@rune-kit/rune 2.1.1 → 2.2.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +40 -34
- package/compiler/__tests__/pack-split.test.js +145 -0
- package/compiler/adapters/antigravity.js +1 -1
- package/compiler/adapters/codex.js +77 -0
- package/compiler/adapters/cursor.js +1 -1
- package/compiler/adapters/generic.js +1 -1
- package/compiler/adapters/index.js +4 -0
- package/compiler/adapters/opencode.js +86 -0
- package/compiler/adapters/windsurf.js +1 -1
- package/compiler/bin/rune.js +10 -7
- package/compiler/doctor.js +42 -0
- package/compiler/emitter.js +64 -10
- package/compiler/parser.js +42 -3
- package/compiler/transformer.js +10 -6
- package/compiler/transforms/branding.js +1 -1
- package/compiler/transforms/compliance.js +40 -0
- package/extensions/ai-ml/PACK.md +38 -474
- package/extensions/ai-ml/skills/ai-agents.md +172 -0
- package/extensions/ai-ml/skills/code-sandbox.md +187 -0
- package/extensions/ai-ml/skills/deep-research.md +146 -0
- package/extensions/ai-ml/skills/embedding-search.md +66 -0
- package/extensions/ai-ml/skills/fine-tuning-guide.md +74 -0
- package/extensions/ai-ml/skills/llm-architect.md +125 -0
- package/extensions/ai-ml/skills/llm-integration.md +64 -0
- package/extensions/ai-ml/skills/prompt-patterns.md +72 -0
- package/extensions/ai-ml/skills/rag-patterns.md +66 -0
- package/extensions/ai-ml/skills/web-extraction.md +114 -0
- package/extensions/analytics/PACK.md +19 -484
- package/extensions/analytics/skills/ab-testing.md +72 -0
- package/extensions/analytics/skills/dashboard-patterns.md +83 -0
- package/extensions/analytics/skills/data-validation.md +68 -0
- package/extensions/analytics/skills/funnel-analysis.md +81 -0
- package/extensions/analytics/skills/sql-patterns.md +57 -0
- package/extensions/analytics/skills/statistical-analysis.md +79 -0
- package/extensions/analytics/skills/tracking-setup.md +71 -0
- package/extensions/backend/PACK.md +44 -618
- package/extensions/backend/skills/api-patterns.md +84 -0
- package/extensions/backend/skills/async-pipeline.md +193 -0
- package/extensions/backend/skills/auth-patterns.md +97 -0
- package/extensions/backend/skills/background-jobs.md +133 -0
- package/extensions/backend/skills/caching-patterns.md +108 -0
- package/extensions/backend/skills/cli-generation.md +133 -0
- package/extensions/backend/skills/database-patterns.md +87 -0
- package/extensions/backend/skills/middleware-patterns.md +104 -0
- package/extensions/chrome-ext/PACK.md +19 -921
- package/extensions/chrome-ext/skills/cws-preflight.md +143 -0
- package/extensions/chrome-ext/skills/cws-publish.md +104 -0
- package/extensions/chrome-ext/skills/ext-ai-integration.md +251 -0
- package/extensions/chrome-ext/skills/ext-messaging.md +139 -0
- package/extensions/chrome-ext/skills/ext-storage.md +133 -0
- package/extensions/chrome-ext/skills/mv3-scaffold.md +164 -0
- package/extensions/content/PACK.md +43 -335
- package/extensions/content/skills/blog-patterns.md +88 -0
- package/extensions/content/skills/cms-integration.md +131 -0
- package/extensions/content/skills/content-scoring.md +107 -0
- package/extensions/content/skills/i18n.md +83 -0
- package/extensions/content/skills/mdx-authoring.md +137 -0
- package/extensions/content/skills/reference.md +1014 -0
- package/extensions/content/skills/seo-patterns.md +67 -0
- package/extensions/content/skills/video-repurpose.md +153 -0
- package/extensions/devops/PACK.md +38 -457
- package/extensions/devops/skills/chaos-testing.md +67 -0
- package/extensions/devops/skills/ci-cd.md +75 -0
- package/extensions/devops/skills/docker.md +58 -0
- package/extensions/devops/skills/edge-serverless.md +163 -0
- package/extensions/devops/skills/infra-as-code.md +158 -0
- package/extensions/devops/skills/kubernetes.md +110 -0
- package/extensions/devops/skills/monitoring.md +57 -0
- package/extensions/devops/skills/server-setup.md +64 -0
- package/extensions/devops/skills/ssl-domain.md +42 -0
- package/extensions/ecommerce/PACK.md +62 -226
- package/extensions/ecommerce/skills/cart-system.md +79 -0
- package/extensions/ecommerce/skills/inventory-mgmt.md +102 -0
- package/extensions/ecommerce/skills/order-management.md +126 -0
- package/extensions/ecommerce/skills/payment-integration.md +472 -0
- package/extensions/ecommerce/skills/shopify-dev.md +69 -0
- package/extensions/ecommerce/skills/subscription-billing.md +93 -0
- package/extensions/ecommerce/skills/tax-compliance.md +117 -0
- package/extensions/gamedev/PACK.md +66 -317
- package/extensions/gamedev/skills/asset-pipeline.md +74 -0
