game-pipeline
Game lifecycle orchestrator: scaffold, assets, audio, QA, deploy.
它会碰到什么
逐条看命中(30 条严重或高危)
- 严重
references/asset-sources.md:17cred-pathsGet token: sketchfab.com/settings/password (API token section). Add to `~/.env` as `SKETCHFAB_TOKEN`.
- 严重
references/asset-sources.md:148cred-pathsGet key: poly.pizza (create account, find API key in settings). Add to `~/.env` as `POLY_PIZZA_API_KEY`.
- 严重
references/fal-ai-image.md:3cred-pathsfal.ai provides queue-based image generation via 8 model endpoints. Requires `FAL_KEY` in `~/.env`. Auth header format is `Key $FAL_KEY` — not Bearer.
- 严重
references/fal-ai-image.md:17cred-pathsGet `FAL_KEY` at fal.ai. Add to `~/.env`.
- 严重
references/game-asset-generator.md:32cred-pathsgrep -E "MESHY_API_KEY|WLT_API_KEY|FAL_KEY" ~/.env 2>/dev/null
- 严重
references/game-asset-generator.md:139cred-paths1. Verify `MESHY_API_KEY` is set in `~/.env` and the value is current
- 严重
references/game-asset-generator.md:154cred-pathsSolution: Confirm `FAL_KEY` is in `~/.env`. Authorization header must be `Key <your-key>` -- not `Bearer <your-key>`.
- 严重
references/meshyai.md:5cred-pathsAll requests require `MESHY_API_KEY` from `~/.env`. Assets are retained for **3 days only** — download GLB files immediately after generation completes.
- 严重
references/meshyai.md:227cred-paths| 401 Unauthorized | Invalid or missing `MESHY_API_KEY` | Check `~/.env`, regenerate at app.meshy.ai |
- 严重
references/worldlabs.md:21cred-pathsGet `WLT_API_KEY` from platform.worldlabs.ai. Add to `~/.env`.
- 严重
scripts/fal_queue_image_run.py:8cred-pathsRequires: FAL_KEY in env or ~/.env
- 严重
scripts/fal_queue_image_run.py:39cred-pathsenv_path = Path.home() / ".env"
- 严重
scripts/fal_queue_image_run.py:59cred-pathsprint("Error: FAL_KEY not found in env or ~/.env", file=sys.stderr) - 严重
scripts/meshy-generate.mjs:12cred-paths* Requires: MESHY_API_KEY in env or ~/.env
- 严重
scripts/meshy-generate.mjs:28cred-pathsconst envPath = join(homedir(), '.env');
- 严重
scripts/meshy-generate.mjs:50cred-pathsconsole.error('Error: MESHY_API_KEY not found in env or ~/.env'); - 高
scripts/fal_queue_image_run.py:52cred-envreados.environ[key] = val
- 高
scripts/fal_queue_image_run.py:57cred-envreadFAL_KEY = os.environ.get("FAL_KEY") - 高
scripts/meshy-generate.mjs:44cred-envreadconst API_KEY = process.env.MESHY_API_KEY;
- 高
scripts/optimize-glb.mjs:18exec-spawnimport { execSync } from 'child_process'; - 高
scripts/optimize-glb.mjs:18exec-spawnimport { execSync } from 'child_process'; - 高
scripts/optimize-glb.mjs:30exec-spawnexecSync('gltf-transform --version', { stdio: 'pipe' }); - 高
scripts/optimize-glb.mjs:50exec-spawnexecSync(`gltf-transform dedup "${inputPath}" "${tmpPath}"`, { stdio: 'inherit' }); - 高
scripts/optimize-glb.mjs:51exec-spawnexecSync(`gltf-transform prune "${tmpPath}" "${tmpPath}"`, { stdio: 'inherit' }); - 高
scripts/optimize-glb.mjs:55exec-spawnexecSync(`gltf-transform resize "${tmpPath}" "${tmpPath}" --width 1024 --height 1024`, { - 高
scripts/optimize-glb.mjs:62exec-spawnexecSync(`gltf-transform webp "${tmpPath}" "${tmpPath}"`, { stdio: 'inherit' }); - 高
scripts/optimize-glb.mjs:70exec-spawnexecSync(`gltf-transform meshopt "${tmpPath}" "${outputPath}"`, { stdio: 'inherit' }); - 高
scripts/optimize-glb.mjs:73exec-spawntry { execSync(`rm -f "${tmpPath}"`); } catch {} - 高
scripts/with_server.py:172cred-envreadenv["SERVER_PORT"] = str(port)
- 高
scripts/with_server.py:173cred-envreadenv["SERVER_HOST"] = args.host
这一栏是扫描器报的事实,不是结论。命中多不等于有毒(安全工具、规则库、示例脚本本来就会包含危险写法),命中少也不等于干净。它和你手上的凭据、文件、网络有什么关系,需要你自己看。
技能内容
Game Pipeline Skill
Overview
This skill orchestrates the full game development lifecycle: SCAFFOLD → ASSETS → DESIGN → AUDIO → QA → DEPLOY. Each phase can be entered independently — you do not need to start from SCAFFOLD. The orchestrator never writes game code directly; it delegates each phase to the appropriate engine-specific skill or domain reference.
