@rune-kit/rune 2.10.0 → 2.11.0

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.
Files changed (205) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +8 -6
  3. package/commands/rune.md +168 -168
  4. package/contexts/dev.md +34 -34
  5. package/contexts/research.md +43 -43
  6. package/contexts/review.md +55 -55
  7. package/extensions/ai-ml/PACK.md +88 -88
  8. package/extensions/ai-ml/skills/ai-agents.md +172 -172
  9. package/extensions/ai-ml/skills/code-sandbox.md +187 -187
  10. package/extensions/ai-ml/skills/deep-research.md +146 -146
  11. package/extensions/ai-ml/skills/embedding-search.md +66 -66
  12. package/extensions/ai-ml/skills/fine-tuning-guide.md +74 -74
  13. package/extensions/ai-ml/skills/llm-architect.md +125 -125
  14. package/extensions/ai-ml/skills/llm-integration.md +64 -64
  15. package/extensions/ai-ml/skills/prompt-patterns.md +72 -72
  16. package/extensions/ai-ml/skills/rag-patterns.md +66 -66
  17. package/extensions/ai-ml/skills/web-extraction.md +114 -114
  18. package/extensions/analytics/PACK.md +92 -92
  19. package/extensions/analytics/skills/ab-testing.md +72 -72
  20. package/extensions/analytics/skills/dashboard-patterns.md +83 -83
  21. package/extensions/analytics/skills/data-validation.md +68 -68
  22. package/extensions/analytics/skills/funnel-analysis.md +81 -81
  23. package/extensions/analytics/skills/sql-patterns.md +57 -57
  24. package/extensions/analytics/skills/statistical-analysis.md +79 -79
  25. package/extensions/analytics/skills/tracking-setup.md +71 -71
  26. package/extensions/backend/PACK.md +104 -104
  27. package/extensions/backend/skills/api-patterns.md +84 -84
  28. package/extensions/backend/skills/async-pipeline.md +193 -193
  29. package/extensions/backend/skills/auth-patterns.md +97 -97
  30. package/extensions/backend/skills/background-jobs.md +133 -133
  31. package/extensions/backend/skills/caching-patterns.md +108 -108
  32. package/extensions/backend/skills/cli-generation.md +133 -133
  33. package/extensions/backend/skills/database-patterns.md +87 -87
  34. package/extensions/backend/skills/middleware-patterns.md +104 -104
  35. package/extensions/chrome-ext/PACK.md +93 -93
  36. package/extensions/chrome-ext/skills/cws-preflight.md +143 -143
  37. package/extensions/chrome-ext/skills/cws-publish.md +104 -104
  38. package/extensions/chrome-ext/skills/ext-ai-integration.md +251 -251
  39. package/extensions/chrome-ext/skills/ext-messaging.md +139 -139
  40. package/extensions/chrome-ext/skills/ext-storage.md +133 -133
  41. package/extensions/chrome-ext/skills/mv3-scaffold.md +164 -164
  42. package/extensions/content/PACK.md +96 -96
  43. package/extensions/content/skills/blog-patterns.md +88 -88
  44. package/extensions/content/skills/cms-integration.md +131 -131
  45. package/extensions/content/skills/content-scoring.md +107 -107
  46. package/extensions/content/skills/i18n.md +83 -83
  47. package/extensions/content/skills/mdx-authoring.md +137 -137
  48. package/extensions/content/skills/reference.md +1014 -1014
  49. package/extensions/content/skills/seo-patterns.md +67 -67
  50. package/extensions/content/skills/video-repurpose.md +153 -153
  51. package/extensions/devops/PACK.md +101 -101
  52. package/extensions/devops/skills/chaos-testing.md +67 -67
  53. package/extensions/devops/skills/ci-cd.md +75 -75
  54. package/extensions/devops/skills/docker.md +58 -58
  55. package/extensions/devops/skills/edge-serverless.md +163 -163
  56. package/extensions/devops/skills/infra-as-code.md +158 -158
  57. package/extensions/devops/skills/kubernetes.md +110 -110
