@playcraft/skills 0.0.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (479) hide show
  1. package/README.md +333 -0
  2. package/dist/src/index.d.ts +3 -0
  3. package/dist/src/index.d.ts.map +1 -0
  4. package/dist/src/index.js +2 -0
  5. package/dist/src/index.js.map +1 -0
  6. package/dist/src/skills.loader.d.ts +31 -0
  7. package/dist/src/skills.loader.d.ts.map +1 -0
  8. package/dist/src/skills.loader.js +200 -0
  9. package/dist/src/skills.loader.js.map +1 -0
  10. package/dist/src/skills.types.d.ts +44 -0
  11. package/dist/src/skills.types.d.ts.map +1 -0
  12. package/dist/src/skills.types.js +9 -0
  13. package/dist/src/skills.types.js.map +1 -0
  14. package/package.json +35 -0
  15. package/skills/2048_core.aigameplay/SKILL.md +123 -0
  16. package/skills/2048_core.aigameplay/manifest.json +159 -0
  17. package/skills/2048_core.aigameplay/ref/pgs-schema.json +194 -0
  18. package/skills/2048_core.aigameplay/ref/reducer.template.ts +189 -0
  19. package/skills/SKILL.md +46 -0
  20. package/skills/ad_compliance_rules.aiconfig/SKILL.md +85 -0
  21. package/skills/ad_compliance_rules.aiconfig/manifest.json +60 -0
  22. package/skills/agent_remix_orchestrator.aicomponent/SKILL.md +257 -0
  23. package/skills/agent_remix_orchestrator.aicomponent/manifest.json +12 -0
  24. package/skills/app_metadata.aiconfig/SKILL.md +53 -0
  25. package/skills/app_metadata.aiconfig/manifest.json +32 -0
  26. package/skills/appear_sfx.aiaudio/SKILL.md +59 -0
  27. package/skills/appear_sfx.aiaudio/manifest.json +45 -0
  28. package/skills/appear_sfx.aiaudio/ref/appear.mp3 +0 -0
  29. package/skills/arrow_move_error_sfx.aiaudio/SKILL.md +59 -0
  30. package/skills/arrow_move_error_sfx.aiaudio/manifest.json +45 -0
  31. package/skills/arrow_move_error_sfx.aiaudio/ref/arrow_move_error.mp3 +0 -0
  32. package/skills/arrow_path_data_format.aicomponent/SKILL.md +152 -0
  33. package/skills/arrow_path_data_format.aicomponent/manifest.json +57 -0
  34. package/skills/arrow_path_data_format.aicomponent/ref/LevelParser.ts +188 -0
  35. package/skills/arrow_path_data_format.aicomponent/ref/LevelTypes.ts +131 -0
  36. package/skills/arrow_pick_match_rules.aigameplay/SKILL.md +117 -0
  37. package/skills/arrow_pick_match_rules.aigameplay/manifest.json +105 -0
  38. package/skills/arrow_pick_match_rules.aigameplay/ref/pgs-schema.json +180 -0
  39. package/skills/asset_pipeline_scripts.aicomponent/SKILL.md +117 -0
  40. package/skills/asset_pipeline_scripts.aicomponent/manifest.json +17 -0
  41. package/skills/asset_pipeline_scripts.aicomponent/ref/gen-sprite.sh +105 -0
  42. package/skills/ball_sort.aigameplay/SKILL.md +109 -0
  43. package/skills/ball_sort.aigameplay/manifest.json +155 -0
  44. package/skills/ball_sort.aigameplay/ref/pgs-schema.json +192 -0
  45. package/skills/ball_sort.aigameplay/ref/reducer.template.ts +156 -0
  46. package/skills/basketball_shot.aigameplay/SKILL.md +94 -0
  47. package/skills/basketball_shot.aigameplay/manifest.json +150 -0
  48. package/skills/basketball_shot.aigameplay/ref/pgs-schema.json +229 -0
  49. package/skills/basketball_shot.aigameplay/ref/reducer.template.ts +189 -0
  50. package/skills/bg_music.aiaudio/SKILL.md +61 -0
  51. package/skills/bg_music.aiaudio/manifest.json +48 -0
  52. package/skills/bg_music.aiaudio/ref/bg.mp3 +0 -0
  53. package/skills/big_watermelon.aigameplay/SKILL.md +94 -0
  54. package/skills/big_watermelon.aigameplay/manifest.json +155 -0
  55. package/skills/big_watermelon.aigameplay/ref/pgs-schema.json +191 -0
  56. package/skills/big_watermelon.aigameplay/ref/reducer.template.ts +202 -0
  57. package/skills/block_puzzle.aigameplay/SKILL.md +121 -0
  58. package/skills/block_puzzle.aigameplay/manifest.json +154 -0
  59. package/skills/block_puzzle.aigameplay/ref/pgs-schema.json +170 -0
  60. package/skills/block_puzzle.aigameplay/ref/reducer.template.ts +182 -0
  61. package/skills/board_entity_sprite.aiimage/SKILL.md +255 -0
  62. package/skills/board_entity_sprite.aiimage/manifest.json +153 -0
  63. package/skills/board_entity_sprite.aiimage/ref/ProceduralCar.ts +357 -0
  64. package/skills/board_entity_sprite.aiimage/ref/car.png +0 -0
  65. package/skills/board_entity_sprite.aiimage/ref/car.webp +0 -0
  66. package/skills/bottom_ui_bar.aicomponent/SKILL.md +50 -0
  67. package/skills/bottom_ui_bar.aicomponent/manifest.json +31 -0
  68. package/skills/bottom_ui_bar.aicomponent/ref/GameBottomUI.ts +27 -0
  69. package/skills/bubble_shooter.aigameplay/SKILL.md +129 -0
  70. package/skills/bubble_shooter.aigameplay/manifest.json +181 -0
  71. package/skills/bubble_shooter.aigameplay/ref/pgs-schema.json +226 -0
  72. package/skills/bubble_shooter.aigameplay/ref/reducer.template.ts +228 -0
  73. package/skills/button_click_sfx.aiaudio/SKILL.md +59 -0
  74. package/skills/button_click_sfx.aiaudio/manifest.json +45 -0
  75. package/skills/button_click_sfx.aiaudio/ref/button_click.mp3 +0 -0
  76. package/skills/calm_piano.aiaudio/SKILL.md +68 -0
  77. package/skills/calm_piano.aiaudio/manifest.json +50 -0
  78. package/skills/camera_controller_3d.aicomponent/SKILL.md +100 -0
  79. package/skills/camera_controller_3d.aicomponent/manifest.json +52 -0
  80. package/skills/camera_controller_3d.aicomponent/ref/CameraController.ts +199 -0
  81. package/skills/camera_controller_3d.aicomponent/ref/OrbitControlsAdapter.ts +152 -0
