cmpose

io.github.Keremturker由 GitHub 账号 Keremturker 发布v2.4.4更新于 Nov 7, 2026

Generate Compose Multiplatform apps, Unity games and Ktor backends locally from tested templates.

已验证STDIO仅桌面文件与存储开发者工具

概览

AI 生成的概览

在本机依据固定模板生成 Compose Multiplatform 应用、Unity 手机游戏和 Kotlin/Ktor 后端项目。

可以做什么
  • 查询生成器说明:列出 Compose、Unity 与 Ktor 的模板类型、功能开关、默认值、校验限制和主题系列。
  • 生成 Compose Multiplatform 项目:Android + iOS 应用,含 shared 模块,可选 Room、Ktor、主题、广告、内购与 CI。
  • 生成 Unity 6 手机游戏:2D 或 3D,可选存档、广告、排行榜、内购与主题系列。
  • 生成 Kotlin/Ktor 后端:PostgreSQL、Firebase 令牌校验、文件上传、可选共享功能,可直接 Docker 部署。
适用场景
适合让助手按经过测试的模板在磁盘上搭建新的移动应用、Unity 游戏或后端项目,而不必手写样板代码,并同时获取可用选项与生成警告。
运行要求
以本地 stdio 进程通过 npx 运行,需要 Node.js 20+ 和 git。无需账号、API 密钥或请求头。首次调用会把固定模板下载到缓存目录(可用 CMPOSE_CACHE_DIR 覆盖),因此需要网络;CMPOSE_BACKEND_TEMPLATE_DIR 可指向本地的后端模板检出目录。
安装前请注意
生成类工具会向指定的绝对输出目录写入新项目文件夹;虽然不会覆盖非空文件夹,但仍会在磁盘上创建文件。生成的项目可能带有 AdMob、RevenueCat 和游戏服务的测试 ID 或占位 ID,发布前必须替换。模板在首次使用时从第三方仓库下载。

安装

在 SourceWeft 中

  1. 打开 控制台中的 cmpose,将其添加到工作区。
  2. 为需要使用其工具的对话启用该服务。

Desktop only,通过 STDIO。 STDIO 服务会启动本地进程,因此需要 SourceWeft 桌面宿主。

其他 MCP 客户端

参照 仓库 中的启动说明。

README

@cmpose/mcp

Ask your AI agent for a Compose Multiplatform app and get a real, buildable Android + iOS project on disk, generated locally from a tested template. It also generates Unity mobile games (Android + iOS) and standalone Kotlin/Ktor backends. This is a local stdio MCP server with six tools: cmp_describe, cmp_generate, game_describe, game_generate, backend_describe and backend_generate. It runs on your machine, with no account, no API key and no upload.

"Create a blank Compose Multiplatform app called Habits, package com.acme.habits, in ~/Projects, with Room, light/dark theming and AdMob ads."

Developer guide for generated projects: https://whinstudio.github.io/cmpose/guide.html

Install

Requires Node.js 20+ and git.

Claude Code

claude mcp add -s user cmpose -- npx -y @cmpose/mcp

Claude Desktop, Cursor, Windsurf and other MCP clients (mcpServers config):

json
{  "mcpServers": {    "cmpose": { "command": "npx", "args": ["-y", "@cmpose/mcp"] }  }}

VS Code (.vscode/mcp.json):

json
{  "servers": {    "cmpose": { "type": "stdio", "command": "npx", "args": ["-y", "@cmpose/mcp"] }  }}

What you get

Every project has androidApp, iosApp (Xcode project), a shared module with Koin and Navigation, logging (Kermit), image loading (Coil), in-app review, update check, an About screen, a build-logic with convention plugins, and a README with a release checklist.

  • Template: showcase (home, onboarding and paywall demo screens) or blank (a start screen that lists your modules and a demo of each option you pick).
  • Options for blank: Ktor networking (with an optional in-app network inspector), theming (light/dark/system), multi-language strings, DataStore, Room (KMP, bundled SQLite), RevenueCat purchases with a custom Compose paywall, AdMob ads with UMP/ATT consent, detekt, backend (Ktor server, Firebase sign-in, sharing; blank only; turns on multi-language and networking), insights (Firebase Crashlytics + Analytics; off until you add the Firebase config files).
  • Your own feature modules: up to 3, each with contract/data/domain/presentation layers.
  • CI: an optional GitHub Actions workflow.
  • Your names everywhere: package, bundle id, app name, min SDK and iOS deployment target.

