cp-toolkit 2.2.3 → 2.2.5

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 (71) hide show
  1. package/package.json +1 -1
  2. package/src/commands/add.js +23 -16
  3. package/src/commands/doctor.js +15 -10
  4. package/src/commands/init.js +147 -21
  5. package/templates/AGENTS.md +47 -0
  6. package/templates/ARCHITECTURE.md +42 -0
  7. package/templates/agents/backend-specialist.md +1 -0
  8. package/templates/agents/code-archaeologist.md +116 -106
  9. package/templates/agents/database-architect.md +1 -0
  10. package/templates/agents/debugger.md +1 -0
  11. package/templates/agents/devops-engineer.md +1 -0
  12. package/templates/agents/documentation-writer.md +1 -0
  13. package/templates/agents/explorer-agent.md +83 -73
  14. package/templates/agents/frontend-specialist.md +1 -0
  15. package/templates/agents/game-developer.md +1 -0
  16. package/templates/agents/mobile-developer.md +1 -0
  17. package/templates/agents/orchestrator.md +426 -416
  18. package/templates/agents/penetration-tester.md +1 -0
  19. package/templates/agents/performance-optimizer.md +1 -0
  20. package/templates/agents/product-manager.md +122 -112
  21. package/templates/agents/product-owner.md +105 -95
  22. package/templates/agents/project-planner.md +416 -406
  23. package/templates/agents/qa-automation-engineer.md +113 -103
  24. package/templates/agents/security-auditor.md +1 -0
  25. package/templates/agents/seo-specialist.md +1 -0
  26. package/templates/agents/test-engineer.md +1 -0
  27. package/templates/skills/core/behavioral-modes/SKILL.md +244 -242
  28. package/templates/skills/core/brainstorming/SKILL.md +166 -163
  29. package/templates/skills/core/mcp-builder/SKILL.md +178 -176
  30. package/templates/skills/core/parallel-agents/SKILL.md +187 -175
  31. package/templates/skills/core/plan-writing/SKILL.md +154 -152
  32. package/templates/skills/optional/api-patterns/SKILL.md +83 -81
  33. package/templates/skills/optional/app-builder/SKILL.md +78 -75
  34. package/templates/skills/optional/app-builder/templates/SKILL.md +41 -39
  35. package/templates/skills/optional/architecture/SKILL.md +58 -55
  36. package/templates/skills/optional/bash-linux/SKILL.md +201 -199
  37. package/templates/skills/optional/code-review-checklist/SKILL.md +110 -109
  38. package/templates/skills/optional/database-design/SKILL.md +54 -52
  39. package/templates/skills/optional/deployment-procedures/SKILL.md +243 -241
  40. package/templates/skills/optional/documentation-templates/SKILL.md +196 -194
  41. package/templates/skills/optional/frontend-design/SKILL.md +421 -418
  42. package/templates/skills/optional/game-development/2d-games/SKILL.md +120 -119
  43. package/templates/skills/optional/game-development/3d-games/SKILL.md +136 -135
  44. package/templates/skills/optional/game-development/SKILL.md +169 -167
  45. package/templates/skills/optional/game-development/game-art/SKILL.md +187 -185
  46. package/templates/skills/optional/game-development/game-audio/SKILL.md +192 -190
  47. package/templates/skills/optional/game-development/game-design/SKILL.md +131 -129
  48. package/templates/skills/optional/game-development/mobile-games/SKILL.md +110 -108
  49. package/templates/skills/optional/game-development/multiplayer/SKILL.md +133 -132
  50. package/templates/skills/optional/game-development/pc-games/SKILL.md +146 -144
  51. package/templates/skills/optional/game-development/vr-ar/SKILL.md +124 -123
  52. package/templates/skills/optional/game-development/web-games/SKILL.md +152 -150
  53. package/templates/skills/optional/geo-fundamentals/SKILL.md +158 -156
