Agent skill

Sprites And Images

by autonomous-ai in autonomous-ai/openharness

A skill your agent uses when creating Sprites or Images in Phaser 4.

MITAuto-check passedGame Development

Install Sprites And Images

skills CLI
$ npx skills add autonomous-ai/openharness --skill sprites-and-images -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install autonomous-ai/openharness sprites-and-images --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .claude/skills && cp -r skills-src/store/agents/phaser/skills/sprites-and-images .claude/skills/sprites-and-images && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
sprites-and-images
GitHub stars
1.2k
Token cost
~3.7k tokens
SKILL.md length
773 words
Files
2 (incl. references)
Skills in repo
100
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when creating Sprites or Images in Phaser 4.

  • Creating Sprites
  • SKILL.md covers Quick Start, Core Concepts, Common Patterns and Additional Components, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • Images in Phaser 4

What it does

Sprites And Images is an agent skill from autonomous-ai/openharness. Use this skill when creating Sprites or Images in Phaser 4. Covers factory methods, texture/frame selection, position, scale, rotation, tint, flip, alpha, origin, depth, and the component mixin system. Triggers on: Sprite, Image, this.add.sprite, this.add.image, texture, setTint, setAlpha.

Its SKILL.md is about 3.7k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/REFERENCE.md`).

It sits in Game Development. The repository describes itself as: The ultimate harness for coding agents and beyond. All your agents. All your machines. One command center. Start with code, then follow your curiosity and build across… The licence is MIT.

When your agent uses it

  • Creating Sprites
  • Images in Phaser 4
  • This.add.sprite

Example prompts

  • “/sprites-and-images”

What it can do on your machine

Read from SKILL.md and the folder at commit cc4983e. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are javascript).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Sprites And Images loads about 3.7k tokens when it runs, and up to ~5.9k if it reads all its reference files. Until then it costs about 77 tokens; SKILL.md has 773 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~77
When it runs · the whole SKILL.md, loaded when a task matches
~3.7k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~5.9k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from autonomous-ai/openharness at commit cc4983e, republished under its MIT licence (© autonomous-ai). 773 words, ~3,736 tokens.

Download SKILL.mdSave it as .claude/skills/sprites-and-images/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
sprites-and-images
description
Use this skill when creating Sprites or Images in Phaser 4. Covers factory methods, texture/frame selection, position, scale, rotation, tint, flip, alpha, origin, depth, and the component mixin system. Triggers on: Sprite, Image, this.add.sprite, this.add.image, texture, setTint, setAlpha.

Sprites and Images

Creating and manipulating Sprite and Image game objects in Phaser 4 -- factory methods, texture/frame selection, the component mixin system, and common visual operations (position, scale, rotation, tint, flip, alpha, origin, depth).

Key source paths: src/gameobjects/sprite/, src/gameobjects/image/, src/gameobjects/GameObject.js, src/gameobjects/components/ Related skills: ../loading-assets/SKILL.md, ../animations/SKILL.md, ../physics-arcade/SKILL.md, ../game-object-components/SKILL.md

Quick Start

js
// In a Scene's create() method:

// Static image (no animation support, slightly cheaper)
const bg = this.add.image(400, 300, 'background');

// Sprite (supports animations)
const player = this.add.sprite(100, 200, 'player', 'idle-0');

// Common operations -- all methods return `this` for chaining
player.setPosition(200, 300);
player.setScale(2);
player.setAngle(45);
player.setTint(0xff0000);
player.setAlpha(0.8);
player.setOrigin(0, 1);       // bottom-left
player.setDepth(10);
player.setFlip(true, false);  // flip horizontally
player.setVisible(false);

// Chained
this.add.sprite(100, 100, 'coin')
    .setScale(0.5)
    .setTint(0xffff00)
    .play('spin');

Core Concepts

Sprite vs Image

Both extend GameObject and share the same set of component mixins. The only difference is that Sprite includes an AnimationState instance (sprite.anims) and animation convenience methods (play, stop, chain, etc.).

FeatureImageSprite
Static texture displayYesYes
Tint, alpha, flip, scale, rotateYesYes
Physics bodyYesYes
Input / hit areaYesYes
Animation (play, stop, chain)NoYes
preUpdate called each frameNoYes (updates animation)
Added to Scene updateListNoYes

Rule of thumb: Use Image for anything that does not need frame-by-frame animation. It skips the per-frame preUpdate cost and has a smaller API surface. Use Sprite only when you need the Animation component.