- package/extensions/gamedev/skills/audio-system.md +129 -0
- package/extensions/gamedev/skills/camera-system.md +87 -0
- package/extensions/gamedev/skills/ecs.md +98 -0
- package/extensions/gamedev/skills/game-loops.md +72 -0
- package/extensions/gamedev/skills/input-system.md +199 -0
- package/extensions/gamedev/skills/multiplayer.md +180 -0
- package/extensions/gamedev/skills/particles.md +105 -0
- package/extensions/gamedev/skills/physics-engine.md +89 -0
- package/extensions/gamedev/skills/scene-management.md +146 -0
- package/extensions/gamedev/skills/threejs-patterns.md +90 -0
- package/extensions/gamedev/skills/webgl.md +71 -0
- package/extensions/mobile/PACK.md +56 -223
- package/extensions/mobile/skills/app-store-connect.md +152 -0
- package/extensions/mobile/skills/app-store-prep.md +66 -0
- package/extensions/mobile/skills/deep-linking.md +109 -0
- package/extensions/mobile/skills/flutter.md +60 -0
- package/extensions/mobile/skills/ios-build-pipeline.md +142 -0
- package/extensions/mobile/skills/native-bridge.md +66 -0
- package/extensions/mobile/skills/ota-updates.md +97 -0
- package/extensions/mobile/skills/push-notifications.md +111 -0
- package/extensions/mobile/skills/react-native.md +82 -0
- package/extensions/saas/PACK.md +26 -720
- package/extensions/saas/skills/billing-integration.md +121 -0
- package/extensions/saas/skills/feature-flags.md +130 -0
- package/extensions/saas/skills/multi-tenant.md +103 -0
- package/extensions/saas/skills/onboarding-flow.md +139 -0
- package/extensions/saas/skills/subscription-flow.md +95 -0
- package/extensions/saas/skills/team-management.md +144 -0
- package/extensions/security/PACK.md +10 -448
- package/extensions/security/skills/api-security.md +140 -0
- package/extensions/security/skills/compliance.md +68 -0
- package/extensions/security/skills/owasp-audit.md +64 -0
- package/extensions/security/skills/pentest-patterns.md +77 -0
- package/extensions/security/skills/secret-mgmt.md +65 -0
- package/extensions/security/skills/supply-chain.md +65 -0
- package/extensions/trading/PACK.md +18 -535
- package/extensions/trading/skills/chart-components.md +55 -0
- package/extensions/trading/skills/experiment-loop.md +125 -0
- package/extensions/trading/skills/fintech-patterns.md +47 -0
- package/extensions/trading/skills/indicator-library.md +58 -0
- package/extensions/trading/skills/quant-analysis.md +111 -0
- package/extensions/trading/skills/realtime-data.md +58 -0
- package/extensions/trading/skills/trade-logic.md +104 -0
- package/extensions/ui/PACK.md +34 -853
- package/extensions/ui/skills/a11y-audit.md +91 -0
- package/extensions/ui/skills/animation-patterns.md +106 -0
- package/extensions/ui/skills/component-patterns.md +75 -0
- package/extensions/ui/skills/design-decision.md +98 -0
- package/extensions/ui/skills/design-system.md +68 -0
- package/extensions/ui/skills/landing-patterns.md +155 -0
- package/extensions/ui/skills/palette-picker.md +162 -0
- package/extensions/ui/skills/react-health.md +90 -0
- package/extensions/ui/skills/type-system.md +125 -0
- package/extensions/ui/skills/web-vitals.md +153 -0
- package/extensions/zalo/PACK.md +117 -0
- package/extensions/zalo/skills/zalo-oa-mcp.md +317 -0
- package/extensions/zalo/skills/zalo-oa-messaging.md +429 -0
- package/extensions/zalo/skills/zalo-oa-setup.md +236 -0
- package/extensions/zalo/skills/zalo-oa-webhook.md +189 -0
- package/extensions/zalo/skills/zalo-personal-messaging.md +194 -0
- package/extensions/zalo/skills/zalo-personal-setup.md +153 -0
- package/extensions/zalo/skills/zalo-rate-guard.md +219 -0
- package/package.json +5 -2
- package/skills/brainstorm/SKILL.md +63 -1
- package/skills/cook/SKILL.md +89 -6
- package/skills/debug/SKILL.md +5 -0
- package/skills/fix/SKILL.md +5 -0
- package/skills/mcp-builder/SKILL.md +48 -1
- package/skills/neural-memory/SKILL.md +362 -0
- package/skills/plan/SKILL.md +3 -0
- package/skills/rescue/SKILL.md +5 -0
- package/skills/review/SKILL.md +44 -5
- package/skills/review-intake/SKILL.md +17 -1
- package/skills/skill-router/SKILL.md +106 -8
- package/skills/team/SKILL.md +24 -1
- package/skills/test/SKILL.md +18 -0
- package/skills/verification/SKILL.md +40 -1
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---
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name: "audio-system"
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pack: "@rune/gamedev"
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description: "Web Audio API, spatial audio, SFX management — AudioManager with spatial audio, music crossfade, and SFX pooling."
