Use when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
UI/UX, 로고, 슬라이드, 이미지 생성 (7.3천건)
Use when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Use when building inventory systems — Resource-based items, slot management, stacking, and UI binding
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Use when a new Godot system or feature has open design decisions — interrogates them in batched rounds, scope first, each question with a recommended answer, and records the answers before any design or code. Triggers on "grill me", "ask me first", "question me on the design", "what do I need to decide before building". Not for choosing between nodes or APIs, and not for bug fixes.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Use when building reusable node components — composition patterns, component communication, and interface design
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Use when building user interfaces — Control nodes, themes, anchors, containers, and layout patterns
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Classify a console screen (list/record/form), build it on @temps-sdk/ds templates and the shared shadcn primitives in @temps-sdk/ui, and follow the console's status vocabulary and status colour rules. Use for any new or changed console UI in web/src, and when building or extending web/packages/ds itself.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Release and publish the dsh-web-ui monorepo (DSH Web GUI plugin family + skin collection) — bump all packages to one unified version, commit and tag, push the vX.Y.Z tag that triggers the GitHub Actions publish pipeline, and verify the npm publish + GitHub Release. Covers post-release verification and bad-version recovery. Use when the user asks to 发布/发版/release/bump 版本/publish a new version of dsh-web-ui or any @linxin666/dsh-* package.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Expert blueprint for RichTextLabel with BBCode formatting (bold, italic, colors, images, clickable links) and custom effects. Covers meta tags, RichTextEffect shaders, and dynamic content. Use when implementing dialogue systems OR formatted text. Keywords RichTextLabel, BBCode, [b], [color], [url], meta_clicked, RichTextEffect, dialogue.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Expert blueprint for programmatic animation using Tween for smooth property transitions, UI effects, camera movements, and juice. Covers easing functions, parallel tweens, chaining, and lifecycle management. Use when implementing UI animations OR procedural movement. Keywords Tween, easing, interpolation, EASE_IN_OUT, TRANS_CUBIC, tween_property, tween_callback.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Expert blueprint for mobile platforms (Android/iOS) covering touch controls, virtual joysticks, responsive UI, safe areas (notches), battery optimization, and app store guidelines. Use when targeting mobile releases or implementing touch input. Keywords mobile, Android, iOS, touch, InputEventScreenTouch, virtual joystick, safe area, battery, app store, orientation.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Expert blueprint for responsive UI layouts using Container nodes (HBoxContainer, VBoxContainer, GridContainer, MarginContainer, ScrollContainer, HFlowContainer, SubViewportContainer). Covers size flags, anchors, split containers, virtual_list pooling, stretch_shrink previews, and dynamic layouts. Use when building adaptive interfaces OR implementing responsive menus. Keywords: Container, HBoxContainer, VBoxContainer, GridContainer, HFlowContainer, SubViewportContainer, virtual_list, stretch_shrink, size_flags, EXPAND_FILL, anchors, responsive.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Expert blueprint for UI themes using Theme resources, StyleBoxes, custom fonts, and theme overrides for consistent visual styling. Covers StyleBoxFlat/Texture, theme inheritance, dynamic theme switching, and font variations. Use when implementing consistent UI styling OR supporting multiple themes. Keywords Theme, StyleBox, StyleBoxFlat, add_theme_override, font, theme inheritance, dark mode.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Expert blueprint for inventory systems (Diablo, Resident Evil, Minecraft) covering slot-based containers, stacking logic, weight limits, equipment systems, and drag-drop UI. Use when building RPG inventories, survival item management, or loot systems. Keywords inventory, slot, stack, equipment, crafting, item, Resource, drag-drop.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Comprehensive blueprint for Action RPGs including real-time combat (hitbox/hurtbox, stat-based damage), character progression (RPG stats, leveling, skill trees), loot systems (procedural item generation, affixes, rarity tiers), equipment systems (gear slots, stat modifiers), and ability systems (cooldowns, mana cost, AOE). Based on expert ARPG design from Diablo, Path of Exile, Souls-like developers. Trigger keywords: action_rpg, loot_generator, rpg_stats, skill_tree, hitbox_combat, item_affixes, equipment_slots, ability_cooldown, stat_scaling.