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Ar9avAr9av/game-exa/skills/codesmith/SKILL.md

codesmith

Skill4 starsChanged 7 months agoMITView on GitHub

Writes the gameplay code for a Phaser 3 game (src/scenes/Game.js plus optional helpers). Reads the GDD, levels, and sprite/tile manifest; produces ES module code that consumes assets by name (never magic numbers). Use after sprite-artist and tile-artist have produced a complete manifest.

The file

We split this skill into the rules it gives an agent

10 rules. About 0 are common, 0 are distinctive, and 10 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈0

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 10

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Before writing Game.js, read the top entries from the persistent debug library and treat them as hard constraints:

    line 246
  2. Very specific:

    If state.audio is set in game-state.json, add these to Game.js:

    line 256
  3. Very specific:

    Animation keys: ALWAYS <ENTITY_ID>-<state-lowercased>.

    line 290
  4. Very specific:

    Sprite frames: ALWAYS frame = rowIdx * cols + colIdx.

    line 291
  5. Very specific:

    Determinism: don't use Math.random() or Date.now() directly — use Phaser.Math.RND (seeded via game config).

    line 299
  6. Very specific:

    window.__gameState: MUST update every frame with at least phase, playerX, playerY plus any field referenced by winCondition / …

    line 301
  7. Very specific:

    this.events.emit('scene-ready'): MUST fire at end of create().

    line 302
  8. Very specific:

    Win/lose: when reached, set this.gameOver = true, emit 'game-won' or 'game-lost', render an overlay text.

    line 303
  9. Very specific:

    Read GDD + levels + manifest from game-state.json.

    line 307
  10. Very specific:

    Run scripts/write_files.mjs <project-dir> — refuses paths outside src/.

    line 310

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Codesmith

Phaser 3 game programmer. Produces ONE required file (src/scenes/Game.js) and optional helpers under src/entities/ or src/lib/.

When to use

Final LLM stage of the generation pipeline, after design + level + asset stages have completed.

Output contract

Output ONLY a JSON object:

{
  "files": [
    { "path": "src/scenes/Game.js", "content": "<full file contents>" },
    { "path": "src/entities/Enemy.js", "content": "..." }   // optional
  ]
}

src/scenes/Game.js is required. May also write under src/entities/ or src/lib/. MUST NOT write outside src/.

Runtime environment (already provided by template)

  • Phaser global (3.85+) imported as import Phaser from 'phaser'.
  • Pre-loaded textures via Boot/Preload:
    • entities-N (one per sprite sheet, N = 1, 2, ...)
    • tiles
  • Pre-built animations: <ENTITY_ID>-<state> (lowercase state). E.g. KNIGHT-walk, SLIME-hurt.
  • this.registry.get('levels') → levels array
  • this.registry.get('manifest') → full manifest
  • init({ levelIndex }) data on scene start

GameScene contract (REQUIRED)

import Phaser from 'phaser';

export default class Game extends Phaser.Scene {
  constructor() { super({ key: 'Game' }); }

  init(data) { this.levelIndex = data?.levelIndex ?? 0; }

  create() {
    const levels   = this.registry.get('levels');
    const manifest = this.registry.get('manifest');
    const level    = levels[this.levelIndex];
    const tileSize = manifest.tiles.tileSize;

    // 1. Build tilemap
    const map = this.make.tilemap({ data: level.tiles, tileWidth: tileSize, tileHeight: tileSize });
    const tileset = map.addTilesetImage('tiles', 'tiles', tileSize, tileSize, 0, 0);
    const layer = map.createLayer(0, tileset, 0, 0);
    layer.setCollision(manifest.tiles.passable.map((p, i) => p ? -1 : i).filter(i => i >= 0));

    // 2. (For platformer only) set per-world gravity
    // this.physics.world.gravity.set(0, 600);

    // 3. Spawn entities — look up sheet by name
    const findSheet = (id) => {
      for (const s of manifest.sprites) {
        const r = s.rows.indexOf(id);
        if (r >= 0) return { tex: s.textureKey, rowIdx: r, cols: s.cols.length };
      }
      return null;
    };
    // ... loop level.spawns, create sprites with frame = sheet.rowIdx * sheet.cols
    //     play '<ENTITY_ID>-idle' on each

    // 4. Wire physics colliders / overlaps
    // 5. Wire input: cursors + WASD + SPACE
    // 6. Update window.__gameState every frame
    // 7. At end of create():
    this.events.emit('scene-ready');
  }

  update(time, delta) {
    // movement, animation switching, AI, win/lose checks
    this.updateState();
  }

  updateState() {
    window.__gameState = {
      phase: this.gameOver ? (this.won ? 'won' : 'lost') : 'playing',
      playerX: this.player ? this.player.x : 0,
      playerY: this.player ? this.player.y : 0,
      // ... game-specific fields referenced by gdd.winCondition / loseCondition
    };
  }
}

NES-quality visual patterns (use these — not plain text HUD)

Generated games must use real visual effects, not just text labels. These patterns are copy-pasteable and tested across all 4 example games.

