Générateur de Jeux

VérifiéSûr

Génère du JSON GameSpec et des scripts Lua valides pour la plateforme de jeux IA. Utilisez-le pour créer des jeux (FPS, side-scrollers 2D, plateformers 3D) ou ajouter des fonctionnalités comme les mouvements du joueur, les ennemis et les collectibles. Aide également à corriger les problèmes de scripts Lua.

Spar Skills Guide Bot
DeveloppementIntermédiaire
8002/06/2026
Claude Code
#game-development#lua#gamespec#platformer#fps

Recommandé pour

Notre avis

Génère des spécifications de jeu GameSpec JSON et des scripts Lua pour une plateforme de jeux AI, prenant en charge les FPS, les side-scrollers 2D et les plateformeurs 3D.

Points forts

  • Supporte plusieurs genres de jeux (FPS, 2D, 3D)
  • Génère du code structuré avec GameObjects et scripts Lua
  • Inclut des conseils détaillés sur les collisions, les entrées et les transformations

Limites

  • Limitée à une plateforme de jeu spécifique non publique
  • Scripts Lua basiques sans gestion avancée d'état
  • Nécessite une connaissance préalable de la structure GameSpec
Quand l'utiliser

Utilisez cette compétence pour créer rapidement un prototype de jeu interactif ou ajouter des fonctionnalités comme des ennemis ou des collectibles.

Quand l'éviter

Ne convient pas pour des jeux complexes nécessitant un moteur physique complet ou des mécaniques très personnalisées hors des patrons fournis.

Analyse de sécurité

Sûr
Score qualité90/100

The skill provides only instructional content and code templates for a game platform. It does not instruct any destructive actions, use of external tools, or data exfiltration.

Aucun point d'attention détecté

Exemples

Create a 2D platformer
Create a 2D side-scroller platformer game with a player character that can jump and collect coins.
Add patrolling enemies
Add an enemy that patrols back and forth horizontally in my platformer game.
Fix player jump height
Make the player jump higher in my Lua script.

name: game-generator description: Generate GameSpec JSON and Lua scripts for the AI Game Platform. Use when creating games, adding features like player movement, enemies, collectibles, or fixing Lua script issues. Supports FPS, 2D side-scrollers, and 3D platformers.

Game Generator

Assists in generating valid GameSpec JSON + Lua scripts for the AI Game Platform.

When to Use

  • User requests a new game ("create a platformer game")
  • User wants to add features ("add enemies that patrol")
  • User wants to modify Lua scripts ("make the player jump higher")
  • User asks about game mechanics ("how do I implement collectibles?")

Instructions

1. Understand the Request

Identify the game type:

  • FPS: First-person shooter with mouse look
  • 2D Side-Scroller: Horizontal movement, jumping
  • 3D Platformer: Top-down or angled view, WASD movement

2. Generate GameSpec Structure

{
  "meta": { "title": "Game Title", "version": "1.0.0" },
  "players": { "min": 1, "max": 1, "spawn_points": [{ "x": 0, "y": 1, "z": 0 }] },
  "worlds": [{
    "id": "world-1",
    "name": "Main World",
    "environment": {
      "ambient_light": { "color": "#ffffff", "intensity": 0.5 },
      "directional_light": { "color": "#ffffff", "intensity": 1, "position": { "x": 10, "y": 10, "z": 10 } }
    },
    "objects": [/* GameObjects */]
  }],
  "scripts": [/* Lua scripts */]
}

3. Create GameObjects

Each GameObject needs:

  • Unique ID: "obj-player-1", "obj-enemy-1"
  • Transform: position, rotation (radians), scale
  • Components: mesh, light, or camera
  • Optional script_id: Reference to Lua script

Mesh Component (Required for Visuals)

{
  "type": "mesh",
  "properties": {
    "geometry": "box|sphere|plane|cylinder",
    "color": 0xff0000,
    "width": 1, "height": 1, "depth": 1,
    "hasCollision": true,
    "collisionShape": "box|sphere|auto",
    "isTrigger": false
  }
}

IMPORTANT: Set hasCollision: true for physics interaction!