  54. package/templates/skills/optional/i18n-localization/SKILL.md +156 -154
  55. package/templates/skills/optional/lint-and-validate/SKILL.md +48 -45
  56. package/templates/skills/optional/mobile-design/SKILL.md +397 -394
  57. package/templates/skills/optional/nextjs-react-expert/SKILL.md +271 -267
  58. package/templates/skills/optional/nodejs-best-practices/SKILL.md +335 -333
  59. package/templates/skills/optional/performance-profiling/SKILL.md +145 -143
  60. package/templates/skills/optional/powershell-windows/SKILL.md +169 -167
  61. package/templates/skills/optional/python-patterns/SKILL.md +443 -441
  62. package/templates/skills/optional/red-team-tactics/SKILL.md +201 -199
  63. package/templates/skills/optional/seo-fundamentals/SKILL.md +130 -129
  64. package/templates/skills/optional/server-management/SKILL.md +163 -161
  65. package/templates/skills/optional/systematic-debugging/SKILL.md +111 -109
  66. package/templates/skills/optional/tailwind-patterns/SKILL.md +271 -269
  67. package/templates/skills/optional/tdd-workflow/SKILL.md +150 -149
  68. package/templates/skills/optional/testing-patterns/SKILL.md +179 -178
  69. package/templates/skills/optional/vulnerability-scanner/SKILL.md +278 -276
  70. package/templates/skills/optional/web-design-guidelines/SKILL.md +60 -57
  71. package/templates/skills/optional/webapp-testing/SKILL.md +188 -187
@@ -1,185 +1,187 @@
1
- ---
2
- name: game-art
3
- description: Game art principles. Visual style selection, asset pipeline, animation workflow.
4
- allowed-tools: Read, Glob, Grep
5
- ---
6
-
7
- # Game Art Principles
8
-
9
- > Visual design thinking for games - style selection, asset pipelines, and art direction.
10
-
11
- ---
12
-
13
- ## 1. Art Style Selection
14
-
15
- ### Decision Tree
16
-
17
- ```
18
- What feeling should the game evoke?
19
-
20
- ├── Nostalgic / Retro
21
- ├── Limited palette? → Pixel Art
22
- │ └── Hand-drawn feel? → Vector / Flash style
23
-
24
- ├── Realistic / Immersive
25
- ├── High budget? → PBR 3D
26
- │ └── Stylized realism? → Hand-painted textures
27
-
28
- ├── Approachable / Casual
29
- ├── Clean shapes? → Flat / Minimalist
30
- │ └── Soft feel? → Gradient / Soft shadows
31
-
32
- └── Unique / Experimental
33
- └── Define custom style guide
34
- ```
35
-
36
- ### Style Comparison Matrix
37
-
38
- | Style | Production Speed | Skill Floor | Scalability | Best For |
39
- |-------|------------------|-------------|-------------|----------|
40
- | **Pixel Art** | Medium | Medium | Hard to hire | Indie, retro |
41
- | **Vector/Flat** | Fast | Low | Easy | Mobile, casual |
42
- | **Hand-painted** | Slow | High | Medium | Fantasy, stylized |
43
- | **PBR 3D** | Slow | High | AAA pipeline | Realistic games |
44
- | **Low-poly** | Fast | Medium | Easy | Indie 3D |
45
- | **Cel-shaded** | Medium | Medium | Medium | Anime, cartoon |
46
-
47
- ---
48
-
49
- ## 2. Asset Pipeline Decisions
50
-
51
- ### 2D Pipeline
52
-
53
- | Phase | Tool Options | Output |
54
- |-------|--------------|--------|
55
- | **Concept** | Paper, Procreate, Photoshop | Reference sheet |
56
- | **Creation** | Aseprite, Photoshop, Krita | Individual sprites |
57
- | **Atlas** | TexturePacker, Aseprite | Spritesheet |
58
- | **Animation** | Spine, DragonBones, Frame-by-frame | Animation data |
59
- | **Integration** | Engine import | Game-ready assets |
60
-
61
- ### 3D Pipeline
62
-
63
- | Phase | Tool Options | Output |
64
- |-------|--------------|--------|
65
- | **Concept** | 2D art, Blockout | Reference |
66
- | **Modeling** | Blender, Maya, 3ds Max | High-poly mesh |
67
