Add Assets Replace basic geometric shapes (circles, rectangles) with pixel art sprites for all game entities. Every character, enemy, item, and projectile gets a recognizable visual identity — all generated as code, no external image files needed. Instructions Analyze the game at $ARGUMENTS (or the current directory if no path given). First, load the game-assets skill to get the full pixel art system, archetypes, and integration patterns. Step 1: Audit Read package.json to identify the engine (Phaser or Three.js — this skill is Phaser-focused) Read src/core/Constants.js to understand entity types, colors, and sizes Read all entity files ( src/entities/*.js ) and find every generateTexture() , fillCircle() , fillRect() , or fillEllipse() call that creates an entity sprite Read scene files to check for inline shape drawing used as game entities List every entity that currently uses geometric shapes Step 2: Plan Present a table of sprites to create: Entity Archetype Grid Frames Description Player (personality) Personality 32x48 1-4 Caricature of [name], scale 4 Player (generic) Humanoid 16x16 4 ... Enemy X Flying 16x16 2 ... Pickup Item 8x8 1 ... If the game features a real person or named personality, default to the Personality archetype for the player character. This uses a 32x48 grid at scale 4 (128x192px rendered, ~35% of canvas height) — large enough to recognize the personality at a glance. Choose the palette that best matches the game's existing color scheme: DARK — gothic, horror, dark fantasy BRIGHT — arcade, platformer, casual RETRO — NES-style, muted tones Grid sizes range from 8x8 (tiny pickups) through 16x16 (standard entities) to 32x48 (personality characters). Named characters always use the Personality archetype to ensure the meme hook — recognizing the person — lands immediately. Step 3: Implement Create src/core/PixelRenderer.js — the renderPixelArt() and renderSpriteSheet() utility functions Create src/sprites/palette.js — the shared color palette Create sprite data files in src/sprites/ : player.js — player idle + walk frames enemies.js — all enemy type sprites and frames items.js — pickups, gems, hearts, etc. projectiles.js — bullets, fireballs, bolts (if applicable) Update each entity constructor: Replace fillCircle() / generateTexture() with renderPixelArt() or renderSpriteSheet() Add Phaser animations for entities with multiple frames Adjust physics body dimensions if sprite size changed ( setCircle() or setSize() ) For static items (gems, pickups), add a bob tween if not already present Step 4: Verify Run npm run build to confirm no errors Check that collision detection still works (physics bodies may need size adjustments) List all files created and modified Remind the user to run the game and check visuals Suggest running /game-creator:qa-game to update visual regression snapshots since all entities look different now Next Step Tell the user: Your game entities now have pixel art sprites instead of geometric shapes! Each character, enemy, and item has a distinct visual identity. Files created: src/core/PixelRenderer.js — rendering engine src/sprites/palette.js — shared color palette src/sprites/player.js , enemies.js , items.js — sprite data Run the game to see the new visuals. If you have Playwright tests, run /game-creator:qa-game to update the visual regression snapshots.
add-assets
安装
npx skills add https://github.com/opusgamelabs/game-creator --skill add-assets