  58. package/extensions/devops/skills/monitoring.md +57 -57
  59. package/extensions/devops/skills/server-setup.md +64 -64
  60. package/extensions/devops/skills/ssl-domain.md +42 -42
  61. package/extensions/ecommerce/PACK.md +116 -116
  62. package/extensions/ecommerce/skills/cart-system.md +79 -79
  63. package/extensions/ecommerce/skills/inventory-mgmt.md +102 -102
  64. package/extensions/ecommerce/skills/order-management.md +126 -126
  65. package/extensions/ecommerce/skills/payment-integration.md +472 -472
  66. package/extensions/ecommerce/skills/shopify-dev.md +69 -69
  67. package/extensions/ecommerce/skills/subscription-billing.md +93 -93
  68. package/extensions/ecommerce/skills/tax-compliance.md +117 -117
  69. package/extensions/gamedev/PACK.md +142 -142
  70. package/extensions/gamedev/skills/asset-pipeline.md +74 -74
  71. package/extensions/gamedev/skills/audio-system.md +129 -129
  72. package/extensions/gamedev/skills/camera-system.md +87 -87
  73. package/extensions/gamedev/skills/ecs.md +98 -98
  74. package/extensions/gamedev/skills/game-loops.md +72 -72
  75. package/extensions/gamedev/skills/input-system.md +199 -199
  76. package/extensions/gamedev/skills/multiplayer.md +180 -180
  77. package/extensions/gamedev/skills/particles.md +105 -105
  78. package/extensions/gamedev/skills/physics-engine.md +89 -89
  79. package/extensions/gamedev/skills/scene-management.md +146 -146
  80. package/extensions/gamedev/skills/threejs-patterns.md +90 -90
  81. package/extensions/gamedev/skills/webgl.md +71 -71
  82. package/extensions/mobile/PACK.md +106 -106
  83. package/extensions/mobile/skills/app-store-connect.md +152 -152
  84. package/extensions/mobile/skills/app-store-prep.md +66 -66
  85. package/extensions/mobile/skills/deep-linking.md +109 -109
  86. package/extensions/mobile/skills/flutter.md +60 -60
  87. package/extensions/mobile/skills/ios-build-pipeline.md +142 -142
  88. package/extensions/mobile/skills/native-bridge.md +66 -66
  89. package/extensions/mobile/skills/ota-updates.md +97 -97
  90. package/extensions/mobile/skills/push-notifications.md +111 -111
  91. package/extensions/mobile/skills/react-native.md +82 -82
  92. package/extensions/saas/PACK.md +116 -116
  93. package/extensions/saas/skills/billing-integration.md +200 -200
  94. package/extensions/saas/skills/feature-flags.md +130 -130
  95. package/extensions/saas/skills/multi-tenant.md +103 -103
  96. package/extensions/saas/skills/onboarding-flow.md +139 -139
  97. package/extensions/saas/skills/subscription-flow.md +95 -95
  98. package/extensions/saas/skills/team-management.md +144 -144
  99. package/extensions/security/PACK.md +99 -99
  100. package/extensions/security/skills/api-security.md +140 -140
  101. package/extensions/security/skills/compliance.md +68 -68
  102. package/extensions/security/skills/owasp-audit.md +64 -64
  103. package/extensions/security/skills/pentest-patterns.md +77 -77
  104. package/extensions/security/skills/secret-mgmt.md +65 -65
  105. package/extensions/security/skills/supply-chain.md +65 -65
  106. package/extensions/trading/PACK.md +80 -80
  107. package/extensions/trading/skills/chart-components.md +55 -55
  108. package/extensions/trading/skills/experiment-loop.md +125 -125
  109. package/extensions/trading/skills/fintech-patterns.md +47 -47
  110. package/extensions/trading/skills/indicator-library.md +58 -58
  111. package/extensions/trading/skills/quant-analysis.md +111 -111
  112. package/extensions/trading/skills/realtime-data.md +58 -58
  113. package/extensions/trading/skills/trade-logic.md +104 -104