- | **Retopology** | Blender, ZBrush | Game-ready mesh |
68
- | **UV/Texturing** | Substance Painter, Blender | Texture maps |
69
- | **Rigging** | Blender, Maya | Skeletal rig |
70
- | **Animation** | Blender, Maya, Mixamo | Animation clips |
71
- | **Export** | FBX, glTF | Engine-ready |
72
-
73
- ---
74
-
75
- ## 3. Color Theory Decisions
76
-
77
- ### Palette Selection
78
-
79
- | Goal | Strategy | Example |
80
- |------|----------|---------|
81
- | **Harmony** | Complementary or analogous | Nature games |
82
- | **Contrast** | High saturation differences | Action games |
83
- | **Mood** | Warm/cool temperature | Horror, cozy |
84
- | **Readability** | Value contrast over hue | Gameplay clarity |
85
-
86
- ### Color Principles
87
-
88
- - **Hierarchy:** Important elements should pop
89
- - **Consistency:** Same object = same color family
90
- - **Context:** Colors read differently on backgrounds
91
- - **Accessibility:** Don't rely only on color
92
-
93
- ---
94
-
95
- ## 4. Animation Principles
96
-
97
- ### The 12 Principles (Applied to Games)
98
-
99
- | Principle | Game Application |
100
- |-----------|------------------|
101
- | **Squash & Stretch** | Jump arcs, impacts |
102
- | **Anticipation** | Wind-up before attack |
103
- | **Staging** | Clear silhouettes |
104
- | **Follow-through** | Hair, capes after movement |
105
- | **Slow in/out** | Easing on transitions |
106
- | **Arcs** | Natural movement paths |
107
- | **Secondary Action** | Breathing, blinking |
108
- | **Timing** | Frame count = weight/speed |
109
- | **Exaggeration** | Readable from distance |
110
- | **Appeal** | Memorable design |
111
-
112
- ### Frame Count Guidelines
113
-
114
- | Action Type | Typical Frames | Feel |
115
- |-------------|----------------|------|
116
- | Idle breathing | 4-8 | Subtle |
117
- | Walk cycle | 6-12 | Smooth |
118
- | Run cycle | 4-8 | Energetic |
119
- | Attack | 3-6 | Snappy |
120
- | Death | 8-16 | Dramatic |
121
-
122
- ---
123
-
124
- ## 5. Resolution & Scale Decisions
125
-
126
- ### 2D Resolution by Platform
127
-
128
- | Platform | Base Resolution | Sprite Scale |
129
- |----------|-----------------|--------------|
130
- | Mobile | 1080p | 64-128px characters |
131
- | Desktop | 1080p-4K | 128-256px characters |
132
- | Pixel art | 320x180 to 640x360 | 16-32px characters |
133
-
134
- ### Consistency Rule
135
-
136
- Choose a base unit and stick to it:
137
- - Pixel art: Work at 1x, scale up (never down)
138
- - HD art: Define DPI, maintain ratio
139
- - 3D: 1 unit = 1 meter (industry standard)
140
-
141
- ---
142
-
143
- ## 6. Asset Organization
144
-
145
- ### Naming Convention
146
-
147
- ```
148
- [type]_[object]_[variant]_[state].[ext]
149
-
150
- Examples:
151
- spr_player_idle_01.png
152
- tex_stone_wall_normal.png
153
- mesh_tree_oak_lod2.fbx
154
- ```
155
-
156
- ### Folder Structure Principle
157
-
158
- ```
159
- assets/
160
- ├── characters/
161
- │ ├── player/
162
- │ └── enemies/
163
- ├── environment/
164
- ├── props/
165
- │ └── tiles/
166
- ├── ui/
167
- ├── effects/
168
- └── audio/
169
- ```
170
-
171
- ---
172
-
173
- ## 7. Anti-Patterns
174
-
175
- | Don't | Do |
176
- |-------|-----|
177
- | Mix art styles randomly | Define and follow style guide |
178
- | Work at final resolution only | Create at source resolution |
179
- | Ignore silhouette readability | Test at gameplay distance |
180
- | Over-detail background | Focus detail on player area |
181
- | Skip color testing | Test on target display |
182
-
183
- ---
184
-
185
- > **Remember:** Art serves gameplay. If it doesn't help the player, it's decoration.