  82. package/skills/candy_tile.aiimage/SKILL.md +62 -0
  83. package/skills/candy_tile.aiimage/manifest.json +49 -0
  84. package/skills/car_parking.aigameplay/SKILL.md +105 -0
  85. package/skills/car_parking.aigameplay/manifest.json +164 -0
  86. package/skills/car_parking.aigameplay/ref/pgs-schema.json +163 -0
  87. package/skills/car_parking.aigameplay/ref/reducer.template.ts +166 -0
  88. package/skills/castle.aiimage/SKILL.md +64 -0
  89. package/skills/castle.aiimage/manifest.json +48 -0
  90. package/skills/cheerful_ukulele.aiaudio/SKILL.md +72 -0
  91. package/skills/cheerful_ukulele.aiaudio/manifest.json +50 -0
  92. package/skills/click_sfx.aiaudio/SKILL.md +59 -0
  93. package/skills/click_sfx.aiaudio/manifest.json +45 -0
  94. package/skills/click_sfx.aiaudio/ref/click.mp3 +0 -0
  95. package/skills/combo_display.aicomponent/SKILL.md +45 -0
  96. package/skills/combo_display.aicomponent/manifest.json +31 -0
  97. package/skills/combo_display.aicomponent/ref/ComboManager.ts +362 -0
  98. package/skills/combo_display.aicomponent/ref/ComboSmallUI.ts +232 -0
  99. package/skills/combo_praise_text.aicomponent/SKILL.md +56 -0
  100. package/skills/combo_praise_text.aicomponent/manifest.json +34 -0
  101. package/skills/combo_praise_text.aicomponent/ref/ComboManager.ts +362 -0
  102. package/skills/countdown_timer.aicomponent/SKILL.md +44 -0
  103. package/skills/countdown_timer.aicomponent/manifest.json +35 -0
  104. package/skills/countdown_timer.aicomponent/ref/CountdownDisplay.ts +213 -0
  105. package/skills/cta_platform_config.aiconfig/SKILL.md +72 -0
  106. package/skills/cta_platform_config.aiconfig/manifest.json +56 -0
  107. package/skills/debug_overlay.aicomponent/SKILL.md +75 -0
  108. package/skills/debug_overlay.aicomponent/manifest.json +17 -0
  109. package/skills/debug_overlay.aicomponent/ref/DebugOverlay.ts +144 -0
  110. package/skills/desert.aiimage/SKILL.md +63 -0
  111. package/skills/desert.aiimage/manifest.json +49 -0
  112. package/skills/difficulty_curve_designer.aiconfig/SKILL.md +68 -0
  113. package/skills/difficulty_curve_designer.aiconfig/manifest.json +36 -0
  114. package/skills/digit_renderer.aicomponent/SKILL.md +43 -0
  115. package/skills/digit_renderer.aicomponent/manifest.json +25 -0
  116. package/skills/digit_renderer.aicomponent/ref/DigitRenderer.ts +237 -0
  117. package/skills/download_button.aicomponent/SKILL.md +44 -0
  118. package/skills/download_button.aicomponent/manifest.json +25 -0
  119. package/skills/download_button.aicomponent/ref/DownloadButton.ts +137 -0
  120. package/skills/draw_line_puzzle.aigameplay/SKILL.md +84 -0
  121. package/skills/draw_line_puzzle.aigameplay/manifest.json +152 -0
  122. package/skills/draw_line_puzzle.aigameplay/ref/pgs-schema.json +189 -0
  123. package/skills/draw_line_puzzle.aigameplay/ref/reducer.template.ts +194 -0
  124. package/skills/easy_to_hard.aiconfig/SKILL.md +52 -0
  125. package/skills/easy_to_hard.aiconfig/manifest.json +33 -0
  126. package/skills/eight_ball_pool.aigameplay/SKILL.md +104 -0
  127. package/skills/eight_ball_pool.aigameplay/manifest.json +152 -0
  128. package/skills/eight_ball_pool.aigameplay/ref/pgs-schema.json +205 -0
  129. package/skills/eight_ball_pool.aigameplay/ref/reducer.template.ts +198 -0
  130. package/skills/energetic_electronic.aiaudio/SKILL.md +69 -0
  131. package/skills/energetic_electronic.aiaudio/manifest.json +51 -0
  132. package/skills/fail_sfx.aiaudio/SKILL.md +59 -0
  133. package/skills/fail_sfx.aiaudio/manifest.json +44 -0
  134. package/skills/fail_sfx.aiaudio/ref/fail.mp3 +0 -0
  135. package/skills/figer_icon.aiimage/SKILL.md +58 -0
  136. package/skills/figer_icon.aiimage/manifest.json +48 -0
  137. package/skills/figer_icon.aiimage/ref/figer.png +0 -0
  138. package/skills/figer_icon.aiimage/ref/figer.webp +0 -0
  139. package/skills/forest.aiimage/SKILL.md +74 -0
  140. package/skills/forest.aiimage/manifest.json +48 -0
  141. package/skills/fruit_tile.aiimage/SKILL.md +68 -0
  142. package/skills/fruit_tile.aiimage/manifest.json +48 -0
  143. package/skills/game_over_panel.aicomponent/SKILL.md +47 -0
  144. package/skills/game_over_panel.aicomponent/manifest.json +61 -0
  145. package/skills/game_over_panel.aicomponent/ref/GameOverPanel.ts +74 -0
  146. package/skills/game_scene.aicomponent/SKILL.md +57 -0
  147. package/skills/game_scene.aicomponent/manifest.json +36 -0
  148. package/skills/game_scene.aicomponent/ref/Game.ts +748 -0
  149. package/skills/gameplay_balance_check.aivalidator/SKILL.md +69 -0
  150. package/skills/gameplay_balance_check.aivalidator/manifest.json +21 -0
  151. package/skills/gameplay_unit_test.aivalidator/SKILL.md +89 -0
  152. package/skills/gameplay_unit_test.aivalidator/manifest.json +17 -0
  153. package/skills/gameplay_unit_test.aivalidator/ref/gameplay.test.ts +202 -0
  154. package/skills/gameplay_unit_test.aivalidator/ref/vitest.config.ts +13 -0
  155. package/skills/grid_board_layout.aicomponent/SKILL.md +85 -0
  156. package/skills/grid_board_layout.aicomponent/manifest.json +69 -0
  157. package/skills/grid_board_layout.aicomponent/ref/BoardLayout.ts +416 -0
  158. package/skills/grid_board_layout.aicomponent/ref/BoardLayout3D.ts +125 -0
  159. package/skills/grid_board_layout.aicomponent/ref/BoardLayoutMath.ts +85 -0
