html5-game-editor: Skill for Cursor

.cursor/skills/add-node-type/SKILL.md

add-node-type is a skill for Cursor from andvolodko/html5-game-editor. It costs 77 tokens per session (2,172 once invoked), scanned A, original, MIT.

A workflow for adding a new kind of scene node from start to finish in a game editor. A scene node is an object in a game scene, such as a visual object or container.

In plain words
What is it for?
Use it for new PixiJS or Three.js node types, visual leaves, containers, or extra features attached to 2D nodes.
Why use it?
It helps ensure the new node works in saved data, creation menus, the property editor, rendering, copying, undo and redo, and tests.

Skill for Cursor

Written for Cursor: installed under .cursor/.

This is andvolodko/html5-game-editor's own configuration. It tells Cursor how to work on html5-game-editor itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything html5-game-editor configures →

Reuse

Borrowing it

Nothing to install: this file belongs to andvolodko/html5-game-editor. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/andvolodko/html5-game-editor/master/.cursor/skills/add-node-type/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/andvolodko/html5-game-editor

Made for: Cursor.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for add-node-type

README.md
[![agentmods](https://agentmods.dev/badge/skills/andvolodko/html5-game-editor/add-node-type/github.svg)](https://agentmods.dev/skills/andvolodko/html5-game-editor/add-node-type)
Your own site
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Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for add-node-type

Your own site · 80×15
<a href="https://agentmods.dev/skills/andvolodko/html5-game-editor/add-node-type"><img src="https://agentmods.dev/badge/skills/andvolodko/html5-game-editor/add-node-type.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 77 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,172 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00077 $0.02172
Opus 5.5 $0.00031 $0.00869
Sonnet 5.5 $0.00015 $0.00434
Haiku 4.5 $0.00008 $0.00217

Measured 2mo ago against content hash 056f1444e9de, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

add-node-type scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2mo ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.cursor/skills/add-node-type/SKILL.md · 131 lines

How it starts

The opening of the file, as written. The whole thing — 131 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Add Node Type

Canonical workflow for a new scene node type (component composition, not a JS class hierarchy). Do not invent a parallel node-type inheritance tree.

Script behaviours (defineComponent) are not node types — use .cursor/skills/create-game-component/SKILL.md.

Persisted format changes: also follow .cursor/skills/modify-scene-schema/SKILL.md.

When to use this skill

  • Adding a creatable type to Hierarchy / Toolbar Node menu (pixi.* / three.* ids).
  • Adding a new leaf visual (Sprite-like) or leaf Three component (Model3D-like).
  • Adding an extra on Transform2D nodes (pattern: Hit Zone, Mask — not leaves).
  • A type exists in schema but menus, Inspector, renderer, or clone/undo are incomplete.

Before changing code

  1. Search for the closest existing type and copy that vertical slice. Do not design a new registration style.
  2. Classify the type:
Kind Domain Registry id Children
2D leaf visual packages/scene/src/visual-components.ts pixi.<kebab> no
2D container Transform2D only pixi.container yes
Extra on 2D node hit-zone-component.ts / mask-component.ts pixi.hit-zone / pixi.mask Hit Zone/Mask nodes yes; adding onto a leaf does not change leaf parenting
3D leaf packages/scene/src/three-components.ts three.<kebab> no
3D container Transform3D only three.container yes
  1. Confirm it is not a Script (type: "Script"). Scripts reuse createScriptComponent.
  2. Read docs/scene-model.md (How to extend) and docs/renderers.md. Follow .cursor/rules/architecture.mdc and .cursor/rules/class-size.mdc (keep visual-components → schema → factories → node-types → painters → Inspector aligned, one category per file).

Never ship a partial type. Schema without renderer, menu, Inspector, clone, or tests is incomplete.

Implementation workflow

Copy this checklist and complete it in order. Skip a layer only when the closest existing type also skips it (and document why).

Read the full file on GitHub · 131 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 2mo ago First seen · 131 lines · 77 tokens per session scan A 056f1444e9de

Subscribe to this mod's changes

add-node-type is a skill published in the GitHub repository andvolodko/html5-game-editor (14 stars, last pushed 1mo ago), licensed MIT. It adds 77 tokens to every session and 2,172 once invoked, about $0.0003 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

Related

add-node-type compared with skills from other repositories

add-node-type next to 6 skills from other repositories
ModTypeStarsLast pushLicenceScanTokensWorks with
add-node-typeandvolodko/html5-game-editorSkill141mo agoMITA77Cursor
self-evolvetettethu/VibeGameSkill36724d agoApache-2.0A50Claude Code, Codex
artist-self-evolvetettethu/VibeGameSkill36724d agoApache-2.0A62Claude Code, Codex
vibegame-buildtettethu/VibeGameSkill36724d agoApache-2.0A42Claude Code, Codex
vibegame-starttettethu/VibeGameSkill36724d agoApache-2.0A61Claude Code, Codex
vibegame-edittettethu/VibeGameSkill36724d agoApache-2.0A57Claude Code, Codex
hearth-feelechoo19/hearthSkill441mo agoMITA97Claude Code