mobile-compat-checker
Skill4 starsChanged 7 months agoMITView on GitHub
Checks 5 mobile-compatibility properties in the generated game (roundPixels, image-rendering CSS, devicePixelRatio, touch input, AudioContext unlock) and patches any missing items. Run after codesmith, before playtester.
In this repository22 other files it gives its agents.
- action-platformerSkill
- audio-composerSkill
- beat-em-upSkill
- bg-artistSkill
- codesmithSkill
- game-designerSkill
- gameforgeSkill
- gap-checkerSkill
- iso-city-builderSkill
- iso-living-worldSkill
- manifest-auditorSkill
- multiplayerSkill
- palette-enforcerSkill
- parallel-qa-orchestraSkill
- physics-debug-validatorSkill
- pixel-action-adventureSkill
- playtesterSkill
- refinerSkill
- rpg-overworldSkill
- sprite-artistSkill
- tile-artistSkill
- world-architectSkill
The file
We split this skill into the rules it gives an agent
5 rules. About 0 are common, 0 are distinctive, and 5 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.
5
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 12
After codesmith, before playtester.
- Very specific: line 77
Check 2 fix: appends canvas { image-rendering: pixelated.
- Very specific: line 78
Check 1 fix: adds roundPixels: true, after pixelArt: true, in config.js.
- Very specific: line 79
Check 3 fix: wraps canvas width/height with Math.floor(...
- Very specific: line 83
Run scripts/check_mobile.mjs <project-dir> after codesmith.
≈ “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.
Files
Mobile Compat Checker — 5-Item Lint
Generated games are desktop-only by default. This skill checks and patches 5 properties that make or break mobile playability. Each item is a 1-2 line change; the refiner is overkill for these.
When to use
After codesmith, before playtester. Re-run after any refiner pass that touches config.js or index.html.
The 5 checks
1. roundPixels: true in Phaser config (src/config.js)
Without it, sub-pixel rendering blurs pixel art on Retina displays.
// config.js should contain:
roundPixels: true,2. image-rendering: pixelated on <canvas> (index.html)
Without it, the browser bilinear-filters the upscaled canvas, making pixel art look blurry even when the canvas is sharp.
/* index.html should contain: */
canvas { image-rendering: pixelated; image-rendering: crisp-edges; }3. devicePixelRatio canvas sizing (src/config.js or index.html)
Without it, games render at CSS resolution instead of physical pixels, halving effective sharpness on Retina.
// config.js should contain:
zoom: Math.floor(Math.min(window.innerWidth, window.innerHeight) / 240) || 1,
// or explicit devicePixelRatio scaling4. Touch / virtual d-pad input (src/scenes/Game.js)
Without it, mobile players have no control at all. Minimum: four directional buttons and one action button.
Acceptable patterns:
this.input.addPointer(2)(multi-touch)this.add.zone(...)based virtual d-padthis.input.on('pointerdown', ...)with directional zones
5. AudioContext unlock on user gesture
Safari iOS suspends AudioContext until a tap or keydown event. Any audio that auto-plays on create() will fail silently.
Acceptable patterns:
AudioManager.init(this)from the audio-composer skill (handles this)this.input.once('pointerdown', () => audioCtx.resume())- Any call to
.resume()inside a pointer/keyboard event handler
Output contract
{
"ok": false,
"checks": [
{ "id": "roundPixels", "pass": true, "file": "src/config.js" },
{ "id": "image-rendering", "pass": false, "file": "index.html", "fix": "add canvas CSS" },
{ "id": "devicePixelRatio", "pass": true, "file": "src/config.js" },
{ "id": "touch-input", "pass": false, "file": "src/scenes/Game.js", "fix": "add virtual d-pad" },
{ "id": "audio-context-unlock", "pass": true, "file": "src/audio/AudioManager.js" }
],
"failCount": 2
}Auto-patch mode (--fix)
Patches checks 1, 2, and 3 automatically (mechanical text changes). Checks 4 and 5 are flagged for codesmith / refiner since they require game-aware positioning.
- Check 2 fix: appends
canvas { image-rendering: pixelated; image-rendering: crisp-edges; }to the<style>block in index.html. - Check 1 fix: adds
roundPixels: true,afterpixelArt: true,in config.js. - Check 3 fix: wraps canvas
width/heightwithMath.floor(... * (window.devicePixelRatio || 1))and adds CSS size properties.
Process
- Run
scripts/check_mobile.mjs <project-dir>after codesmith. - With
--fix: auto-patches checks 1, 2, 3; reports 4 and 5 as manual items. - Feed check 4 and 5 failures to refiner as
mobile-missing-touchandmobile-no-audio-unlock.
Scripts
scripts/check_mobile.mjs <project-dir> [--fix]— lint and optionally patch.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