  160. package/skills/grid_board_layout.aicomponent/ref/BoardRenderer3D.ts +298 -0
  161. package/skills/heart_lives.aicomponent/SKILL.md +42 -0
  162. package/skills/heart_lives.aicomponent/manifest.json +25 -0
  163. package/skills/heart_lives.aicomponent/ref/HeartDisplay.ts +96 -0
  164. package/skills/idle-breathe.aicomponent/SKILL.md +27 -0
  165. package/skills/idle-breathe.aicomponent/manifest.json +20 -0
  166. package/skills/idle-breathe.aicomponent/ref/phaser.js +25 -0
  167. package/skills/idle-breathe.aicomponent/ref/playcanvas.js +29 -0
  168. package/skills/jewel_tile.aiimage/SKILL.md +63 -0
  169. package/skills/jewel_tile.aiimage/manifest.json +49 -0
  170. package/skills/knife_hit.aigameplay/SKILL.md +103 -0
  171. package/skills/knife_hit.aigameplay/manifest.json +151 -0
  172. package/skills/knife_hit.aigameplay/ref/pgs-schema.json +202 -0
  173. package/skills/knife_hit.aigameplay/ref/reducer.template.ts +196 -0
  174. package/skills/left_right_parkour.aigameplay/SKILL.md +120 -0
  175. package/skills/left_right_parkour.aigameplay/manifest.json +165 -0
  176. package/skills/left_right_parkour.aigameplay/ref/pgs-schema.json +200 -0
  177. package/skills/left_right_parkour.aigameplay/ref/reducer.template.ts +194 -0
  178. package/skills/level_data_pack.aiconfig/SKILL.md +64 -0
  179. package/skills/level_data_pack.aiconfig/manifest.json +37 -0
  180. package/skills/level_data_validator.aivalidator/SKILL.md +85 -0
  181. package/skills/level_data_validator.aivalidator/manifest.json +17 -0
  182. package/skills/level_data_validator.aivalidator/ref/LevelValidator.ts +113 -0
  183. package/skills/level_lifecycle.aicomponent/SKILL.md +81 -0
  184. package/skills/level_lifecycle.aicomponent/manifest.json +87 -0
  185. package/skills/level_lifecycle.aicomponent/ref/LevelLifecycle.ts +235 -0
  186. package/skills/level_solvability_validator.aivalidator/SKILL.md +74 -0
  187. package/skills/level_solvability_validator.aivalidator/manifest.json +23 -0
  188. package/skills/level_solvability_validator.aivalidator/ref/LevelValidator.ts +186 -0
  189. package/skills/level_state.aicomponent/SKILL.md +55 -0
  190. package/skills/level_state.aicomponent/manifest.json +34 -0
  191. package/skills/level_state.aicomponent/ref/LevelDataManager.ts +26 -0
  192. package/skills/level_state.aicomponent/ref/LevelManager.ts +26 -0
  193. package/skills/loading_screen.aicomponent/SKILL.md +57 -0
  194. package/skills/loading_screen.aicomponent/manifest.json +43 -0
  195. package/skills/loading_screen.aicomponent/ref/LoadingUI.ts +339 -0
  196. package/skills/lose_result_panel.aiimage/SKILL.md +58 -0
  197. package/skills/lose_result_panel.aiimage/manifest.json +47 -0
  198. package/skills/lose_result_panel.aiimage/ref/lose.png +0 -0
  199. package/skills/lose_result_panel.aiimage/ref/lose.webp +0 -0
  200. package/skills/lose_sfx.aiaudio/SKILL.md +59 -0
  201. package/skills/lose_sfx.aiaudio/manifest.json +45 -0
  202. package/skills/lose_sfx.aiaudio/ref/lose.mp3 +0 -0
  203. package/skills/match-pop.aicomponent/SKILL.md +29 -0
  204. package/skills/match-pop.aicomponent/manifest.json +19 -0
  205. package/skills/match-pop.aicomponent/ref/phaser.js +30 -0
  206. package/skills/match-pop.aicomponent/ref/playcanvas.js +22 -0
  207. package/skills/match3_core.aigameplay/SKILL.md +125 -0
  208. package/skills/match3_core.aigameplay/manifest.json +107 -0
  209. package/skills/match3_core.aigameplay/ref/pgs-schema.json +154 -0
  210. package/skills/match3_core.aigameplay/ref/reducer.template.ts +191 -0
  211. package/skills/match_engine.aicomponent/SKILL.md +84 -0
  212. package/skills/match_engine.aicomponent/manifest.json +23 -0
  213. package/skills/match_engine.aicomponent/ref/MatchEngine.ts +75 -0
  214. package/skills/memory_match.aigameplay/SKILL.md +111 -0
  215. package/skills/memory_match.aigameplay/manifest.json +164 -0
  216. package/skills/memory_match.aigameplay/ref/pgs-schema.json +190 -0
  217. package/skills/memory_match.aigameplay/ref/reducer.template.ts +162 -0
  218. package/skills/merge_core.aigameplay/SKILL.md +112 -0
  219. package/skills/merge_core.aigameplay/manifest.json +154 -0
  220. package/skills/merge_core.aigameplay/ref/pgs-schema.json +202 -0
  221. package/skills/merge_core.aigameplay/ref/reducer.template.ts +179 -0
  222. package/skills/mistake_sfx.aiaudio/SKILL.md +59 -0
  223. package/skills/mistake_sfx.aiaudio/manifest.json +45 -0
  224. package/skills/mistake_sfx.aiaudio/ref/mistake.mp3 +0 -0
  225. package/skills/nomove_hint_overlay.aiimage/SKILL.md +58 -0
  226. package/skills/nomove_hint_overlay.aiimage/manifest.json +48 -0
  227. package/skills/nomove_hint_overlay.aiimage/ref/nomove_hint.png +0 -0
  228. package/skills/nomove_hint_overlay.aiimage/ref/nomove_hint.webp +0 -0
  229. package/skills/normal_dot.aiimage/SKILL.md +58 -0
  230. package/skills/normal_dot.aiimage/manifest.json +46 -0
  231. package/skills/normal_dot.aiimage/ref/normal_dot.png +0 -0
  232. package/skills/normal_dot.aiimage/ref/normal_dot.webp +0 -0
  233. package/skills/ocean.aiimage/SKILL.md +71 -0
  234. package/skills/ocean.aiimage/manifest.json +49 -0
  235. package/skills/particle-confetti.aicomponent/SKILL.md +32 -0
  236. package/skills/particle-confetti.aicomponent/manifest.json +21 -0
  237. package/skills/particle-confetti.aicomponent/ref/html5-spritesheet.js +17 -0