The Component Mixin System

Phaser builds Game Object classes by mixing component objects into the prototype. Both Sprite and Image share this identical Mixins array (sourced from src/gameobjects/sprite/Sprite.js and src/gameobjects/image/Image.js):

Mixins: [
    Components.Alpha,
    Components.BlendMode,
    Components.Depth,
    Components.Flip,
    Components.GetBounds,
    Components.Lighting,
    Components.Mask,
    Components.Origin,
    Components.RenderNodes,
    Components.ScrollFactor,
    Components.Size,
    Components.TextureCrop,
    Components.Tint,
    Components.Transform,
    Components.Visible,
    SpriteRender / ImageRender   // render-specific (differs per class)
]

The base GameObject class itself mixes in:

Mixins: [
    Components.Filters,
    Components.RenderSteps
]

Each component adds specific properties and methods to every instance. For example, Components.Transform adds x, y, scale, rotation, setPosition(), etc. The full list of available components is in src/gameobjects/components/index.js.

Key point for agents: When you see a method like setAlpha() on a Sprite, it comes from Components.Alpha, not from the Sprite class itself. The component source file is the authoritative reference for that method's signature and behavior.

Texture and Frame

Both Sprite and Image use the TextureCrop component which provides:

  • texture -- the Phaser.Textures.Texture instance
  • frame -- the current Phaser.Textures.Frame instance
  • setTexture(key, frame) -- change the texture (and optionally the frame)
  • setFrame(frame, updateSize, updateOrigin) -- change only the frame
  • setCrop(x, y, width, height) -- crop a rectangular region of the texture
  • isCropped -- boolean, toggle cropping on/off after setCrop

The texture parameter in factory methods and constructors accepts either a string key (as registered in the Texture Manager) or a Phaser.Textures.Texture instance.

The frame parameter accepts a string name or numeric index into the texture's frame collection. If omitted, the base frame (frame 0 / '__BASE') is used.

js
// Change texture at runtime
sprite.setTexture('enemies', 'goblin-walk-1');

// Change only the frame (must belong to current texture)
sprite.setFrame('goblin-walk-2');

// setFrame signature:
// setFrame(frame, updateSize=true, updateOrigin=true)
// Pass false to prevent automatic resize/origin recalculation
sprite.setFrame('small-frame', false, false);

// Crop to show only a 50x50 region starting at (10, 10)
sprite.setCrop(10, 10, 50, 50);
// Reset crop
sprite.setCrop();

Common Patterns

Creating and Positioning

Transform component (src/gameobjects/components/Transform.js):

js
// Properties (all read/write)
sprite.x           // horizontal position (default: 0)
sprite.y           // vertical position (default: 0)
sprite.z           // z position (does NOT control render order -- use depth)
sprite.w           // w position

// Methods
sprite.setPosition(x, y, z, w)        // y defaults to x if omitted
sprite.setRandomPosition(x, y, w, h)  // random within area; defaults to game size
sprite.copyPosition(source)            // copy from any {x, y} object

Size component (src/gameobjects/components/Size.js):

js
sprite.width            // native (un-scaled) width
sprite.height           // native (un-scaled) height
sprite.displayWidth      // scaled width (read/write -- setting adjusts scaleX)
sprite.displayHeight     // scaled height (read/write -- setting adjusts scaleY)

sprite.setSize(width, height)           // set internal size (not visual)
sprite.setDisplaySize(width, height)    // set visual size (adjusts scale)
sprite.setSizeToFrame(frame)            // reset size to match frame
Scaling and Rotation

Transform component (continued):

js
// Scale properties
sprite.scale       // uniform scale (getter returns average of scaleX+scaleY)
sprite.scaleX      // horizontal scale (default: 1)
sprite.scaleY      // vertical scale (default: 1)

// Scale methods
sprite.setScale(x, y)    // y defaults to x if omitted

// Rotation properties
sprite.rotation    // in radians (right-hand clockwise: 0=right, PI/2=down)
sprite.angle       // in degrees (0=right, 90=down, 180/-180=left, -90=up)

// Rotation methods
sprite.setRotation(radians)   // defaults to 0
sprite.setAngle(degrees)      // defaults to 0
Tinting and Alpha

Tint component (src/gameobjects/components/Tint.js) -- WebGL only:

js
// Properties
sprite.tint             // overall tint (getter returns tintTopLeft)
sprite.tintTopLeft      // default: 0xffffff
sprite.tintTopRight     // default: 0xffffff
sprite.tintBottomLeft   // default: 0xffffff
sprite.tintBottomRight  // default: 0xffffff
sprite.tintMode         // default: Phaser.TintModes.MULTIPLY
sprite.isTinted         // read-only boolean

