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melonjs/melonjs-ui-and-text

用于在 melonJS 中创建 HUD、按钮、菜单、对话框和屏幕文本的技能。涵盖 UIBaseElement、UISpriteElement、UITextButton、拖放、浮动屏幕空间容器、Text、BitmapText、Web 字体加载和 NineSliceSprite 面板。

melonjs-ui-and-text 是什么?

该技能专为 melonJS 游戏引擎的 UI 和文本系统设计,帮助开发者快速实现 HUD(抬头显示)、按钮、菜单、对话框和屏幕文本等常见交互元素。它涵盖了核心 UI 组件如 UIBaseElement(可拖动、可放置)、UISpriteElement(精灵 UI)、UITextButton(文本按钮),以及浮动屏幕空间容器模式,确保 UI 元素始终在正确位置渲染。对于文本渲染,技能支持 Text 和 BitmapText 两种方式,并包含 Web 字体加载和 wordWrapWidth 设置。此外,还提供 NineSliceSprite 面板,用于创建可伸缩的 UI 背景。该技能适用于所有 melonJS 项目,尤其适合需要完整 UI 系统的游戏,基于其 SKILL.md 文档中的 API 和示例代码工作。

兼容平台~Claude Code~Codex CLI~Cursor
npx skills add https://github.com/melonjs/melonJS/tree/master/packages/melonjs/skills/melonjs-ui-and-text

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文档

melonjs-ui-and-text 是做什么的?

使用此技能创建 melonJS 中的 HUD、按钮、菜单、对话框和屏幕文本。涵盖 UIBaseElement、UISpriteElement、UITextButton、可拖动和可放置(Draggable 和 DropTarget)、浮动屏幕空间容器模式、Text 和 BitmapText、Web 字体加载以及 NineSliceSprite 面板。触发词:UI、HUD、按钮、UIBaseElement、UISpriteElement、UITextButton、Draggable、DropTarget、菜单、对话框、Text、BitmapText、字体、fontface、wordWrapWidth、NineSliceSprite、分数显示、浮动。

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-camera-and-drawing

Use this skill for camera control and immediate-mode drawing in melonJS — following a target, viewport bounds, shake and fade, secondary cameras, and drawing shapes, lines and gradients inside a custom draw(). Covers world versus screen coordinate conversion, clipping and masking, and baking with CanvasRenderTarget. Triggers on: Camera2d, viewport, follow, setBounds, shake, fadeIn, fadeOut, worldToLocal, localToWorld, colorMatrix, renderer.fill, renderer.stroke, Rect, Ellipse, Polygon, Line, Gradient, clipRect, mask, CanvasRenderTarget, NoiseTexture2d.

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.

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