  238. package/skills/particle-confetti.aicomponent/ref/phaser.js +38 -0
  239. package/skills/particle-explosion.aicomponent/SKILL.md +37 -0
  240. package/skills/particle-explosion.aicomponent/manifest.json +24 -0
  241. package/skills/particle-explosion.aicomponent/ref/html5-spritesheet.js +40 -0
  242. package/skills/particle-explosion.aicomponent/ref/phaser.js +46 -0
  243. package/skills/particle-explosion.aicomponent/ref/playcanvas.js +33 -0
  244. package/skills/particle-trail.aicomponent/SKILL.md +25 -0
  245. package/skills/particle-trail.aicomponent/manifest.json +22 -0
  246. package/skills/particle-trail.aicomponent/ref/phaser.js +31 -0
  247. package/skills/path_animation.aicomponent/SKILL.md +82 -0
  248. package/skills/path_animation.aicomponent/manifest.json +77 -0
  249. package/skills/path_animation.aicomponent/ref/AnimationManager.ts +694 -0
  250. package/skills/path_animation.aicomponent/ref/AnimationManager3D.ts +317 -0
  251. package/skills/path_elimination_rules.aigameplay/SKILL.md +88 -0
  252. package/skills/path_elimination_rules.aigameplay/manifest.json +119 -0
  253. package/skills/path_elimination_rules.aigameplay/ref/pgs-schema.json +227 -0
  254. package/skills/path_input_handler.aicomponent/SKILL.md +87 -0
  255. package/skills/path_input_handler.aicomponent/manifest.json +97 -0
  256. package/skills/path_input_handler.aicomponent/ref/InputHandler.ts +714 -0
  257. package/skills/path_input_handler.aicomponent/ref/InputHandler3D.ts +204 -0
  258. package/skills/path_renderer.aicomponent/SKILL.md +101 -0
  259. package/skills/path_renderer.aicomponent/manifest.json +69 -0
  260. package/skills/path_renderer.aicomponent/ref/PathRenderer.ts +509 -0
  261. package/skills/path_renderer.aicomponent/ref/PathRenderer3D.ts +176 -0
  262. package/skills/path_renderer.aicomponent/ref/PathRenderers.ts +640 -0
  263. package/skills/phaser.aicomponent/SKILL.md +315 -0
  264. package/skills/phaser.aicomponent/manifest.json +156 -0
  265. package/skills/phaser.aicomponent/ref/BootScene.ts +29 -0
  266. package/skills/phaser.aicomponent/ref/GameConfig.ts +29 -0
  267. package/skills/phaser.aicomponent/ref/GameScene.ts +88 -0
  268. package/skills/phaser.aicomponent/ref/PreloaderScene.ts +78 -0
  269. package/skills/phaser.aicomponent/ref/SceneKeys.ts +7 -0
  270. package/skills/phaser.aicomponent/ref/SoundUtils.ts +21 -0
  271. package/skills/phaser.aicomponent/ref/UiLayout.ts +74 -0
  272. package/skills/phaser.aicomponent/ref/globals.d.ts +52 -0
  273. package/skills/phaser.aicomponent/ref/index.css +40 -0
  274. package/skills/phaser.aicomponent/ref/index.html +14 -0
  275. package/skills/phaser.aicomponent/ref/index.ts +48 -0
  276. package/skills/phaser.aicomponent/ref/main.ts +16 -0
  277. package/skills/phaser.aicomponent/ref/package.json +22 -0
  278. package/skills/phaser.aicomponent/ref/tsconfig.json +25 -0
  279. package/skills/phaser.aicomponent/ref/webpack.config.js +57 -0
  280. package/skills/phaser_scene_lifecycle.aicomponent/SKILL.md +63 -0
  281. package/skills/phaser_scene_lifecycle.aicomponent/manifest.json +33 -0
  282. package/skills/pick_and_match_rules.aigameplay/SKILL.md +113 -0
  283. package/skills/pick_and_match_rules.aigameplay/manifest.json +121 -0
  284. package/skills/pick_and_match_rules.aigameplay/ref/pgs-schema.json +354 -0
  285. package/skills/pin_pull.aigameplay/SKILL.md +110 -0
  286. package/skills/pin_pull.aigameplay/manifest.json +164 -0
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@@ -0,0 +1,298 @@
1
+ import * as THREE from "three";
2
+ import { BoardLayout3D, type BoardLayout3DResult } from "./BoardLayout3D";
3
+
4
+ /**
5
+ * 3D 棋盘渲染器配置
6
+ */
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+ export interface BoardRendererConfig {
8
+ /** 格子材质(默认:深蓝半透明) */
9
+ cellMaterial?: THREE.Material;
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+ /** 格子相对于 cellSize 的填充比例(默认 0.92,即 8% 间隙) */
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+ cellPadding?: number;
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+ /** 格子地面 Y 坐标(默认 0.005,略高于地面防止 z-fighting) */
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+ cellY?: number;
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+ /** 是否创建网格线(默认 false) */
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+ showGridLines?: boolean;
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+ }
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+
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+ const DEFAULT_CONFIG: Required<BoardRendererConfig> = {
19
+ cellMaterial: null!, // 运行时创建默认材质
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+ cellPadding: 0.92,
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+ cellY: 0.005,
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+ showGridLines: false,
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+ };
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+
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+ /**
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+ * Three.js 3D 棋盘渲染器
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+ *
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+ * 建立在 BoardLayout3D 纯数学层之上,负责实际的 3D 渲染:
29
+ * - 创建网格地面(PlaneGeometry cells)
30
+ * - 在 boardGroup 中管理所有棋盘物体(统一平移/抖动)
31
