background-map
Generate and validate a fixed-viewport background, map base, or parallax plate as a ready-to-load Texture2D.
Produce reusable card art sources and native Godot card UI resources.
Claude Code
$ npx -y skills add RandallLiuXin/GodotMaker --skill card-kit --agent claude-code
Codex
$ npx skills add RandallLiuXin/GodotMaker --skill card-kit -a codex -y
Cursor
$ npx skills add RandallLiuXin/GodotMaker --skill card-kit -a cursor -y
Gemini CLI
$ npx skills add RandallLiuXin/GodotMaker --skill card-kit -a gemini-cli -y
GitHub Copilot
$ npx skills add RandallLiuXin/GodotMaker --skill card-kit -a github-copilot -y
OpenCode
$ npx skills add RandallLiuXin/GodotMaker --skill card-kit -a opencode -y
Windsurf
$ npx skills add RandallLiuXin/GodotMaker --skill card-kit -a windsurf -y
name: card-kit description: Produce reusable card art sources and native Godot card UI resources.
Use this Skill for reusable non-pixel-art, card-game-specific UI: card frames, portrait frames, rarity frames, card/deck slots, resource badges, state overlays, card panels, and card buttons. It produces art sources and native Godot resources, not card rules, deck logic, a `Control` or `Container` layout, a `PackedScene`, readable text, or a full composite screen. A request for pixel art is unsupported and must STOP.
Accept one request matching the shared Asset Skill request schema in `.godotmaker/asset-runtime/schema/asset-skill-request.schema.json` with `asset_type: "card-kit"`. First run `python tools/asset_ui_card_contract_check.py <request.json> --kind request`. The family contract owns the Theme recipe/variation, requested frame/state pairs, and named atlas regions. The request decides which card resources are needed; do not add a default front/back, portrait, rarity, or state bundle. This card-game-specific UI Skill can be invoked directly or by an orchestrator through `gm-asset`, but it never edits `ASSETS.md`, tags, stage state, or generated catalogs. It produces and preserves the validated generic result; `/gm-asset` performs the later direct registration.
`references` is optional. When it is non-empty, each path is binding input:
1. Verify that it is a readable image before generation. 2. Preserve its `canonical` or `style` role in the prompt and trace. 3. Attach its real image bytes through the declared provider path. 4. STOP if that provider cannot attach every required reference.
A prompt-only filename, silent omission, or provider substitution is not reference use. Use only the requested provider (`native`, `codex`, `gemini`, `openai`, `grok`, or `wan`). For Codex, call `image_gen` with the real `referenced_image_paths` when any are present. Record provider, model identity when exposed, coding model, reasoning, attachment paths/roles, and provider call identity. For `openai`, `gemini`, `grok`, and `wan`, use `tools/asset_source_generate.py` with `reference_inputs`; it records hashes and attachment provenance.
Turn the brief into one concrete source plan: frame geometry/orientation, empty portrait or card-art safe zones unless finished art is requested, rarity language, state treatment, and only the requested component list. Carry every visual rule stated in `brief` — for a card kit they cover both the image style and the UI visual language — into the prompt as written. Those rules decide; an attached reference conditions them with concrete palette and material evidence and never extends or overrides them. Stop with a blocker naming the reference role, its path, and the rule when the two contradict. A reusable card frame is not a flattened example card. Keep card-art and portrait windows empty unless the request declares finished art. Keep generated images free of readable text, numbers, watermarks, and unrelated composite screens.
Write the prompt and source plan under `.godotmaker/asset-generation/`, then generate real provider art into its declared raw-source path. Preserve the raw image and provider report; never replace failed generation with procedural or placeholder art.
Prefer the repository's deterministic tools, selecting only those the source needs:
transparency, alpha bounds, aspect checks, and finalization report;
pieces and `grid` only for intentional equal cells;
Temporary scripts or other image tools are allowed when diagnosis needs them. The trace must state the reason, command or code, inputs, outputs, changed files, diagnostic, and repair result. Never claim a provider call, attachment, or verification that did not happen.
Keep final sources under `assets/generated/card-kit/<asset_id>/`. Compile one `StyleBoxTexture` for every declared frame/state pair using an explicit source/region, borders, expand margins, and stretch axes, plus explicit content margins. This preserves card corners through nine-slice scaling. Compile those StyleBoxes first, then build the optional Theme at `<asset_id>_theme.tres` when the request declares one. A Theme recipe may bind a generated `StyleBoxTexture` when the caller requests that composition. Compile every named fixed component into a distinct `AtlasTexture`. Front/back images, portrait frames, rarity badges, and overlays are separate only when the request declares them; never infer a missing requested resource from another region.
Every runtime output has one required filename, derived from the name it serves: the Theme at `<asset_id>_theme.tres`, and every `StyleBoxTexture` and `AtlasTexture` at `<output_name>.tres`. One kit fills one directory, so this is what keeps each output separately bindable — two resources sharing a file would hand a worker the wrong Godot type. `check_ui_card_handoff` enforces it at L0, so a drifting filename is a repair, not a late failure. The family validator checks each output's declared path; cross-output path uniqueness is enforced when the manager registers the completed result.
Run `standalone_validation.compile_and_validate()` after a candidate set exists. L0 binds the family request/result, L1 checks final sources and metadata, L2 compiles a fresh registry, L3 loads the artifacts in headless Godot, and L4 checks type-specific resource structure. These are production diagnostics, not a one-shot failure gate: inspect the failed diagnostic, repair the sou
Autonomous text-to-game pipeline for Godot, powered by Claude Code,Codex,Opencode
Generate and validate a fixed-viewport background, map base, or parallax plate as a ready-to-load Texture2D.
Produce one illustrated character SpriteFrames resource from high-level body-action intent, optional character and style…
Produce a reusable compact-prop atlas from one provider source sheet, with independently loadable AtlasTexture resources for…
Produce a standalone static Texture2D effect or one explicitly timed animated SpriteFrames effect.
Generate non-pixel-art, horizontally repeatable platform strips from real image sources as fixed Texture2D cells or AtlasTexture…
Generate and validate one character portrait for a UI display slot as a ready-to-load Texture2D.
Direct browser control via CDP for web interaction: automation, scraping, testing, screenshots, and site/app work. Also covers…
Browser automation CLI for AI agents. Use when the user needs to interact with websites, including navigating pages, filling…