复制安装命令
用 Codex 或 Claude 安装复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它先审查 Skill 页面再帮你安装。
复制前请先查看来源、License 和安全提示。
Essays and writing behind this toolkit live at vexjoy.com.
用 Codex 或 Claude 安装复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它先审查 Skill 页面再帮你安装。
复制前请先查看来源、License 和安全提示。
来源文件:README.md
Essays and writing behind this toolkit live at vexjoy.com.
AI agents skip steps.
"Looks correct" replaces running tests. "Trivial change" replaces verification. The agent confidently ships broken code because nothing structurally prevented it from skipping the work.
Harnesses have a second problem: given only a skill list, they do not route eagerly enough, or correctly enough. Good skills sit unused. So this toolkit connects the skills, agents, and workflows we want directly into the harness, automatically. You don't have to understand what is here. Say what you want in plain English and you get all the value we have put into it: the right specialist with the right methodology, behind gates that demand exit codes, not assertions.
44 domain agents, 122 workflow skills, 78 hooks, 136 scripts. Agents carry knowledge, skills enforce methodology, hooks block incomplete work, scripts handle determinism.
Works across Claude Code (/do), Codex ($do), Factory (/do), Reasonix (/do).
$ claude
> /do debug this Go test
Routing: go-engineer + systematic-debugging
Phase 1/4: Reproduce: running test, capturing failure...
Phase 2/4: Hypothesize: 3 candidates from stack trace...
Phase 3/4: Verify: isolated root cause in connection pool timeout
Phase 4/4: Fix: patch applied, test passing, PR opened
✓ Delivered: PR #847, fix connection pool timeout in health check
The router reads intent, picks a Go agent paired with a debugging skill, and runs the full lifecycle. You typed one sentence. The system did the rest.
ROUTE PLAN EXECUTE VERIFY DELIVER RECORD
┌──────┐ ┌──────┐ ┌──────┐ ┌──────┐ ┌──────┐ ┌──────┐
│ /do │───▶│ Task │───▶│Agent │───▶│Tests │───▶│ PR │───▶│Route │
│Router│ │ Plan │ │+Skill│ │Gates │ │Branch│ │Result│
└──────┘ └──────┘ └──────┘ └──────┘ └──────┘ └──────┘
This is the single thing that separates it from "agent with a system prompt."
| Agent Says | What Happens |
|---|---|
| "Code looks correct, skip tests" | Exit gate requires test output. Blocked. |
| "Trivial change, no verification" | Hook blocks completion without evidence. |
| "Similar to before" | Skill demands case-specific proof. |
| "User is in a hurry" | Protocol overrides time pressure. |
| "I'm confident" | Gate demands exit code, not assertion. |
Hooks fire automatically. Gates block completion. Skills encode counter-arguments at every skip-worthy step. The agent verifies or it doesn't finish.
For what I do, the difference is enormous. If you're doing simple single-file edits, maybe less so.
The same routing serves knowledge work. The content engine researches, drafts in a calibrated voice, validates against 397 AI patterns, and repurposes finished pieces for each platform. /html turns any request into a single self-contained HTML file: report, slide deck, prototype, data viz, diagram. Non-engineers who try the toolkit consistently name the HTML artifacts as the thing they love. No code, no setup beyond the installer.
Changes to the toolkit itself ship with evidence. New skills get blind A/B tests against a no-skill baseline before merge. Routing and writing-standard decisions carry measured verdicts; PHILOSOPHY.md cites the numbers. Experiments that lost go into the negative-results registry, what-didnt-work.md; the registry now covers routing reversals, unvalidated A/B citations, and disabled lint rules alongside the original program refutations.
The automated nightly evolution loop (/evolve, writes to evolution-reports/) ran regularly through mid-May 2026. It is currently dormant; recent evidence has come from manual PRs instead.
git clone https://github.com/notque/vexjoy-agent.git ~/vexjoy-agent
cd ~/vexjoy-agent
./install.sh
Links into ~/.claude/ and mirrors into ~/.codex/, ~/.factory/, ~/.reasonix/ — each mirror only when that runtime is detected (its command on PATH or its home dir already exists). The installer asks symlink (live updates via git pull) or copy (stable snapshot).