+ * - 放置/移除 3D 物体到指定格子
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+ * - 基于 Set<number> 的批量可见性管理
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+ * - Raycaster 命中检测(遍历 userData.pathIndex)
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+ * - 棋盘抖动动画
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+ *
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+ * 坐标系:棋盘在 XZ 平面,以原点为中心(来自 BoardLayout3D)。
37
+ */
38
+ export class BoardRenderer3D {
39
+ private scene: THREE.Scene;
40
+ private layout: BoardLayout3D;
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+ private config: Required<BoardRendererConfig>;
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+
43
+ /** 棋盘根 Group(所有棋盘元素的容器,用于统一 shake) */
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+ private boardGroup: THREE.Group;
45
+
46
+ /** 格子底板 Mesh 列表 */
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+ private cellMeshes: THREE.Mesh[] = [];
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+
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+ /** 按 cellIndex 存储放置的物体 */
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+ private placedObjects: Map<number, THREE.Object3D> = new Map();
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+
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+ /** 按 pathIndex 分组的物体索引(用于批量可见性) */
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+ private pathToIndices: Map<number, number[]> = new Map();
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+
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+ constructor(scene: THREE.Scene, layout: BoardLayout3D, config?: BoardRendererConfig) {
56
+ this.scene = scene;
57
+ this.layout = layout;
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+ this.config = { ...DEFAULT_CONFIG, ...config };
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+
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+ // 创建默认格子材质
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+ if (!this.config.cellMaterial) {
62
+ this.config.cellMaterial = new THREE.MeshStandardMaterial({
63
+ color: 0x2d2d4e,
64
+ roughness: 0.9,
65
+ metalness: 0,
66
+ transparent: true,
67
+ opacity: 0.6,
68
+ });
69
+ }
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+
71
+ this.boardGroup = new THREE.Group();
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+ this.scene.add(this.boardGroup);
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+ }
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+
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+ /**
76
+ * 创建网格底板
77
+ */
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+ createGrid(): void {
79
+ const layoutResult = this.layout.getLayout();
80
+ const { cellSize, rows, cols } = layoutResult;
81
+ const padding = this.config.cellPadding;
82
+ const cellGeoSize = cellSize * padding;
83
+
84
+ const cellGeo = new THREE.PlaneGeometry(cellGeoSize, cellGeoSize);
85
+
86
+ for (let r = 0; r < rows; r++) {
87
+ for (let c = 0; c < cols; c++) {
88
+ const cell = new THREE.Mesh(cellGeo.clone(), (this.config.cellMaterial as THREE.Material).clone());
89
+ cell.rotation.x = -Math.PI / 2;
90
+ const pos = this.layout.getCellWorldPos(c, r);
91
+ cell.position.set(pos.x, this.config.cellY, pos.z);
92
+ cell.receiveShadow = true;
93
+ this.boardGroup.add(cell);
94
+ this.cellMeshes.push(cell);
95
+ }
96
+ }
97
+ }
98
+
99
+ /**
100
+ * 在指定格子放置一个 3D 物体
101
+ * @param col 列
102
+ * @param row 行
103
+ * @param object 要放置的物体
104
+ * @param tag 附加到 userData 的标签(如 { pathIndex: 0, cellIndex: 5 })
105
+ */
106
+ placeObject(col: number, row: number, object: THREE.Object3D, tag?: Record<string, any>): void {
107
+ const pos = this.layout.getCellWorldPos(col, row);
108
+ object.position.set(pos.x, 0, pos.z);
109
+
110
+ if (tag) {
111
+ Object.assign(object.userData, tag);
112
+ }
113
+
114
+ const index = this.layout.cellToIndex(col, row);
115
+ this.placedObjects.set(index, object);
116
+ this.boardGroup.add(object);
117
+
118
+ // 维护 pathIndex → indices 映射
119
+ const pathIndex = tag?.pathIndex;
120
+ if (typeof pathIndex === "number") {
121
+ const indices = this.pathToIndices.get(pathIndex) || [];
122
+ indices.push(index);
123
+ this.pathToIndices.set(pathIndex, indices);
124
+ }
125
+ }
126
+
127
+ /**
128
+ * 移除指定格子的物体
129
+ */
130
+ removeObject(col: number, row: number): void {
131
+ const index = this.layout.cellToIndex(col, row);
132
+ const obj = this.placedObjects.get(index);
133
+ if (obj) {
134
+ this.boardGroup.remove(obj);
135
+ this.placedObjects.delete(index);
136
+ }
137
+ }
138
+
139
+ /**
140
+ * 获取指定格子的物体
141
+ */
142
+ getObject(col: number, row: number): THREE.Object3D | undefined {
143
+ const index = this.layout.cellToIndex(col, row);
144
+ return this.placedObjects.get(index);
145
+ }
146
+
147
+ /**
148
+ * 获取某个 pathIndex 对应的所有物体
149
+ */
150
+ getObjectsByPath(pathIndex: number): THREE.Object3D[] {
151
+ const indices = this.pathToIndices.get(pathIndex) || [];
152
+ const objects: THREE.Object3D[] = [];
153
+ for (const idx of indices) {
154
+ const obj = this.placedObjects.get(idx);
155
+ if (obj) objects.push(obj);
156
+ }
157
+ return objects;
158
+ }
159
+
160
+ /**
161
+ * 批量更新可见性
162
+ * @param hiddenIndices 需要隐藏的 cellIndex 集合
163
+ */
164
+ updateVisibility(hiddenIndices: Set<number>): void {
165