  114. package/extensions/ui/PACK.md +130 -130
  115. package/extensions/ui/skills/a11y-audit.md +91 -91
  116. package/extensions/ui/skills/animation-patterns.md +127 -127
  117. package/extensions/ui/skills/component-patterns.md +100 -100
  118. package/extensions/ui/skills/design-decision.md +108 -108
  119. package/extensions/ui/skills/design-system.md +68 -68
  120. package/extensions/ui/skills/landing-patterns.md +155 -155
  121. package/extensions/ui/skills/palette-picker.md +173 -173
  122. package/extensions/ui/skills/react-health.md +90 -90
  123. package/extensions/ui/skills/type-system.md +125 -125
  124. package/extensions/ui/skills/web-vitals.md +153 -153
  125. package/extensions/zalo/PACK.md +145 -145
  126. package/extensions/zalo/skills/zalo-oa-mcp.md +317 -317
  127. package/extensions/zalo/skills/zalo-oa-messaging.md +429 -429
  128. package/extensions/zalo/skills/zalo-oa-setup.md +236 -236
  129. package/extensions/zalo/skills/zalo-oa-webhook.md +189 -189
  130. package/extensions/zalo/skills/zalo-personal-messaging.md +194 -194
  131. package/extensions/zalo/skills/zalo-personal-setup.md +153 -153
  132. package/extensions/zalo/skills/zalo-rate-guard.md +219 -219
  133. package/hooks/auto-format/index.cjs +48 -48
  134. package/hooks/hooks.json +111 -111
  135. package/hooks/post-session-reflect/index.cjs +189 -189
  136. package/hooks/pre-compact/index.cjs +95 -95
  137. package/hooks/run-hook.cmd +1 -1
  138. package/hooks/secrets-scan/index.cjs +100 -100
  139. package/hooks/session-start/index.cjs +71 -71
  140. package/hooks/typecheck/index.cjs +65 -65
  141. package/package.json +63 -63
  142. package/references/ui-pro-max-data/LICENSE-UI-PRO-MAX +21 -21
  143. package/references/ui-pro-max-data/charts.csv +26 -26
  144. package/references/ui-pro-max-data/colors.csv +161 -161
  145. package/references/ui-pro-max-data/styles.csv +68 -68
  146. package/references/ui-pro-max-data/typography.csv +74 -74
  147. package/references/ui-pro-max-data/ui-reasoning.csv +162 -162
  148. package/references/ui-pro-max-data/ux-guidelines.csv +99 -99
  149. package/skills/adversary/SKILL.md +283 -283
  150. package/skills/asset-creator/SKILL.md +157 -157
  151. package/skills/audit/SKILL.md +147 -2
  152. package/skills/autopsy/SKILL.md +335 -335
  153. package/skills/brainstorm/SKILL.md +342 -342
  154. package/skills/browser-pilot/SKILL.md +168 -168
  155. package/skills/constraint-check/SKILL.md +165 -165
  156. package/skills/context-engine/SKILL.md +404 -404
  157. package/skills/cook/SKILL.md +917 -863
  158. package/skills/db/SKILL.md +273 -273
  159. package/skills/debug/SKILL.md +465 -465
  160. package/skills/dependency-doctor/SKILL.md +265 -235
  161. package/skills/deploy/SKILL.md +274 -231
  162. package/skills/design/DESIGN-REFERENCE.md +365 -365
  163. package/skills/design/SKILL.md +589 -589
  164. package/skills/doc-processor/SKILL.md +254 -254
  165. package/skills/docs/SKILL.md +374 -374
  166. package/skills/docs-seeker/SKILL.md +177 -177
  167. package/skills/fix/SKILL.md +330 -330
  168. package/skills/git/SKILL.md +339 -339
  169. package/skills/hallucination-guard/SKILL.md +219 -219
  170. package/skills/incident/SKILL.md +254 -253
  171. package/skills/integrity-check/SKILL.md +169 -169
  172. package/skills/journal/SKILL.md +240 -240
  173. package/skills/launch/SKILL.md +344 -344
  174. package/skills/logic-guardian/SKILL.md +251 -251
  175. package/skills/marketing/SKILL.md +290 -289
  176. package/skills/mcp-builder/SKILL.md +425 -425
  177. package/skills/neural-memory/SKILL.md +362 -362
