@rune-kit/rune 2.10.0 → 2.12.0

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 (240) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +65 -6
  3. package/commands/rune.md +168 -168
  4. package/compiler/__tests__/detect-invariants.test.js +136 -0
  5. package/compiler/__tests__/doctor-mesh.test.js +229 -0
  6. package/compiler/__tests__/hook-dispatch.test.js +91 -0
  7. package/compiler/__tests__/hooks-antigravity.test.js +118 -0
  8. package/compiler/__tests__/hooks-cursor.test.js +139 -0
  9. package/compiler/__tests__/hooks-install.test.js +305 -0
  10. package/compiler/__tests__/hooks-merge.test.js +204 -0
  11. package/compiler/__tests__/hooks-tiers.test.js +519 -0
  12. package/compiler/__tests__/hooks-windsurf.test.js +115 -0
  13. package/compiler/__tests__/inject-claude-md.test.js +152 -0
  14. package/compiler/__tests__/load-invariants.test.js +408 -0
  15. package/compiler/__tests__/onboard-invariants.test.js +240 -0
  16. package/compiler/adapters/hooks/antigravity.js +140 -0
  17. package/compiler/adapters/hooks/claude.js +166 -0
  18. package/compiler/adapters/hooks/cursor.js +191 -0
  19. package/compiler/adapters/hooks/index.js +82 -0
  20. package/compiler/adapters/hooks/tier-emitter.js +182 -0
  21. package/compiler/adapters/hooks/windsurf.js +202 -0
  22. package/compiler/bin/rune.js +196 -6
  23. package/compiler/commands/hook-dispatch.js +87 -0
  24. package/compiler/commands/hooks/install.js +120 -0
  25. package/compiler/commands/hooks/merge.js +211 -0
  26. package/compiler/commands/hooks/presets.js +116 -0
  27. package/compiler/commands/hooks/status.js +112 -0
  28. package/compiler/commands/hooks/tiers.js +221 -0
  29. package/compiler/commands/hooks/uninstall.js +94 -0
  30. package/compiler/doctor.js +236 -0
  31. package/contexts/dev.md +34 -34
  32. package/contexts/research.md +43 -43
  33. package/contexts/review.md +55 -55
  34. package/extensions/ai-ml/PACK.md +88 -88
  35. package/extensions/ai-ml/skills/ai-agents.md +172 -172
  36. package/extensions/ai-ml/skills/code-sandbox.md +187 -187
  37. package/extensions/ai-ml/skills/deep-research.md +146 -146
  38. package/extensions/ai-ml/skills/embedding-search.md +66 -66
  39. package/extensions/ai-ml/skills/fine-tuning-guide.md +74 -74
  40. package/extensions/ai-ml/skills/llm-architect.md +125 -125
  41. package/extensions/ai-ml/skills/llm-integration.md +64 -64
  42. package/extensions/ai-ml/skills/prompt-patterns.md +72 -72
  43. package/extensions/ai-ml/skills/rag-patterns.md +66 -66
  44. package/extensions/ai-ml/skills/web-extraction.md +114 -114
  45. package/extensions/analytics/PACK.md +92 -92
  46. package/extensions/analytics/skills/ab-testing.md +72 -72
  47. package/extensions/analytics/skills/dashboard-patterns.md +83 -83
  48. package/extensions/analytics/skills/data-validation.md +68 -68
  49. package/extensions/analytics/skills/funnel-analysis.md +81 -81
  50. package/extensions/analytics/skills/sql-patterns.md +57 -57
  51. package/extensions/analytics/skills/statistical-analysis.md +79 -79
  52. package/extensions/analytics/skills/tracking-setup.md +71 -71
  53. package/extensions/backend/PACK.md +104 -104
  54. package/extensions/backend/skills/api-patterns.md +84 -84
  55. package/extensions/backend/skills/async-pipeline.md +193 -193
  56. package/extensions/backend/skills/auth-patterns.md +97 -97
  57. package/extensions/backend/skills/background-jobs.md +133 -133
  58. package/extensions/backend/skills/caching-patterns.md +108 -108
  59. package/extensions/backend/skills/cli-generation.md +133 -133