+ for (const [index, obj] of this.placedObjects) {
166
+ obj.visible = !hiddenIndices.has(index);
167
+ }
168
+ }
169
+
170
+ /**
171
+ * 按 pathIndex 批量更新可见性
172
+ * @param hiddenPaths 需要隐藏的 pathIndex 集合
173
+ */
174
+ updateVisibilityByPath(hiddenPaths: Set<number>): void {
175
+ for (const [pathIndex, indices] of this.pathToIndices) {
176
+ const hidden = hiddenPaths.has(pathIndex);
177
+ for (const idx of indices) {
178
+ const obj = this.placedObjects.get(idx);
179
+ if (obj) obj.visible = !hidden;
180
+ }
181
+ }
182
+ }
183
+
184
+ /**
185
+ * Raycaster 命中检测
186
+ * @param raycaster 射线
187
+ * @param excludeIndices 排除的 cellIndex 集合
188
+ * @returns 命中的 { index, pathIndex, object } 或 null
189
+ */
190
+ hitTest(
191
+ raycaster: THREE.Raycaster,
192
+ excludeIndices?: Set<number>,
193
+ ): { index: number; pathIndex: number; object: THREE.Object3D } | null {
194
+ // 收集所有可被检测的 Mesh
195
+ const meshes: THREE.Mesh[] = [];
196
+ for (const [index, obj] of this.placedObjects) {
197
+ if (excludeIndices?.has(index)) continue;
198
+ if (!obj.visible) continue;
199
+ obj.traverse((child) => {
200
+ if (child instanceof THREE.Mesh) {
201
+ meshes.push(child);
202
+ }
203
+ });
204
+ }
205
+
206
+ const intersects = raycaster.intersectObjects(meshes, false);
207
+ if (intersects.length === 0) return null;
208
+
209
+ // 沿 parent chain 查找含 pathIndex 的 userData
210
+ let current: THREE.Object3D | null = intersects[0].object;
211
+ while (current && current !== this.boardGroup) {
212
+ if (current.userData && typeof current.userData.pathIndex === "number") {
213
+ // 找到对应的 cellIndex
214
+ for (const [idx, obj] of this.placedObjects) {
215
+ if (obj === current) {
216
+ return { index: idx, pathIndex: current.userData.pathIndex, object: current };
217
+ }
218
+ }
219
+ // 如果没有精确匹配到 placedObjects 的顶层,仍然返回
220
+ return { index: -1, pathIndex: current.userData.pathIndex, object: current };
221
+ }
222
+ current = current.parent;
223
+ }
224
+
225
+ return null;
226
+ }
227
+
228
+ /**
229
+ * 棋盘抖动动画
230
+ * @param dx X 方向强度倍数
231
+ * @param dz Z 方向强度倍数
232
+ * @param duration 持续时间 ms(默认 300)
233
+ * @param intensity 基础强度(默认 0.08)
234
+ */
235
+ shake(dx: number = 1, dz: number = 1, duration: number = 300, intensity: number = 0.08): void {
236
+ const originalX = this.boardGroup.position.x;
237
+ const originalZ = this.boardGroup.position.z;
238
+ const startTime = performance.now();
239
+
240
+ const animate = () => {
241
+ const elapsed = performance.now() - startTime;
242
+ const progress = Math.min(elapsed / duration, 1);
243
+
244
+ if (progress < 1) {
245
+ const decay = 1 - progress;
246
+ const offsetX = Math.sin(progress * Math.PI * 6) * intensity * decay * dx;
247
+ const offsetZ = Math.sin(progress * Math.PI * 6) * intensity * decay * dz;
248
+ this.boardGroup.position.x = originalX + offsetX;
249
+ this.boardGroup.position.z = originalZ + offsetZ;
250
+ requestAnimationFrame(animate);
251
+ } else {
252
+ this.boardGroup.position.x = originalX;
253
+ this.boardGroup.position.z = originalZ;
254
+ }
255
+ };
256
+ requestAnimationFrame(animate);
257
+ }
258
+
259
+ /**
260
+ * 获取棋盘根 Group
261
+ */
262
+ getBoardGroup(): THREE.Group {
263
+ return this.boardGroup;
264
+ }
265
+
266
+ /**
267
+ * 获取底层 BoardLayout3D 实例
268
+ */
269
+ getLayout(): BoardLayout3D {
270
+ return this.layout;
271
+ }
272
+
273
+ /**
274
+ * 清空所有棋盘内容(格子 + 物体),保留 boardGroup
275
+ */
276
+ clear(): void {
277
+ for (const cell of this.cellMeshes) {
278
+ this.boardGroup.remove(cell);
279
+ cell.geometry.dispose();
280
+ (cell.material as THREE.Material).dispose();
281
+ }
282
+ this.cellMeshes = [];
283
+
284
+ for (const obj of this.placedObjects.values()) {
285
+ this.boardGroup.remove(obj);
286
+ }
287
+ this.placedObjects.clear();
288
+ this.pathToIndices.clear();
289
+ }
290
+
291
+ /**
292
+ * 完全销毁(包括 boardGroup 自身)
293
+ */
294
+ dispose(): void {
295
+ this.clear();
296
+ this.scene.remove(this.boardGroup);
297
+ }
298
+ }
@@ -0,0 +1,42 @@
1
+ ---
2
+ name: heart_lives.aicomponent
3
+ description: 心形生命值指示器。显示玩家当前剩余生命值(心形图标行),扣命时播放消失动画。
4
+ triggers: 需要在游戏 HUD 中显示生命值时触发。
5
+ ---
6
+
7
+ # 心形生命值指示器(Heart Lives Indicator)
8
+
9
+ ## Scaffold
10
+
11
+ `src/game/scenes/GameUI/HeartDisplay.ts`
12
+
13
+ ## Recipe
14
+
15
+ | 决策 | 原因 |
16
+ |------|------|
17
+ | **心形图标行而非数字** | 心形图标是游戏生命值的通用视觉语言,比数字"3"更直观;玩家一眼看出还剩几条命 |
18
+ | **扣命时播放消失动画** | 静态更新(直接消失)感觉突兀;动画反馈让玩家意识到刚刚发生了扣命事件 |
19
+
20
+ ## Adapter
21
+
22
+ - **Role**: `heartLivesDisplay` — 心形生命值 UI 指示器
23
+ - **Provides**: `HeartDisplay` 类(初始化 N 个心形 + `loseHeart()` 扣命动画)
24
+ - **Requires**: `phaser.aicomponent`(硬依赖)
25
+ - **Consumed by**: `top_ui_bar.aicomponent` 或 `game_scene.aicomponent`(生命值变化时调用 `loseHeart()`)
26
+ - **Integration point**: `src/game/scenes/GameUI/HeartDisplay.ts` → 顶部 UI 条或 GameScene 中实例化
27
+
28
+ ## Imports
29
+
30
+ - `phaser.aicomponent`(硬依赖)
31
+
32
+ ## Skill Definition
33
+
34
+ ```yaml
35
+ tools:
36
+ - read_file
37
+ - write_file
38
+ inputs:
39
+ - source: src/game/scenes/GameUI/HeartDisplay.ts
40
+ outputs:
41
+ - heartDisplay: HeartDisplay class
42
+ ```
@@ -0,0 +1,25 @@
1
+ {
2
+ "schemaVersion": 1,
3
+ "atomId": "heart_lives.aicomponent",
4
+ "bundleType": "aicomponent",
5
+ "category": "component",
6
+ "mode": "fixed",
7
+ "label": { "zh": "心形生命值显示", "en": "Heart lives indicator" },
8