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model: sonnet
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tools: [Read, Edit, Write, Grep, Glob, Bash]
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---
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# audio-system
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Web Audio API, spatial audio, SFX management — AudioManager with spatial audio, music crossfade, and SFX pooling.
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#### Workflow
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**Step 1 — Detect audio setup**
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Use Grep to find audio code: `AudioContext`, `Howler`, `Audio`, `createBufferSource`, `createGain`. Read the audio initialization to understand: context management, volume controls, and loading strategy.
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**Step 2 — Audit audio configuration**
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Check for: AudioContext not resumed on user gesture (browser autoplay policy), SFX creating new nodes on every play (memory pressure), no volume normalization (clipping), missing cleanup on scene exit.
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**Step 3 — Emit AudioManager**
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Emit: AudioManager class with master/music/sfx gain chain, music crossfade, spatial (3D) audio via PannerNode, and SFX pooling.
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#### Web Audio API — Full Audio Manager
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```typescript
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// AudioManager — spatial audio, music crossfade, SFX pooling
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class AudioManager {
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private ctx: AudioContext;
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private masterGain: GainNode;
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private musicGain: GainNode;
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private sfxGain: GainNode;
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private buffers = new Map<string, AudioBuffer>();
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private sfxPool = new Map<string, AudioBufferSourceNode[]>();
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private currentMusic: AudioBufferSourceNode | null = null;
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constructor() {
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this.ctx = new AudioContext();
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this.masterGain = this.ctx.createGain();
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this.musicGain = this.ctx.createGain();
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this.sfxGain = this.ctx.createGain();
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this.musicGain.connect(this.masterGain);
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this.sfxGain.connect(this.masterGain);
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this.masterGain.connect(this.ctx.destination);
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this.musicGain.gain.value = 0.6;
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this.sfxGain.gain.value = 1.0;
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}
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async load(id: string, url: string) {
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const response = await fetch(url);
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const arrayBuffer = await response.arrayBuffer();
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this.buffers.set(id, await this.ctx.decodeAudioData(arrayBuffer));
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}
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playSfx(id: string, options: { volume?: number; detune?: number } = {}) {
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const buffer = this.buffers.get(id);
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if (!buffer) return;
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// Resume context if suspended (browser autoplay policy)
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if (this.ctx.state === 'suspended') this.ctx.resume();
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const source = this.ctx.createBufferSource();
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const gain = this.ctx.createGain();
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source.buffer = buffer;
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source.detune.value = options.detune ?? 0;
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gain.gain.value = options.volume ?? 1;
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source.connect(gain).connect(this.sfxGain);
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source.start();
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}
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// Music crossfade — smooth transition between tracks
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async crossfadeTo(id: string, fadeDuration = 2) {
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const buffer = this.buffers.get(id);
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if (!buffer) return;
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if (this.ctx.state === 'suspended') await this.ctx.resume();
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const newSource = this.ctx.createBufferSource();
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newSource.buffer = buffer;
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newSource.loop = true;
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const newGain = this.ctx.createGain();
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newGain.gain.setValueAtTime(0, this.ctx.currentTime);
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newGain.gain.linearRampToValueAtTime(1, this.ctx.currentTime + fadeDuration);
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newSource.connect(newGain).connect(this.musicGain);
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newSource.start();
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if (this.currentMusic) {
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const oldGain = this.ctx.createGain();
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oldGain.gain.setValueAtTime(1, this.ctx.currentTime);
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oldGain.gain.linearRampToValueAtTime(0, this.ctx.currentTime + fadeDuration);
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this.currentMusic.connect(oldGain).connect(this.musicGain);
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const old = this.currentMusic;
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setTimeout(() => old.stop(), fadeDuration * 1000);
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}
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this.currentMusic = newSource;
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}
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// Spatial (3D) audio — attenuate by distance from listener
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playSpatial(id: string, x: number, y: number, z: number) {
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const buffer = this.buffers.get(id);
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if (!buffer) return;
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const source = this.ctx.createBufferSource();
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const panner = this.ctx.createPanner();
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source.buffer = buffer;
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panner.panningModel = 'HRTF';
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panner.distanceModel = 'inverse';
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panner.refDistance = 1;
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panner.maxDistance = 100;
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panner.rolloffFactor = 1;
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panner.positionX.value = x;
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panner.positionY.value = y;
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panner.positionZ.value = z;
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source.connect(panner).connect(this.sfxGain);
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source.start();
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}
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setMasterVolume(v: number) { this.masterGain.gain.value = Math.max(0, Math.min(1, v)); }
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setMusicVolume(v: number) { this.musicGain.gain.value = Math.max(0, Math.min(1, v)); }
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setSfxVolume(v: number) { this.sfxGain.gain.value = Math.max(0, Math.min(1, v)); }
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}
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```
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---
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name: "camera-system"
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pack: "@rune/gamedev"
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description: "Follow camera, screen shake, zoom — 2D camera with smooth lerp follow, dead zone, screen shake on impact, and zoom-to target."
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model: sonnet
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tools: [Read, Edit, Write, Grep, Glob, Bash]
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---
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# camera-system
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Follow camera, screen shake, zoom — 2D camera with smooth lerp follow, dead zone, screen shake on impact, and zoom-to target.