  60. package/extensions/backend/skills/database-patterns.md +87 -87
  61. package/extensions/backend/skills/middleware-patterns.md +104 -104
  62. package/extensions/chrome-ext/PACK.md +93 -93
  63. package/extensions/chrome-ext/skills/cws-preflight.md +143 -143
  64. package/extensions/chrome-ext/skills/cws-publish.md +104 -104
  65. package/extensions/chrome-ext/skills/ext-ai-integration.md +251 -251
  66. package/extensions/chrome-ext/skills/ext-messaging.md +139 -139
  67. package/extensions/chrome-ext/skills/ext-storage.md +133 -133
  68. package/extensions/chrome-ext/skills/mv3-scaffold.md +164 -164
  69. package/extensions/content/PACK.md +96 -96
  70. package/extensions/content/skills/blog-patterns.md +88 -88
  71. package/extensions/content/skills/cms-integration.md +131 -131
  72. package/extensions/content/skills/content-scoring.md +107 -107
  73. package/extensions/content/skills/i18n.md +83 -83
  74. package/extensions/content/skills/mdx-authoring.md +137 -137
  75. package/extensions/content/skills/reference.md +1014 -1014
  76. package/extensions/content/skills/seo-patterns.md +67 -67
  77. package/extensions/content/skills/video-repurpose.md +153 -153
  78. package/extensions/devops/PACK.md +101 -101
  79. package/extensions/devops/skills/chaos-testing.md +67 -67
  80. package/extensions/devops/skills/ci-cd.md +75 -75
  81. package/extensions/devops/skills/docker.md +58 -58
  82. package/extensions/devops/skills/edge-serverless.md +163 -163
  83. package/extensions/devops/skills/infra-as-code.md +158 -158
  84. package/extensions/devops/skills/kubernetes.md +110 -110
  85. package/extensions/devops/skills/monitoring.md +57 -57
  86. package/extensions/devops/skills/server-setup.md +64 -64
  87. package/extensions/devops/skills/ssl-domain.md +42 -42
  88. package/extensions/ecommerce/PACK.md +116 -116
  89. package/extensions/ecommerce/skills/cart-system.md +79 -79
  90. package/extensions/ecommerce/skills/inventory-mgmt.md +102 -102
  91. package/extensions/ecommerce/skills/order-management.md +126 -126
  92. package/extensions/ecommerce/skills/payment-integration.md +472 -472
  93. package/extensions/ecommerce/skills/shopify-dev.md +69 -69
  94. package/extensions/ecommerce/skills/subscription-billing.md +93 -93
  95. package/extensions/ecommerce/skills/tax-compliance.md +117 -117
  96. package/extensions/gamedev/PACK.md +142 -142
  97. package/extensions/gamedev/skills/asset-pipeline.md +74 -74
  98. package/extensions/gamedev/skills/audio-system.md +129 -129
  99. package/extensions/gamedev/skills/camera-system.md +87 -87
  100. package/extensions/gamedev/skills/ecs.md +98 -98
  101. package/extensions/gamedev/skills/game-loops.md +72 -72
  102. package/extensions/gamedev/skills/input-system.md +199 -199
  103. package/extensions/gamedev/skills/multiplayer.md +180 -180
  104. package/extensions/gamedev/skills/particles.md +105 -105
  105. package/extensions/gamedev/skills/physics-engine.md +89 -89
  106. package/extensions/gamedev/skills/scene-management.md +146 -146
  107. package/extensions/gamedev/skills/threejs-patterns.md +90 -90
  108. package/extensions/gamedev/skills/webgl.md +71 -71
  109. package/extensions/mobile/PACK.md +106 -106
  110. package/extensions/mobile/skills/app-store-connect.md +152 -152
  111. package/extensions/mobile/skills/app-store-prep.md +66 -66
  112. package/extensions/mobile/skills/deep-linking.md +109 -109
  113. package/extensions/mobile/skills/flutter.md +60 -60
  114. package/extensions/mobile/skills/ios-build-pipeline.md +142 -142