Want only part of the toolkit? Run ./install.sh --configure to pick which skills, agents, and hooks install, or copy .local.example/profile.yaml to .local/profile.yaml and edit. No profile file = full install, unchanged behavior. Credit: @thomasvan. Details: .local.example/README.md.
| CLI | Entry Point |
|---|---|
| Claude Code | /do |
| Codex | $do |
| Factory | /do |
| Reasonix | /do |
Full setup: docs/start-here.md
Mirrors agents, skills, and supported hooks into ~/.codex/. The original six-hook allowlist was correct for Codex v0.114, when tool hooks only intercepted Bash. Current support requires Codex v0.144.1+ and classifies the 74 Claude hook registrations as 26 native, 35 adapter-backed, and 13 unsupported (61 supported). These are registration counts, not unique hook files. The installer also preserves explicit per-subagent model routing for GPT-5.6 Sol by setting the MultiAgent V2 compatibility keys documented in openai/codex#31814.
Codex now exposes apply_patch to tool hooks. VexJoy's adapter converts each patch operation into the Write/Edit payload expected by existing guards, but it cannot intercept writes performed through unified_exec, unmatched MCP tools, WebSearch, or other unsupported tool paths. PreCompact and Stop adapters also receive less telemetry than Claude Code: Codex does not provide Claude's conversation_history or session_data. This is expanded compatibility, not full Claude parity.
After install or any hook-definition change, run /hooks in Codex and review the new definitions before trusting them. Codex hash-trusts hook commands and skips changed, unreviewed definitions.
Gemini CLI support removed (deprecated upstream, transitioned to Antigravity CLI); Antigravity support pending CLI maturity. Per Google's transition announcement, Gemini CLI stops serving requests on 2026-06-18 for Google AI Pro / Ultra and free Gemini Code Assist for individuals. Gemini API integrations (image-gen backends, sprite pipeline, GEMINI_API_KEY) are unaffected and stay in the toolkit.
If a prior install mirrored into ~/.gemini/, remove the stale mirrors with:
rm -rf ~/.gemini/skills ~/.gemini/agents ~/.gemini/hooks ~/.gemini/scripts ~/.gemini/antigravity/plugins/vexjoy-agent
Mirrors agents (as "droids"), skills, and all hooks into ~/.factory/. Hook config merges into ~/.factory/settings.json with paths rewritten.
Mirrors skills, scripts, and the allowlisted hooks (scripts/reasonix-hooks-allowlist.txt) into ~/.reasonix/ (no agent or custom-command surface, so neither is installed; the /do router rides in as a skill). Reasonix fires only 4 events (PreToolUse, PostToolUse, UserPromptSubmit, Stop), so only hooks for those events are allowlisted. Hook config is written to the hooks key of ~/.reasonix/settings.json in Reasonix's native flat shape (one entry per hook, match regex over the tool name); the generator builds absolute python3 commands, so no path rewrite is applied. MCP/model/permissions in ~/.reasonix/config.json are user-owned and left untouched.
The toolkit supplies its own routing, domain knowledge, methodology, and enforcement. The default system prompt duplicates most of that.
claude --system-prompt "."
Strips built-in tool-use instructions. The toolkit's agents, skills, hooks, and CLAUDE.md provide equivalent coverage.
| Layer | Count | Does |
|---|---|---|
| Agents | 44 | Domain knowledge: idiom tables, failure mode catalogs, error-to-fix mappings |
| Skills | 122 | Phased methodology with gates. Can't skip steps. Each phase has exit criteria requiring evidence. |
| Hooks | 78 | Fire on lifecycle events. Block incomplete work. Zero LLM cost. |
| Scripts | 136 | Determinism: test runners, linters, validators. No LLM judgment. |
Full skill catalog: docs/skills.md.