Scope: Use for any browser-based game (Three.js, Phaser, or vanilla canvas), cross-cutting concerns that span engines (audio, QA, promo, deploy), and iOS export via Capacitor. Skip Unity/Godot/native engines, non-game web apps, and server-side logic.
Reference Loading Table
| Signal | Load These Files | Why |
|---|---|---|
| references/game-audio.md | game-audio.md | AUDIO |
| references/game-qa.md | game-qa.md | QA |
| references/game-designer.md | game-designer.md | DESIGN |
| references/promo-video.md | promo-video.md | DEPLOY |
| references/deploy.md | deploy.md | DEPLOY |
| references/capacitor-ios.md | capacitor-ios.md | DEPLOY |
| "3D model", GLB, mesh, rig, meshy | game-asset-generator.md, meshyai.md | 3D model generation |
| "environment", "gaussian splat", "world labs" | game-asset-generator.md, worldlabs.md | Environment generation |
| "sprite", "pixel art", "tile", "palette quantize" | game-asset-generator.md, pixel-art-sprites.md | 2D sprite / pixel art |
| "image", "texture", "concept art", fal.ai | game-asset-generator.md, fal-ai-image.md | Image / texture generation |
| "free asset", "find model", "sketchfab" | game-asset-generator.md, asset-sources.md | Existing asset sources |
| "mocap", "BVH", "motion data", "animation pipeline" | motion-pipeline.md | Motion data import / processing |
| "contact detection", "IK solve", "FABRIK" | motion-pipeline.md | Contact / IK solving |
| "motion blend", "bone trajectory", "root extraction" | motion-pipeline.md | Motion decomposition / blending |
Instructions
Entry Point Detection
Before executing any phase, determine which phase applies:
| User request | Entry phase |
|---|---|
| "make a game", "start a game", "new game" | SCAFFOLD |
| "generate assets", "add sprites", "need art" | ASSETS |
| "add juice", "game feels flat", "particles", "screen shake" | DESIGN |
| "add audio", "background music", "sound effects" | AUDIO |
| "test my game", "visual regression", "playwright", "game qa" | QA |
| "deploy", "ship", "publish", "github pages", "promo video", "ios" | DEPLOY |
If the entry phase is not SCAFFOLD, skip to that phase. Phases are independently re-enterable.
Phase 1: SCAFFOLD
Goal: Initialize the project and delegate engine-specific setup.