  115. package/extensions/mobile/skills/native-bridge.md +66 -66
  116. package/extensions/mobile/skills/ota-updates.md +97 -97
  117. package/extensions/mobile/skills/push-notifications.md +111 -111
  118. package/extensions/mobile/skills/react-native.md +82 -82
  119. package/extensions/saas/PACK.md +116 -116
  120. package/extensions/saas/skills/billing-integration.md +200 -200
  121. package/extensions/saas/skills/feature-flags.md +130 -130
  122. package/extensions/saas/skills/multi-tenant.md +103 -103
  123. package/extensions/saas/skills/onboarding-flow.md +139 -139
  124. package/extensions/saas/skills/subscription-flow.md +95 -95
  125. package/extensions/saas/skills/team-management.md +144 -144
  126. package/extensions/security/PACK.md +99 -99
  127. package/extensions/security/skills/api-security.md +140 -140
  128. package/extensions/security/skills/compliance.md +68 -68
  129. package/extensions/security/skills/owasp-audit.md +64 -64
  130. package/extensions/security/skills/pentest-patterns.md +77 -77
  131. package/extensions/security/skills/secret-mgmt.md +65 -65
  132. package/extensions/security/skills/supply-chain.md +65 -65
  133. package/extensions/trading/PACK.md +80 -80
  134. package/extensions/trading/skills/chart-components.md +55 -55
  135. package/extensions/trading/skills/experiment-loop.md +125 -125
  136. package/extensions/trading/skills/fintech-patterns.md +47 -47
  137. package/extensions/trading/skills/indicator-library.md +58 -58
  138. package/extensions/trading/skills/quant-analysis.md +111 -111
  139. package/extensions/trading/skills/realtime-data.md +58 -58
  140. package/extensions/trading/skills/trade-logic.md +104 -104
  141. package/extensions/ui/PACK.md +130 -130
  142. package/extensions/ui/skills/a11y-audit.md +91 -91
  143. package/extensions/ui/skills/animation-patterns.md +127 -127
  144. package/extensions/ui/skills/component-patterns.md +100 -100
  145. package/extensions/ui/skills/design-decision.md +108 -108
  146. package/extensions/ui/skills/design-system.md +68 -68
  147. package/extensions/ui/skills/landing-patterns.md +155 -155
  148. package/extensions/ui/skills/palette-picker.md +173 -173
  149. package/extensions/ui/skills/react-health.md +90 -90
  150. package/extensions/ui/skills/type-system.md +125 -125
  151. package/extensions/ui/skills/web-vitals.md +153 -153
  152. package/extensions/zalo/PACK.md +145 -145
  153. package/extensions/zalo/skills/zalo-oa-mcp.md +317 -317
  154. package/extensions/zalo/skills/zalo-oa-messaging.md +429 -429
  155. package/extensions/zalo/skills/zalo-oa-setup.md +236 -236
  156. package/extensions/zalo/skills/zalo-oa-webhook.md +189 -189
  157. package/extensions/zalo/skills/zalo-personal-messaging.md +194 -194
  158. package/extensions/zalo/skills/zalo-personal-setup.md +153 -153
  159. package/extensions/zalo/skills/zalo-rate-guard.md +219 -219
  160. package/hooks/auto-format/index.cjs +48 -48
  161. package/hooks/hooks.json +111 -111
  162. package/hooks/post-session-reflect/index.cjs +189 -189
  163. package/hooks/pre-compact/index.cjs +95 -95
  164. package/hooks/run-hook.cmd +1 -1
  165. package/hooks/secrets-scan/index.cjs +100 -100
  166. package/hooks/session-start/index.cjs +71 -71
  167. package/hooks/typecheck/index.cjs +65 -65
  168. package/package.json +63 -63
  169. package/references/ui-pro-max-data/LICENSE-UI-PRO-MAX +21 -21
  170. package/references/ui-pro-max-data/charts.csv +26 -26
  171. package/references/ui-pro-max-data/colors.csv +161 -161
  172. package/references/ui-pro-max-data/styles.csv +68 -68
