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melonJS 카메라 및 드로잉

melonJS에서 카메라 제어 및 즉시 모드 드로잉(대상 추적, 뷰포트 경계, 흔들림 및 페이드, 보조 카메라, 사용자 정의 draw() 내에서 도형, 선, 그라데이션 그리기)을 위한 스킬입니다.

melonJS 카메라 및 드로잉란 무엇인가요?

이 스킬은 melonJS 게임 엔진에서 카메라 및 즉시 모드 드로잉 기능을 활용하는 방법을 상세히 설명합니다. 개발자는 `Camera2d` 객체를 사용하여 대상을 따라가거나(`follow`), 뷰포트 경계를 설정하고(`setBounds`), 카메라 흔들림(`shake`) 및 페이드 인/아웃(`fadeIn`, `fadeOut`) 효과를 구현할 수 있습니다. 또한 세계 좌표와 화면 좌표 간 변환(`worldToLocal`, `localToWorld`), `colorMatrix`를 통한 색상 보정, `renderer.fill` 및 `renderer.stroke`를 사용한 도형 그리기(Rect, Ellipse, Polygon, Line, Gradient), 클리핑(`clipRect`) 및 마스킹(`mask`) 기능을 다룹니다. 고급 기능으로 `CanvasRenderTarget`을 이용한 렌더링 베이킹과 `NoiseTexture2d`를 통한 노이즈 텍스처 생성도 포함되어 있어, 2D 게임 개발 시 복잡한 시각 효과와 카메라 워크를 쉽게 구현할 수 있습니다.

지원 대상~Claude Code~Codex CLI~Cursor
npx skills add https://github.com/melonjs/melonJS/tree/master/packages/melonjs/skills/melonjs-camera-and-drawing

즐겨 사용하는 AI에게 물어보기

이 에이전트 스킬이 미리 로드된 새 채팅을 엽니다.

문서

melonJS 카메라 및 드로잉은(는) 무엇을 하나요?

이 스킬은 melonJS에서 카메라 제어 및 즉시 모드 드로잉을 위해 사용합니다 — 대상 추적, 뷰포트 경계, 흔들림 및 페이드, 보조 카메라, 사용자 정의 draw() 내에서 도형, 선, 그라데이션 그리기를 포함합니다. 세계 좌표와 화면 좌표 간 변환, 클리핑 및 마스킹, CanvasRenderTarget을 사용한 베이킹을 다룹니다. 트리거: Camera2d, viewport, follow, setBounds, shake, fadeIn, fadeOut, worldToLocal, localToWorld, colorMatrix, renderer.fill, renderer.stroke, Rect, Ellipse, Polygon, Line, Gradient, clipRect, mask, CanvasRenderTarget, NoiseTexture2d.

Individual skills in this repo

This repo contains 10 individual skills — each has its own dedicated page.

melonjs/melonjs-3d

Use this skill for anything 3D or 2.5D in melonJS — Camera3d, Mesh, InstancedMesh, Sprite3d billboards, Light3d, ground shadows, glTF/GLB scenes, and depth sorting. Covers the Y-down/+Z-forward convention that is the inverse of OpenGL, the cameraClass opt-in, clip planes, and what does not work on the Canvas fallback. Triggers on: Camera3d, Mesh, InstancedMesh, Sprite3d, Light3d, billboard, glTF, glb, 3D, 2.5D, depth, cameraClass, fov, setClipPlanes, setFog, fog, distance fog, height fog, heightFalloff, transparent, transparency, alpha, blendMode, fade, castGroundShadow, lit.

melonjs/melonjs-3d-assets

Use this skill when loading 3D models into melonJS — glTF and GLB scenes, OBJ/MTL models, materials, imported lights, node animation, ground shadows and GPU instancing. Covers level.load options including the async flag, the rightHanded conversion, and exactly what the loader does and does not support. Triggers on: glTF, gltf, glb, OBJ, MTL, 3D model, getGLTF, getOBJ, getMTL, GLTFModel, GLTFScene, level.load glb, rightHanded, lightIntensityScale, castGroundShadow, shadowGroundY, EXT_mesh_gpu_instancing, KHR_lights_punctual, skinning, Blender export, 3D asset.

