AGENT SKILL

sandbox-game

Build a complete native game document with entities, scripts and level geometry, then save the draft in one edit

License 许可
AGPL-3.0
最近更新
2026-11-14
Stars
★ 633
Forks
90

01 前言 Front Matter

name
sandbox-game
description
Build a complete native game document with entities, scripts and level geometry, then save the draft in one edit

02 资源文件 2

03 SKILL.md 正文

Games as code

Import @nodetool-ai/sandbox-game in a game chat, CodeAct action or JS script. It creates plain game documents for nodetool.games. Build geometry in local loops and save the entire draft with one set_document edit. The server validates the schema and references before writing. It retains the game's stored ID and revision. Publishing requires a separate request.

The helpers follow the shipped game document schema. Position, size and gravity use world units. Simulation runs at 60 ticks per second. Assets must already be installed or use the built-in asset bindings.

Build and save a level

import { game, entity, script, registerAssets, fill, plank, arc, saveGame }
  from "@nodetool-ai/sandbox-game";

const document = game({ pixelsPerUnit: 48 });
registerAssets(document, {
  stone: { assetId: "builtin:wall", digest: "builtin:wall-v1", width: 32, height: 32 },
  gem: { assetId: "builtin:gem", digest: "builtin:gem-v1", width: 32, height: 32 }
});
const tiles = [];
fill(tiles, 0, -2, 80, 2);
plank(tiles, 4, 2, 8, { oneWay: true });
const level = document.scenes[0];
level.entities.push(entity("terrain", 0, 0, {
  tilemap: { assetId: "stone", tiles, solid: true, layer: 0 }
}));
for (const [index, point] of arc(8, 3, 3, 2, 7).entries()) {
  level.entities.push(entity(`gem-${index}`, point.x, point.y, {
    sprite: { assetId: "gem", width: 0.5, height: 0.5 },
    collider2d: { width: 0.5, height: 0.5, sensor: true },
    behaviors: [{ kind: "collectible", score: 1 }]
  }));
}
level.entities.push(entity("camera", 8, 2, { camera2d: { width: 16, height: 9 } }));
level.entities.push(entity("logic", 0, 0, {
  behaviors: [script(({ tick }) => ({ state: {}, commands: tick === 600 ? [{ kind: "emit", event: "ready" }] : [] }))]
}));
const saved = await saveGame({ name: "Arc study", document }, {
  games: nodetool.games, project_id: "<owned-project-id>"
});
await output("game_id", saved.game_id);

Add a player and its controller before calling a level playable. Read nodetool.games.getExample("kindle") for a complete platformer document and load the native-game and game-direction skills for the runtime contract and craft requirements.

Helpers

Export Contract
game(options = {}) Creates a schema version 2 document. Defaults to one empty level scene, 32 pixels per unit and left/right/up/down/space actions. Pass scenes, assets, collision layers and render effects directly.
entity(id, x = 0, y = 0, options = {}) Creates an entity with a complete transform and behavior list. Pass sprite, body, collider, animator, camera, light and prefab settings in options.
script(source, options = {}) Creates a script behavior from a source string or function. Defaults to 16 commands and 8 ms per tick. Functions cannot close over the builder's variables.
registerAssets(document, bindings) Copies slot bindings into the document. Sets pivot and sampling defaults. Audio and font dimensions default to 1×1. Images require their actual dimensions. This does not install files.
fill(tiles, x, y, cols, rows, options = {}) Appends tile centres to an array. The first centre is (x,y). Spacing is width and height, which default to size or 1. Options also carry frame, solid and oneWay fields.
plank(tiles, x, y, cols, options = {}) Appends one horizontal row using fill.
arc(x, y, radiusX, radiusY, points, from = 0, to = Math.PI) Returns evenly spaced elliptical arc positions including both endpoints. Angles use radians. One point uses from.
saveGame({name, document}, options) Pass {games: nodetool.games, project_id} to create a game and save its draft. Pass {games, game_id, base_updated_at} to replace an existing draft. Returns game_id, revision and draft_updated_at. Refused writes and conflicts throw.
constructGame({inputs, seed}, build) Runs an explicit callback with inputs and builder, returning {document, program} plus retained parameters, prefabs and instance relationships. Preparation results must be literal JSON inputs. Use stable scene and entity IDs.

For an existing draft, read its draft_updated_at and pass it as base_updated_at. Save all scene references and bindings together. Invalid asset references, duplicate entities or script budget violations reject the whole edit. A failed replacement leaves the previous draft intact.

Retained construction

Use an explicit callback for construction that can run again without preparation. The callback receives inputs and builder and returns a native document. It cannot close over variables in the authoring session. Keep runtime script behavior source separate from this construction body.

import { constructGame, saveGame } from "@nodetool-ai/sandbox-game";
const bundle = constructGame({ seed: 17, inputs: { speed: 4 } }, (inputs, builder) => {
  const speed = builder.parameter("speed", {type: "number", default: 4, min: 1, max: 10});
  const document = builder.game();
  builder.prefab("marker", builder.entity("definition", 0, 0));
  builder.instance(document.scenes[0], "north-marker", "marker", {
    transform2d: {x: speed, y: 0, rotation: 0, scaleX: 1, scaleY: 1}
  });
  return document;
});
await saveGame({ name: "Retained study", ...bundle }, {
  games: nodetool.games, project_id: "<owned-project-id>"
});

builder includes the ordinary document helpers plus parameter, prefab, instance, and seeded random. Parameter types are number, string and boolean, enum, vector2 and vector3. Numeric parameters accept min and max. Enum parameters declare values. Vector parameters use arrays of two or three finite numbers. Prefabs are retained in the construction source and emit native entities through stable instance keys. Instance component overrides merge individual object fields with the prefab. Arrays replace the complete inherited array. Preparation inputs are copied before the callback runs, so mutating a template does not alter retained inputs. Duplicate scene, entity and prefab keys reject the build.

Saving a bundle with program first previews a hermetic rebuild and checks that it reproduces document. Applying the candidate checks the draft has not changed since preview. Rebuilds cannot fetch, install assets, generate resources, access secrets or read the workspace. Pass accepted asset bindings through inputs. Use builder.random() for authoring randomness. The construction seed is independent of the play session seed.

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