cocos-creator-gameplay-architecture

cocos-creator-gameplay-architecture is a skill for Codex from lightblink/cocos-creator-local-mcp. It costs 97 tokens per session (2,649 once invoked), scanned A, original, MIT.

A development guide for building gameplay in Cocos Creator 3.8, a game engine, using TypeScript, a programming language. It covers how game code, scenes, reusable prefabs, assets, input, and runtime states fit together.

In plain words
What is it for?
Use it to build or review gameplay systems such as controls, user interfaces, collisions, sound, animations, object reuse, state machines, scenes, and prefabs.
Why use it?
It helps prevent gameplay code and editor objects from becoming disconnected or difficult to maintain. It also encourages checking the existing project before making changes.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: mentions Codex.

Good fit Use it to build or review gameplay systems such as controls, user interfaces, collisions, sound, animations, object reuse, state machines, scenes, and prefabs.

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Install with agentmods
npx agentmods add skills/lightblink/cocos-creator-local-mcp/cocos-creator-gameplay-architecture
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add lightblink/cocos-creator-local-mcp --skill cocos-creator-gameplay-architecture
Clone the repo
git clone --depth 1 https://github.com/lightblink/cocos-creator-local-mcp

Made for: Codex.

Wrote this? Show the measurements

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README.md
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<a href="https://agentmods.dev/skills/lightblink/cocos-creator-local-mcp/cocos-creator-gameplay-architecture"><img src="https://agentmods.dev/badge/skills/lightblink/cocos-creator-local-mcp/cocos-creator-gameplay-architecture.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 97 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,649 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 $0.00097 $0.02649
Opus 5 $0.00048 $0.01324
Sonnet 5 $0.00019 $0.00530
Haiku 4.5 $0.00010 $0.00265

Measured 12d ago against content hash 880fc2ff0057, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

cocos-creator-gameplay-architecture 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 12d 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.

skills/cocos-creator-gameplay-architecture/SKILL.md · 133 lines

How it starts

The opening of the file, as written. The whole thing — 133 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Cocos Creator Gameplay Architecture

Overview

Use this skill to build Cocos Creator gameplay that can actually be wired into scenes and prefabs. Treat TypeScript code, component properties, node hierarchy, assets, and runtime lifecycle as one system.

Target Cocos Creator 3.8 unless the project proves another version. Prefer project-local conventions over generic patterns.

Core Workflow

  1. Inspect the project before editing.
    • Check assets/, settings/, tsconfig.json, existing scripts, scenes, prefabs, and naming conventions.
    • Identify whether the task needs code only, scene/prefab wiring, assets, or build changes.
    • If there is no project yet and Cocos local MCP tools are available, use cocos_local_create_project with the empty-2d template as the default start for a 2D mini-game; it should also create assets/scenes/Main.scene.
  2. Design the runtime flow.
    • Identify game states, UI states, input sources, resource ownership, and reset/restart behavior.
    • Classify complexity before coding: greybox, small vertical slice, or production-oriented slice. Combat, waves, economy, progression, upgrades, affixes, inventory, multiple actor types, and data tables are signals to consider explicit system boundaries.
    • For small or production-oriented slices, sketch a system boundary plan before implementation: candidate domain systems, data/config modules, scene-facing adapters, event flow, ownership, and cross-system dependencies. Keep the plan proportional to the slice.
    • Define a layout contract before implementation: target runtime, target device class, orientation, design resolution, fit policy, safe-area behavior, and the screen regions owned by gameplay and HUD.
    • Define an asset policy for the slice: generated/staged assets through cocos-asset-pipeline-director, existing project assets, or deliberate engine-geometry placeholders. For from-zero mini-games, prefer a minimal generated placeholder pack when the asset MCP is available.
    • For generated gameplay assets, require an asset review handoff before wiring: role, orientation, alpha/silhouette quality, mobile readability, animation readiness, and collision fit. Use cocos-asset-review-director when available.
    • For games where motion carries readability or feel, define an animation/VFX contract before implementation: which actors need sprite sheets, state frames, one-shot effects, loops, and Cocos AnimationClip or frame-sequence playback.
    • For gameplay randomness, define a runtime randomization contract before implementation: which outcomes are random, what data drives them, whether a seed is needed, and what system owns reproducibility and tuning.
    • Keep a small vertical slice playable before adding breadth.
    • For a new mini-game prototype, use cocos_local_create_minigame_skeleton when available to create a baseline GameManager, HUD, input, player controller, pool manager, and starter scene blueprint.
    • For non-trivial games, consider cocos_local_create_architecture_skeleton when available before feature scripts. Use its preset as a starting point to prune, merge, or rename systems according to the actual design, then create thin Cocos Components that host or adapt the chosen systems.
  3. Implement Cocos components.
    • Use @ccclass, @property, and Component lifecycle correctly.
    • Expose scene-tunable values with typed @property fields instead of magic constants.
    • If available, use cocos_local_create_component_script to create new TypeScript component files with valid Cocos Creator 3.8 structure.
  4. Wire scene dependencies deliberately.
    • Prefer explicit serialized references for authored scene nodes.
    • Use lookup helpers sparingly and fail loudly when required nodes are missing.
    • For generated starter projects, open or reuse the project with cocos_local_open_project, wait with cocos_local_wait_for_editor_bridge, then apply the starter blueprint with cocos_local_apply_scene_blueprint after a scene is active.
    • When switching between local Cocos projects, treat already-open Creator windows and bridge ports as shared environment state. Reuse an existing editor for the same project; close unrelated project windows or use distinct bridge ports when routing could become ambiguous.
  5. Verify in runtime context.
    • Run typecheck/build when available.
    • Confirm scene entry, input, state transitions, UI updates, and restart paths.

Read the full file on GitHub · 133 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 12d ago First seen · 133 lines · 97 tokens per session scan A 880fc2ff0057

Subscribe to this mod's changes

cocos-creator-gameplay-architecture is a skill published in the GitHub repository lightblink/cocos-creator-local-mcp (2 stars, last pushed 2mo ago), licensed MIT. It adds 97 tokens to every session and 2,649 once invoked, about $0.0005 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.

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