minemap-plugin-demo-editor

Orchestrate MineMap plugin demo editing with Monaco, iframe previews, and WebGL mode switching.

3|Updated Mar 20, 2026
One-click install
npx skills add https://github.com/ming1zhou88/minemap-skills --skill minemap-plugin-demo-editor
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: minemap-plugin-demo-editor
Source: https://github.com/ming1zhou88/minemap-skills/tree/main/skills/minemap-plugin-demo-editor
Command: npx skills add https://github.com/ming1zhou88/minemap-skills --skill minemap-plugin-demo-editor

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Standardizes the MineMap plugin demo editor workflow to keep Monaco-based editing, iframe previews, WebGL mode switching, and demo running consistent across teams and examples.

Core Features & Use Cases

  • Monaco-based inline code editing for MineMap plugins in a unified editor shell.
  • Iframe-based isolated preview that renders selected demos without affecting the editor context.
  • Centralized WebGL mode switching injected into demos to support webgl1 and webgl2 runs.
  • Documentation-driven patterns to structure demos, load content by id, and separate editor from business logic.

Quick Start

Start by opening editor-map.html in the demo shell and load a demo by id to begin editing and previewing in an isolated iframe.

Frequently Asked Questions about minemap-plugin-demo-editor

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create an isolated preview for MineMap plugin demos?

To create an isolated MineMap plugin demo preview, you use an iframe-based shell that renders selected demos without affecting the editor context. This workflow ensures reliable run-time testing across demos by separating the editor from business logic.

How does Monaco editor integrate with WebGL mode switching for map plugins?

Monaco editor integration for map plugins uses a unified shell for inline editing, while centralized WebGL mode switching injects webgl1 or webgl2 contexts into the iframe preview. This combination ensures consistent editing and isolated rendering across plugin demos.

How do I load and structure MineMap demos by id for plugin development?

You load and structure MineMap demos by id using documentation-driven patterns within the editor shell. Opening editor-map.html allows you to select a specific demo, separating the editor environment from the business logic for consistent plugin development.

Can I run both webgl1 and webgl2 contexts in a MineMap demo editor?

Yes, you can run both webgl1 and webgl2 contexts in a MineMap demo editor. The workflow features centralized WebGL mode injection, allowing you to switch between contexts to reliably test plugin rendering across different WebGL versions.

What is the best way to standardize a MineMap plugin demo toolchain for team consistency?

The best way to standardize a MineMap plugin demo toolchain is applying a workflow that combines a Monaco editor shell, isolated iframe previews, and centralized WebGL mode injection. This enforces consistent editing, reliable testing, and documented patterns across teams.