  178. package/skills/onboard/SKILL.md +404 -403
  179. package/skills/perf/SKILL.md +346 -346
  180. package/skills/plan/SKILL.md +433 -428
  181. package/skills/preflight/SKILL.md +415 -415
  182. package/skills/problem-solver/SKILL.md +380 -284
  183. package/skills/rescue/SKILL.md +474 -474
  184. package/skills/retro/SKILL.md +3 -1
  185. package/skills/review/SKILL.md +612 -588
  186. package/skills/review-intake/SKILL.md +249 -249
  187. package/skills/safeguard/SKILL.md +200 -200
  188. package/skills/sast/SKILL.md +190 -190
  189. package/skills/scaffold/SKILL.md +328 -287
  190. package/skills/scope-guard/SKILL.md +180 -180
  191. package/skills/scout/SKILL.md +263 -263
  192. package/skills/sentinel/SKILL.md +382 -381
  193. package/skills/sentinel-env/SKILL.md +254 -254
  194. package/skills/sequential-thinking/SKILL.md +234 -234
  195. package/skills/session-bridge/SKILL.md +543 -543
  196. package/skills/skill-forge/SKILL.md +581 -581
  197. package/skills/skill-router/SKILL.md +3 -0
  198. package/skills/surgeon/SKILL.md +215 -215
  199. package/skills/team/SKILL.md +556 -537
  200. package/skills/test/SKILL.md +614 -614
  201. package/skills/trend-scout/SKILL.md +145 -145
  202. package/skills/verification/SKILL.md +326 -326
  203. package/skills/video-creator/SKILL.md +201 -201
  204. package/skills/watchdog/SKILL.md +168 -168
  205. package/skills/worktree/SKILL.md +140 -140
@@ -1,129 +1,129 @@
1
- ---
2
- name: "audio-system"
3
- pack: "@rune/gamedev"
4
- description: "Web Audio API, spatial audio, SFX management — AudioManager with spatial audio, music crossfade, and SFX pooling."
5
- model: sonnet
6
- tools: [Read, Edit, Write, Grep, Glob, Bash]
7
- ---
8
-
9
- # audio-system
10
-
11
- Web Audio API, spatial audio, SFX management — AudioManager with spatial audio, music crossfade, and SFX pooling.
12
-
13
- #### Workflow
14
-
15
- **Step 1 — Detect audio setup**
16
- Use Grep to find audio code: `AudioContext`, `Howler`, `Audio`, `createBufferSource`, `createGain`. Read the audio initialization to understand: context management, volume controls, and loading strategy.
17
-
18
- **Step 2 — Audit audio configuration**
19
- 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.
20
-
21
- **Step 3 — Emit AudioManager**
22
- Emit: AudioManager class with master/music/sfx gain chain, music crossfade, spatial (3D) audio via PannerNode, and SFX pooling.
23
-
24
- #### Web Audio API — Full Audio Manager
25
-
26
- ```typescript
27
- // AudioManager — spatial audio, music crossfade, SFX pooling
28
- class AudioManager {
29
- private ctx: AudioContext;
30
- private masterGain: GainNode;
31
- private musicGain: GainNode;
32
- private sfxGain: GainNode;
33
- private buffers = new Map<string, AudioBuffer>();
34
- private sfxPool = new Map<string, AudioBufferSourceNode[]>();
35
- private currentMusic: AudioBufferSourceNode | null = null;
36
-
37
- constructor() {
38
- this.ctx = new AudioContext();
39
- this.masterGain = this.ctx.createGain();
40
- this.musicGain = this.ctx.createGain();
41
- this.sfxGain = this.ctx.createGain();
42
-
43
- this.musicGain.connect(this.masterGain);
44
- this.sfxGain.connect(this.masterGain);
45
- this.masterGain.connect(this.ctx.destination);
46
-
47
- this.musicGain.gain.value = 0.6;
48
- this.sfxGain.gain.value = 1.0;
49
- }
50
-
51
- async load(id: string, url: string) {
52
- const response = await fetch(url);
53
- const arrayBuffer = await response.arrayBuffer();
54
- this.buffers.set(id, await this.ctx.decodeAudioData(arrayBuffer));
55
- }
56
-
57