Step 1: Detect engine
| Signal | Engine | Delegate to |
|---|---|---|
| import * as THREE, three.js in package.json | Three.js | threejs-builder skill |
| new Phaser.Game(), phaser in package.json | Phaser | phaser-gamedev skill |
| No engine signal | Ask user before proceeding | — |
Step 2: Initialize project structure
game/
├── index.html
├── src/
│ └── main.js
├── assets/
│ └── assets_index.json # Asset manifest (required for Capacitor iOS)
└── dist/ # Build output
assets_index.json format:
{
"version": "1.0",
"assets": {
"player": "assets/player.png",
"bgm": "assets/music.ogg"
}
}
Step 3: Wire EventBus
Every game needs an EventBus before any feature — it is the integration contract that lets audio, effects, and analytics attach without touching game logic:
// src/EventBus.js
export const EventBus = new EventTarget();
export const emit = (name, detail = {}) =>
EventBus.dispatchEvent(new CustomEvent(name, { detail }));
export const on = (name, fn) =>
EventBus.addEventListener(name, (e) => fn(e.detail));
Pre-wire these event names so downstream phases attach immediately:
ENEMY_HIT, PLAYER_DEATH, LEVEL_UP, GAME_OVER, SCORE_CHANGE, SPECTACLE_*
Gate: Engine chosen, project structure created, EventBus wired.
Phase 2: ASSETS
Goal: Source or generate game assets and register them in the asset manifest.
Step 1: Audit what exists
ls assets/
cat assets/assets_index.json
Step 2: Delegate to game-asset-generator
Dispatch a subagent with: asset list, art style, output format (PNG spritesheet for Phaser, GLB for Three.js), target path assets/.
Step 3: Update asset manifest
After generation, update assets/assets_index.json. This manifest is read by both the web game and the Capacitor iOS wrapper — use relative paths only.
Gate: All assets generated, manifest updated, assets load in-game without errors.
Phase 3: DESIGN
Goal: Add visual polish and "juice" — effects that make a game feel great.
Load reference: Read references/game-designer.md for patterns.
Key principle: Design polish wires to the EventBus, not to game logic. Effects can be added, removed, or swapped without touching gameplay code.
Core effects:
| Effect | Trigger event | Impact |
|---|---|---|
| Screen shake | ENEMY_HIT, EXPLOSION | Impact weight |
| Hit freeze frame | ENEMY_HIT (big) | Dramatic pause |
| Particle burst | ENEMY_HIT, GAME_OVER | Visual feedback |
| Floating score text | SCORE_CHANGE | Progress reward |
| Combo text | COMBO_REACHED | Achievement surge |
Opening moment rule: The first 3 seconds must hook the player — immediate visual spectacle, never a loading screen or empty scene.
Gate: At least 3 juice effects wired to EventBus events. Opening moment is compelling. No effects hardcoded into gameplay logic.
Phase 4: AUDIO
Goal: Add background music and sound effects using Web Audio API.
Load reference: Read references/game-audio.md for patterns.
Key constraint: Create AudioContext only on first user interaction — browser autoplay policy silently blocks contexts created before a gesture.
AudioManager pattern:
// src/AudioManager.js
let ctx = null;
export function getCtx() {
if (!ctx) ctx = new AudioContext();
return ctx;
}
AudioBridge — wire to EventBus:
import { on } from './EventBus.js';
import { getCtx } from './AudioManager.js';
on('ENEMY_HIT', () => playSFX('hit'));
on('LEVEL_UP', () => { stopBGM(); startBGM('level2'); });
on('GAME_OVER', () => playSFX('gameover'));
Volume hierarchy: master gain → category gains (music, sfx, ambient) → individual sources. Never set volume directly on sources.
Gate: AudioContext created on user interaction only. BGM plays. At least 2 SFX events wired. Volume controls work.
Phase 5: QA
Goal: Automated testing via Playwright with visual regression and canvas test seams.
Load reference: Read references/game-qa.md for patterns.
Scripts (run from project root):
python3 skills/game/game-pipeline/scripts/imgdiff.py baseline.png current.png
python3 skills/game/game-pipeline/scripts/with_server.py "npx playwright test"
Test seam — inject into game bootstrap:
const TEST_MODE = new URLSearchParams(location.search).get('test') === '1';
const SEED = parseInt(new URLSearchParams(location.search).get('seed') || '0');
if (TEST_MODE) window.__TEST__ = { seed: SEED, state: null };
Visual regression workflow:
- Take baseline:
npx playwright screenshot --save-as baseline.png - Make change
- Diff:
python3 skills/game/game-pipeline/scripts/imgdiff.py baseline.png current.png - RMS > 5.0 means investigate the diff image
Gate: At least 1 Playwright test passes. Visual baseline captured. Canvas test seam exists.