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Consolidated expert library for professional Godot 4.7+ game and application development. Orchestrates 92 Domain Skills through architectural workflows, anti-pattern catalogs, performance budgets, and Server API patterns. Use when: (1) starting a new Godot project, (2) designing game or app architecture, (3) building entity/component systems, (4) debugging performance or physics issues, (5) choosing between 2D/3D approaches, (6) implementing multiplayer, (7) optimizing draw calls or script time, (8) porting between platforms, (9) migrating from 4.6 to 4.7. Primary entry point for ALL Godot development tasks. Keywords: Godot 4.7, AreaLight3D, HDR, Asset Store, godot-master.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Expert blueprint for stealth games (Splinter Cell, Hitman, Dishonored, Thief) covering AI detection systems, vision cones, sound propagation, alert states, light/shadow mechanics, and systemic design. Use when building stealth-action, tactical infiltration, or immersive sim games requiring enemy awareness systems. Keywords vision cone, detection, alert state, sound propagation, light level, systemic AI, gradual detection.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Expert blueprint for puzzle games including undo systems (Command pattern for state reversal), grid-based logic (Sokoban-style mechanics), non-verbal tutorials (teach through level design), win condition checking, state management, and visual feedback (instant confirmation of valid moves). Use for logic puzzles, physics puzzles, or match-3 games. Trigger keywords: puzzle_game, undo_system, command_pattern, grid_logic, non_verbal_tutorial, state_management.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Expert blueprint for platformer games including precision movement (coyote time, jump buffering, variable jump height), game feel polish (squash/stretch, particle trails, camera shake), level design principles (difficulty curves, checkpoint placement), collectible systems (progression rewards), and accessibility options (assist mode, remappable controls). Based on Celeste/Hollow Knight design research. Trigger keywords: platformer, coyote_time, jump_buffer, game_feel, level_design, precision_movement.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Expert architectural standards for building scalable Godot GAMES (RPGs, Platformers, Shooters) using the Composition pattern (Entity-Component). Use when designing player controllers, NPCs, enemies, weapons, or complex gameplay systems. Enforces "Has-A" relationships for game entities. Trigger keywords: Entity-Component, ECS, Gameplay, Actors, NPCs, Enemies, Weapons, Hitboxes, Game Loop, Level Design.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Expert blueprint for racing games including vehicle physics (VehicleBody3D, suspension, friction), checkpoint systems (prevent shortcuts), rubber-banding AI (keep races competitive), drifting mechanics (reduce friction, boost on exit), camera feel (FOV increase with speed, motion blur), and UI (speedometer, lap timer, minimap). Use for arcade racers, kart racing, or realistic sims. Trigger keywords: racing_game, vehicle_physics, checkpoint_system, rubber_banding, drifting_mechanics, camera_feel.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Expert blueprint for Metroidvanias including ability-gated exploration (locks/keys), interconnected world design (backtracking with shortcuts), persistent state tracking (collectibles, boss defeats), room transitions (seamless loading), map systems (grid-based revelation), and ability versatility (combat + traversal). Use for exploration platformers or action-adventure games. Trigger keywords: metroidvania, ability_gating, interconnected_world, backtracking, map_system, persistent_state, room_transition, soft_locks.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Expert patterns for AnimationPlayer including track types (Value, Method, Audio, Bezier), root motion extraction, animation callbacks, procedural animation generation, call mode optimization, and RESET tracks. Use for timeline-based animations, cutscenes, or UI transitions. Trigger keywords: AnimationPlayer, Animation, track_insert_key, root_motion, animation_finished, RESET_track, call_mode, animation_set_next, queue, blend_times.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Expert patterns for porting desktop games to mobile including touch control schemes (virtual joystick, gesture detection), UI scaling for small screens, performance optimization for mobile GPUs, battery life management, and platform-specific features. Use when creating mobile ports or cross-platform mobile builds. Trigger keywords: TouchScreenButton, virtual_joystick, gesture_detector, InputEventScreenTouch, InputEventScreenDrag, mobile_optimization, battery_saving, adaptive_performance, MOBILE_ENABLED.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, occlusion, and runtime GridMap builders. Use when building 3D levels, modular tilesets, or BSP-style geometry. For sky/fog/Environment recipes, route to godot-3d-lighting. Trigger keywords: GridMap, MeshLibrary, set_cell_item, get_cell_item, map_to_local, local_to_map, CSGCombiner3D, CSGBox3D, CSGSphere3D, CSGPolygon3D, OccluderInstance3D, bake CSG.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.