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#### Workflow
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**Step 1 — Detect camera usage**
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Use Grep to find camera code: `Camera`, `follow`, `viewport`, `ctx.translate`, `ctx.setTransform`. Read to understand: follow strategy, any existing shake/zoom, and how transform is applied to canvas.
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**Step 2 — Audit camera configuration**
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Check for: camera snapping to target each frame (no lerp = no smoothness), no dead zone (camera moves even for tiny player motion), screen shake with random offset not decaying.
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**Step 3 — Emit Camera2D**
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Emit: Camera2D with smooth lerp, configurable dead zone, screen shake with intensity decay, zoom-to target, and `applyToContext` helper.
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#### Smooth Follow, Screen Shake, Dead Zone
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```typescript
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// 2D camera system — smooth follow, screen shake, zoom, dead zone
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class Camera2D {
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x = 0; y = 0;
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zoom = 1;
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private targetX = 0; private targetY = 0;
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private shakeIntensity = 0; private shakeDuration = 0;
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lerpSpeed = 5;
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// Dead zone — camera only moves when target leaves this box
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private deadZone = { w: 80, h: 60 };
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follow(targetX: number, targetY: number, dt: number) {
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const dx = targetX - this.targetX;
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const dy = targetY - this.targetY;
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// Only move camera when target exits dead zone
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if (Math.abs(dx) > this.deadZone.w / 2) this.targetX += dx - Math.sign(dx) * this.deadZone.w / 2;
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if (Math.abs(dy) > this.deadZone.h / 2) this.targetY += dy - Math.sign(dy) * this.deadZone.h / 2;
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// Smooth lerp
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this.x += (this.targetX - this.x) * this.lerpSpeed * dt;
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this.y += (this.targetY - this.y) * this.lerpSpeed * dt;
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49
|
+
}
|
|
50
|
+
|
|
51
|
+
shake(intensity: number, duration: number) {
|
|
52
|
+
this.shakeIntensity = intensity;
|
|
53
|
+
this.shakeDuration = duration;
|
|
54
|
+
}
|
|
55
|
+
|
|
56
|
+
zoomTo(target: number, dt: number, speed = 3) {
|
|
57
|
+
this.zoom += (target - this.zoom) * speed * dt;
|
|
58
|
+
}
|
|
59
|
+
|
|
60
|
+
update(dt: number): { x: number; y: number; zoom: number } {
|
|
61
|
+
let sx = 0; let sy = 0;
|
|
62
|
+
if (this.shakeDuration > 0) {
|
|
63
|
+
this.shakeDuration -= dt;
|
|
64
|
+
const t = Math.max(0, this.shakeDuration);
|
|
65
|
+
sx = (Math.random() * 2 - 1) * this.shakeIntensity * t;
|
|
66
|
+
sy = (Math.random() * 2 - 1) * this.shakeIntensity * t;
|
|
67
|
+
}
|
|
68
|
+
return { x: this.x + sx, y: this.y + sy, zoom: this.zoom };
|
|
69
|
+
}
|
|
70
|
+
|
|
71
|
+
// Apply to Canvas 2D context
|
|
72
|
+
applyToContext(ctx: CanvasRenderingContext2D, screenW: number, screenH: number) {
|
|
73
|
+
const { x, y, zoom } = this.update(1 / 60);
|
|
74
|
+
ctx.setTransform(zoom, 0, 0, zoom, screenW / 2 - x * zoom, screenH / 2 - y * zoom);
|
|
75
|
+
}
|
|
76
|
+
}
|
|
77
|
+
|
|
78
|
+
// Usage
|
|
79
|
+
const camera = new Camera2D();
|
|
80
|
+
camera.lerpSpeed = 8;
|
|
81
|
+
|
|
82
|
+
// In game loop render:
|
|
83
|
+
// camera.follow(player.x, player.y, dt);
|
|
84
|
+
// camera.applyToContext(ctx, canvas.width, canvas.height);
|
|
85
|
+
// ... draw scene ...
|
|
86
|
+
// ctx.setTransform(1, 0, 0, 1, 0, 0); // reset for HUD
|
|
87
|
+
```
|
|
@@ -0,0 +1,98 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: "ecs"
|
|
3
|
+
pack: "@rune/gamedev"
|
|
4
|
+
description: "Entity Component System architecture — archetype-based ECS with dense array storage for cache efficiency, pure system functions, and query-based entity iteration."
|
|
5
|
+
model: sonnet
|
|
6
|
+
tools: [Read, Edit, Write, Grep, Glob, Bash]
|
|
7
|
+
---
|
|
8
|
+
|
|
9
|
+
# ecs
|
|
10
|
+
|
|
11
|
+
Entity Component System architecture — archetype-based ECS with dense array storage for cache efficiency, pure system functions, and query-based entity iteration.
|
|
12
|
+
|
|
13
|
+
#### Workflow
|
|
14
|
+
|
|
15
|
+
**Step 1 — Detect ECS usage**
|
|
16
|
+
Use Grep to find ECS patterns: `Entity`, `Component`, `System`, `World`, `bitECS`, `createWorld`. Read entity management code to understand: component storage, system execution order, and query patterns.
