background-map
Generate and validate a fixed-viewport background, map base, or parallax plate as a ready-to-load Texture2D.
Generate, finalize, and validate a non-pixel-art full-screen visual reference for scene direction and evaluation, without producing a runtime asset.
$ npx -y skills add RandallLiuXin/GodotMaker --skill screen-reference --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/screen-referenceContext preview
The summary Claude sees to decide when to auto-load this skill.
Generate, finalize, and validate a non-pixel-art full-screen visual reference for scene direction and evaluation, without producing a runtime asset.
name: screen-reference description: Generate, finalize, and validate a non-pixel-art full-screen visual reference for scene direction and evaluation, without producing a runtime asset.
Use this Skill for a full-screen visual anchor for scene direction and visual evaluation. It is reference-only: it does not create a runtime Godot resource, has no `godot_artifact`, and must not enter worker runtime handoff. Do not compile it to `Texture2D`, `AtlasTexture`, or any other native runtime resource.
Do not request or produce pixel art. Do not use nearest-neighbor scaling to imitate pixel art. Raw visual material may come only from the selected image provider or an explicitly supplied user source/reference. Do not create art, placeholder images, colour blocks, SVGs, canvases, Godot drawings, or image assets with ad-hoc scripts.
Accept one request matching the shared Asset Skill request schema in `.godotmaker/asset-runtime/schema/asset-skill-request.schema.json`. Require `asset_type` to be `screen-reference`. `references` is optional. When it is present and non-empty, every `{ role, path }` is a required visual input:
1. resolve the path inside the project and require a readable image before calling a provider; 2. preserve its `canonical`, `style`, or `screen` role in the prompt and source-generation provenance; 3. attach the actual image bytes to the selected provider request. A path mentioned only in text is not an attachment; 4. STOP before writing a raw source or final output when an input is unreadable or the selected provider cannot attach it.
Use the configured provider named by the request or production brief. `native`, `codex`, `gemini`, `openai`, and `wan` are binding selections: execute that documented path or STOP. Never silently switch providers. For `codex`, non-empty references require the `image_gen` call's `referenced_image_paths` argument.
This Skill can be invoked directly or by an orchestrator with the same contract. Do not read or write `ASSETS.md`, tags, stage state, generated indexes, or worker dispatch state. The `/gm-asset` manager later registers its validated generic result directly in the matching catalog row.
`spec` must declare the target `size` (`WIDTHxHEIGHT`) and `aspect_ratio` (`WIDTH:HEIGHT`). Build a prompt that names the game and screen purpose, camera/viewpoint, visible gameplay objects, approximate layout, HUD or UI safe regions, style language, target aspect/orientation, and each supplied reference role. Do not add labels, callouts, debug overlays, or unrequested objects.
Treat object positions and sizes in the provider image as approximate visual direction. The raw provider source is not required to satisfy the final canvas or object pixel dimensions. Once the provider returns a readable image, claim it to the deterministic raw-source path before applying final canvas checks. Pixel-exact runtime sprite dimensions remain the responsibility of runtime Asset Skills such as `compact-prop-pack` and `fx-bundle`, not this reference.
For every accepted image, retain these deterministic paths:
1. prompt: `.godotmaker/asset-generation/prompts/<asset_id>.txt`; 2. raw provider source: `.godotmaker/asset-generation/sources/<asset_id>_source.png`; 3. source/provider report: `.godotmaker/asset-generation/reports/<asset_id>_source.json`; 4. final reference: `references/<asset_id>.png`; 5. finalize report: `.godotmaker/asset-generation/reports/<asset_id>_finalize.json`.
For `openai`, `gemini`, and `wan`, write a source-generation spec using `reference_inputs` for role-preserving references, then run:
python tools/asset_source_generate.py --spec <spec.json>
The successful source report must identify the selected provider and model, actual reference attachment count, each reference role/path/hash, raw source, and prompt path. For `native` and `codex`, use their provider documents and write an equivalent JSON report before finalization. It must contain `ok: true`, `asset_id`, `raw_source`, `raw_source_sha256`, `reference_attachment_count`, and a `generation` object with `tool: "image_gen"`. When references are supplied, that object must also record `reference_attachment_argument: "referenced_image_paths"` and the matching attachment count, and each `reference_inputs` item must preserve `role`, `path`, `sha256`, and `attached: true`. A missing report, provider failure, or absent attachment evidence is a STOP.
Finalize only the provider/user source with the existing controlled tool:
python tools/asset_image_finalize.py \ --source .godotmaker/asset-generation/sources/<asset_id>_source.png \ --out references/<asset_id>.png \ --label <asset_id> \ --require-aspect <WIDTH:HEIGHT> \ --resize <WIDTHxHEIGHT> \ --fit cover \ > .godotmaker/asset-generation/reports/<asset_id>_finalize.json
The explicit `cover` fit proportionally scales and center-crops the raw image to fill the final canvas without transparent padding. After finalization, require the report dimensions to equal `spec.size` and validate the finalized reference. If aspect validation, finalization, or finalized-output validation fails, STOP. Keep the captured finalize report as result evidence; the reference result has no runtime artifact and is registered as `source_ready` by the manager.
Return the shared generic result with one reference output, its deterministic raw source, no `godot_type`, and no runtime outputs. Run `standalone_validation.compile_and_validate()` before returning it; it replaces any caller-supplied validation claim and proves the stable final reference and raw source are readable PNG files. It begins from the shared result schema and checker, then proves the result.
{
"asset_type": "screen-reference",
"outputs": [{
"role": "reference",
"name": "<asset_id>",
"path": "references/<asset_id>.png"
}],
"sources": [{
"path": ".godAutonomous text-to-game pipeline for Godot, powered by Claude Code,Codex,Opencode
Repo: RandallLiuXin/GodotMaker
Generate and validate a fixed-viewport background, map base, or parallax plate as a ready-to-load Texture2D.
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