- playSfx(id: string, options: { volume?: number; detune?: number } = {}) {
58
- const buffer = this.buffers.get(id);
59
- if (!buffer) return;
60
-
61
- // Resume context if suspended (browser autoplay policy)
62
- if (this.ctx.state === 'suspended') this.ctx.resume();
63
-
64
- const source = this.ctx.createBufferSource();
65
- const gain = this.ctx.createGain();
66
- source.buffer = buffer;
67
- source.detune.value = options.detune ?? 0;
68
- gain.gain.value = options.volume ?? 1;
69
-
70
- source.connect(gain).connect(this.sfxGain);
71
- source.start();
72
- }
73
-
74
- // Music crossfade — smooth transition between tracks
75
- async crossfadeTo(id: string, fadeDuration = 2) {
76
- const buffer = this.buffers.get(id);
77
- if (!buffer) return;
78
- if (this.ctx.state === 'suspended') await this.ctx.resume();
79
-
80
- const newSource = this.ctx.createBufferSource();
81
- newSource.buffer = buffer;
82
- newSource.loop = true;
83
-
84
- const newGain = this.ctx.createGain();
85
- newGain.gain.setValueAtTime(0, this.ctx.currentTime);
86
- newGain.gain.linearRampToValueAtTime(1, this.ctx.currentTime + fadeDuration);
87
-
88
- newSource.connect(newGain).connect(this.musicGain);
89
- newSource.start();
90
-
91
- if (this.currentMusic) {
92
- const oldGain = this.ctx.createGain();
93
- oldGain.gain.setValueAtTime(1, this.ctx.currentTime);
94
- oldGain.gain.linearRampToValueAtTime(0, this.ctx.currentTime + fadeDuration);
95
- this.currentMusic.connect(oldGain).connect(this.musicGain);
96
- const old = this.currentMusic;
97
- setTimeout(() => old.stop(), fadeDuration * 1000);
98
- }
99
-
100
- this.currentMusic = newSource;
101
- }
102
-
103
- // Spatial (3D) audio — attenuate by distance from listener
104
- playSpatial(id: string, x: number, y: number, z: number) {
105
- const buffer = this.buffers.get(id);
106
- if (!buffer) return;
107
-
108
- const source = this.ctx.createBufferSource();
109
- const panner = this.ctx.createPanner();
110
- source.buffer = buffer;
111
-
112
- panner.panningModel = 'HRTF';
113
- panner.distanceModel = 'inverse';
114
- panner.refDistance = 1;
115
- panner.maxDistance = 100;
116
- panner.rolloffFactor = 1;
117
- panner.positionX.value = x;
118
- panner.positionY.value = y;
119
- panner.positionZ.value = z;
120
-
121
- source.connect(panner).connect(this.sfxGain);
122
- source.start();
123
- }
124
-
125
- setMasterVolume(v: number) { this.masterGain.gain.value = Math.max(0, Math.min(1, v)); }
126
- setMusicVolume(v: number) { this.musicGain.gain.value = Math.max(0, Math.min(1, v)); }
127
- setSfxVolume(v: number) { this.sfxGain.gain.value = Math.max(0, Math.min(1, v)); }
128
- }
129
- ```
1
+ ---
2
+ name: "audio-system"
3
+ pack: "@rune/gamedev"
4
+ description: "Web Audio API, spatial audio, SFX management — AudioManager with spatial audio, music crossfade, and SFX pooling."
5
+ model: sonnet
6
+ tools: [Read, Edit, Write, Grep, Glob, Bash]
7
+ ---
8
+
9
+ # audio-system
10
+
11
+ Web Audio API, spatial audio, SFX management — AudioManager with spatial audio, music crossfade, and SFX pooling.
12
+
13
+ #### Workflow
14
+
15
+ **Step 1 — Detect audio setup**
16
+ Use Grep to find audio code: `AudioContext`, `Howler`, `Audio`, `createBufferSource`, `createGain`. Read the audio initialization to understand: context management, volume controls, and loading strategy.
17
+
18
+ **Step 2 — Audit audio configuration**
19
+ 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.
20
+
21
+ **Step 3 — Emit AudioManager**
22
+ Emit: AudioManager class with master/music/sfx gain chain, music crossfade, spatial (3D) audio via PannerNode, and SFX pooling.