|
|
17
|
+
|
|
18
|
+
**Step 2 — Audit ECS architecture**
|
|
19
|
+
Check for: logic mixed into components (components should be pure data), O(n²) entity iteration without spatial partitioning, components stored as objects (prefer flat arrays for cache efficiency), and missing entity cleanup on destroy.
|
|
20
|
+
|
|
21
|
+
**Step 3 — Emit ECS scaffold**
|
|
22
|
+
Emit: World class with entity registry + component storage, query-based entity iteration, pure system functions, and proper cleanup.
|
|
23
|
+
|
|
24
|
+
#### Lightweight ECS — Archetype-Based
|
|
25
|
+
|
|
26
|
+
```typescript
|
|
27
|
+
// Minimal ECS — dense array storage per archetype for cache efficiency
|
|
28
|
+
type EntityId = number;
|
|
29
|
+
type ComponentType<T> = { new(...args: unknown[]): T; readonly typeName: string; };
|
|
30
|
+
|
|
31
|
+
// Components are plain data, no logic
|
|
32
|
+
class Position { static typeName = 'Position'; constructor(public x = 0, public y = 0) {} }
|
|
33
|
+
class Velocity { static typeName = 'Velocity'; constructor(public vx = 0, public vy = 0) {} }
|
|
34
|
+
class Sprite { static typeName = 'Sprite'; constructor(public textureId = '') {} }
|
|
35
|
+
class Health { static typeName = 'Health'; constructor(public hp = 100, public max = 100) {} }
|
|
36
|
+
|
|
37
|
+
// World — entity registry + component storage
|
|
38
|
+
class World {
|
|
39
|
+
private nextId = 1;
|
|
40
|
+
private components = new Map<string, Map<EntityId, unknown>>();
|
|
41
|
+
|
|
42
|
+
createEntity(): EntityId { return this.nextId++; }
|
|
43
|
+
|
|
44
|
+
addComponent<T extends object>(entity: EntityId, component: T & { constructor: { typeName: string } }) {
|
|
45
|
+
const name = component.constructor.typeName;
|
|
46
|
+
if (!this.components.has(name)) this.components.set(name, new Map());
|
|
47
|
+
this.components.get(name)!.set(entity, component);
|
|
48
|
+
}
|
|
49
|
+
|
|
50
|
+
getComponent<T>(entity: EntityId, type: ComponentType<T>): T | undefined {
|
|
51
|
+
return this.components.get(type.typeName)?.get(entity) as T | undefined;
|
|
52
|
+
}
|
|
53
|
+
|
|
54
|
+
removeComponent<T>(entity: EntityId, type: ComponentType<T>) {
|
|
55
|
+
this.components.get(type.typeName)?.delete(entity);
|
|
56
|
+
}
|
|
57
|
+
|
|
58
|
+
// Query — iterate entities that have ALL specified components
|
|
59
|
+
query<T extends object[]>(...types: { [K in keyof T]: ComponentType<T[K]> }): EntityId[] {
|
|
60
|
+
if (types.length === 0) return [];
|
|
61
|
+
const [first, ...rest] = types;
|
|
62
|
+
const candidates = Array.from(this.components.get(first.typeName)?.keys() ?? []);
|
|
63
|
+
return candidates.filter(id => rest.every(t => this.components.get(t.typeName)?.has(id)));
|
|
64
|
+
}
|
|
65
|
+
|
|
66
|
+
destroyEntity(entity: EntityId) {
|
|
67
|
+
this.components.forEach(store => store.delete(entity));
|
|
68
|
+
}
|
|
69
|
+
}
|
|
70
|
+
|
|
71
|
+
// Systems — pure functions over component queries
|
|
72
|
+
const movementSystem = (world: World, dt: number) => {
|
|
73
|
+
for (const id of world.query(Position, Velocity)) {
|
|
74
|
+
const pos = world.getComponent(id, Position)!;
|
|
75
|
+
const vel = world.getComponent(id, Velocity)!;
|
|
76
|
+
pos.x += vel.vx * dt;
|
|
77
|
+
pos.y += vel.vy * dt;
|
|
78
|
+
}
|
|
79
|
+
};
|
|
80
|
+
|
|
81
|
+
const healthSystem = (world: World) => {
|
|
82
|
+
for (const id of world.query(Health)) {
|
|
83
|
+
const hp = world.getComponent(id, Health)!;
|
|
84
|
+
if (hp.hp <= 0) world.destroyEntity(id);
|
|
85
|
+
}
|
|
86
|
+
};
|
|
87
|
+
|
|
88
|
+
// Usage
|
|
89
|
+
const world = new World();
|
|
90
|
+
const player = world.createEntity();
|
|
91
|
+
world.addComponent(player, new Position(100, 100));
|
|
92
|
+
world.addComponent(player, new Velocity(0, 0));
|
|
93
|
+
world.addComponent(player, new Health(100, 100));
|
|
94
|
+
|
|
95
|
+
// In fixed update:
|
|
96
|
+
// movementSystem(world, dt);
|
|
97
|
+
// healthSystem(world);
|
|
98
|
+
```
|
|
@@ -0,0 +1,72 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: "game-loops"
|
|
3
|
+
pack: "@rune/gamedev"
|
|
4
|
+
description: "Game loop architecture — fixed timestep, interpolation, input handling, state machines, ECS."
