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.
npx agentmods add skills/wade-devcode/awesome-coding-skills-cn/cocos-creator-adaptationnpx skills add Wade-DevCode/awesome-coding-skills-cn --skill cocos-creator-adaptationgit clone --depth 1 https://github.com/Wade-DevCode/awesome-coding-skills-cnWrote 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/wade-devcode/awesome-coding-skills-cn/cocos-creator-adaptation)<a href="https://agentmods.dev/skills/wade-devcode/awesome-coding-skills-cn/cocos-creator-adaptation"><img src="https://agentmods.dev/badge/skills/wade-devcode/awesome-coding-skills-cn/cocos-creator-adaptation.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 | $0.00030 | $0.03460 |
| Opus 5 | $0.00015 | $0.01730 |
| Sonnet 5 | $0.00006 | $0.00692 |
| Haiku 4.5 | $0.00003 | $0.00346 |
Grade A, and why
cocos-creator-adaptation 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 5d 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 — 200 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Cocos Creator 多分辨率适配
何时用
- 项目要同时支持手机横屏/竖屏或平板,发现不同机型界面错位、拉伸时。
- 设置 Canvas 的
setDesignResolutionSize却不清楚fitWidth/fitHeight该选哪个时。 - 刘海屏/挖孔屏上关键 UI(血条、返回按钮)被系统状态栏遮住时。
- 背景图在宽屏机上两侧露黑边,或在窄屏机上被压缩变形时。
- 只在编辑器里预览没问题,发到真机后布局乱掉时。
核心规则
1. 设计分辨率与 fit 策略:按横竖屏选 fitWidth/fitHeight
规则: 竖屏游戏设计分辨率用「宽固定」策略(ResolutionPolicy.FIXED_WIDTH,等价于 fitWidth),横屏游戏用「高固定」策略(FIXED_HEIGHT,等价于 fitHeight);在 onLoad 最早处或启动场景的 App.ts 里统一调用,不在各业务组件里重复设置。
为什么: 这是最高频犯错的地方。新手默认保持编辑器的 SHOW_ALL(黑边适配),在宽屏手机上两侧各出现一条黑边,玩家体验极差。AI 生成代码时经常写死 cc.view.setDesignResolutionSize(750, 1334, cc.ResolutionPolicy.SHOW_ALL)——这在 iPhone 8 比例下"看起来对",换到 18:9 或 20:9 的安卓机立刻穿帮。竖屏游戏应该固定宽度让高度自然延伸(上下内容按 Widget 锚定),这样无论多长的屏幕内容都能自适应撑满,不露黑边;横屏游戏则反过来固定高度。
怎么做:
- 竖屏:
cc.view.setDesignResolutionSize(750, 1334, cc.ResolutionPolicy.FIXED_WIDTH); - 横屏:
cc.view.setDesignResolutionSize(1334, 750, cc.ResolutionPolicy.FIXED_HEIGHT); - 在最顶层启动脚本的
onLoad里设置一次,场景切换后cc.view配置保持,不需要每个场景重设。 - 设计分辨率的宽高比不必与主流机型完全匹配,只需保证主要内容区在所有机型上不被截断即可。
2. Widget 对齐:UI 全部用 Widget 锚定,禁止写死绝对坐标
规则: 所有 UI 节点(按钮、血条、对话框、提示文字)必须挂 Widget 组件并锚定到合适的边或居中;绝对坐标(position.x = 375)只允许出现在以父节点为参考系且父节点本身已正确适配的情况下。
为什么: 在 1080×2340 手机上绝对坐标看起来对,到 720×1600 上就整体偏移。AI 生成 UI 代码时习惯输出 this.node.setPosition(0, -500)——这在设计分辨率内是居中底部,但换机型后高度变了,-500 就不再是"底部附近"。更隐蔽的问题:场景切换或节点被动态 addChild 到另一个父节点后,绝对坐标失效但运行时无报错,只是 UI 错位。Widget 的「UpdateAlignment」会在节点激活时自动重算位置,是唯一正确的跨分辨率对齐方式。
怎么做:
- 顶部 UI:Widget 勾选 Top,设 Top = 0(加安全区偏移见规则 3)。
- 底部 UI:Widget 勾选 Bottom,设 Bottom = 0。
- 居中内容:Widget 勾选 HCenter + VCenter,偏移量为 0。
- 全屏背景/容器:Widget 同时勾选 Left/Right/Top/Bottom,全部为 0,实现全屏拉伸(背景图专用)。
- 代码动态创建的 UI 节点同样需要
node.addComponent(Widget)并设置对应属性,不要只用setPosition。
3. 安全区:刘海屏/挖孔屏用 SafeArea,关键 UI 不被遮挡
规则: 在根 Canvas 下创建一个「安全区容器」节点,挂载 SafeArea 组件(Cocos Creator 3.x 内置),所有可能被刘海/挖孔/Home 条遮挡的 UI 放入该容器;背景图等装饰性节点放在容器外,允许延伸到边缘。
为什么: iPhone 14 Pro 的动态岛、安卓各厂商形态各异的挖孔摄像头、底部 Home Indicator——如果不处理安全区,玩家的返回按钮、血量数值、关键提示文字会直接被系统 UI 盖住,甚至无法点击。最常见的错误做法是手动给顶部 UI 加固定偏移 top = 88(iPhone X 刘海高度),这在其他机型上会多出一段空白,在新机型上又不够。SafeArea 组件会在运行时读取系统安全区域数据动态调整,是唯一跨机型正确的方案。
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.
- 5d ago First seen · 200 lines · 30 tokens per session scan A 8eccfedd37ff
cocos-creator-adaptation is a skill published in the GitHub repository Wade-DevCode/awesome-coding-skills-cn (6 stars, last pushed 2mo ago), licensed MIT. It adds 30 tokens to every session and 3,460 once invoked, about $0.0002 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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