Games (Unity)

"Create a 2D Unity game called SkyHopper, package com.acme.skyhopper, in ~/Projects, blank, with ads and leaderboards"

Every game project is a Unity 6 project (editor 6000.3.25f1, URP) for Android and iOS, with VContainer + UniTask, a uGUI interface, a Boot → Menu → Game scene flow, a settings screen, saving, deep links, and in-app review and update check.

  • Template: showcase (a sample game with every flag on: a 2D runner, or a 3D track with render: "3d") or blank (an empty game with the flags you pick). render is 2d (default) or 3d.
  • Flags for blank: saveSystem, multiLang, network, networkInspector (needs network, added for you), purchases (RevenueCat), ads (AdMob), leaderboards (Google Play Games and Game Center) and insights (Firebase Crashlytics + Analytics; off until you add google-services.json and GoogleService-Info.plist to Assets/Firebase, reported as a warning).
  • Your own feature modules (blank): up to 3.
  • IDs: ids takes your real AdMob (admob), RevenueCat (revenueCat) and Play Games + Game Center (gameServices) IDs, each group with its flag; game_describe lists the fields. A group you leave out keeps the test IDs / placeholders and is reported as a warning.
  • Look (theme): one of the template's style families (bright, neon, pastel, bold, nature, clean; palette, shapes, motion and a font pair), listed by game_describe under themes with what each suits. theme: { family, primary, accent, fontPair }, every field optional: primary and accent (#RRGGBB) recolour the family with their lightness shifted until text and buttons keep their contrast; a colour that still cannot pass keeps the family's and is reported as a warning. Without theme the project gets clean, exactly as the template ships it.
  • Your names everywhere: package (application identifier), company name, app name, min SDK (25 to 36) and iOS deployment target (15.0 to 26.2).

"Create a backend called NotesBackend, service name notes-api, package com.acme.notes, in ~/Projects, with sharing"

Every backend is a Kotlin (JVM 21) Ktor server with PostgreSQL (Exposed, Flyway), Firebase ID tokens verified on the server (no Admin SDK), file uploads, account deletion, one sample feature to copy, a security checklist, a local runner (./gradlew runLocal) and the parts to deploy it as one Docker container behind nginx. sharing adds spaces, roles and invitations.

Tools

  • cmp_describe: the defaults, the options and the rules (name formats, limits, which option needs which). Agents call it first.
  • cmp_generate: creates the project. Required: projectName (letters only, up to 30), appName (up to 30 characters), packageName (e.g. com.acme.habits, up to 50 characters) and an absolute outputDir. Optional: templateType, features (module names up to 20), featuresConfig, minSdk (24 to 36), iosVersion (15.0 to 26.2), ci, templateRef, backendTemplateRef (the backend template tag that server/ comes from; blank with the backend only). It returns the project path, the template version it used, warnings (e.g. test ad IDs to replace) and next steps.
  • game_describe: the Unity game generator's engine and editor version, template types, renders, flags and their dependencies, ID groups, defaults, limits and the pinned template's theme families (themes: default and each family's id, title, suits and fontPairs; the first call downloads the template). Agents call it first.
  • game_generate: creates the game. Required: projectName (1 to 30 letters or digits, starting with a letter), appName (up to 30 characters), packageName (e.g. com.acme.skyhopper, at least 3 segments, up to 50 characters) and an absolute outputDir. Optional: companyName (like projectName; by default the package's second segment, capitalized), templateType, render, flags, features (module names: 1 to 20 lowercase letters or digits, starting with a letter), minSdk (25 to 36), iosVersion (15.0 to 26.2, written as major.minor), ids, theme, templateRef. It never overwrites a non-empty folder. The result names the applied theme (theme) and lists colour fallbacks among the warnings.
  • backend_describe: the backend generator's options, appName rules, the project anatomy and the conventions to follow when adding code (protected routes, the 404 rule, where features go, the security checklist, the quotas, the local runner and the deploy parts). Agents call it first.
  • backend_generate: creates the backend. Required: projectName (letters only, up to 30), appName (the service name: 2 to 31 lowercase letters, digits or -, starting with a letter; not api, health, admin or static), packageName (e.g. com.acme.notes) and an absolute outputDir. Optional: sharing (default false), sample (the sample items feature, default true), templateRef. It never overwrites a non-empty folder. CMPOSE_BACKEND_TEMPLATE_DIR (the absolute path of a backend template checkout) generates from that checkout instead of the pinned tag.