melonjs/melonjs-effects-and-shaders

Use this skill for post-processing effects, custom shaders, blend modes and colour grading in melonJS. Covers the built-in ShaderEffect presets, addPostEffect on renderables and cameras, writing a custom dual-language GLSL/WGSL effect, the screen_texture builtins, and why effects silently do nothing on the Canvas fallback. Triggers on: ShaderEffect, addPostEffect, removePostEffect, getPostEffect, VignetteEffect, GlowEffect, BlurEffect, PixelateEffect, ScanlineEffect, shader, GLSL, WGSL, uniform, setUniform, setTexture, setTime, blendMode, colorMatrix, screen_texture, toFrameTexture, post effect, filter.

melonjs/melonjs-loading-assets

Use this skill for loading and managing game assets in melonJS — the resource descriptor format, the full asset type list, preload versus load, retrieving loaded assets, base URLs and cross-origin settings, and the loading screen. Triggers on: loader, loader.preload, loader.load, resources, getImage, getJSON, getTMX, getGLTF, getVideo, getFont, setBaseURL, setOptions, crossOrigin, withCredentials, credentials, cookies, authenticated assets, CORS, asset, preload, LOADER_COMPLETE, loading screen, unload.

melonjs/melonjs-performance

Use this skill when a melonJS game drops frames, allocates heavily, or needs to scale to many objects. Covers object pooling, draw-call batching, atlases, baking with CanvasRenderTarget, instancing, culling and alwaysUpdate, the debug plugin, and where the real costs are. Triggers on: performance, slow, frame rate, fps, lag, pool, pool.register, pool.pull, batching, draw calls, InstancedMesh, culling, alwaysUpdate, inViewport, CanvasRenderTarget, optimise, profiling, debug plugin, memory.

melonjs/melonjs-physics

Use this skill for collision, physics bodies, movement, and spatial queries in melonJS — the built-in SAT world and the planck/matter adapters. Covers bodyDef vs Body, collision types and masks, the collision callback family and their firing rules, raycast/queryAABB/querySphere, and the behaviour differences between adapters. Triggers on: Body, bodyDef, collision, collisionType, collisionMask, onCollision, onCollisionStart, onCollisionActive, raycast, queryAABB, querySphere, PlanckAdapter, MatterAdapter, gravity, velocity, applyForce, isGrounded, SAT.

melonjs/melonjs-renderables

Use this skill when subclassing Renderable, writing a custom draw() method, handling pointer or click events on game objects, applying post effects and shaders, or controlling draw order. Covers the pos-relative draw contract, isKinematic and input, addPostEffect vs the deprecated shader property, and z-ordering. Triggers on: Renderable, extends Renderable, draw(, update(, isKinematic, pointerEvent, registerPointerEvent, onClick, addPostEffect, removePostEffect, ShaderEffect, addChild, z-order, anchorPoint, floating.

melonjs/melonjs-renderer-backends

Use this skill when a feature works on one machine and not another, when choosing or pinning a renderer, or when writing code that must degrade gracefully. Covers the WebGPU to WebGL 2 to Canvas fallback ladder, what each backend supports, capability detection, and the subsystems that warn once and then stop working on Canvas. Triggers on: video.AUTO, video.WEBGPU, video.WEBGL, video.CANVAS, renderer.type, supportsDepthBuffer, shaderLanguage, WebGPU, WebGL2, Canvas fallback, context loss, backen

melonjs/melonjs-scenes-and-state

Use this skill for scene structure and game flow in melonJS — Stage subclasses, the state manager, transitions, pausing, the update loop, timers and tweens. Covers onResetEvent versus the constructor, state.set before state.change, the camera and world lifecycle per stage, and pause-aware timing. Triggers on: Stage, state, state.set, state.change, state.transition, state.pause, onResetEvent, onDestroyEvent, onActivateEvent, onDeactivateEvent, PLAY, MENU, LOADING, update loop, GAME_UPDATE, timer, setTimeout, setInterval, Tween, freeze.

melonjs/melonjs-ui-and-text

Use this skill for HUDs, buttons, menus, dialogue panels and on-screen text in melonJS. Covers UIBaseElement/UISpriteElement/UITextButton, Draggable and DropTarget, the floating screen-space container pattern, Text and BitmapText, web font loading, and NineSliceSprite panels. Triggers on: UI, HUD, button, UIBaseElement, UISpriteElement, UITextButton, Draggable, DropTarget, menu, dialogue, Text, BitmapText, font, fontface, wordWrapWidth, NineSliceSprite, score display, floating.

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