Implement 2D browser games with Phaser. Use when the user wants a Phaser, TypeScript, and Vite stack for scenes, gameplay systems, cameras, sprite animation, and DOM-overlay HUD patterns.
日本語の概要は準備中です。原文の説明を表示しています。
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概要と使いどころ
Implement 2D browser games with Phaser. Use when the user wants a Phaser, TypeScript, and Vite stack for scenes, gameplay systems, cameras, sprite animation, and DOM-overlay HUD patterns.
日本語の概要は準備中です。原文の説明を表示しています。
Create video compositions, animations, title cards, overlays, captions, voiceovers, audio-reactive visuals, and scene transitions in HyperFrames HTML. Use when asked to build any HTML-based video content, add captions or subtitles synced to audio, generate text-to-speech narration, create audio-reactive animation (beat sync, glow, pulse driven by music), add animated text highlighting (marker sweeps, hand-drawn circles, burst lines, scribble, sketchout), or add transitions between scenes (crossfades, wipes, reveals, shader transitions). Covers composition authoring, timing, media, and the full video production workflow. For CLI commands (init, lint, preview, render, transcribe, tts) see the hyperframes-cli skill.
日本語の概要は準備中です。原文の説明を表示しています。
Design UI surfaces for browser games. Use when the user asks for HUDs, menus, overlays, responsive layouts, or visual direction that must protect the playfield.
日本語の概要は準備中です。原文の説明を表示しています。
Run browser-game playtests and frontend QA. Use when the user asks for smoke tests, screenshot-based verification, browser automation, HUD or overlay review, or structured issue-finding in a browser game.
日本語の概要は準備中です。原文の説明を表示しています。
Use when designing or auditing how an agent becomes useful after launch — AGENTS.md overlays, role files, skills, rig specs, workflow specs, startup checklists, refocus messages, "rig context" surface. Covers the 4 failure modes that make startup context fail (old rig spec misses current operating mode; current agents never told about new guidance; startup file as dumping ground; orchestrator transmits implementation without preserving product intent).
日本語の概要は準備中です。原文の説明を表示しています。
Create a dark monochrome procedural background with enlarged square pixels and visible Bayer-style ordered dithering. Use when a page needs an atmospheric near-black dither field, broad organic waves or cloud masses, and restrained gray-white highlights behind framed UI, hero content, or data overlays.
日本語の概要は準備中です。原文の説明を表示しています。
Create an image-led grid design system with full-bleed photography, structural guide lines, anchored content blocks, and restrained technical overlays.
日本語の概要は準備中です。原文の説明を表示しています。
Create a layered CSS progressive blur (top or bottom) using multiple backdrop-filter masks for depth and softness. Use when asked for “progressive blur”, “gradient blur overlay”, or stepped blur masks that fade from an edge of the viewport.
日本語の概要は準備中です。原文の説明を表示しています。
Build a cursor trail whose spacing stays constant at any hand speed, by emitting motes per unit of distance travelled rather than on a timer, so a flick draws the same continuous ribbon as a crawl instead of breaking into scattered dots. Covers sub-segment placement, the ring-buffer ordering trap, the idle breath a distance emitter needs, anchoring the trail to the screen in a 3-D scene, scaling scatter against the plane it hangs on, coasting instead of stopping dead, touch and reduced-motion fallbacks, and why moving the emitter to a DOM overlay to raise its z-index costs more than it buys. Use for cursor wisps, pointer sparks, embers, magic trails, comet tails, plankton, dust, or any mote trail that must stay legible however fast the hand moves.
日本語の概要は準備中です。原文の説明を表示しています。
Build, extend, or audit production-linked browser map editors for Three.js and isometric games. Use when Codex needs to create a private director view, derive a versioned editor document from authored placements, add outliner, layer, selection, drag, snap, inspector, or camera controls, expose enemy aggro, leash, or patrol overlays, implement local draft import, export, undo, and reset, secure an editor route with IP and password sessions, or validate and release a map editor without mutating live gameplay data.