|
|
5
|
+
model: sonnet
|
|
6
|
+
tools: [Read, Edit, Write, Grep, Glob, Bash]
|
|
7
|
+
---
|
|
8
|
+
|
|
9
|
+
# game-loops
|
|
10
|
+
|
|
11
|
+
Game loop architecture — fixed timestep, interpolation, input handling, state machines, ECS.
|
|
12
|
+
|
|
13
|
+
#### Workflow
|
|
14
|
+
|
|
15
|
+
**Step 1 — Detect game loop pattern**
|
|
16
|
+
Use Grep to find loop code: `requestAnimationFrame`, `setInterval.*16`, `update`, `fixedUpdate`, `deltaTime`, `gameLoop`. Read the main loop to understand: timestep strategy, update/render separation, and input handling.
|
|
17
|
+
|
|
18
|
+
**Step 2 — Audit loop correctness**
|
|
19
|
+
Check for: variable timestep physics (non-deterministic), no accumulator for fixed update (physics tied to framerate), input polled inside render (inconsistent), missing interpolation between fixed steps (visual stuttering), and no frame budget monitoring.
|
|
20
|
+
|
|
21
|
+
**Step 3 — Emit fixed timestep loop**
|
|
22
|
+
Emit: fixed timestep (60Hz) with accumulator, interpolation for smooth rendering, decoupled input handler, and frame budget monitoring.
|
|
23
|
+
|
|
24
|
+
#### Example
|
|
25
|
+
|
|
26
|
+
```typescript
|
|
27
|
+
// Fixed timestep game loop with interpolation
|
|
28
|
+
const TICK_RATE = 60;
|
|
29
|
+
const TICK_DURATION = 1000 / TICK_RATE;
|
|
30
|
+
|
|
31
|
+
class GameLoop {
|
|
32
|
+
private accumulator = 0;
|
|
33
|
+
private previousTime = 0;
|
|
34
|
+
private running = false;
|
|
35
|
+
|
|
36
|
+
constructor(
|
|
37
|
+
private update: (dt: number) => void, // fixed timestep logic
|
|
38
|
+
private render: (alpha: number) => void, // interpolated rendering
|
|
39
|
+
) {}
|
|
40
|
+
|
|
41
|
+
start() {
|
|
42
|
+
this.running = true;
|
|
43
|
+
this.previousTime = performance.now();
|
|
44
|
+
requestAnimationFrame(this.tick);
|
|
45
|
+
}
|
|
46
|
+
|
|
47
|
+
private tick = (currentTime: number) => {
|
|
48
|
+
if (!this.running) return;
|
|
49
|
+
const elapsed = Math.min(currentTime - this.previousTime, 250); // cap spiral of death
|
|
50
|
+
this.previousTime = currentTime;
|
|
51
|
+
this.accumulator += elapsed;
|
|
52
|
+
|
|
53
|
+
while (this.accumulator >= TICK_DURATION) {
|
|
54
|
+
this.update(TICK_DURATION / 1000); // dt in seconds
|
|
55
|
+
this.accumulator -= TICK_DURATION;
|
|
56
|
+
}
|
|
57
|
+
|
|
58
|
+
const alpha = this.accumulator / TICK_DURATION; // interpolation factor [0, 1)
|
|
59
|
+
this.render(alpha);
|
|
60
|
+
requestAnimationFrame(this.tick);
|
|
61
|
+
};
|
|
62
|
+
|
|
63
|
+
stop() { this.running = false; }
|
|
64
|
+
}
|
|
65
|
+
|
|
66
|
+
// Usage
|
|
67
|
+
const loop = new GameLoop(
|
|
68
|
+
(dt) => { world.step(dt); entities.forEach(e => e.update(dt)); },
|
|
69
|
+
(alpha) => { renderer.render(scene, camera, alpha); },
|
|
70
|
+
);
|
|
71
|
+
loop.start();
|
|
72
|
+
```
|
|
@@ -0,0 +1,199 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: "input-system"
|
|
3
|
+
pack: "@rune/gamedev"
|
|
4
|
+
description: "Keyboard/mouse/gamepad/touch input handling — unified InputManager with action mapping, input buffering, coyote time, and touch virtual joystick."
|
|
5
|
+
model: sonnet
|
|
6
|
+
tools: [Read, Edit, Write, Grep, Glob, Bash]
|
|
7
|
+
---
|
|
8
|
+
|
|
9
|
+
# input-system
|
|
10
|
+
|
|
11
|
+
Keyboard/mouse/gamepad/touch input handling — unified InputManager with action mapping, input buffering, coyote time, and touch virtual joystick.
|
|
12
|
+
|
|
13
|
+
#### Workflow
|
|
14
|
+
|
|
15
|
+
**Step 1 — Detect input handling**
|
|
16
|
+
Use Grep to find input code: `addEventListener.*keydown`, `addEventListener.*gamepad`, `onMouseMove`, `ontouchstart`. Read input handlers to understand: action mapping strategy, polling vs event-driven, and platform support.
|
|
17
|
+
|
|
18
|
+
**Step 2 — Audit input correctness**
|
|
19
|
+
Check for: input polled inside render loop (should be in fixed update), no gamepad support, missing touch controls for mobile, hardcoded key bindings, and no input buffering (missed jump inputs).