// Methods
sprite.setTint(topLeft, topRight, bottomLeft, bottomRight)
// If only topLeft given, applies uniformly to all four corners
sprite.setTintMode(mode)   // Phaser.TintModes.MULTIPLY | FILL | ADD | SCREEN | OVERLAY | HARD_LIGHT
sprite.clearTint()         // resets to 0xffffff + MULTIPLY mode

Phaser 4 change: setTintFill() is removed. Use setTint(color).setTintMode(Phaser.TintModes.FILL) instead.

Alpha component (src/gameobjects/components/Alpha.js):

js
// Properties
sprite.alpha             // global alpha 0-1 (default: 1)
sprite.alphaTopLeft      // per-corner alpha (WebGL only)
sprite.alphaTopRight
sprite.alphaBottomLeft
sprite.alphaBottomRight

// Methods
sprite.setAlpha(topLeft, topRight, bottomLeft, bottomRight)
// If only topLeft given, applies uniformly to whole object
sprite.clearAlpha()     // resets to 1 (fully opaque)

Setting alpha to 0 clears the render flag so the object is not drawn. Setting it back to any non-zero value restores it.

Flipping

Flip component (src/gameobjects/components/Flip.js):

js
// Properties
sprite.flipX    // boolean (default: false)
sprite.flipY    // boolean (default: false)

// Methods
sprite.setFlipX(value)        // set horizontal flip
sprite.setFlipY(value)        // set vertical flip
sprite.setFlip(x, y)          // set both at once
sprite.toggleFlipX()          // invert current horizontal flip
sprite.toggleFlipY()          // invert current vertical flip
sprite.resetFlip()            // set both to false

Flipping is a rendering toggle only. It does not affect physics bodies or hit areas. Flip occurs from the middle of the texture and does not change the scale value.

Show full SKILL.md (309 more words)Show less
Origin and Depth

Origin component (src/gameobjects/components/Origin.js):

js
// Properties (normalized 0-1)
sprite.originX          // default: 0.5 (center)
sprite.originY          // default: 0.5 (center)
sprite.displayOriginX   // pixel value (originX * width)
sprite.displayOriginY   // pixel value (originY * height)

// Methods
sprite.setOrigin(x, y)           // y defaults to x; defaults to 0.5
sprite.setDisplayOrigin(x, y)    // set origin in pixels; y defaults to x
sprite.setOriginFromFrame()      // use Frame pivot if set, else 0.5
sprite.updateDisplayOrigin()     // recalculate pixel origin from normalized

Depth component (src/gameobjects/components/Depth.js):

js
// Properties
sprite.depth    // default: 0 (higher = renders on top)

// Methods
sprite.setDepth(value)
sprite.setToTop()              // move to top of display list (no depth change)
sprite.setToBack()             // move to back of display list (no depth change)
sprite.setAbove(gameObject)    // position above another object in the list
sprite.setBelow(gameObject)    // position below another object in the list

Setting depth queues a depth sort in the Scene. The setToTop/setToBack/setAbove/setBelow methods change display list position without modifying the depth value.

Destroying Game Objects
js
sprite.destroy();           // removes from display list, update list, and cleans up
sprite.ignoreDestroy = true; // prevent destruction (you manage lifecycle manually)
sprite.isDestroyed           // boolean, true after destroy() has been called

For Sprites, destroy() also calls this.anims.destroy() to clean up the AnimationState.

Additional Components

Visible (src/gameobjects/components/Visible.js):

js
sprite.visible              // boolean (default: true)
sprite.setVisible(value)    // invisible objects skip rendering but still update

ScrollFactor (src/gameobjects/components/ScrollFactor.js):

js
sprite.scrollFactorX        // default: 1 (moves with camera)
sprite.scrollFactorY        // default: 1
sprite.setScrollFactor(x, y)  // 0 = fixed to camera; y defaults to x

BlendMode (src/gameobjects/components/BlendMode.js):

js
sprite.blendMode            // default: Phaser.BlendModes.NORMAL
sprite.setBlendMode(value)  // Phaser.BlendModes.ADD, MULTIPLY, SCREEN, ERASE, etc.

Performance note: Changing blend mode breaks WebGL batches. Group objects by blend mode when possible (e.g., render all ADD-mode sprites together) to minimize draw calls.