┌─────────────────────────────────────────────────┐
│ SKILL.md │
│ ┌─ Frontmatter ─────────────────────────────┐ │
│ │ triggers, pairs_with, success-criteria │ │
│ └────────────────────────────────────────────┘ │
│ Reference Loading Table (conditional imports) │
│ Phased Instructions (numbered, with gates) │
│ Verification (evidence requirements) │
└─────────────────────────────────────────────────┘
A game built entirely by Claude Code using these agents, skills, and pipelines:
I just want to use it Install, learn /do, done.
I do knowledge work Writing, research, data analysis, moderation, HTML artifacts. No code.
I'm a developer Architecture, extension points, adding agents and skills.
I'm an AI power user Routing tables, pipelines, hooks, telemetry DB.
I'm an AI agent Machine-dense inventory. Tables, paths, schemas.
I'm on LinkedIn 🚀 Thought leadership. Agree? 👇
Full design philosophy: PHILOSOPHY.md
One report-only script surfaces upkeep work; it prints a digest and never edits, deletes, or blocks.
python3 scripts/stale-skill-scan.py --top 20 ranks stale skills and agents as pruning candidates. Run it quarterly; see docs/deprecation-template.md.Scheduled work follows the same boundary as everything else: judgment uses agents; repeatable plumbing uses scripts.
| Need | Use |
|---|---|
| Run a deterministic command on a schedule | scripts/agent-scheduler.py with runner: "command" |
| Run an agent judgment on a schedule, webhook, or file change | scripts/agent-scheduler.py with the default runner: "claude" |
| Install or remove a user crontab entry safely | scripts/crontab-manager.py |
| Audit shell cron reliability | cron-automation |
| Keep one interactive objective moving until criteria verify | objective-loop |
See CONTRIBUTING.md.
MIT. See LICENSE.
name: phaser-gamedev
description: "Phaser 3 2D game dev: scenes, physics, tilemaps, sprites, polish."
agent: typescript-frontend-engineer
user-invocable: false
allowed-tools:
- Read
- Write
- Bash
- Grep
- Glob
- Edit
- Task
routing:
triggers:
- phaser
- 2d game
- platformer
- arcade physics
- tilemap
- sprite sheet
- side scroller
pairs_with:
- typescript-frontend-engineer
- game-pipeline
complexity: Medium
category: game-developmentThis skill builds complete Phaser 3 2D games using a Phased Construction pattern: DESIGN (plan game type, physics, scenes) → BUILD (scene lifecycle, sprites, tilemaps) → ANIMATE (physics, animation state machines, input) → POLISH (camera effects, particles, tweens, sound, mobile). Targets Phaser 3.60+ throughout.
Scope: Platformers, arcade shooters, top-down RPGs, puzzle games, and side-scrollers — anything 2D in Phaser 3. Use threejs-builder for 3D games, native mobile games, and non-Phaser canvas work.
| Signal | Load These Files | Why |
|---|---|---|
references/core-patterns.md | core-patterns.md | Always |
references/build-scaffolds.md | build-scaffolds.md | Phase 2 BUILD |
references/animate-scaffolds.md | animate-scaffolds.md | Phase 3 ANIMATE |
references/polish-scaffolds.md | polish-scaffolds.md | Phase 4 POLISH |
references/errors.md | errors.md | Error Handling |
references/arcade-physics.md | arcade-physics.md | Arcade physics |
references/tilemaps.md | tilemaps.md | Tilemap / Tiled |
references/spritesheets.md | spritesheets.md | Sprites / animation |
references/performance.md | performance.md | Performance concern |
| Frame rate must reach a target number | hill-climb skill | Measured baseline, profile, accept/revert loop on p1-low FPS |
references/game-feel-patterns.md | game-feel-patterns.md | Polish / juice signal |
references/tilemaps-and-physics.md | tilemaps-and-physics.md | Complex maps / Matter.js |
Goal: Understand what to build, select the physics system, and plan the scene graph before writing any code.
Core constraints:
Step 1: Identify the game type
From the user's request, determine: game genre (platformer, shooter, RPG, puzzle, side-scroller), primary physics need, number of scenes, tilemap or procedural world, spritesheet or texture atlas.
