phaser4-game-orchestrator

Coordinates different parts of a Phaser 4 game project so they work together smoothly.

Installation
Run `npx skills add "https://github.com/weberwang/phaser-skills" --skill "phaser4-game-orchestrator"` to install this skill, then follow its SKILL.md instructions for my next request.

Paste this into Claude Code, Cursor, or any agent that can run commands.

What this skill does
What it does: - Organizes and coordinates all the different parts of making a Phaser 4 web game - Breaks down big game-making tasks into smaller pieces for different team members - Keeps track of what each part needs and when it is ready - Makes sure all the pieces fit together correctly at the end - Collects proof that each part was done correctly When to use it: - You are managing a whole game project and need to coordinate many different tasks - Different team members are working on art, code, sounds, and other parts at the same time - You need to make sure all the pieces are ready before moving to the next stage - You want to track progress and know when something is finished and tested
SKILL.mdShow the author's original SKILL.md (not in English)
---
name: phaser4-game-orchestrator
description: Phaser 4 游戏领域编排角色;在全局控制面已建立 Work Item 后协调各领域交付,不拥有全局状态或审批账本。
---

# Phaser 4 游戏编排

以 [`phaser4-game-workflow-control`](../phaser4-game-workflow-control/SKILL.md) 为唯一全局状态、风险门和任务范围权威。本 Skill 负责拆分领域工作、冻结交接物、收集证据并回到控制面,不批准操作、不扩展范围、不创建第二套状态机。

## 最短流程

用户先按[`simplified-workflow.md`](../phaser4-game-workflow-control/references/simplified-workflow.md)理解六阶段项目视图:需求与范围 → 全局基线 → 基础工程 → 逐场景生产 → 全局集成验证 → 发布;单场景按场景定义 → 拆解确认 → 资源与组合验收 → 正式实现与运行验收理解。该视图不改变 G0-G3、V0-V4、A0-A6、F0-F4 或证据硬门。

1. 读取 Work Item、当前任务说明、当前基线和适用状态门;需要字段时按需读取 [`quality-gates.md`](references/quality-gates.md)、[`module-decomposition.md`](references/module-decomposition.md)、[`game-implementation.md`](references/game-implementation.md)、[`delivery-artifacts.md`](references/delivery-artifacts.md) 等 reference。
2. 先提交最小领域提议和验收边界,完成审查后由控制面运行 `check`;已有入口、调用链、任务范围和风险事实足够时停止探索。
3. A3 实施前冻结绑定当前任务范围、基线、文件所有权、执行单元、验收命令和停止条件的实施包;实施后记录候选变更审计并提交当前候选验证证据。
4. 领域交付只在当前任务路径内进行;任务内方案、路径或资源清单变化时更新计划并重验受影响部分,需求或范围真实变化时提交 Change Request;最终回到控制面运行 `run`/`check`,由控制面推进状态。
5. 阶段验收完成后,执行代理按[阶段收尾与 Git 提交](../phaser4-game-workflow-control/SKILL.md#阶段收尾与-git-提交)自动维护必要的 `.gitignore` 并提交本次任务文件,记录提交哈希后交接;并行任务由主代理统一收尾,子代理不各自提交共享工作区。

## 交付边界

- 制作、架构、玩法、视觉、资源、音频、数值、QA、性能和发布工作均只能提议、审查或在当前任务内修改。
- A0-A3 依据当前用户任务;无外部副作用的本地 A4 集成可按任务执行。外部写入、付费、真机、破坏性或外部删除和发布由控制面建立精确 pending 并等待显式批准,本 Skill 不执行这些动作。
- V0→V1→V2→V3→V4、全局静态基线、场景拆解确认和高保真前置继续使用控制面的不可绕过证据门;领域文档只补充本领域事实。
- 不覆盖并行代理的修改,不自动回滚共享工作区;启动本地验证服务前先按 [`local-service-validation.md`](references/local-service-validation.md) 查找可复用健康实例。

## 视觉与场景

效果图还原、显示层和正式 Scene 接入仍属于当前场景 Work Item;按 [`visual-quality-gate.md`](references/visual-quality-gate.md) 提交场景主图、宿主上下文、组件/状态、布局合同和运行态证据。所有显示层统一为[宿主子任务](../phaser4-game-workflow-control/references/control-model.md#显示层子任务与宿主继续推进),未就绪先登记 `deferred_layers`,不抢占宿主主线;各任务满足自身前置并按依赖并行推进,最终 V4 联合验收要求全部关闭,常驻层仍保留主图归属。全局基线不能代替场景方向证据。

场景 V2 的布局交付必须同时提供标准布局 PNG、`layout-nodes.json`、`layout-decision.json`、自包含 `review.html` 和 `generation-result.json`,并在独立布局确认及场景根计划中绑定同批参考、拆解、决策、节点、PNG 和审阅页 SHA。编排只引用[离线布局审阅产物](../phaser4-game-ui-layout/references/layout-review-artifacts.md)的通用规则,不为场景手写审阅页;页面候选状态不等于人工确认。

## 状态与返工

本领域不直接迁移全局状态。证据失败优先原地 `repair`,上游事实未变时 `revalidate`,只有上游事实失效、任务范围真实变化或硬门将被绕过时才按最小范围 `return`;普通候选身份变化不触发回退,已确认事实不重复搜索或推翻。

Ships with 13 supporting files:

  • agents/openai.yaml
  • references/delivery-artifacts.md
  • references/dependency-capability-profiles.md
  • references/game-implementation.md
  • references/grilling-integration.md
  • references/local-service-validation.md
  • references/module-decomposition.md
  • references/quality-gates.md
  • references/review-funnel.md
  • references/visual-quality-gate.md
  • references/worktree-integration.md
  • scripts/initialize_project_docs.mjs
  • scripts/project_doc_templates.mjs

Mirrored from the author's public source. Install counts from the open skills registry.

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