phaser4-spine-generative-reskin

Checks and updates game character graphics in Phaser 4 by verifying structure and rebuilding visual assets.

Installation
Run `npx skills add "https://github.com/weberwang/phaser-skills" --skill "phaser4-spine-generative-reskin"` 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: - Changes the appearance of Spine animation characters in Phaser 4 games by swapping out artwork and colors - Checks that the character structure stays correct after changes - Requires people to manually approve each batch of changes before they are used - Rebuilds the image atlas and tests the changes in the actual game to make sure they work When to use it: - When you need to create different visual versions of the same character in a Phaser 4 game - When you want to change colors, outfits, or other appearance details while keeping the same animations - When you need to make sure all changes are reviewed and approved before going into the game - When you want to verify that character changes look correct when the game actually runs
SKILL.mdShow the author's original SKILL.md (not in English)
---
name: phaser4-spine-generative-reskin
description: 对 Phaser 4 Spine 资产执行可审计的 schema v3 换皮、Skeleton 结构审计、逐批人工锁定、Atlas 重建与真实 Phaser 运行验证。
---

# Phaser 4 Spine 生成式换皮

本 Skill 只在已授权的 Phaser Work Item 内使用。它保留原 Skeleton、Attachment、锚点、Atlas Region 几何和 Mesh UV 语义;候选资源始终在独立诊断目录中验证,未通过运行态门前不得接入主游戏。

## 入口

```powershell
node <skill-dir>/scripts/spine_reskin_progress.mjs --help
```

正式原版目录可用 `inspect --asset-dir <原版资源目录>` 或 `init --asset-dir <原版资源目录>`;独立 Skeleton/Atlas/Page 会直接审计,Cocos `sp.SkeletonData` 的 `_atlasText`/`_skeletonJson` 会先导出到独立规范化候选目录,绝不改写源目录。`init` 必须同时传入控制面 manifest,绑定 Work Item、production contract 和适用的 V2 方案证据。

进度清单必须是 schema v3。所有会修改清单的命令使用跨进程锁和原子写入;禁止手动编辑状态伪造完成。详细规则见:

- [Skeleton 审计与升级](references/skeleton-upgrade.md)
- [批次计划与人工锁定](references/batch-review.md)
- [运行态验证与最终交付](references/runtime-validation.md)
- [状态、恢复与锁](references/progress-state.md)
- [Atlas 重建](references/atlas-rebuild.md)

## 固定流程

1. `inspect` 读取 Skeleton JSON 与 Atlas,输出版本、Bone、Slot、Skin、Attachment、Mesh、Animation、Page、Region 统计、attachment path 映射和 Mesh 顶点/三角形/UV 稳定哈希。
2. `init` 建立 schema v3 清单,记录所有源文件 SHA-256。低于目标 Runtime 时只接受外部官方工具生成的候选,使用 `upgrade-check` 比较结构投影;未通过目标 Runtime 解析证据前,任何批次命令都会阻断。
3. `freeze-contract` 冻结角色名、目标 Runtime、暗黑视觉方向、六项色板、材质语言、光向和默认 `strict_alpha=true`。首批前不得使用临时色板。
4. `plan-batches` 导入精确 Region 顺序、mode、alpha lock 和可选连续特效序列,机器校验全集覆盖、无重复/遗漏、Mesh 使用 `mesh-safe` 且锁 Alpha。
5. 按 `batch prepare → mark generated → batch review → 停止 → batch accept` 执行。`batch accept` 必须绑定当前审阅图 SHA、候选 SHA/fingerprint 和当前批次 revision;在刚展示且由 `--batch` 与 `--review-sha` 精确绑定的审阅上下文中,简短“确认”即可通过,也可使用当前批次对应的完整确认句(初始批次“确认第N批”、返工“确认重启版第N批”)。空白、无关或否定文本仍拒绝。回执是 V4 局部 `spine_batch_acceptance`,不是全局第二次视觉审批。返工使用 `batch reopen` 增加 revision,只影响当前批。
6. 所有批次 `ACCEPTED+locked` 后执行 `pack`。默认且正式固定 `padding=0`、`extrusion=0`,Page 名必须保持原名并且实际为 PNG;Atlas Page/Region 间空行格式由序列化器固定。
7. 使用 `runtime-validate` 提交结构化 Phaser SpineGameObject 报告,覆盖目标 Runtime 解析、动态动画全集、Idle 循环、纹理/锚点/Mesh/闪烁/裁剪检查、摘要、URL、桌面和约 390px 移动截图及 SHA。通过后才能 `finalize`,最后用 `report` 生成 11 项最终交付报告。

## 状态硬门

Cell 状态固定为:

```text
pending → generating → generated → validating → packing → packed → runtime_validating → completed
```

正式 Cell 必须是实际 PNG、含 Alpha、尺寸等于正向 Atlas Region;`alpha_lock=true` 时 Alpha 掩码像素级一致,Mesh 永远锁 Alpha。`constrained-redraw` 只有显式 `alpha_lock=false` 才允许使用。

## 全局视觉与批次确认边界

全局视觉阶段、状态和确认规则以 `phaser4-game-workflow-control` 的[控制模型](../phaser4-game-workflow-control/references/control-model.md)、[状态与门](../phaser4-game-workflow-control/references/state-gates.md)及 Schema 为准。Spine 换皮中的方案提议、审查或审阅、批次锁定都必须在当前用户任务的既有 Work Item 范围内完成;本 Skill 只修改自身候选工件,不自行扩展任务范围或创建全局审批。任务内范围、方案或路径变化同步更新计划并重验受影响部分;需要改变产品方向、视觉方向或接入主游戏时,回到控制面重新审查。Spine 批次确认属于 V4 局部生产锁定回执,不进入 Approval Ledger,也不改变场景 V2 的拆解与布局确认。

Ships with 20 supporting files:

  • agents/openai.yaml
  • package-lock.json
  • package.json
  • references/atlas-rebuild.md
  • references/batch-review.md
  • references/progress-state.md
  • references/runtime-validation.md
  • references/skeleton-upgrade.md
  • scripts/spine_alpha.mjs
  • scripts/spine_assets.mjs
  • scripts/spine_atlas.mjs
  • scripts/spine_batch_commands.mjs
  • scripts/spine_batch.mjs
  • scripts/spine_control.mjs
  • scripts/spine_images.mjs
  • scripts/spine_integrity.mjs
  • scripts/spine_reskin_progress.mjs
  • scripts/spine_reskin_progress.test.mjs
  • scripts/spine_runtime.mjs
  • scripts/spine_skeleton.mjs

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

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