HUD — NES-style segmented HP bar + portrait box

_buildHud() {
  const W = this.scale.width;
  // Portrait box (top-left)
  this.add.rectangle(4, 4, 36, 36, 0x000000).setOrigin(0).setScrollFactor(0).setDepth(300);
  this.add.rectangle(5, 5, 34, 34, 0x111111).setOrigin(0).setScrollFactor(0).setDepth(301);
  const portrait = this.add.sprite(22, 22, texMap.PLAYER_ENTITY).setScrollFactor(0).setDepth(302);
  portrait.setDisplaySize(28, 28);
  // Segmented HP bar (10 segments)
  this._hpSegments = [];
  for (let i = 0; i < MAX_HP; i++) {
    const seg = this.add.rectangle(46 + i * 12, 8, 10, 8, 0xdd2222).setOrigin(0).setScrollFactor(0).setDepth(300);
    this._hpSegments.push(seg);
  }
  // Lives counter
  this._livesTxt = this.add.text(4, 44, '×3', { fontSize: '11px', fill: '#fff', stroke: '#000', strokeThickness: 2 }).setScrollFactor(0).setDepth(300);
  // Score (top-right, yellow)
  this._scoreTxt = this.add.text(W - 8, 4, 'SCORE\n000000', { fontSize: '11px', fill: '#ffdd00', align: 'right' }).setOrigin(1, 0).setScrollFactor(0).setDepth(300);
}

_refreshHud() {
  this._hpSegments.forEach((seg, i) => seg.setVisible(i < this.playerHp));
  this._scoreTxt.setText('SCORE\n' + String(this.score).padStart(6, '0'));
}

Hit particles

_emitHitParticles(x, y, color = 0xffffff) {
  for (let i = 0; i < 5; i++) {
    const g = this.add.graphics();
    g.fillStyle(color, 1);
    g.fillRect(0, 0, 4, 4);
    g.setPosition(x, y).setDepth(50);
    const angle = (Math.PI * 2 * i) / 5;
    this.tweens.add({
      targets: g, x: x + Math.cos(angle) * 28, y: y + Math.sin(angle) * 28,
      alpha: 0, duration: 240, onComplete: () => g.destroy(),
    });
  }
}

Pickup sparkle

_pickupSparkle(x, y) {
  const c = this.add.circle(x, y, 1, 0xffffff, 0.9).setDepth(60);
  this.tweens.add({ targets: c, scaleX: 18, scaleY: 18, alpha: 0, duration: 220, onComplete: () => c.destroy() });
}

Enemy death animation

_killEnemy(e) {
  let flashes = 0;
  const flash = () => {
    if (flashes++ >= 3 || !e.active) return;
    e.setTint(0xffffff);
    this.time.delayedCall(60, () => { if (e.active) { e.clearTint(); this.time.delayedCall(60, flash); } });
  };
  flash();
  if (e.body) e.body.setAllowGravity(true);
  this.tweens.add({ targets: e, alpha: 0, y: e.y + 30, duration: 380, onComplete: () => e.destroy() });
}

Screen flash (on player hurt or big event)

_screenFlash() {
  const { width: W, height: H } = this.scale;
  const fl = this.add.rectangle(W / 2, H / 2, W, H, 0xffffff, 0.4).setScrollFactor(0).setDepth(500);
  this.tweens.add({ targets: fl, alpha: 0, duration: 180, onComplete: () => fl.destroy() });
}

3-layer parallax background (action-platformer / platformer)

// In create(), after checking manifest.bg:
if (manifest.bg) {
  this.add.image(0, 0, 'bg').setOrigin(0).setScrollFactor(0.05).setDepth(-300).setDisplaySize(worldW, worldH);
  this.add.image(0, 0, 'bg').setOrigin(0).setScrollFactor(0.15).setDepth(-200).setDisplaySize(worldW, worldH).setAlpha(0.6);
  this.add.image(0, 0, 'bg').setOrigin(0).setScrollFactor(0.35).setDepth(-100).setDisplaySize(worldW, worldH).setAlpha(0.35);
}

Beat-em-up combo counter

// In _hitEnemy():
this._comboCount = (this._comboCount ?? 0) + 1;
clearTimeout(this._comboTimer);
this._comboTimer = setTimeout(() => { this._comboCount = 0; }, 1500);
if (this._comboCount >= 2) {
  const txt = this.add.text(e.x, e.y - 20, `×${this._comboCount}`, {
    fontSize: '14px', fill: '#ffdd00', stroke: '#000', strokeThickness: 3,
  }).setDepth(80);
  this.tweens.add({ targets: txt, y: txt.y - 28, alpha: 0, duration: 600, onComplete: () => txt.destroy() });
}

Coyote-time jump (action-platformer)

const COYOTE_MS = 80;
// In update():
if (this.player.body.blocked.down) { this._coyote = COYOTE_MS; this._isJumping = false; }
else { this._coyote = Math.max(0, this._coyote - delta); }

if (Phaser.Input.Keyboard.JustDown(jumpKey) && this._coyote > 0 && !this._isJumping) {
  this.player.body.setVelocityY(JUMP_VY);  // e.g. -380
  this._coyote = 0;
  this._isJumping = true;
}
// Variable jump height (release early = shorter jump):
if (!jumpKey.isDown && this.player.body.velocity.y < -80) {
  this.player.body.setVelocityY(this.player.body.velocity.y * 0.88);
}

