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melonjs/melonjs-3d

此技能專為處理 melonJS 中的 3D 或 2.5D 相關功能而設計,涵蓋 Camera3d、Mesh、InstancedMesh、Sprite3d 公告板、Light3d、地面陰影、glTF/GLB 場景及深度排序。

melonjs-3d 是什麼?

melonjs/melonjs-3d 是一個針對 melonJS 遊戲引擎的 AI 代理技能,專門處理 3D 與 2.5D 圖形功能。它支援 Camera3d、Mesh、InstancedMesh、Sprite3d 公告板、Light3d、地面陰影、glTF/GLB 場景載入及深度排序等核心功能。此技能明確說明 melonJS 採用 Y 軸向下、+Z 軸向前的座標慣例(與 OpenGL 相反),並需透過 cameraClass 選項啟用 3D 相機。開發者可以透過 setClipPlanes 設定裁剪平面、使用 setFog 加入距離霧或高度霧效果,以及調整透明度、混合模式與淡入淡出等視覺參數。此外,它還強調哪些功能在 Canvas 備用渲染器上無法運作,協助使用者避免跨平台相容性問題。觸發此技能的關鍵字包括 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 及 lit。此技能適用於 Claude Code、Cursor 及 Codex 等 AI 代理平台,能有效加速 melonJS 3D 遊戲開發流程。

相容平台~Claude Code~Codex CLI~Cursor
npx skills add https://github.com/melonjs/melonJS/tree/master/packages/melonjs/skills/melonjs-3d

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說明文件

melonjs-3d 是做什麼的?

使用此技能處理 melonJS 中的任何 3D 或 2.5D 相關功能 — Camera3d、Mesh、InstancedMesh、Sprite3d 公告板、Light3d、地面陰影、glTF/GLB 場景及深度排序。涵蓋 Y 軸向下/+Z 軸向前的座標慣例(與 OpenGL 相反)、cameraClass 選項啟用、裁剪平面,以及 Canvas 備用渲染器上無法運作的功能。觸發關鍵字: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。

Individual skills in this repo

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

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.

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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