Phase 6: DEPLOY
Goal: Ship the game to a live URL.
Load reference: Read references/deploy.md. Load references/capacitor-ios.md if iOS export needed.
Load references/promo-video.md if recording gameplay for social.
Pre-deploy checklist (mandatory before any deploy):
npm run build
ls dist/
grep -r "localhost" dist/ && echo "FAIL: localhost refs" || echo "OK"
grep -r 'src="/' dist/ && echo "WARN: absolute paths" || echo "OK"
Deploy targets:
| Target | Command | Notes |
|---|---|---|
| GitHub Pages | npx gh-pages -d dist | Public repo or GitHub Pro |
| Vercel | vercel --prod | Best for preview URLs |
| Static host | Upload dist/ | Works anywhere |
| iOS (Capacitor) | See capacitor-ios.md | Requires Xcode |
Gate: Build succeeds. Deploy URL live. Game loads. No console errors.
Error Handling
Error: AudioContext Blocked
Cause: AudioContext created outside a user gesture handler
Fix: Use the getCtx() lazy-init pattern from game-audio.md. First call must happen inside click/keydown handler.
Error: Playwright Can't Interact With Canvas
Cause: No test seams, non-deterministic state, or missing readiness signal
Fix: Add window.__TEST__ with ?test=1&seed=42. Wait for game.events.once('ready') before asserting. Use render_game_to_text() to expose state as text.
Error: imgdiff.py FAIL With Unexpected Diff
Cause: Font rendering or anti-aliasing differences between platforms
Fix: python3 skills/game/game-pipeline/scripts/imgdiff.py a.png b.png --tolerance 10.0. If still failing, retake baseline on the same platform.
Error: Capacitor iOS Build Fails
Cause: Absolute paths in dist/, missing webDir config, or CocoaPods conflict
Fix: All asset paths must be relative. Check capacitor.config.ts has webDir: 'dist'. Capacitor 5+ uses SPM — run npx cap sync, not pod install. See capacitor-ios.md.
Error: Assets Missing After Deploy
Cause: Absolute asset paths (/assets/player.png instead of assets/player.png)
Fix: grep -r '"/assets/' dist/. Fix paths in build config or source — use relative paths everywhere.
Error: Promo Video Looks Choppy
Cause: Screenshot rate too slow or FFmpeg framerate mismatch
Fix: Use CDP screencast instead of screenshot loop. Set game speed to 0.5 before recording, encode with -r 50 in FFmpeg. See promo-video.md.
References
| Reference | Phase | Content |
|---|---|---|
| references/game-audio.md | AUDIO | Web Audio API: AudioManager, BGM sequencer, SFX pool, AudioBridge, volume hierarchy |
| references/game-qa.md | QA | Playwright: visual regression, canvas seams, deterministic mode, imgdiff patterns |
| references/game-designer.md | DESIGN | Juice: particles, screen shake, hit freeze, combo text, spectacle events |
| references/promo-video.md | DEPLOY | Slow-mo trick, Playwright recording, FFmpeg assembly, mobile portrait format |
| references/deploy.md | DEPLOY | GitHub Pages, Vercel, static hosting, pre-deploy checklist |
| references/capacitor-ios.md | DEPLOY | Capacitor 5+ iOS: SPM setup, asset contracts, touch controls, debugging |
| references/game-asset-generator.md | ASSETS | Game asset generation: 3D models, environments, sprites, textures, free sources |
| references/meshyai.md | ASSETS | Meshy API: text-to-3D, image-to-3D, rig, animate, optimize-glb |
| references/worldlabs.md | ASSETS | World Labs Marble API: SPZ generation, SplatMesh renderer, Y-flip |
| references/fal-ai-image.md | ASSETS | fal.ai: model endpoints, queue API, cost tracking, chroma-key |
| references/asset-sources.md | ASSETS | Sketchfab, Poly Haven, Poly.pizza search and download |
| references/pixel-art-sprites.md | ASSETS | Canvas sprite matrices, palette system, animation frames |
| references/motion-pipeline.md | ASSETS | CPU-only motion pipeline: BVH import, contacts, decompose, blend, IK |
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