23
+
24
+ #### Web Audio API — Full Audio Manager
25
+
26
+ ```typescript
27
+ // AudioManager — spatial audio, music crossfade, SFX pooling
28
+ class AudioManager {
29
+ private ctx: AudioContext;
30
+ private masterGain: GainNode;
31
+ private musicGain: GainNode;
32
+ private sfxGain: GainNode;
33
+ private buffers = new Map<string, AudioBuffer>();
34
+ private sfxPool = new Map<string, AudioBufferSourceNode[]>();
35
+ private currentMusic: AudioBufferSourceNode | null = null;
36
+
37
+ constructor() {
38
+ this.ctx = new AudioContext();
39
+ this.masterGain = this.ctx.createGain();
40
+ this.musicGain = this.ctx.createGain();
41
+ this.sfxGain = this.ctx.createGain();
42
+
43
+ this.musicGain.connect(this.masterGain);
44
+ this.sfxGain.connect(this.masterGain);
45
+ this.masterGain.connect(this.ctx.destination);
46
+
47
+ this.musicGain.gain.value = 0.6;
48
+ this.sfxGain.gain.value = 1.0;
49
+ }
50
+
51
+ async load(id: string, url: string) {
52
+ const response = await fetch(url);
53
+ const arrayBuffer = await response.arrayBuffer();
54
+ this.buffers.set(id, await this.ctx.decodeAudioData(arrayBuffer));
55
+ }
56
+
57
+ playSfx(id: string, options: { volume?: number; detune?: number } = {}) {
58
+ const buffer = this.buffers.get(id);
59
+ if (!buffer) return;
60
+
61
+ // Resume context if suspended (browser autoplay policy)
62
+ if (this.ctx.state === 'suspended') this.ctx.resume();
63
+
64
+ const source = this.ctx.createBufferSource();
65
+ const gain = this.ctx.createGain();
66
+ source.buffer = buffer;
67
+ source.detune.value = options.detune ?? 0;
68
+ gain.gain.value = options.volume ?? 1;
69
+
70
+ source.connect(gain).connect(this.sfxGain);
71
+ source.start();
72
+ }
73
+
74
+ // Music crossfade — smooth transition between tracks
75
+ async crossfadeTo(id: string, fadeDuration = 2) {
76
+ const buffer = this.buffers.get(id);
77
+ if (!buffer) return;
78
+ if (this.ctx.state === 'suspended') await this.ctx.resume();
79
+
80
+ const newSource = this.ctx.createBufferSource();
81
+ newSource.buffer = buffer;
82
+ newSource.loop = true;
83
+
84
+ const newGain = this.ctx.createGain();
85
+ newGain.gain.setValueAtTime(0, this.ctx.currentTime);
86
+ newGain.gain.linearRampToValueAtTime(1, this.ctx.currentTime + fadeDuration);
87
+
88
+ newSource.connect(newGain).connect(this.musicGain);
89
+ newSource.start();
90
+
91
+ if (this.currentMusic) {
92
+ const oldGain = this.ctx.createGain();
93
+ oldGain.gain.setValueAtTime(1, this.ctx.currentTime);
94
+ oldGain.gain.linearRampToValueAtTime(0, this.ctx.currentTime + fadeDuration);
95
+ this.currentMusic.connect(oldGain).connect(this.musicGain);
96
+ const old = this.currentMusic;
97
+ setTimeout(() => old.stop(), fadeDuration * 1000);
98
+ }
99
+
100
+ this.currentMusic = newSource;
101
+ }
102
+
103
+ // Spatial (3D) audio — attenuate by distance from listener
104
+ playSpatial(id: string, x: number, y: number, z: number) {
105
+ const buffer = this.buffers.get(id);
106
+ if (!buffer) return;
107
+
108
+ const source = this.ctx.createBufferSource();
109
+ const panner = this.ctx.createPanner();
110
+ source.buffer = buffer;
111
+
112
+ panner.panningModel = 'HRTF';
113
+ panner.distanceModel = 'inverse';
114
+ panner.refDistance = 1;
115
+ panner.maxDistance = 100;
116
+ panner.rolloffFactor = 1;
117
+ panner.positionX.value = x;
118
+ panner.positionY.value = y;
119
+ panner.positionZ.value = z;
120
+
121
+ source.connect(panner).connect(this.sfxGain);
122
+ source.start();
123
+ }
124
+
125
+ setMasterVolume(v: number) { this.masterGain.gain.value = Math.max(0, Math.min(1, v)); }
126
+ setMusicVolume(v: number) { this.musicGain.gain.value = Math.max(0, Math.min(1, v)); }
127
+ setSfxVolume(v: number) { this.sfxGain.gain.value = Math.max(0, Math.min(1, v)); }
128
+ }
129
+ ```
@@ -1,87 +1,87 @@
1
- ---
2
- name: "camera-system"
3
- pack: "@rune/gamedev"
4
- description: "Follow camera, screen shake, zoom — 2D camera with smooth lerp follow, dead zone, screen shake on impact, and zoom-to target."