日本語の概要は準備中です。原文の説明を表示しています。
Build recognizable falling leaves in world space using instanced geometry, independent tumble, coupled sideways drift, shared wind, scene occlusion, and camera-aware recycling. Use for 3D autumn leaves or drifting foliage in Three.js and similar scenes; use falling-leaves for a 2D canvas overlay.
日本語の概要は準備中です。原文の説明を表示しています。
The authoritative skill lifecycle state model including container states, version states, review workflow states, visibility overlay, and governance actions. Ensures agents don't introduce invalid states or transitions.
日本語の概要は準備中です。原文の説明を表示しています。
WebGL-style fluid displacement background with a quote overlay, suited to video intros, landing heroes, or posters.
日本語の概要は準備中です。原文の説明を表示しています。
Helps implement coss UI components correctly. Use when building UIs with coss primitives (buttons, dialogs, selects, forms, menus, tabs, inputs, toasts, etc.), migrating from shadcn/Radix to coss/Base UI, composing trigger-based overlays, or troubleshooting coss component behavior. Covers imports, accessibility, Tailwind styling, and common pitfalls.
日本語の概要は準備中です。原文の説明を表示しています。
Python library for working with geospatial vector data including shapefiles, GeoJSON, and GeoPackage files. Use when working with geographic data for spatial analysis, geometric operations, coordinate transformations, spatial joins, overlay operations, choropleth mapping, or any task involving reading/writing/analyzing vector geographic data. Supports PostGIS databases, interactive maps, and integration with matplotlib/folium/cartopy. Use for tasks like buffer analysis, spatial joins between datasets, dissolving boundaries, clipping data, calculating areas/distances, reprojecting coordinate systems, creating maps, or converting between spatial file formats.
日本語の概要は準備中です。原文の説明を表示しています。
电商素材工坊(中英双语)。用户需要生成电商主图、详情图、场景图、产品图合成、品牌叠加时使用。自动识别品类→匹配风格→场景感知合成→统一文字→自动质检→多平台适配→标准化交付。E-commerce product image studio: category detection, style matching, scene-aware compositing, text overlay, quality check, multi-platform adaptation, batch delivery.
日本語の概要は準備中です。原文の説明を表示しています。
Per-controller PCIe enable / disable / lanes / link-speed for a Jetson Thor or Orin custom carrier via ODMDATA + kernel-DT overlay. Do NOT use for UPHY lane allocation or endpoint-mode bring-up.
日本語の概要は準備中です。原文の説明を表示しています。
Per-pin SFIO / direction / initial-state configurator for a Jetson Orin or Thor custom carrier from the pinmux XLSM. Do NOT use for kernel-DT overlay or ODMDATA edits.
日本語の概要は準備中です。原文の説明を表示しています。
Set up the BSP source workspace: Linux_for_Tegra overlay tracker, bsp_sources, Crosstool-NG toolchain. Use after jetson-init-image; not for fetching inputs.
日本語の概要は準備中です。原文の説明を表示しています。
Enable Jetson Thor 25G/10G/1G MGBE QSFP via kernel-DT overlay. Do NOT use for UPHY lane allocation or ODMDATA edits.
日本語の概要は準備中です。原文の説明を表示しています。
Use when you need to rebuild the BSP overlay — DT, OOT modules, or kernel — from changes under bsp_sources/. Triggers: build bsp, rebuild dtb, rebuild kernel.
日本語の概要は準備中です。原文の説明を表示しています。
Use to promote overlay files and built artifacts into the staged BSP image. Do NOT use to flash or build. Triggers: promote bsp image.
日本語の概要は準備中です。原文の説明を表示しています。
Enable/disable Jetson USB2/USB3 SS ports via kernel-DT overlay. Do NOT use for UPHY lane allocation or ODMDATA edits.
日本語の概要は準備中です。原文の説明を表示しています。
Enable MIPI/GMSL camera sensors on a Jetson Thor or Orin custom carrier by rendering a kernel-DT overlay from the in-tree sensor DTSI. Do NOT use for UPHY lane allocation or ODMDATA edits.
日本語の概要は準備中です。原文の説明を表示しています。