Platform-edge-aware enemy patrol

_patrolEnemy(e, delta) {
  const ts = manifest.tiles.tileSize;
  const dir = e.getData('dir') ?? 1;
  const nextX = e.x + dir * (ts * 0.6);
  const tileAhead = this._tileLayer.getTileAtWorldXY(nextX, e.y);
  const tileBelow = this._tileLayer.getTileAtWorldXY(nextX, e.y + ts * 0.6);
  if (!tileBelow || tileAhead) e.setData('dir', -dir);  // flip at edge or wall
  e.body.setVelocityX(e.getData('dir') * e.getData('speed'));
  e.setFlipX(e.getData('dir') < 0);
}

Known-pitfalls injection (from debug library)

Before writing Game.js, read the top entries from the persistent debug library and treat them as hard constraints:

node scripts/debug_library.mjs --list

Each entry is a symptom → fix pair accumulated across past refiner runs. If the library is non-empty, prepend its entries to your mental model as "DO NOT DO X because it causes Y." This prevents codesmith from shipping bugs the refiner already solved.

Audio integration

If state.audio is set in game-state.json, add these to Game.js:

import AudioManager from '../audio/AudioManager.js';

// In create(), after all entity setup:
AudioManager.init(this);

// In pickup overlap callbacks:
AudioManager.play('pickup');

// In damage callbacks:
AudioManager.play('hit');

// In player death handler:
AudioManager.play('death');
AudioManager.stopMusic();

// In jump input handler (platformer):
AudioManager.play('jump');

// In shoot/fire handler:
AudioManager.play('shoot');

// In win-condition handler:
AudioManager.play('win');
AudioManager.stopMusic();

AudioManager handles Safari AudioContext unlock automatically via the first user gesture. Never call it before AudioManager.init(this) runs.

Hard rules

  1. ES module syntax — import Phaser from 'phaser', export default class. No CJS, no TypeScript.
  2. Animation keys: ALWAYS <ENTITY_ID>-<state-lowercased>. NEVER reference an animation key not present in the manifest.
  3. Sprite frames: ALWAYS frame = rowIdx * cols + colIdx. Look up via manifest.sprites[i].
  4. Movement:
    • Held inputs → key.isDown.
    • One-shot actions (jump, attack, fire) → Phaser.Input.Keyboard.JustDown(key). THIS IS NON-NEGOTIABLE — single keypresses can be sub-frame and isDown polling will miss them.
  5. Top-down physics: gravity 0, normalize diagonal velocity (b.velocity.normalize().scale(speed)).
  6. Platformer physics: this.physics.world.gravity.set(0, 600) in create(). Jump on JustDown(SPACE) && body.blocked.down. Pickup/enemy groups: this.physics.add.group({ allowGravity: false }).
  7. Body sizing: setDisplaySize(tileSize, tileSize) then body.setSize(tileSize * 0.6-0.7, tileSize * 0.6-0.85) so hitbox matches visible pixels.
  8. Camera: cameras.main.startFollow(player, true, 0.1, 0.1) for scrolling games; roundPixels = true.
  9. Determinism: don't use Math.random() or Date.now() directly — use Phaser.Math.RND (seeded via game config).
  10. Comments: minimal. Identifiers carry meaning. No file-header docblocks, no decorative comments.
  11. window.__gameState: MUST update every frame with at least phase, playerX, playerY plus any field referenced by winCondition / loseCondition. The playtester reads this.
  12. this.events.emit('scene-ready'): MUST fire at end of create(). The harness blocks on this.
  13. Win/lose: when reached, set this.gameOver = true, emit 'game-won' or 'game-lost', render an overlay text. Stop processing input/physics in update() after gameOver.

Process

  1. Read GDD + levels + manifest from game-state.json.
  2. Build the file using the contract above.
  3. Validate with scripts/validate_code.mjs (basic AST + animation-key reference check).
  4. Run scripts/write_files.mjs <project-dir> — refuses paths outside src/.

References

  • references/phaser-recipes.md — copy-pasteable patterns: tilemap setup, 4-direction top-down, platformer jump arc, projectile pooling, simple enemy AI.
  • references/scene-contract.md — the full GameScene contract (verbose with annotations).
  • references/animation-keys.md — how the manifest → Phaser animation mapping works.
  • references/common-pitfalls.md — top 10 things that bite first-time Phaser devs (texture filtering, body offset, scale mode, depth sorting, input focus, etc.).

Scripts

  • scripts/validate_code.mjs <file-path> <manifest-path> — checks: parses as JS, referenced animation keys exist in manifest, no use of Math.random(), GameScene exports default class with key: 'Game'.
  • scripts/write_files.mjs <project-dir> <files-json> — safety-checked file writer. Rejects paths outside src/.

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