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.
curl -O https://raw.githubusercontent.com/andvolodko/html5-game-editor/master/.cursor/skills/create-game-component/SKILL.mdgit clone --depth 1 https://github.com/andvolodko/html5-game-editorWrote 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.
[](https://agentmods.dev/skills/andvolodko/html5-game-editor/create-game-component)<a href="https://agentmods.dev/skills/andvolodko/html5-game-editor/create-game-component"><img src="https://agentmods.dev/badge/skills/andvolodko/html5-game-editor/create-game-component.svg" alt="Measured on agentmods" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00057 | $0.01708 |
| Opus 5 | $0.00028 | $0.00854 |
| Sonnet 5 | $0.00011 | $0.00342 |
| Haiku 4.5 | $0.00006 | $0.00171 |
Grade A, and why
create-game-component 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 6d 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.
How it starts
The opening of the file, as written. The whole thing — 190 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Create Game Component (OOP)
Prefer an OOP behaviour class that implements ScriptInstance, then wrap it with defineComponent({ create: (ctx) => new MyBehaviour(ctx) }).
This skill is only Script components (type: "Script"). Scene node types → .cursor/skills/add-node-type/SKILL.md. Runtime services / GameRuntime / audio host (not a new defineComponent) → .cursor/skills/implement-runtime-feature/SKILL.md. New game package → .cursor/skills/create-game/SKILL.md.
Do not put large logic in a bare create closure. Do not store class instances in scene JSON.
Placement
| Kind | Path | id prefix |
|---|---|---|
| Game-specific | games/<name>/src/components/<kebab>.ts |
<game>.PascalName (e.g. editor-features-demo.LoadingScene) |
| Shared reusable | packages/game-components/src/shared/<kebab>.ts |
shared.PascalName |
Shared components must stay runtime-safe: no React, Pixi, Three, or editor-core.
OOP pattern (required)
import {
defineComponent,
type ComponentDefinition,
type ComponentRegistry,
type ScriptCreateContext,
type ScriptInstance,
} from "@game-editor/game-components";
type Props = {
speed: number;
enabled: boolean;
};
function readProps(raw: Readonly<Record<string, unknown>>): Props {
return {
speed: typeof raw.speed === "number" ? raw.speed : 1,
enabled: typeof raw.enabled === "boolean" ? raw.enabled : true,
};
}
/** Live instance — one per Script component on a node. */
export class SpinControllerBehaviour implements ScriptInstance {
private speed = 1;
private enabled = true;
private unsubscribers: Array<() => void> = [];
constructor(private readonly ctx: ScriptCreateContext) {
this.applyProperties(ctx.properties);
}
start(): void {
this.bind();
}
onPropertiesChanged(
properties: Readonly<Record<string, unknown>>,
): void {
this.applyProperties(properties);
}
update(dt: number): void {
if (!this.enabled || dt <= 0) {
return;
}
this.ctx.transform.rotation += this.speed * dt;
}
destroy(): void {
this.unbind();
}
private applyProperties(raw: Readonly<Record<string, unknown>>): void {
const props = readProps(raw);
this.speed = props.speed;
this.enabled = props.enabled;
}
private bind(): void {
this.unbind();
const { bus } = this.ctx.services;
this.unsubscribers.push(
bus.on("game.tick", () => {
if (!this.enabled) return;
// use ctx.nodeId, ctx.transform, ctx.transform3D, ctx.animations, services
}),
);
}
private unbind(): void {
for (const off of this.unsubscribers) off();
this.unsubscribers = [];
}
}
const PROPERTIES: ComponentDefinition["properties"] = {
speed: { kind: "number", default: 1, min: 0, step: 0.1 },
enabled: { kind: "boolean", default: true },
};
export const spinControllerComponent = defineComponent({
id: "example.SpinController",
displayName: "Spin Controller",
category: "UI",
categoryOrder: 20,
order: 10,
allowMultiple: false,
properties: PROPERTIES,
create: (ctx) => new SpinControllerBehaviour(ctx),
});
/** Re-attach create after metadata-only catalog load. */
export function installSpinControllerRuntime(registry: ComponentRegistry): void {
registry.attachRuntime(spinControllerComponent.id, spinControllerComponent.create);
}
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.
- 6d ago First seen · 190 lines · 57 tokens per session scan A 446e536892b5
create-game-component is a skill published in the GitHub repository andvolodko/html5-game-editor (6 stars, last pushed 11d ago), licensed MIT. It adds 57 tokens to every session and 1,708 once invoked, about $0.0003 per session on Opus 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.
Other skills, from other repositories
self-evolve
Capture reusable patterns from a finished project and lift them into framework-level priors (contracts, modules, skeletons) that future projects inherit. Run only when the user explicitly requests self-evolution; the orchestrator executes the workflow.
artist-self-evolve
Distill stable art-generation patterns from a completed project, so future projects produce comparable assets without re-discovering the prompts. Lead-dispatched only — orchestrator invokes this skill from its self-evolve flow with a game-slug message; do not self-trigger.
vibegame-build
Run VibeGame's standard end-to-end game development workflow with reviewer gates. Use when the user wants to create a game from zero or evolve an existing game across multiple stages.
vibegame-start
Resume a VibeGame orchestrator session after vibegame start. Use at the beginning of a Claude or Codex session to inspect team runtime state, repair missing persistent members, load goal and GDD context, inspect tasks, and ask the user what to do next.
design-npc
Use when the user wants to design an enemy, NPC, boss, companion, civilian, or wave-spawned mob's behavior. Walks perception, personality knobs, intent layer, action state machine, telegraphs, defeat handling, and group emergence — outputs a state-machine GDScript stub plus the recommended node tree. Trigger on…
headless-scripting
Use when a Summer project needs an operation no MCP tool exposes, such as baking a navmesh, generating collision shapes, authoring an Animation, building a TileSet, re-importing assets after file changes, or preparing a supported local export. Runs a GDScript file against Summer Engine from the shell. Also use when a…