+ "tags": ["ui", "lives", "hearts", "health", "indicator"],
9
+ "bindingRoles": ["livesIndicator"],
10
+ "scaffold": {
11
+ "files": {
12
+ "src/game/scenes/GameUI/HeartDisplay.ts": { "source": "ref/HeartDisplay.ts", "mode": "full", "weight": 10 }
13
+ }
14
+ },
15
+ "imports": [
16
+ { "slot": "engine", "pinAtomId": "phaser.aicomponent", "edgeKind": "requires", "bindAs": "engine" }
17
+ ],
18
+ "exports": [
19
+ { "name": "HeartDisplay", "kind": "class", "location": "src/game/scenes/GameUI/HeartDisplay.ts" }
20
+ ],
21
+ "neutralDescriptor": {
22
+ "geometry": "row of heart icons indicating player lives remaining, with animation on loss"
23
+ },
24
+ "files": { "skill": "SKILL.md", "heartDisplay": "ref/HeartDisplay.ts" }
25
+ }
@@ -0,0 +1,96 @@
1
+ import * as Phaser from "phaser";
2
+
3
+ /**
4
+ * 生命值(爱心)显示组件。
5
+ * 使用参数化心形曲线渲染一行爱心图标,表示剩余生命值。
6
+ */
7
+ export class HeartDisplay {
8
+ private heartGraphics: Phaser.GameObjects.Graphics[] = [];
9
+ private heartStates: boolean[] = [];
10
+ private heartDrawSize: number;
11
+
12
+ constructor(
13
+ scene: Phaser.Scene,
14
+ parent: Phaser.GameObjects.Container,
15
+ options: {
16
+ startX: number;
17
+ y: number;
18
+ spacing: number;
19
+ drawSize: number;
20
+ maxLives: number;
21
+ initialLives: number;
22
+ },
23
+ ) {
24
+ this.heartDrawSize = options.drawSize;
25
+
26
+ for (let i = 0; i < options.maxLives; i++) {
27
+ const isAlive = i < options.initialLives;
28
+ const g = scene.add.graphics();
29
+ g.setPosition(options.startX + i * options.spacing, options.y);
30
+ this.heartGraphics.push(g);
31
+ this.heartStates.push(isAlive);
32
+ parent.add(g);
33
+ this.drawHeartIcon(g, this.heartDrawSize, isAlive);
34
+ }
35
+ }
36
+
37
+ /**
38
+ * 设置当前生命值,更新爱心图标的显示状态。
39
+ * @param lives 当前生命值
40
+ */
41
+ public setLives(lives: number): void {
42
+ const clamped = Math.max(0, Math.min(lives, this.heartGraphics.length));
43
+ this.heartGraphics.forEach((g, index) => {
44
+ const isAlive = index < clamped;
45
+ if (this.heartStates[index] !== isAlive) {
46
+ this.heartStates[index] = isAlive;
47
+ this.drawHeartIcon(g, this.heartDrawSize, isAlive);
48
+ }
49
+ });
50
+ }
51
+
52
+ /**
53
+ * 使用参数化心形曲线绘制爱心图标(纯前端绘制)。
54
+ * @param g 图形对象
55
+ * @param size 爱心大小
56
+ * @param alive 是否存活(存活为红色,否则为灰色)
57
+ */
58
+ private drawHeartIcon(
59
+ g: Phaser.GameObjects.Graphics,
60
+ size: number,
61
+ alive: boolean,
62
+ ): void {
63
+ g.clear();
64
+
65
+ const fillColor = alive ? 0xeb5757 : 0xcccccc;
66
+ const fillAlpha = alive ? 1 : 0.4;
67
+
68
+ // 使用参数化心形曲线构建爱心路径
69
+ const points: { x: number; y: number }[] = [];
70
+ const numPoints = 50;
71
+ for (let i = 0; i <= numPoints; i++) {
72
+ const t = (i / numPoints) * Math.PI * 2;
73
+ const px = (size * 16 * Math.pow(Math.sin(t), 3)) / 16;
74
+ const py =
75
+ (-size *
76
+ (13 * Math.cos(t) -
77
+ 5 * Math.cos(2 * t) -
78
+ 2 * Math.cos(3 * t) -
79
+ Math.cos(4 * t))) /
80
+ 16;
81
+ points.push({ x: px, y: py });
82
+ }
83
+
84
+ if (points.length === 0) return;
85
+
86
+ // 填充爱心主体
87
+ g.fillStyle(fillColor, fillAlpha);
88
+ g.beginPath();
89
+ g.moveTo(points[0].x, points[0].y);
90
+ for (let i = 1; i < points.length; i++) {
91
+ g.lineTo(points[i].x, points[i].y);
92
+ }
93
+ g.closePath();
94
+ g.fillPath();
95
+ }
96
+ }
@@ -0,0 +1,27 @@
1
+ # idle-breathe — Character Idle Breathe Animation
2
+
3
+ A subtle looping scale + bob animation that gives static sprites a sense of life. Essential for any character or creature that stands still between player interactions.
4
+
5
+ ## Parameters
6
+
7
+ | Parameter | Default | Description |
8
+ |-----------|---------|-------------|
9
+ | `scaleAmplitude` | 0.04 | Max scale change (±4% of base scale) |
10
+ | `period` | 2.5s | Full breath cycle duration |
11
+ | `bobAmplitude` | 3px | Vertical position oscillation |
12
+ | `rotateAmplitude` | 1° | Subtle rotation sway |
13
+ | `baseScale` | 1.0 | Starting scale reference |
14
+
15
+ ## Decision Notes
16
+
17
+ | Decision | Reason |
18
+ |----------|--------|
19
+ | Sine-wave scale | Mimics natural breathing rhythm; not linear |
20
+ | Small values | Too large looks unnatural; ±4% scale is barely perceptible but creates life |
21
+ | Combined bob + scale | Scale alone feels mechanical; adding Y offset adds breathing depth |
22
+ | 2.5s period | Natural resting heartbeat (~24 BPM), slower than walking animations |
23
+
24
+ ## Engine References
25
+
26
+ - **PlayCanvas**: `ref/playcanvas.js`
27
+ - **Phaser 3**: `ref/phaser.js`
@@ -0,0 +1,20 @@
1
+ {
2
+ "schemaVersion": 1,
3
+ "atomId": "idle-breathe.aicomponent",
4
+ "bundleType": "aicomponent",
5
+ "category": "animation",
6
+ "mode": "fixed",
7
+ "label": { "zh": "角色待机呼吸动画", "en": "Character Idle Breathe Animation" },
8
+ "tags": ["animation", "idle", "breathe", "character", "loop", "playcanvas", "phaser"],
9
+ "generation": {
10
+ "animationType": "tween",
11
+ "engineSupport": ["playcanvas", "phaser", "html5"],
12
+ "parameters": {
13
+ "scaleAmplitude": "number — max scale change (default: 0.04, i.e. ±4%)",
14
+ "period": "number — full breath cycle in seconds (default: 2.5)",
15
+ "bobAmplitude": "number — vertical bob in pixels (default: 3)",
16
+ "rotateAmplitude": "number — subtle rotation degrees (default: 1)"
17
+ }
18
+ },
19
+ "files": { "skill": "SKILL.md", "playcanvas": "ref/playcanvas.js", "phaser": "ref/phaser.js" }