1
+ ---
2
+ name: game-art
3
+ description: Game art principles. Visual style selection, asset pipeline, animation
4
+ workflow.
5
+ allowed-tools: Read, Glob, Grep
6
+ version: '1.0'
7
+ ---
8
+
9
+ # Game Art Principles
10
+
11
+ > Visual design thinking for games - style selection, asset pipelines, and art direction.
12
+
13
+ ---
14
+
15
+ ## 1. Art Style Selection
16
+
17
+ ### Decision Tree
18
+
19
+ ```
20
+ What feeling should the game evoke?
21
+
22
+ ├── Nostalgic / Retro
23
+ ├── Limited palette? → Pixel Art
24
+ │ └── Hand-drawn feel? → Vector / Flash style
25
+
26
+ ├── Realistic / Immersive
27
+ ├── High budget? → PBR 3D
28
+ │ └── Stylized realism? → Hand-painted textures
29
+
30
+ ├── Approachable / Casual
31
+ ├── Clean shapes? → Flat / Minimalist
32
+ └── Soft feel? → Gradient / Soft shadows
33
+
34
+ └── Unique / Experimental
35
+ └── Define custom style guide
36
+ ```
37
+
38
+ ### Style Comparison Matrix
39
+
40
+ | Style | Production Speed | Skill Floor | Scalability | Best For |
41
+ |-------|------------------|-------------|-------------|----------|
42
+ | **Pixel Art** | Medium | Medium | Hard to hire | Indie, retro |
43
+ | **Vector/Flat** | Fast | Low | Easy | Mobile, casual |
44
+ | **Hand-painted** | Slow | High | Medium | Fantasy, stylized |
45
+ | **PBR 3D** | Slow | High | AAA pipeline | Realistic games |
46
+ | **Low-poly** | Fast | Medium | Easy | Indie 3D |
47
+ | **Cel-shaded** | Medium | Medium | Medium | Anime, cartoon |
48
+
49
+ ---
50
+
51
+ ## 2. Asset Pipeline Decisions
52
+
53
+ ### 2D Pipeline
54
+
55
+ | Phase | Tool Options | Output |
56
+ |-------|--------------|--------|
57
+ | **Concept** | Paper, Procreate, Photoshop | Reference sheet |
58
+ | **Creation** | Aseprite, Photoshop, Krita | Individual sprites |
59
+ | **Atlas** | TexturePacker, Aseprite | Spritesheet |
60
+ | **Animation** | Spine, DragonBones, Frame-by-frame | Animation data |
61
+ | **Integration** | Engine import | Game-ready assets |
62
+
63
+ ### 3D Pipeline
64
+
65
+ | Phase | Tool Options | Output |
66
+ |-------|--------------|--------|
67
+ | **Concept** | 2D art, Blockout | Reference |
68
+ | **Modeling** | Blender, Maya, 3ds Max | High-poly mesh |
69
+ | **Retopology** | Blender, ZBrush | Game-ready mesh |
70
+ | **UV/Texturing** | Substance Painter, Blender | Texture maps |
71
+ | **Rigging** | Blender, Maya | Skeletal rig |
72
+ | **Animation** | Blender, Maya, Mixamo | Animation clips |
73
+ | **Export** | FBX, glTF | Engine-ready |
74
+
75
+ ---
76
+
77
+ ## 3. Color Theory Decisions
78
+
79
+ ### Palette Selection
80
+
81
+ | Goal | Strategy | Example |
82
+ |------|----------|---------|
83
+ | **Harmony** | Complementary or analogous | Nature games |
84
+ | **Contrast** | High saturation differences | Action games |
85
+ | **Mood** | Warm/cool temperature | Horror, cozy |
86
+ | **Readability** | Value contrast over hue | Gameplay clarity |