Factory Methods

this.add.sprite

Source: src/gameobjects/sprite/SpriteFactory.js

js
// Signature
this.add.sprite(x, y, texture, frame);
ParamTypeRequiredDescription
xnumberYesHorizontal position in world coordinates
ynumberYesVertical position in world coordinates
texturestring | Phaser.Textures.TextureYesTexture key or Texture instance
framestring | numberNoFrame name or index within the texture

Returns: Phaser.GameObjects.Sprite

Internally does: this.displayList.add(new Sprite(this.scene, x, y, texture, frame))

The Sprite constructor calls: setTexture -> setPosition -> setSizeToFrame -> setOriginFromFrame -> initRenderNodes.

this.add.image

Source: src/gameobjects/image/ImageFactory.js

js
// Signature
this.add.image(x, y, texture, frame);
ParamTypeRequiredDescription
xnumberYesHorizontal position in world coordinates
ynumberYesVertical position in world coordinates
texturestring | Phaser.Textures.TextureYesTexture key or Texture instance
framestring | numberNoFrame name or index within the texture

Returns: Phaser.GameObjects.Image

Internally does: this.displayList.add(new Image(this.scene, x, y, texture, frame))

The Image constructor calls the same init sequence as Sprite: setTexture -> setPosition -> setSizeToFrame -> setOriginFromFrame -> initRenderNodes.

Specialized Game Objects

NineSlice

Scalable UI panels with fixed-size corners and stretchable edges/center. Ideal for buttons, panels, and dialog boxes that need to resize without distorting borders.

js
// nineslice(x, y, texture, frame, width, height, leftWidth, rightWidth, topHeight, bottomHeight)
const panel = this.add.nineslice(400, 300, 'panel', null, 300, 200, 20, 20, 20, 20);

// Resize at runtime -- corners stay fixed, edges stretch
panel.setSize(500, 400);
TileSprite

Repeating texture that fills an area. Supports atlas frames in v4 and a new tileRotation property.

js
const bg = this.add.tileSprite(400, 300, 800, 600, 'grass');

// Scroll the tile in update() for parallax backgrounds
bg.tilePositionX += 0.5;
bg.tilePositionY += 0.25;

// v4: rotate the tile pattern
bg.tileRotation = 0.1;
Blitter

High-performance batched rendering for large numbers of static or semi-static sprites. Blitter children (Bobs) have no rotation, scale, or physics, but render significantly faster than individual Sprites.

js
const blitter = this.add.blitter(0, 0, 'particles');

// Create Bobs (lightweight display objects)
for (let i = 0; i < 1000; i++) {
    const bob = blitter.create(
        Phaser.Math.Between(0, 800),
        Phaser.Math.Between(0, 600),
        'particle_01'   // frame name within the texture
    );
    bob.setAlpha(Math.random());
}
Video

Video playback as a game object with position, scale, and filter support.

js
// Load in preload:
this.load.video('intro', 'intro.mp4');

// Create in create:
const video = this.add.video(400, 300, 'intro');
video.play();

For detailed configuration options, API reference tables, and source file maps, see the reference guide.

© autonomous-ai, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file (references) in store/agents/phaser/skills/sprites-and-images of autonomous-ai/openharness.

  • SKILL.md
  • references/REFERENCE.md

Open the folder on GitHubat commit cc4983e

Compare with similar skills

Sprites And Images next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Sprites And Images compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Sprites And Images this skillautonomous-ai/openharness1.2k—~3.7kAutomated safety check: PassMIT
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k1 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.5k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

Similar skills

  • Image to Three.js Model

    img2threejs/img2threejs

    Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.

    18k GitHub starsUsed in 1 repo~8.2k tokens
    Game DevelopmentAuto-check passed
  • Web Clone

    Jane-xiaoer/claude-skill-web-clone

    网站复刻 / 克隆方法论。USE WHEN 用户说 复刻网站、克隆网站、clone website、抄个站、仿站、 照着这个站做一个、reproduce site、还原某个网页效果、把这个站搬下来改成我的、 复刻某个交互/WebGL/Canvas/Three.js 效果。提供「先拿真源码 → 判路径 → 逆向拆解 → 搭工程 → 替换内容」的可移植决策树,覆盖静态站 /…

    1k GitHub starsUsed in 1 repo~2.7k tokens
    Game DevelopmentAuto-check passed
  • Threejs Game Director

    majidmanzarpour/threejs-game-skills

    Entrypoint for building, upgrading, and finishing Three.js browser games.