20
+ }
@@ -0,0 +1,25 @@
1
+ // idle-breathe — Phaser 3 implementation
2
+
3
+ function startIdleBreathe(scene, sprite, {
4
+ scaleAmplitude = 0.04,
5
+ period = 2500,
6
+ bobAmplitude = 3,
7
+ } = {}) {
8
+ const baseY = sprite.y;
9
+ const baseScale = sprite.scaleX;
10
+
11
+ scene.tweens.add({
12
+ targets: sprite,
13
+ scaleX: baseScale + scaleAmplitude,
14
+ scaleY: baseScale + scaleAmplitude,
15
+ y: baseY - bobAmplitude,
16
+ duration: period / 2,
17
+ ease: 'Sine.InOut',
18
+ yoyo: true,
19
+ repeat: -1,
20
+ offset: Math.random() * period, // random phase
21
+ });
22
+ }
23
+
24
+ // Usage:
25
+ // startIdleBreathe(this, characterSprite);
@@ -0,0 +1,29 @@
1
+ // idle-breathe — PlayCanvas implementation
2
+ var IdleBreathe = pc.createScript('idleBreathe');
3
+ IdleBreathe.attributes.add('scaleAmplitude', { type: 'number', default: 0.04 });
4
+ IdleBreathe.attributes.add('period', { type: 'number', default: 2.5 });
5
+ IdleBreathe.attributes.add('bobAmplitude', { type: 'number', default: 3 });
6
+ IdleBreathe.attributes.add('rotateAmplitude', { type: 'number', default: 1 });
7
+
8
+ IdleBreathe.prototype.initialize = function () {
9
+ this._time = Math.random() * Math.PI * 2; // random phase offset
10
+ this._baseY = this.entity.getLocalPosition().y;
11
+ this._baseScale = this.entity.getLocalScale().clone();
12
+ };
13
+
14
+ IdleBreathe.prototype.update = function (dt) {
15
+ this._time += dt;
16
+ const t = this._time;
17
+ const freq = (2 * Math.PI) / this.period;
18
+ const sin = Math.sin(t * freq);
19
+
20
+ const s = 1 + sin * this.scaleAmplitude;
21
+ this.entity.setLocalScale(this._baseScale.x * s, this._baseScale.y * s, this._baseScale.z);
22
+
23
+ const pos = this.entity.getLocalPosition();
24
+ pos.y = this._baseY + sin * this.bobAmplitude;
25
+ this.entity.setLocalPosition(pos);
26
+
27
+ const euler = this.entity.getLocalEulerAngles();
28
+ this.entity.setLocalEulerAngles(euler.x, euler.y, Math.sin(t * freq * 0.5) * this.rotateAmplitude);
29
+ };
@@ -0,0 +1,63 @@
1
+ ---
2
+ name: jewel_tile.aiimage
3
+ description: 宝石牌面贴图组封包 - 光泽宝石精灵图集,适合三消/数字合成的高品质牌面素材
4
+ triggers: 宝石,jewel,gem,钻石,diamond,红宝石,ruby,牌面,tile,三消,match3,闪光,shiny
5
+ ---
6
+
7
+ # jewel_tile.aiimage
8
+
9
+ 宝石主题牌面贴图组封包。提供光泽感宝石精灵图,适合高品质三消、数字合成类游戏。
10
+
11
+ ## Recipe
12
+
13
+ - **基础 prompt**:`shiny gemstone icons sprite sheet, ruby diamond emerald sapphire amethyst topaz pearl, flat design with gloss, vibrant colors, transparent background, game assets`
14
+ - **宽高比**:1:1
15
+ - **风格**:cartoon + gloss
16
+ - **需包含宝石种类**:红宝石、钻石、祖母绿、蓝宝石、紫水晶、黄玉、珍珠(共 7 种)
17
+ - **可 fork 变体**:
18
+ - 暗黑宝石:深色光晕,神秘感
19
+ - 8bit 像素风:像素宝石图标
20
+
21
+ **生成步骤:**
22
+ 1. 生成 512×512 精灵图集,7 种宝石水平排列
23
+ 2. 写入 `tiles.png`,更新 manifest
24
+
25
+ ## Result
26
+
27
+ - **产物文件**:`tiles.png`
28
+ - **格式**:PNG(透明背景),最小 512×512
29
+
30
+ ## Binding
31
+
32
+ - **Binding Role**:`tileTextureSet`
33
+ - **挂载目标**:`scene://entities/Board/tileRenderer/tileAtlas`
34
+ - **引用类型**:`sprite-atlas-reference`
35
+
36
+ ## 生成方式
37
+
38
+ Platform Skill: `playcraft-image-generation`
39
+
40
+ ```bash
41
+ # 1. 生成图片(参考 ref/ 中的参考图)
42
+ playcraft tools generate-image \
43
+ --prompt "shiny gemstone icons sprite sheet, ruby diamond emerald sapphire amethyst topaz pearl, flat design with gloss, vibrant colors, transparent background, game assets" \
44
+ --aspect-ratio 1:1 \
45
+ --image-model google/imagen-3.0-generate-002 \
46
+ --output ta-workspace/raw.png
47
+
48
+ # 2. 后处理(去白底 + 格式转换)
49
+ playcraft image remove-background --input ta-workspace/raw.png --output ta-workspace/trimmed.png
50
+ playcraft image convert --input ta-workspace/trimmed.png --output ta-workspace/tiles.webp --quality 85
51
+
52
+ # 3. 将产物写入 sandbox 对应路径(见 binding.target)
53
+ ```
54
+ ## Skill Definition
55
+
56
+ tools:
57
+ - bash
58
+ - write
59
+ - read
60
+ prompt_extension: |
61
+ You are generating a jewel/gem tile sprite sheet for a match-3 or merge game.
62
+ Follow the Recipe to generate 7 distinct gem icons as a sprite atlas.
63
+ Apply the Binding to wire the atlas into the board renderer.
@@ -0,0 +1,49 @@
1
+ {
2
+ "schemaVersion": 1,
3
+ "atomId": "jewel_tile.aiimage",
4
+ "bundleType": "aiimage",
5
+ "category": "visual",
6
+ "mode": "generative",
7
+ "label": {
8
+ "zh": "宝石牌面贴图组",
9
+ "en": "Jewel tile set"
10
+ },
11
+ "tags": [
12
+ "tile",
13
+ "visual",
14
+ "jewel",
15
+ "gem",
16
+ "match3",
17
+ "premium",
18
+ "shiny"
19
+ ],
20
+ "bindingRoles": ["tileTextureSet"],
21
+ "generation": {
22
+ "kind": "sprite-sheet",
23
+ "prompt": "shiny gemstone icons sprite sheet, ruby diamond emerald sapphire amethyst topaz pearl, flat design with gloss, vibrant colors, transparent background, game assets",
24
+ "aspectRatio": "1:1",
25
+ "model": "google/imagen-3.0-generate-002",
26
+ "style": "cartoon",
27
+ "platformSkill": "playcraft-image-generation"
28
+ },
29
+ "result": {
30
+ "outputFile": "tiles.png",
31
+ "format": "png",
32
+ "constraints": {
33
+ "minWidth": 512,
34
+ "minHeight": 512
35
+ }
36
+ },
37
+ "binding": {
38
+ "role": "tileTextureSet",
39
+ "target": "scene://entities/Board/tileRenderer/tileAtlas",
40
+ "type": "sprite-atlas-reference",
41
+ "constraints": {
42
+ "format": "png",
43
+ "minWidth": 512
44
+ }
45
+ },
46
+ "files": {
47
+ "skill": "SKILL.md"
48
+ }
49
+ }