spritecook-use-dual-grid-tilesets — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited spritecook-use-dual-grid-tilesets (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 0 flagged
Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
Use this skill when implementing a top-down 15-piece SpriteCook tileset in a game engine or custom renderer.
This skill is about using a generated tileset. For generation, use spritecook-generate-tilesets.
A dual-grid tileset stores terrain as logical painted cells, then renders visible tiles between those cells. Each rendered tile is chosen from the four logical cells around it.
For each rendered tile, sample:
That four-cell pattern becomes a 4-bit mask. The mask chooses one frame from the 4x4 15-piece atlas.
Use SpriteCook's current mask bit order:
let mask = 0
if (filled(x - 1, y - 1)) mask |= 1 // top-left
if (filled(x, y - 1)) mask |= 2 // top-right
if (filled(x - 1, y )) mask |= 4 // bottom-left
if (filled(x, y )) mask |= 8 // bottom-rightMask 0 renders nothing. Other masks map into the 4x4 atlas through this lookup:
const frameByMask = [
-1,
15,
8,
9,
0,
11,
14,
7,
13,
4,
1,
10,
3,
2,
5,
6,
]The atlas cell is:
const frame = frameByMask[mask]
if (frame < 0) return null
const atlasColumn = frame % 4
const atlasRow = Math.floor(frame / 4)type CellMap = boolean[] // width * height logical terrain cells
function cellIndex(x: number, y: number, columns: number) {
return y * columns + x
}
function isFilled(cells: CellMap, x: number, y: number, columns: number, rows: number) {
return x >= 0 && y >= 0 && x < columns && y < rows && cells[cellIndex(x, y, columns)] === true
}
function dualGridMask(cells: CellMap, x: number, y: number, columns: number, rows: number) {
let mask = 0
if (isFilled(cells, x - 1, y - 1, columns, rows)) mask |= 1
if (isFilled(cells, x, y - 1, columns, rows)) mask |= 2
if (isFilled(cells, x - 1, y, columns, rows)) mask |= 4
if (isFilled(cells, x, y, columns, rows)) mask |= 8
return mask
}
function atlasCellForMask(mask: number) {
const frameByMask = [-1, 15, 8, 9, 0, 11, 14, 7, 13, 4, 1, 10, 3, 2, 5, 6]
const frame = frameByMask[Math.max(0, Math.min(15, Math.floor(mask)))]
if (frame < 0) return null
return { column: frame % 4, row: Math.floor(frame / 4) }
}
function renderDualGrid(ctx, atlasImage, cells: CellMap, columns: number, rows: number, tileSize: number) {
for (let y = 0; y <= rows; y += 1) {
for (let x = 0; x <= columns; x += 1) {
const mask = dualGridMask(cells, x, y, columns, rows)
const atlasCell = atlasCellForMask(mask)
if (!atlasCell) continue
ctx.drawImage(
atlasImage,
atlasCell.column * tileSize,
atlasCell.row * tileSize,
tileSize,
tileSize,
x * tileSize,
y * tileSize,
tileSize,
tileSize,
)
}
}
}15 as the filled interior tile and mask 0 as transparent/no draw.~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.