add-assets by opusgamelabs/game-creator
npx skills add https://github.com/opusgamelabs/game-creator --skill add-assets将所有游戏实体的基本几何形状(圆形、矩形)替换为像素艺术精灵。每个角色、敌人、物品和投射物都将获得可识别的视觉特征——全部通过代码生成,无需外部图像文件。
分析位于 $ARGUMENTS 的游戏(如果未提供路径,则分析当前目录)。
首先,加载 game-assets 技能以获取完整的像素艺术系统、原型和集成模式。
package.json 以识别引擎(Phaser 或 Three.js——此技能专注于 Phaser)src/core/Constants.js 以了解实体类型、颜色和尺寸src/entities/*.js)并找到每个创建实体精灵的 generateTexture()、fillCircle()、fillRect() 或 调用广告位招租
在这里展示您的产品或服务
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fillEllipse()展示要创建的精灵表格:
| 实体 | 原型 | 网格 | 帧数 | 描述 |
|---|---|---|---|---|
| 玩家(个性) | Personality | 32x48 | 1-4 | [姓名] 的漫画形象,缩放比例 4 |
| 玩家(通用) | Humanoid | 16x16 | 4 | ... |
| 敌人 X | Flying | 16x16 | 2 | ... |
| 拾取物 | Item | 8x8 | 1 | ... |
如果游戏以真实人物或命名个性为特色,则玩家角色默认使用 Personality 原型。这使用 32x48 网格,缩放比例为 4(渲染为 128x192px,约占画布高度的 35%)——足够大,可以一眼认出该个性。
选择最符合游戏现有配色方案的调色板:
网格尺寸范围从 8x8(小型拾取物)到 16x16(标准实体)再到 32x48(个性角色)。命名角色始终使用 Personality 原型,以确保记忆点——识别该人物——能够立即生效。
src/core/PixelRenderer.js — renderPixelArt() 和 renderSpriteSheet() 实用函数src/sprites/palette.js — 共享调色板src/sprites/ 中创建精灵数据文件:
player.js — 玩家闲置 + 行走帧enemies.js — 所有敌人类型精灵和帧items.js — 拾取物、宝石、心形等projectiles.js — 子弹、火球、箭矢(如果适用)fillCircle() / generateTexture() 替换为 renderPixelArt() 或 renderSpriteSheet()setCircle() 或 setSize())npm run build 以确认没有错误/game-creator:qa-game 以更新视觉回归快照,因为现在所有实体看起来都不同了/add-assets examples/asteroid-dodge
结果:审计所有使用几何形状的实体 → 创建包含玩家、小行星和宝石像素艺术的 src/sprites/ → 将 fillCircle()/fillRect() 替换为 renderPixelArt() → 调整碰撞边界。
/add-assets examples/nick-land-dodger
结果:检测到命名个性 → 使用缩放比例为 4 的 32x48 Personality 原型 → 玩家角色为可识别的漫画形象 → 敌人和物品获得主题像素艺术。
原因: 像素艺术尺寸与原始碰撞箱不匹配。修复: 保持精灵尺寸接近原始 fillRect/fillCircle 的大小。如果需要,调整碰撞边界。
原因: 画布纹理在首次渲染帧之前未创建。修复: 在场景 preload() 或 create() 中生成纹理,而不是在 update() 中。
告诉用户:
您的游戏实体现在拥有像素艺术精灵,而不是几何形状!每个角色、敌人和物品都具有独特的视觉特征。
创建的文件:
src/core/PixelRenderer.js— 渲染引擎src/sprites/palette.js— 共享调色板src/sprites/player.js、enemies.js、items.js— 精灵数据
运行游戏以查看新的视觉效果。如果您有 Playwright 测试,请运行
/game-creator:qa-game以更新视觉回归快照。
每周安装量
102
仓库
GitHub 星标数
31
首次出现
2026年2月21日
安全审计
安装于
claude-code85
opencode53
kimi-cli51
github-copilot51
amp51
codex51
Replace basic geometric shapes (circles, rectangles) with pixel art sprites for all game entities. Every character, enemy, item, and projectile gets a recognizable visual identity — all generated as code, no external image files needed.
Analyze the game at $ARGUMENTS (or the current directory if no path given).
First, load the game-assets skill to get the full pixel art system, archetypes, and integration patterns.
package.json to identify the engine (Phaser or Three.js — this skill is Phaser-focused)src/core/Constants.js to understand entity types, colors, and sizessrc/entities/*.js) and find every generateTexture(), fillCircle(), fillRect(), or fillEllipse() call that creates an entity spritePresent a table of sprites to create:
| Entity | Archetype | Grid | Frames | Description |
|---|---|---|---|---|
| Player (personality) | Personality | 32x48 | 1-4 | Caricature of [name], scale 4 |
| Player (generic) | Humanoid | 16x16 | 4 | ... |
| Enemy X | Flying | 16x16 | 2 | ... |
| Pickup | Item | 8x8 | 1 | ... |
If the game features a real person or named personality, default to the Personality archetype for the player character. This uses a 32x48 grid at scale 4 (128x192px rendered, ~35% of canvas height) — large enough to recognize the personality at a glance.
Choose the palette that best matches the game's existing color scheme:
Grid sizes range from 8x8 (tiny pickups) through 16x16 (standard entities) to 32x48 (personality characters). Named characters always use the Personality archetype to ensure the meme hook — recognizing the person — lands immediately.
src/core/PixelRenderer.js — the renderPixelArt() and renderSpriteSheet() utility functionssrc/sprites/palette.js — the shared color palettesrc/sprites/:
player.js — player idle + walk framesenemies.js — all enemy type sprites and framesitems.js — pickups, gems, hearts, etc.projectiles.js — bullets, fireballs, bolts (if applicable)npm run build to confirm no errors/game-creator:qa-game to update visual regression snapshots since all entities look different now/add-assets examples/asteroid-dodge
Result: Audits all entities using geometric shapes → creates src/sprites/ with player, asteroids, and gem pixel art → replaces fillCircle()/fillRect() with renderPixelArt() → collision bounds adjusted.
/add-assets examples/nick-land-dodger
Result: Detects named personality → uses 32x48 Personality archetype at scale 4 → recognizable caricature as player character → enemies and items get themed pixel art.
Cause: Pixel art dimensions don't match original hitbox. Fix: Keep sprite dimensions close to the original fillRect/fillCircle size. Adjust collision bounds if needed.
Cause: Canvas texture not created before first render frame. Fix: Generate textures in scene preload() or create(), not in update().
Tell the user:
Your game entities now have pixel art sprites instead of geometric shapes! Each character, enemy, and item has a distinct visual identity.
Files created:
src/core/PixelRenderer.js— rendering enginesrc/sprites/palette.js— shared color palettesrc/sprites/player.js,enemies.js,items.js— sprite data
Run the game to see the new visuals. If you have Playwright tests, run
/game-creator:qa-gameto update the visual regression snapshots.
Weekly Installs
102
Repository
GitHub Stars
31
First Seen
Feb 21, 2026
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Installed on
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fillCircle() / generateTexture() with renderPixelArt() or renderSpriteSheet()setCircle() or setSize())