Step 2: Select the physics system
| Physics | Use When | When Not to Use |
|---|---|---|
| Arcade | Platformers, shooters, simple AABB | Rotating bodies, non-rectangular shapes |
| Matter.js | Physics puzzles, destructible terrain | Performance-critical (100+ bodies) |
| None | Puzzles, card games, UI-only | Any meaningful collision detection |
Step 3: Document the scene plan and load references
Write a short markdown scene plan covering: Boot, Game, UI, Physics choice, World, Sprites (measured frame dimensions).
Load these references based on the plan:
references/core-patterns.md (scene lifecycle, transitions, input)references/tilemaps.mdreferences/spritesheets.mdreferences/arcade-physics.mdreferences/performance.mdreferences/game-feel-patterns.mdreferences/tilemaps-and-physics.mdGate: Scene plan documented. Physics system selected. References loaded. Proceed only when gate passes.
Goal: Implement the scene lifecycle skeleton, load assets, place sprites, wire up tilemaps.
Core constraints:
frameWidth/frameHeight is the #1 Phaser bug; open the PNG, count pixels per frame before writing this.load.spritesheet()preload() — never load assets in create() or update()Full TypeScript scaffolds (entry point, BootScene with progress bar, GameScene skeleton): references/build-scaffolds.md.
Gate: Boot and Game scenes compile. Assets load without console errors. Scene transitions work. Proceed only when gate passes.
Goal: Add physics-driven movement, animation state machines, and player input.
Core constraints:
update() — no new Phaser.Math.Vector2(), no this.physics.add.sprite(), no array creation per frame; allocate in create(), reuse in update()delta for frame-rate-independent movement — velocity = speed * (delta / 1000) ensures consistent feel at any FPS'idle' | 'walk' | 'jump' | 'attack' | 'dead' prevents impossible states like isJumping && isAttackingAnimation definitions (anims.create), the Player state machine, and input handling scaffolds: references/animate-scaffolds.md. Collision groups, overlap callbacks, and physics tuning: references/arcade-physics.md.
Gate: Player moves. Animations transition correctly. State machine has no impossible state combinations. No per-frame allocations. Proceed only when gate passes.
Goal: Add camera work, particles, tweens, sound, and mobile controls. Verify performance.
Core constraints:
debug: true from physics config before shippingconsole.log calls unless the user explicitly requested loggingFull scaffolds for camera effects, particles (Phaser 3.60+ API), tweens, sound, mobile virtual controls, and final verification steps: references/polish-scaffolds.md.
Gate: Polish checks pass. Performance within budget. Debug config removed. Game is shippable.
Common errors and fixes (spritesheet frame mismatches, undefined body access, tilemap collision no-ops, animation failures, mobile slowdowns): references/errors.md.
| Reference | When to Load | Content |
|---|---|---|
references/core-patterns.md | Always | Scene lifecycle, transitions, input, state machines |
references/build-scaffolds.md | Phase 2 BUILD | TypeScript entry point, BootScene with progress bar, GameScene skeleton |
references/animate-scaffolds.md | Phase 3 ANIMATE | Animation definitions, Player state machine, input handling |
references/polish-scaffolds.md | Phase 4 POLISH | Camera, particles, tweens, sound, mobile controls, verification |
references/errors.md | Error Handling | Common Phaser error scenarios and fixes |
references/arcade-physics.md | Arcade physics | Groups, colliders, velocity, physics tuning, pitfalls |
references/tilemaps.md | Tilemap / Tiled | Layer system, collision, animated tiles, object layers |
references/spritesheets.md | Sprites / animation | Frame measurement, loading, atlases, nine-slice |
references/performance.md | Performance concern | Object pooling, GC avoidance, texture atlases, mobile |
references/game-feel-patterns.md | Polish / juice signal | Screen shake, particle bursts, hit-stop, scale punch, tween chains, sound timing |
references/tilemaps-and-physics.md | Complex maps / Matter.js | Tiled integration pipeline, Matter.js vs Arcade decision table, collision categories, slopes, object layer spawning |
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