How it works

Generation runs entirely on your machine. The first call downloads the pinned template (whinstudio/cmpose-template) into $XDG_CACHE_HOME/cmpose (else ~/.cache/cmpose; override with CMPOSE_CACHE_DIR), and later calls reuse it. Games come the same way from the pinned game template (whinstudio/cmpose-game-template); Unity never runs during generation. Backends come from the pinned backend template (whinstudio/cmpose-backend-template). Each release pins one tag of each template, so @cmpose/[email protected] always generates the same project.

Source and issues: github.com/whinstudio/cmpose. MIT licensed. The projects you generate are yours.

来源:packages/mcp/README.md,提交 4292a21

工具

6

cmp_describe

Describe the cmpose generator: template types, featuresConfig flags and defaults, dependency rules, validation limits and the pinned template.

无需输入参数。

cmp_generate

Generate a Compose Multiplatform (Android + iOS) project on this machine. Call cmp_describe first for the options, defaults and validation rules. Writes <outputDir>/<projectName>; never overwrites an existing non-empty folder.

输入参数ciminSdkappName必填featuresoutputDir必填iosVersionpackageName必填projectName必填templateReftemplateTypefeaturesConfigbackendTemplateRef

game_describe

Describe the Unity game generator: engine and editor version, template types, renders, flags and their dependencies, ID groups, defaults, validation limits, the pinned game template and its theme families (themes: default, and each family's id, title, suits and fontPairs).

无需输入参数。

game_generate

Generate a Unity 6 (Android + iOS) mobile game project on this machine. Call game_describe first for the flags, defaults and validation rules. showcase has every flag on; flags and features apply to blank only. theme picks one of the style families game_describe lists under themes (palette, shapes, motion, fonts; match the family whose suits fits the game) and optionally a fontPair of that family. primary and accent (#RRGGBB) recolour the family: their lightness is shifted until text and buttons keep their contrast, and a colour that still cannot pass falls back to the family default with a warning. Without theme the template default family (clean) is used. Writes <outputDir>/<projectName>; never overwrites an existing non-empty folder.

输入参数idsflagsthememinSdkrenderappName必填featuresoutputDir必填iosVersioncompanyNamepackageName必填projectName必填另有 2 个

backend_describe

Describe the Kotlin/Ktor backend generator: options, appName rules, the project anatomy, the pinned backend template and the conventions to follow when writing code in a generated backend.

无需输入参数。

backend_generate

Generate a standalone Kotlin/Ktor backend (Docker-ready) on this machine. Call backend_describe first. Writes <outputDir>/<projectName>; never overwrites an existing non-empty folder.

输入参数sampleappName必填sharingoutputDir必填packageName必填projectName必填templateRef

版本历史

33
  1. v2.4.4最新Nov 7, 2026
  2. v2.4.3Nov 6, 2026
  3. v2.4.2Nov 5, 2026
  4. v2.4.1Nov 5, 2026
  5. v2.4.0Nov 5, 2026
  6. v2.3.1Nov 4, 2026
  7. v2.3.0Nov 4, 2026
  8. v2.2.1Nov 3, 2026
  9. v2.2.0Nov 3, 2026
  10. v2.1.0Nov 3, 2026
  11. v1.0.0Nov 1, 2026
  12. v0.8.9Oct 29, 2026
  13. v0.8.5Oct 26, 2026
  14. v0.8.4Oct 22, 2026
  15. v0.8.3Oct 22, 2026
  16. v0.8.2Oct 21, 2026
  17. v0.8.1Oct 21, 2026
  18. v0.7.0Oct 21, 2026
  19. v0.6.1Oct 20, 2026
  20. v0.6.0Oct 20, 2026
  21. v0.5.3Oct 19, 2026
  22. v0.5.2Oct 18, 2026
  23. v0.4.0Oct 17, 2026
  24. v0.3.0Oct 17, 2026
  25. v0.2.8Oct 16, 2026
  26. v0.2.7Oct 16, 2026
  27. v0.2.6Oct 16, 2026
  28. v0.2.4Oct 15, 2026
  29. v0.2.3Oct 15, 2026
  30. v0.2.2Oct 15, 2026
  31. v0.2.1Oct 14, 2026
  32. v0.2.0Oct 14, 2026
  33. v0.1.2Oct 14, 2026

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