cocos-creator-mobile-game
Skill1 starsChanged 53 days 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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- Fable-Forge/cocos-creator-mobile-gameword for word, first seen Oct 25, 2026
Other versions1 project uses a version of this.
Word for word · 1
- Fable-Forge/cocos-creator-mobile-game★ 0100% same
Edited · 0
None found.
Wrote their own version · 0
None found.
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.
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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
- Distinctive: line 10
Use this skill for practical Cocos Creator 3.x + TypeScript work, especially mobile-first games.
- Distinctive: line 21
Search for the relevant component, scene node, event, config table, prefab, and manager class.
- Distinctive: line 22
Prefer existing managers, event buses, constants, decorators, and UI binding patterns.
- Distinctive: line 23
Do not assume Cocos editor node bindings from code alone.
- Distinctive: line 27
Avoid broad refactors, speculative abstractions, or unrelated formatting.
- Distinctive: line 30
Update user-facing project notes when the change is a feature.
- Distinctive: line 31
If a local feature-change document exists, append a concise dated entry.
- Very specific: line 32
If the user asks for one and none exists, create a single focused doc such as docs/FEATURE_CHANGES.md.
- Distinctive: line 34
Verify with the best available checks.
- Very specific: line 35
Run TypeScript or project checks if available, such as npm run typecheck, npm run build, or repo-specific scripts.
- Distinctive: line 36
Run git diff --check when editing text files.
- Distinctive: line 37
If Cocos Creator is needed for final validation, provide exact scene and button steps for the user to test.
- Distinctive: line 43
Start by locating state ownership: game manager, UI controller, level config, event dispatch, and restart/resume paths.
- Distinctive: line 47
Check for duplicate timers, stale tweens, repeated event listeners, and ordering issues between state mutation and event dispatch.
- Very specific: line 60
If the project is not a normal web app, do not suggest npm run dev unless the repo defines it.
- Distinctive: line 65
test the exact interaction path
≈ “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
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
- 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.
- 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.
- 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.
- 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.
- 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 --checkwhen editing text files. - If Cocos Creator is needed for final validation, provide exact scene and button steps for the user to test.
- Run TypeScript or project checks if available, such as
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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