, _height - radius);
private static Rgba32 HsvToRgb(float h, float s, float v)
{
var hi = (int)(h * 6) % 6;
var f = h * 6 - (int)(h * 6);
var p = v * (1 - s);
var q = v * (1 - f * s);
var t = v * (1 - (1 - f) * s);
return hi switch
{
0 => new Rgba32((byte)(v * 255), (byte)(t * 255), (byte)(p * 255)),
1 => new Rgba32((byte)(q * 255), (byte)(v * 255), (byte)(p * 255)),
2 => new Rgba32((byte)(p * 255), (byte)(v * 255), (byte)(t * 255)),
3 => new Rgba32((byte)(p * 255), (byte)(q * 255), (byte)(v * )),
=> Rgba32(()(t * ), ()(p * ), ()(v * )),
_ => Rgba32(()(v * ), ()(p * ), ()(q * ))
};
}
private static Rgba32 GetFireColor(byte heat)
{
return heat switch
{
< 64 => new Rgba32(heat * 4, 0, 0), // Black to red
< 128 => new Rgba32(255, (heat - 64) * 4, 0), // Red to yellow
_ => new Rgba32(255, 255, (heat - 128) * 2) // Yellow to white
};
}
var phase = value * MathF.PI * 2f + time * 0.5f;
var r = (MathF.Sin(phase) + 1f) / 2f;
var g = (MathF.Sin(phase + MathF.PI * 2f / 3f) + 1f) / 2f;
var b = (MathF.Sin(phase + MathF.PI * 4f / 3f) + 1f) / 2f;
| Panel | Type | Key Techniques |
|---|---|---|
starfield | 3D effect | Z-depth projection, star structs |
matrix-rain | Character animation | Column drops, character grid |
bouncing-logo | Simple physics | Velocity, wall bouncing |
mystify | Polygon animation | Trail history, connected vertices |
plasma | Per-pixel | Multiple sine waves, moving centers |
fire | Cellular automata | Heat buffer, upward propagation |
game-of-life | Cellular automata | Neighbor counting, state buffer |
bubbles | Particle system | List of bubbles, collision |
rain | Particle system | Raindrops + splashes |
spiral | Per-pixel | Polar coordinates, rotation |
clock | Vector graphics | Angle calculation, line drawing |
noise | Per-pixel | Random values, scan lines |
warp-tunnel | Per-pixel | Distance from center, rings |
pipes | 3D simulation | Segment list, direction changes |
asteroids | Game simulation | Ship AI, bullets, collision |
pacman | Game simulation | Maze, ghost AI, pathfinding |
mspacman-cutscene | Animation | Phased timeline, sprite drawing |
missile-command | Game simulation | Trajectories, explosions, AI defense |
Converted and distributed by TomeVault — claim your Tome and manage your conversions.