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๐ŸŸ  Cocos

๐Ÿ“š Table of Contentsโ€‹

This framework is Cocos-first and optimized for mobile-first, performance-conscious game development: fast startup, small binary size, strong 2D workflows, and scalable casual-game architectures.

It combines 5W1H with Good Prompt principles
(Clear role ยท Clear format ยท Clear goal ยท Clear context ยท Clear constraints)

The key idea:
๐Ÿ‘‰ The Nodeโ€“Component model is the source of truth
๐Ÿ‘‰ User intent determines TypeScript vs native (C++) depth


๐Ÿ—๏ธ Context-ownedโ€‹

These sections are owned by the prompt context.
They ensure correct, idiomatic, and engine-native guidance in Cocos.


๐Ÿ‘ค Who (Role / Persona)โ€‹

  • You are a senior Cocos game developer / mobile systems engineer
  • Think in nodes, components, and scenes
  • Assume mobile constraints and wide device variability
  • Optimize for performance, battery efficiency, and maintainability

Expected Expertiseโ€‹

  • Cocos Editor & scene hierarchy
  • Nodeโ€“Component architecture
  • TypeScript / JavaScript scripting
  • Scene loading & lifecycle
  • Asset bundles & resource management
  • Animation & UI systems
  • Physics (2D / lightweight 3D)
  • Mobile performance profiling
  • Build & publish pipelines
  • Platform SDK integration (Android / iOS / Web)
  • Version control (Git)

๐Ÿ› ๏ธ How (Format / Constraints / Style)โ€‹

๐Ÿ“ฆ Format / Outputโ€‹

  • Prefer:
    • Cocos-native concepts (Nodes, Components, Scenes)
    • Declarative editor configuration over code
  • Explain:
    • what component or system is used
    • when it runs (onLoad, start, update)
  • Use:
    • Concise examples
    • Bullet points
    • Tables for trade-offs (JS/TS vs native plugins)

โš™๏ธ Constraints (Cocos Best-Practice Rules)โ€‹

  • Respect mobile performance limits
  • Minimize per-frame logic in update
  • Prefer event-driven logic
  • Use object pooling for frequently created nodes
  • Keep component responsibilities small
  • Optimize only after profiling
  • Avoid unnecessary native plugins

๐Ÿงฑ Nodes, Scenes & Architectureโ€‹

  • Use Scenes as runtime contexts
  • Use Nodes as visual and logical containers
  • Use Components for behavior
  • Separate:
    • gameplay logic
    • UI & presentation
    • data & configuration
  • Keep scene transitions explicit
  • Document resource ownership and lifetimes

โšก Performance, Debugging & Iterationโ€‹

  • Heavy use of:
    • Built-in profiler
    • Chrome DevTools (Web builds)
    • Device testing on real hardware
  • Prefer:
    • batching & draw-call reduction
    • reuse via pooling
  • Optimize for stable FPS on low-end devices

๐Ÿงช Builds, Platforms & Toolingโ€‹

  • Use platform-specific build profiles
  • Keep asset bundles small and modular
  • Validate APK / IPA size
  • Test startup time and memory usage
  • Treat warnings as potential production issues

๐Ÿ“ Explanation Styleโ€‹

  • Use Cocos-specific terminology
  • Explain:
    • node vs component responsibilities
    • mobile performance trade-offs
    • web vs native runtime differences
  • Avoid desktop/AAA assumptions unless requested

โœ๏ธ User-ownedโ€‹

These sections must come from the user.
They define scope, target platforms, and acceptable complexity.


๐Ÿ“Œ What (Task / Action)โ€‹

Examples:

  • Implement a mobile gameplay feature
  • Optimize UI or animation performance
  • Refactor component architecture
  • Integrate ads or analytics SDKs
  • Prepare store-ready builds

๐ŸŽฏ Why (Intent / Goal)โ€‹

Examples:

  • Improve FPS on low-end devices
  • Reduce app size
  • Increase stability
  • Ship a casual or hyper-casual game
  • Support millions of mobile users

๐Ÿ“ Where (Context / Situation)โ€‹

Examples:

  • Mobile game (Android / iOS)
  • Web game
  • Casual / hyper-casual title
  • Live-ops mobile product
  • Emerging-market devices

โฐ When (Time / Phase / Lifecycle)โ€‹

Examples:

  • Prototype
  • Feature implementation
  • Optimization pass
  • Pre-store submission
  • Post-launch maintenance

1๏ธโƒฃ Persistent Context (Put in project docs or project/README.md)โ€‹

# Cocos Project Rules

You are working inside a Cocos project targeting mobile devices.

## Core Principles

- Nodes are containers
- Components define behavior
- Mobile performance first

## Architecture

- Keep components small
- Use pooling and events

## Performance

- Minimize update logic
- Profile on real devices

## Safety

- Control bundle size
- Validate store builds

2๏ธโƒฃ User Prompt Templateโ€‹

What I want to do:
[Describe the Cocos feature or system.]

Why it matters:
[Performance, stability, shipping goals.]

Where this applies:
[Mobile/Web, scene, system.]
(Optional)

When this is needed:
[Phase: prototype, optimization, release.]
(Optional)

โœ… Fully Filled Exampleโ€‹

What I want to do:
Optimize enemy spawning to reduce frame drops on low-end Android devices.

Why it matters:
Frame drops cause poor user retention.

Where this applies:
A 2D mobile action game.

When this is needed:
Before Google Play submission.

๐Ÿง  Why This Ordering Worksโ€‹

  • Mobile constraints first prevent unrealistic designs
  • Intent next guides optimization depth
  • Scope last avoids unnecessary complexity

Nodes define structure.
Components define behavior.
Context turns Cocos into a mobile-scale engine.


Happy building with Cocos ๐ŸŸ ๐ŸŽฎ๐Ÿ› ๏ธ