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Fable-ForgeFable-Forge/cocos-creator-mobile-game/SKILL.md

cocos-creator-mobile-game

Skill0 starsChanged 2 months agoMITView on GitHub

Use when working on Cocos Creator 3.x TypeScript mobile game projects or Cocos-targeted mobile narrative prototypes, including scene scripts, JSON/config data, ads and revive flows, countdowns, UI states, Cocos assets, WeChat mini-games, or Android release targets.

1 other project uses a version of this.

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  • Other versions1 project uses a version of this.

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    1. Fable-Forge/fableforge-agent-skills★ 1100% same

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    How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.

  • In this repositoryOne other file it gives its agents.

The file

Show its rules and text

We split this skill into the rules it gives an agent

16 rules. About 0 are common, 13 are distinctive, and 3 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈13

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 3

    Very specific

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

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Use this skill for practical Cocos Creator 3.x + TypeScript work, especially mobile-first games.

    line 10
  2. Distinctive:

    Search for the relevant component, scene node, event, config table, prefab, and manager class.

    line 21
  3. Distinctive:

    Prefer existing managers, event buses, constants, decorators, and UI binding patterns.

    line 22
  4. Distinctive:

    Do not assume Cocos editor node bindings from code alone.

    line 23
  5. Distinctive:

    Avoid broad refactors, speculative abstractions, or unrelated formatting.

    line 27
  6. Distinctive:

    Update user-facing project notes when the change is a feature.

    line 30
  7. Distinctive:

    If a local feature-change document exists, append a concise dated entry.

    line 31
  8. Very specific:

    If the user asks for one and none exists, create a single focused doc such as docs/FEATURE_CHANGES.md.

    line 32
  9. Distinctive:

    Verify with the best available checks.

    line 34
  10. Very specific:

    Run TypeScript or project checks if available, such as npm run typecheck, npm run build, or repo-specific scripts.

    line 35
  11. Distinctive:

    Run git diff --check when editing text files.

    line 36
  12. Distinctive:

    If Cocos Creator is needed for final validation, provide exact scene and button steps for the user to test.

    line 37
  13. Distinctive:

    Start by locating state ownership: game manager, UI controller, level config, event dispatch, and restart/resume paths.

    line 43
  14. Distinctive:

    Check for duplicate timers, stale tweens, repeated event listeners, and ordering issues between state mutation and event dispatch.

    line 47
  15. Very specific:

    If the project is not a normal web app, do not suggest npm run dev unless the repo defines it.

    line 60
  16. Distinctive:

    test the exact interaction path

    line 65

≈ “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

Cocos Creator Mobile Game

Overview

Use this skill for practical Cocos Creator 3.x + TypeScript work, especially mobile-first games. Keep changes small, inspect the existing scene/script structure first, and finish with verification instructions the user can run in Cocos Creator.

For project-specific patterns, read references/cocos-workflow.md when the task involves feature implementation, bug fixes, ads/revive flows, countdowns, Cocos scene wiring, or documentation updates.

Workflow

  1. Identify the project type and target platform.
    • Confirm whether the work is Cocos Creator 3.x, TypeScript, WeChat mini-game, Android, or prototype-only.
    • Find assets/, settings/, package.json, tsconfig.json, scene files, and nearby docs before editing.
  2. Trace the existing implementation.
    • Search for the relevant component, scene node, event, config table, prefab, and manager class.
    • Prefer existing managers, event buses, constants, decorators, and UI binding patterns.
    • Do not assume Cocos editor node bindings from code alone; note when the user must bind or inspect nodes in the editor.
  3. Make the narrowest code change.
    • Touch only the scripts, configs, and docs required for the requested feature.
    • Avoid broad refactors, speculative abstractions, or unrelated formatting.
    • Preserve existing Cocos lifecycle methods and naming style.
  4. Update user-facing project notes when the change is a feature.
    • If a local feature-change document exists, append a concise dated entry.
    • If the user asks for one and none exists, create a single focused doc such as docs/FEATURE_CHANGES.md.
  5. Verify with the best available checks.
    • Run TypeScript or project checks if available, such as npm run typecheck, npm run build, or repo-specific scripts.
    • Run git diff --check when editing text files.
    • If Cocos Creator is needed for final validation, provide exact scene and button steps for the user to test.

Common Tasks

Add or fix a gameplay feature

Start by locating state ownership: game manager, UI controller, level config, event dispatch, and restart/resume paths. Write down the success condition before editing, for example: "after rewarded ad revive, the remaining timer is exactly 30 seconds."

Fix countdown, revive, ad, or state bugs

Check for duplicate timers, stale tweens, repeated event listeners, and ordering issues between state mutation and event dispatch. Cancel or stop old tweens before starting a replacement. When fixing revive logic, distinguish between:

  • configured level duration
  • current remaining time
  • revive bonus duration
  • UI animation countdown

Implement from a design or prototype

Translate the prototype into Cocos scenes, nodes, components, and data. If the source is Figma or an image, treat it as visual guidance, then implement with Cocos UI primitives and existing project assets. Avoid turning a game screen into a generic web-app layout.

Explain how to run

If the project is not a normal web app, do not suggest npm run dev unless the repo defines it. Prefer Cocos Creator instructions:

  • open the project folder in Cocos Creator
  • open the relevant .scene
  • click Preview/Run
  • test the exact interaction path

Output Expectations

End with:

  • changed files and what changed
  • verification commands actually run, or why they were not run
  • Cocos Creator manual test steps when editor validation is needed
  • any editor-side binding or asset import that still needs user action

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