|
|
20
|
+
|
|
21
|
+
**Step 3 — Emit InputManager**
|
|
22
|
+
Emit: unified InputManager with keyboard/mouse/gamepad/touch, action-based API, justPressed/wasReleased one-frame flags, and runtime rebinding. Always call `flush()` at end of each fixed tick.
|
|
23
|
+
|
|
24
|
+
#### Unified Input Handler — Keyboard, Mouse, Gamepad, Touch
|
|
25
|
+
|
|
26
|
+
```typescript
|
|
27
|
+
// InputManager — supports keyboard, mouse, gamepad, touch with action mapping
|
|
28
|
+
type ActionMap = Record<string, string[]>; // action → [key1, key2, ...]
|
|
29
|
+
|
|
30
|
+
const DEFAULT_ACTIONS: ActionMap = {
|
|
31
|
+
moveUp: ['KeyW', 'ArrowUp'],
|
|
32
|
+
moveDown: ['KeyS', 'ArrowDown'],
|
|
33
|
+
moveLeft: ['KeyA', 'ArrowLeft'],
|
|
34
|
+
moveRight: ['KeyD', 'ArrowRight'],
|
|
35
|
+
jump: ['Space'],
|
|
36
|
+
attack: ['Mouse0'],
|
|
37
|
+
pause: ['Escape'],
|
|
38
|
+
};
|
|
39
|
+
|
|
40
|
+
class InputManager {
|
|
41
|
+
private held = new Set<string>();
|
|
42
|
+
private justPressed = new Set<string>();
|
|
43
|
+
private justReleased = new Set<string>();
|
|
44
|
+
private axes = { x: 0, y: 0 };
|
|
45
|
+
private gamepad: Gamepad | null = null;
|
|
46
|
+
private bindings: ActionMap;
|
|
47
|
+
|
|
48
|
+
constructor(bindings = DEFAULT_ACTIONS) {
|
|
49
|
+
this.bindings = { ...bindings };
|
|
50
|
+
window.addEventListener('keydown', e => { this.held.add(e.code); this.justPressed.add(e.code); });
|
|
51
|
+
window.addEventListener('keyup', e => { this.held.delete(e.code); this.justReleased.add(e.code); });
|
|
52
|
+
window.addEventListener('mousedown', e => this.held.add(`Mouse${e.button}`));
|
|
53
|
+
window.addEventListener('mouseup', e => this.held.delete(`Mouse${e.button}`));
|
|
54
|
+
window.addEventListener('gamepaddisconnected', () => { this.gamepad = null; });
|
|
55
|
+
}
|
|
56
|
+
|
|
57
|
+
// Call at the START of each fixed update tick, not inside render
|
|
58
|
+
pollGamepad() {
|
|
59
|
+
const pads = navigator.getGamepads();
|
|
60
|
+
this.gamepad = pads[0] ?? null;
|
|
61
|
+
if (this.gamepad) {
|
|
62
|
+
this.axes.x = this.gamepad.axes[0];
|
|
63
|
+
this.axes.y = this.gamepad.axes[1];
|
|
64
|
+
}
|
|
65
|
+
}
|
|
66
|
+
|
|
67
|
+
// Call at END of each fixed update tick to clear one-frame flags
|
|
68
|
+
flush() {
|
|
69
|
+
this.justPressed.clear();
|
|
70
|
+
this.justReleased.clear();
|
|
71
|
+
}
|
|
72
|
+
|
|
73
|
+
isDown(action: string): boolean {
|
|
74
|
+
return (this.bindings[action] ?? []).some(key => this.held.has(key));
|
|
75
|
+
}
|
|
76
|
+
|
|
77
|
+
wasPressed(action: string): boolean {
|
|
78
|
+
return (this.bindings[action] ?? []).some(key => this.justPressed.has(key));
|
|
79
|
+
}
|
|
80
|
+
|
|
81
|
+
wasReleased(action: string): boolean {
|
|
82
|
+
return (this.bindings[action] ?? []).some(key => this.justReleased.has(key));
|
|
83
|
+
}
|
|
84
|
+
|
|
85
|
+
getAxes() { return { ...this.axes }; }
|
|
86
|
+
|
|
87
|
+
// Rebind at runtime (save to localStorage)
|
|
88
|
+
rebind(action: string, keys: string[]) {
|
|
89
|
+
this.bindings[action] = keys;
|
|
90
|
+
localStorage.setItem('inputBindings', JSON.stringify(this.bindings));
|
|
91
|
+
}
|
|
92
|
+
|
|
93
|
+
loadSavedBindings() {
|
|
94
|
+
const saved = localStorage.getItem('inputBindings');
|
|
95
|
+
if (saved) this.bindings = { ...this.bindings, ...JSON.parse(saved) };
|
|
96
|
+
}
|
|
97
|
+
}
|
|
98
|
+
```
|
|
99
|
+
|
|
100
|
+
#### Input Buffering (Coyote Time + Jump Buffering)
|
|
101
|
+
|
|
102
|
+
```typescript
|
|
103
|
+
// Input buffer — remember button press for N frames to forgive missed timing
|
|
104
|
+
class InputBuffer {
