全部 Agent Skills
41,263 个结果
- Build Isometric ArpgmengtoBuild or extend a playable isometric action RPG in Three.js, React, or similar web technology. Use for game-loop architecture, camera and movement, zones, combat integration, content data, progression, saves, or production-ready vertical slices.
- Build Mobile Threejs GamesmengtoBuild, tune, or test a Three.js game for mobile web. Use for touch movement, action controls, target selection, touch inventory, safe areas, portrait/landscape layouts, responsive HUD, battery/performance budgets, and real mobile browser QA.
- Build Rigged Game AssetsmengtoCreate, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized runtime files, catalog media, and an interactive moveset inspector.
- Build Threejs Enemy SystemsmengtoBuild or refactor reusable, data-driven enemy archetype and moveset systems for Three.js action games. Use for enemy content schemas, model and rig conventions, combat move timing and contact contracts, runtime state boundaries, placeholder fallbacks, deterministic fixtures, or production playthrough validation.
- Build Threejs Scroll WorldsmengtoBuild rich, scroll-controlled real-time Three.js experiences as one persistent 3D world whose camera, lighting, atmosphere, materials, objects, DOM story, and interactions evolve across authored chapters.
- Build Vesperfall Review AssetsmengtoBuild truthful Vesperfall asset-library review pairs from transparent PNG references and live Three.js, FBX, or img2threejs models. Use when adding a character, enemy, prop, or equipment asset to the Vesperfall catalog; creating a card-PNG plus inspector-model treatment; exposing an isolated model or moveset route; or standardizing provenance, grounding, tests, and Codex-browser validation for…
- Build Wireframe Scan RevealmengtoReveal Three.js geometry with an expanding world-space scan whose wire cage leads the solid surface, then burns away. Use for wireframe scanning, radial mesh reveals, survey pulses, holographic assembly, topology intros, and 3D model entrances where a plain opacity wipe does not explain the form.
- Cinematic Gsap Lenis Motion SystemmengtoCreate premium cinematic web motion systems with GSAP, ScrollTrigger, and Lenis. Use for luxury editorial websites, creative studio portfolios, Awwwards-style interactions, smooth scroll reveals, staggered text, parallax, pinned sections, magnetic hover states, custom cursors, and mouse-reactive layered movement.
- Cinematic Scroll StorytellingmengtoCreate cinematic scroll-driven landing pages with Lenis smooth scrolling, GSAP ScrollTrigger, scroll-linked progression, staggered text reveals, sticky card stacks, parallax backgrounds, scroll-scrubbed transitions, footer reveals, and immersive preloaders.
- Clean Minimal Beige Light ModemengtoCreate a clean minimal beige light-mode design system with warm neutral shells, quiet process grids, restrained accent color, and elegant low-contrast structure.
- CobejsmengtoUse when adding a lightweight interactive globe with cobe (canvas setup, markers, interaction, performance, integration with React/Next.js).
- Company LogosmengtoUse Iconify Simple Icons logos (64x64) instead of text logos.
- Container LinesmengtoAdd vertical container-size guide lines with mini corner squares for precise, structured web layouts. Use when asked for container lines, measured layout guides, vertical boundary lines, editorial grid markers, or small corner-square frame details.
- Corner DiagonalsmengtoApply diagonal-cut corners and chamfered edges to buttons, cards, panels, and container shells. Use when a design needs precise geometric framing, sci-fi UI surfaces, clipped-corner controls, or engineered sharp containers instead of rounded pills or plain rectangles.
- Corner LasersmengtoCreate a corner-anchored laser composition with thin beams, a bright emitter node, bloom, and atmospheric glow or fog.
- Create Game VfxmengtoCreate readable, performance-safe Three.js game visual effects. Use for attacks, impacts, damage feedback, status effects, spell trails, particles, shaders, telegraphs, quality tiers, and reduced-motion alternatives.
- Css Alpha MaskingmengtoApply CSS alpha masking with linear-gradient for horizontal or vertical edge fades (mask-image and -webkit-mask-image). Use when asked for alpha masks, fade edges, or CSS mask gradients.
- Css Border GradientmengtoApply subtle gradient-border treatments for premium web surfaces. Use when cards, pricing panels, nav bars, modals, buttons, or hero surfaces need a refined edge highlight without a loud glow.
- Daily UI Inspiration CapturemengtoCreate a recurring daily UI inspiration capture. Use when the user asks to run, refresh, package, or validate dated UI inspiration bundles, especially for `articles/YYYY-MM-DD-ui-inspiration-capture/` outputs, Framer/Dribbble landing-page inspiration, motion-study screenshots/videos, AI-builder prompts, duplicate checking, or converting a project runbook into repeatable workflow.
- Dark Blue Contrasting CleanmengtoCreate a dark-blue clean design system with strong contrast, cobalt gradient feature blocks, crisp framed structure, and restrained premium glow.
- Dark Glass Clean LayoutmengtoCreate a dark glass layout system with frosted premium shells, clean multi-column workspace structure, floating data cards, and restrained atmospheric depth.
- Design Action CombatmengtoDesign, implement, tune, or test readable tactical action combat for web games. Use for attack timing, guard and dodge windows, hit contact, posture, lock-on, weapons, boss phases, combat feedback, and deterministic combat tests.
- Design First UI PromptingmengtoUse when you need design-first, spec-driven, skimmable prompts for UI generation. Covers prompt structure, constraints, variations, typography/spacing rules, and iteration workflow for consistent UI outputs.
- Design Game EncountersmengtoDesign, implement, tune, or test Three.js action-game encounters. Use for arena layout, enemy composition, spawn pacing, objectives, boss phases, reward cadence, encounter fixtures, and difficulty validation.