87
+
88
+ ### Color Principles
89
+
90
+ - **Hierarchy:** Important elements should pop
91
+ - **Consistency:** Same object = same color family
92
+ - **Context:** Colors read differently on backgrounds
93
+ - **Accessibility:** Don't rely only on color
94
+
95
+ ---
96
+
97
+ ## 4. Animation Principles
98
+
99
+ ### The 12 Principles (Applied to Games)
100
+
101
+ | Principle | Game Application |
102
+ |-----------|------------------|
103
+ | **Squash & Stretch** | Jump arcs, impacts |
104
+ | **Anticipation** | Wind-up before attack |
105
+ | **Staging** | Clear silhouettes |
106
+ | **Follow-through** | Hair, capes after movement |
107
+ | **Slow in/out** | Easing on transitions |
108
+ | **Arcs** | Natural movement paths |
109
+ | **Secondary Action** | Breathing, blinking |
110
+ | **Timing** | Frame count = weight/speed |
111
+ | **Exaggeration** | Readable from distance |
112
+ | **Appeal** | Memorable design |
113
+
114
+ ### Frame Count Guidelines
115
+
116
+ | Action Type | Typical Frames | Feel |
117
+ |-------------|----------------|------|
118
+ | Idle breathing | 4-8 | Subtle |
119
+ | Walk cycle | 6-12 | Smooth |
120
+ | Run cycle | 4-8 | Energetic |
121
+ | Attack | 3-6 | Snappy |
122
+ | Death | 8-16 | Dramatic |
123
+
124
+ ---
125
+
126
+ ## 5. Resolution & Scale Decisions
127
+
128
+ ### 2D Resolution by Platform
129
+
130
+ | Platform | Base Resolution | Sprite Scale |
131
+ |----------|-----------------|--------------|
132
+ | Mobile | 1080p | 64-128px characters |
133
+ | Desktop | 1080p-4K | 128-256px characters |
134
+ | Pixel art | 320x180 to 640x360 | 16-32px characters |
135
+
136
+ ### Consistency Rule
137
+
138
+ Choose a base unit and stick to it:
139
+ - Pixel art: Work at 1x, scale up (never down)
140
+ - HD art: Define DPI, maintain ratio
141
+ - 3D: 1 unit = 1 meter (industry standard)
142
+
143
+ ---
144
+
145
+ ## 6. Asset Organization
146
+
147
+ ### Naming Convention
148
+
149
+ ```
150
+ [type]_[object]_[variant]_[state].[ext]
151
+
152
+ Examples:
153
+ spr_player_idle_01.png
154
+ tex_stone_wall_normal.png
155
+ mesh_tree_oak_lod2.fbx
156
+ ```
157
+
158
+ ### Folder Structure Principle
159
+
160
+ ```
161
+ assets/
162
+ ├── characters/
163
+ ├── player/
164
+ └── enemies/
165
+ ├── environment/
166
+ ├── props/
167
+ │ └── tiles/
168
+ ├── ui/
169
+ ├── effects/
170
+ └── audio/
171
+ ```
172
+
173
+ ---
174
+
175
+ ## 7. Anti-Patterns
176
+
177
+ | Don't | Do |
178
+ |-------|-----|
179
+ | Mix art styles randomly | Define and follow style guide |
180
+ | Work at final resolution only | Create at source resolution |
181
+ | Ignore silhouette readability | Test at gameplay distance |
182
+ | Over-detail background | Focus detail on player area |
183
+ | Skip color testing | Test on target display |
184
+
185
+ ---
186
+
187
+ > **Remember:** Art serves gameplay. If it doesn't help the player, it's decoration.