5
- model: sonnet
6
- tools: [Read, Edit, Write, Grep, Glob, Bash]
7
- ---
8
-
9
- # camera-system
10
-
11
- Follow camera, screen shake, zoom — 2D camera with smooth lerp follow, dead zone, screen shake on impact, and zoom-to target.
12
-
13
- #### Workflow
14
-
15
- **Step 1 — Detect camera usage**
16
- 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.
17
-
18
- **Step 2 — Audit camera configuration**
19
- 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.
20
-
21
- **Step 3 — Emit Camera2D**
22
- Emit: Camera2D with smooth lerp, configurable dead zone, screen shake with intensity decay, zoom-to target, and `applyToContext` helper.
23
-
24
- #### Smooth Follow, Screen Shake, Dead Zone
25
-
26
- ```typescript
27
- // 2D camera system — smooth follow, screen shake, zoom, dead zone
28
- class Camera2D {
29
- x = 0; y = 0;
30
- zoom = 1;
31
- private targetX = 0; private targetY = 0;
32
- private shakeIntensity = 0; private shakeDuration = 0;
33
- lerpSpeed = 5;
34
-
35
- // Dead zone — camera only moves when target leaves this box
36
- private deadZone = { w: 80, h: 60 };
37
-
38
- follow(targetX: number, targetY: number, dt: number) {
39
- const dx = targetX - this.targetX;
40
- const dy = targetY - this.targetY;
41
-
42
- // Only move camera when target exits dead zone
43
- if (Math.abs(dx) > this.deadZone.w / 2) this.targetX += dx - Math.sign(dx) * this.deadZone.w / 2;
44
- if (Math.abs(dy) > this.deadZone.h / 2) this.targetY += dy - Math.sign(dy) * this.deadZone.h / 2;
45
-
46
- // Smooth lerp
47
- this.x += (this.targetX - this.x) * this.lerpSpeed * dt;
48
- this.y += (this.targetY - this.y) * this.lerpSpeed * dt;
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
- ```
1
+ ---
2
+ name: "camera-system"
3
+ pack: "@rune/gamedev"
4
+ description: "Follow camera, screen shake, zoom — 2D camera with smooth lerp follow, dead zone, screen shake on impact, and zoom-to target."
5
+ model: sonnet
6
+ tools: [Read, Edit, Write, Grep, Glob, Bash]
7
+ ---
8
+
9
+ # camera-system
10
+
11
+ Follow camera, screen shake, zoom — 2D camera with smooth lerp follow, dead zone, screen shake on impact, and zoom-to target.
12
+
13
+ #### Workflow
14
+
15
+ **Step 1 — Detect camera usage**
16
+ 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.
17
+
18
+ **Step 2 — Audit camera configuration**
19
+ 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.
20
+
21
+ **Step 3 — Emit Camera2D**
22
+ Emit: Camera2D with smooth lerp, configurable dead zone, screen shake with intensity decay, zoom-to target, and `applyToContext` helper.
23
+
24
+ #### Smooth Follow, Screen Shake, Dead Zone
25
+
26
+ ```typescript
27
+ // 2D camera system — smooth follow, screen shake, zoom, dead zone
28
+ class Camera2D {
29
+ x = 0; y = 0;
30
+ zoom = 1;
31
+ private targetX = 0; private targetY = 0;
32
+ private shakeIntensity = 0; private shakeDuration = 0;
33
+ lerpSpeed = 5;
34
+
35
+ // Dead zone — camera only moves when target leaves this box
36
+ private deadZone = { w: 80, h: 60 };
37
+
38
+ follow(targetX: number, targetY: number, dt: number) {
39
+ const dx = targetX - this.targetX;
40
+ const dy = targetY - this.targetY;
41
+
42
+ // Only move camera when target exits dead zone
43
+ if (Math.abs(dx) > this.deadZone.w / 2) this.targetX += dx - Math.sign(dx) * this.deadZone.w / 2;
44
+ if (Math.abs(dy) > this.deadZone.h / 2) this.targetY += dy - Math.sign(dy) * this.deadZone.h / 2;
45
+
46
+ // Smooth lerp
47
+ this.x += (this.targetX - this.x) * this.lerpSpeed * dt;
48
+ this.y += (this.targetY - this.y) * this.lerpSpeed * dt;
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
+ ```
@@ -1,98 +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
- ```
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
+ ```