@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
@@ -1,72 +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
- ```
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
+ ```
@@ -1,199 +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
- ```
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
+ ```