Camera Component

{
  "type": "camera",
  "properties": {
    "fov": 75,
    "isMainCamera": true,
    "usePointerLock": false  // true for FPS, false for 2D/platformer
  }
}

4. Write Lua Scripts

Essential Pattern for Transform Updates

function on_update(dt)
  -- ALWAYS use this pattern:
  local pos = gameobject.transform.position
  pos.x = pos.x + speed * dt
  gameobject.transform.position = pos  -- Must reassign!
end

Input Handling

function on_update(dt)
  if not input then return end  -- Optional safety check
  
  if input["w"] or input["arrowup"] then
    -- Move forward
  end
  if input[" "] then  -- Space key
    -- Jump
  end
end

Available Keys:

  • input["w"], input["a"], input["s"], input["d"]
  • input["arrowup"], input["arrowdown"], input["arrowleft"], input["arrowright"]
  • input[" "] (space), input["shift"], input["control"]

Jump with Edge Detection

local velocity_y = 0
local was_space_pressed = false

function on_update(dt)
  if not input then return end
  
  local is_space_pressed = input[" "] == true
  if is_grounded and is_space_pressed and not was_space_pressed then
    velocity_y = jump_force
  end
  was_space_pressed = is_space_pressed
  
  velocity_y = velocity_y + gravity * dt
  pos.y = pos.y + velocity_y * dt
end

Find Other GameObjects

function on_update(dt)
  local player = find_gameobject("Player")
  if player then
    local dx = player.transform.position.x - gameobject.transform.position.x
    -- Use dx for AI, camera following, etc.
  end
end

Collision Callbacks

function on_collision(other)
  -- Solid collision (walls, floor)
  if other.name == "Wall" then
    print("Hit wall")
  end
end

function on_trigger_enter(other)
  -- Trigger collision (items, goals)
  if other.name == "Coin" then
    print("Collected!")
  end
end

5. Common Patterns

2D Side-Scroller Player

local velocity_y = 0
local gravity = -15
local jump_force = 7
local move_speed = 5
local is_grounded = false
local was_space_pressed = false

function on_update(dt)
  if not input then return end
  
  local pos = gameobject.transform.position
  
  -- Horizontal movement
  if input["arrowleft"] or input["a"] then
    pos.x = pos.x - move_speed * dt
  end
  if input["arrowright"] or input["d"] then
    pos.x = pos.x + move_speed * dt
  end
  
  -- Jump
  local is_space_pressed = input[" "] == true
  if is_grounded and is_space_pressed and not was_space_pressed then
    velocity_y = jump_force
    is_grounded = false
  end
  was_space_pressed = is_space_pressed
  
  -- Gravity
  velocity_y = velocity_y + gravity * dt
  pos.y = pos.y + velocity_y * dt
  
  -- Ground check
  if pos.y <= 0.6 then
    pos.y = 0.6
    velocity_y = 0
    is_grounded = true
  end
  
  gameobject.transform.position = pos
end

FPS Mouse Look

local rotation_y = 0
local mouse_sensitivity = 0.002

function on_update(dt)
  if mouse_movement then
    rotation_y = rotation_y - mouse_movement.x * mouse_sensitivity
  end
  
  gameobject.transform.rotation.y = rotation_y
end

Camera must have: "usePointerLock": true

Enemy Patrol

local patrol_distance = 3
local start_x = 0
local direction = 1
local speed = 2

function on_start()
  start_x = gameobject.transform.position.x
end

function on_update(dt)
  local pos = gameobject.transform.position
  pos.x = pos.x + direction * speed * dt
  
  if pos.x > start_x + patrol_distance then direction = -1 end
  if pos.x < start_x - patrol_distance then direction = 1 end
  
  gameobject.transform.position = pos
end

Collectible Item

local rotation_speed = 3
local collected = false

function on_update(dt)
  if collected then
    gameobject.transform.position.y = -100  -- Hide
    return
  end
  
  local rot = gameobject.transform.rotation
  rot.y = rot.y + rotation_speed * dt
  gameobject.transform.rotation = rot
end

function on_trigger_enter(other)
  if other.name == "Player" and not collected then
    collected = true
    print("Collected!")
  end
end

Checklist

Before generating GameSpec:

  • [ ] All GameObjects have unique IDs
  • [ ] Main camera exists with isMainCamera: true
  • [ ] Camera has correct usePointerLock (true for FPS, false for 2D)
  • [ ] Lights are configured (ambient + directional/point)
  • [ ] Collision objects have hasCollision: true
  • [ ] Triggers have isTrigger: true
  • [ ] Script IDs reference existing ScriptDefinitions
  • [ ] Lua scripts use correct Transform update pattern
  • [ ] Input handling includes safety check if not input then return end

Common Mistakes to Avoid

  1. gameobject.transform.position.x = x + 1 → ✅ Use local variable pattern
  2. ❌ Forgetting hasCollision: true → Objects pass through each other
  3. usePointerLock: true for 2D games → Breaks keyboard input
  4. ❌ Jump without edge detection → Continuous jumping
  5. ❌ Not multiplying by dt → Frame-rate dependent movement

Reference

For detailed API reference, see:

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