  173. package/references/ui-pro-max-data/typography.csv +74 -74
  174. package/references/ui-pro-max-data/ui-reasoning.csv +162 -162
  175. package/references/ui-pro-max-data/ux-guidelines.csv +99 -99
  176. package/skills/adversary/SKILL.md +283 -283
  177. package/skills/asset-creator/SKILL.md +157 -157
  178. package/skills/audit/SKILL.md +147 -2
  179. package/skills/autopsy/SKILL.md +335 -335
  180. package/skills/ba/SKILL.md +85 -1
  181. package/skills/brainstorm/SKILL.md +380 -342
  182. package/skills/browser-pilot/SKILL.md +169 -168
  183. package/skills/constraint-check/SKILL.md +165 -165
  184. package/skills/context-engine/SKILL.md +408 -404
  185. package/skills/cook/SKILL.md +917 -863
  186. package/skills/db/SKILL.md +273 -273
  187. package/skills/debug/SKILL.md +465 -465
  188. package/skills/dependency-doctor/SKILL.md +265 -235
  189. package/skills/deploy/SKILL.md +274 -231
  190. package/skills/design/DESIGN-REFERENCE.md +365 -365
  191. package/skills/design/SKILL.md +590 -589
  192. package/skills/doc-processor/SKILL.md +254 -254
  193. package/skills/docs/SKILL.md +374 -374
  194. package/skills/docs-seeker/SKILL.md +178 -177
  195. package/skills/fix/SKILL.md +332 -330
  196. package/skills/git/SKILL.md +339 -339
  197. package/skills/hallucination-guard/SKILL.md +220 -219
  198. package/skills/incident/SKILL.md +254 -253
  199. package/skills/integrity-check/SKILL.md +169 -169
  200. package/skills/journal/SKILL.md +241 -240
  201. package/skills/launch/SKILL.md +344 -344
  202. package/skills/logic-guardian/SKILL.md +269 -251
  203. package/skills/marketing/SKILL.md +351 -289
  204. package/skills/mcp-builder/SKILL.md +425 -425
  205. package/skills/neural-memory/SKILL.md +359 -362
  206. package/skills/onboard/SKILL.md +432 -403
  207. package/skills/onboard/references/invariants-template.md +76 -0
  208. package/skills/onboard/scripts/detect-invariants.js +439 -0
  209. package/skills/onboard/scripts/inject-claude-md.js +150 -0
  210. package/skills/onboard/scripts/onboard-invariants.js +194 -0
  211. package/skills/perf/SKILL.md +347 -346
  212. package/skills/plan/SKILL.md +435 -428
  213. package/skills/preflight/SKILL.md +415 -415
  214. package/skills/problem-solver/SKILL.md +380 -284
  215. package/skills/rescue/SKILL.md +474 -474
  216. package/skills/research/SKILL.md +4 -0
  217. package/skills/retro/SKILL.md +3 -1
  218. package/skills/review/SKILL.md +614 -588
  219. package/skills/review-intake/SKILL.md +249 -249
  220. package/skills/safeguard/SKILL.md +200 -200
  221. package/skills/sast/SKILL.md +190 -190
  222. package/skills/scaffold/SKILL.md +328 -287
  223. package/skills/scope-guard/SKILL.md +183 -180
  224. package/skills/scout/SKILL.md +269 -263
  225. package/skills/sentinel/SKILL.md +384 -381
  226. package/skills/sentinel-env/SKILL.md +254 -254
  227. package/skills/sequential-thinking/SKILL.md +234 -234
  228. package/skills/session-bridge/SKILL.md +595 -543
  229. package/skills/session-bridge/scripts/load-invariants.js +397 -0
  230. package/skills/skill-forge/SKILL.md +581 -581
  231. package/skills/skill-router/SKILL.md +3 -0
  232. package/skills/slides/SKILL.md +19 -0
  233. package/skills/surgeon/SKILL.md +215 -215
  234. package/skills/team/SKILL.md +557 -537
  235. package/skills/test/SKILL.md +620 -614
  236. package/skills/trend-scout/SKILL.md +145 -145
  237. package/skills/verification/SKILL.md +334 -326
  238. package/skills/video-creator/SKILL.md +201 -201
  239. package/skills/watchdog/SKILL.md +168 -168
  240. 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
+ ```