|
|
105
|
+
private buffer: Map<string, number> = new Map(); // action → frames remaining
|
|
106
|
+
|
|
107
|
+
bufferAction(action: string, frames = 6) { this.buffer.set(action, frames); }
|
|
108
|
+
|
|
109
|
+
consume(action: string): boolean {
|
|
110
|
+
if ((this.buffer.get(action) ?? 0) > 0) {
|
|
111
|
+
this.buffer.set(action, 0);
|
|
112
|
+
return true;
|
|
113
|
+
}
|
|
114
|
+
return false;
|
|
115
|
+
}
|
|
116
|
+
|
|
117
|
+
tick() {
|
|
118
|
+
this.buffer.forEach((frames, action) => {
|
|
119
|
+
if (frames > 0) this.buffer.set(action, frames - 1);
|
|
120
|
+
});
|
|
121
|
+
}
|
|
122
|
+
}
|
|
123
|
+
|
|
124
|
+
// Coyote time — allow jump for N frames after walking off a ledge
|
|
125
|
+
class CoyoteTime {
|
|
126
|
+
private grounded = false;
|
|
127
|
+
private coyoteFrames = 0;
|
|
128
|
+
private readonly maxFrames = 6;
|
|
129
|
+
|
|
130
|
+
update(isGrounded: boolean) {
|
|
131
|
+
if (isGrounded) {
|
|
132
|
+
this.grounded = true;
|
|
133
|
+
this.coyoteFrames = this.maxFrames;
|
|
134
|
+
} else {
|
|
135
|
+
this.grounded = false;
|
|
136
|
+
this.coyoteFrames = Math.max(0, this.coyoteFrames - 1);
|
|
137
|
+
}
|
|
138
|
+
}
|
|
139
|
+
|
|
140
|
+
canJump(): boolean { return this.coyoteFrames > 0; }
|
|
141
|
+
}
|
|
142
|
+
```
|
|
143
|
+
|
|
144
|
+
#### Touch Virtual Joystick (Mobile)
|
|
145
|
+
|
|
146
|
+
```typescript
|
|
147
|
+
// Canvas-rendered virtual joystick for mobile
|
|
148
|
+
class VirtualJoystick {
|
|
149
|
+
private origin: { x: number; y: number } | null = null;
|
|
150
|
+
private current: { x: number; y: number } | null = null;
|
|
151
|
+
private touchId: number | null = null;
|
|
152
|
+
readonly radius = 60;
|
|
153
|
+
|
|
154
|
+
constructor(private canvas: HTMLCanvasElement) {
|
|
155
|
+
canvas.addEventListener('touchstart', this.onStart, { passive: false });
|
|
156
|
+
canvas.addEventListener('touchmove', this.onMove, { passive: false });
|
|
157
|
+
canvas.addEventListener('touchend', this.onEnd);
|
|
158
|
+
}
|
|
159
|
+
|
|
160
|
+
private onStart = (e: TouchEvent) => {
|
|
161
|
+
e.preventDefault();
|
|
162
|
+
if (this.touchId !== null) return;
|
|
163
|
+
const t = e.changedTouches[0];
|
|
164
|
+
this.touchId = t.identifier;
|
|
165
|
+
this.origin = { x: t.clientX, y: t.clientY };
|
|
166
|
+
this.current = { ...this.origin };
|
|
167
|
+
};
|
|
168
|
+
|
|
169
|
+
private onMove = (e: TouchEvent) => {
|
|
170
|
+
e.preventDefault();
|
|
171
|
+
const t = Array.from(e.changedTouches).find(t => t.identifier === this.touchId);
|
|
172
|
+
if (!t || !this.origin) return;
|
|
173
|
+
const dx = t.clientX - this.origin.x;
|
|
174
|
+
const dy = t.clientY - this.origin.y;
|
|
175
|
+
const len = Math.hypot(dx, dy);
|
|
176
|
+
const clamped = Math.min(len, this.radius);
|
|
177
|
+
const angle = Math.atan2(dy, dx);
|
|
178
|
+
this.current = {
|
|
179
|
+
x: this.origin.x + Math.cos(angle) * clamped,
|
|
180
|
+
y: this.origin.y + Math.sin(angle) * clamped,
|
|
181
|
+
};
|
|
182
|
+
};
|
|
183
|
+
|
|
184
|
+
private onEnd = (e: TouchEvent) => {
|
|
185
|
+
if (Array.from(e.changedTouches).some(t => t.identifier === this.touchId)) {
|
|
186
|
+
this.origin = this.current = null;
|
|
187
|
+
this.touchId = null;
|
|
188
|
+
}
|
|
189
|
+
};
|
|
190
|
+
|
|
191
|
+
getAxes(): { x: number; y: number } {
|
|
192
|
+
if (!this.origin || !this.current) return { x: 0, y: 0 };
|
|
193
|
+
return {
|
|
194
|
+
x: (this.current.x - this.origin.x) / this.radius,
|
|
195
|
+
y: (this.current.y - this.origin.y) / this.radius,
|
|
196
|
+
};
|
|
197
|
+
}
|
|
198
|
+
}
|
|
199
|
+
```
|