    2.5k GitHub stars~2.2k tokensUpdated 13 days ago
    Game DevelopmentAuto-check passed
  • Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.

    7.1k GitHub stars~2.8k tokensUpdated 9 days ago
    Game DevelopmentAuto-check passed
  • Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…

    1.2k GitHub starsUsed in 1 repo~1.4k tokens
    Game DevelopmentAuto-check passed
  • Uloop Execute Dynamic Code

    CyberAgentGameEntertainment/NovaShader

    Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.

    1.6k GitHub starsUsed in 1 repo~1.9k tokens
    Game DevelopmentAuto-check passed

More from autonomous-ai/openharness

All 83 skills in this repo
  • G-code Slicer Tool

    autonomous-ai/openharness

    Slices 3D mesh files into printer-profiled plain G-code through real slicer CLIs, with backend discovery, input inspection, dry runs and static validation.

    1.2k GitHub stars~1.5k tokensUpdated today
    Auto-check passed
  • Home Assistant Automation Builder

    autonomous-ai/openharness

    Turns a home-automation request into standard, testable automations.yaml, run against Home Assistant Core's real triggers and verified with its own trace tool.

    1.2k GitHub stars~1.2k tokensUpdated today
    Auto-check passed
  • Score Music Composer

    autonomous-ai/openharness

    Turns a musical brief into LilyPond concert-pitch music, checked parts for each instrument and a playable practice pack.

    1.2k GitHub stars~1.1k tokensUpdated today
    Auto-check passed
  • OrcaSlicer 3MF and G-code Workflow

    autonomous-ai/openharness

    Turns an STL and explicit printer and material requirements into compared OrcaSlicer plans, an editable 3MF project, checked G-code and a portable handoff.

    1.2k GitHub stars~1.5k tokensUpdated today
    Auto-check passed
  • Sheets and Docs Report Builder

    autonomous-ai/openharness

    Builds an editable DOCX report, a formula-driven XLSX workbook and a fresh LibreOffice PDF preview from one structured source file, then checks them together.

    1.2k GitHub stars~708 tokensUpdated today
    Auto-check passed
  • Bambu Labs

    autonomous-ai/openharness

    Dry-run, upload, and cautiously initiate local Bambu Lab print jobs from validated plain .gcode, using Bambu LAN FTPS/MQTT handoffs.

    1.2k GitHub starsUsed in 1 repo~2.1k tokens
    Auto-check: warnings

Questions about Sprites And Images

What does Sprites And Images do?

A skill your agent uses when creating Sprites or Images in Phaser 4. Sprites And Images is an agent skill from autonomous-ai/openharness. Use this skill when creating Sprites or Images in Phaser 4.

When should I use Sprites And Images?

Sprites And Images fits situations like: creating Sprites; images in Phaser 4; this.add.sprite.

How do I install Sprites And Images in Claude Code?

Run `npx skills add autonomous-ai/openharness --skill sprites-and-images -a claude-code`. Or copy the skill folder (store/agents/phaser/skills/sprites-and-images in autonomous-ai/openharness) into .claude/skills/sprites-and-images in your project. Claude Code loads it when a task matches its description.

How do I install Sprites And Images in Codex?

Run `npx skills add autonomous-ai/openharness --skill sprites-and-images -a codex`. Or copy the skill folder (store/agents/phaser/skills/sprites-and-images in autonomous-ai/openharness) into .agents/skills/sprites-and-images in your project. Codex loads it when a task matches its description.

Can I use Sprites And Images in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add autonomous-ai/openharness --skill sprites-and-images -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/sprites-and-images, .gemini/skills/sprites-and-images, .github/skills/sprites-and-images and .opencode/skills/sprites-and-images in your project.

What does Sprites And Images need to run?

SKILL.md names no scripts, command-line tools or credentials: Sprites And Images is instructions for the agent only.

Does Sprites And Images access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Sprites And Images safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Sprites And Images use?

Sprites And Images is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Sprites And Images use?

About 3.7k tokens (SKILL.md is roughly 15k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 2.2k tokens, read only when the agent opens those files.

What are the alternatives to Sprites And Images?

Skills that share tags, products or a category with Sprites And Images: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Sprites And Images?

autonomous-ai (a GitHub organization) maintains it in autonomous-ai/openharness, which has 1,210 GitHub stars. The repository holds 100 skills in this directory. The repository was last updated on October 10, 2026.

Source: autonomous-ai/openharness on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.