@rune-kit/rune 2.2.0 → 2.2.2

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Files changed (199) hide show
  1. package/README.md +72 -40
  2. package/compiler/__tests__/pack-split.test.js +145 -0
  3. package/compiler/bin/rune.js +26 -9
  4. package/compiler/doctor.js +42 -0
  5. package/compiler/emitter.js +27 -4
  6. package/compiler/parser.js +41 -3
  7. package/compiler/transformer.js +10 -6
  8. package/compiler/transforms/compliance.js +40 -0
  9. package/docs/ANTIGRAVITY-GAP-ANALYSIS.md +369 -0
  10. package/docs/ARCHITECTURE.md +332 -0
  11. package/docs/COMMUNITY-PACKS.md +109 -0
  12. package/docs/CONTRIBUTING-L4.md +215 -0
  13. package/docs/CROSS-IDE-ANALYSIS.md +164 -0
  14. package/docs/EXTENSION-TEMPLATE.md +108 -0
  15. package/docs/MESH-RULES.md +34 -0
  16. package/docs/MULTI-PLATFORM.md +804 -0
  17. package/docs/SKILL-DEPTH-AUDIT.md +191 -0
  18. package/docs/SKILL-TEMPLATE.md +72 -0
  19. package/docs/TRADE-MATRIX.md +327 -0
  20. package/docs/VERSIONING.md +91 -0
  21. package/docs/VISION.md +263 -0
  22. package/docs/assets/demo-subtitles.srt +215 -0
  23. package/docs/assets/end-card.html +276 -0
  24. package/docs/assets/mesh-diagram.html +654 -0
  25. package/docs/assets/thumbnail.html +295 -0
  26. package/docs/guides/cli.md +403 -0
  27. package/docs/guides/index.html +1346 -0
  28. package/docs/index.html +674 -0
  29. package/docs/references/claudekit-analysis.md +414 -0
  30. package/docs/references/voltagent-analysis.md +189 -0
  31. package/docs/script.js +277 -0
  32. package/docs/skills/index.html +832 -0
  33. package/docs/style.css +583 -0
  34. package/docs/video-demo-plan.md +172 -0
  35. package/extensions/ai-ml/PACK.md +38 -474
  36. package/extensions/ai-ml/skills/ai-agents.md +172 -0
  37. package/extensions/ai-ml/skills/code-sandbox.md +187 -0
  38. package/extensions/ai-ml/skills/deep-research.md +146 -0
  39. package/extensions/ai-ml/skills/embedding-search.md +66 -0
  40. package/extensions/ai-ml/skills/fine-tuning-guide.md +74 -0
  41. package/extensions/ai-ml/skills/llm-architect.md +125 -0
  42. package/extensions/ai-ml/skills/llm-integration.md +64 -0
  43. package/extensions/ai-ml/skills/prompt-patterns.md +72 -0
  44. package/extensions/ai-ml/skills/rag-patterns.md +66 -0
  45. package/extensions/ai-ml/skills/web-extraction.md +114 -0
  46. package/extensions/analytics/PACK.md +19 -484
  47. package/extensions/analytics/skills/ab-testing.md +72 -0
  48. package/extensions/analytics/skills/dashboard-patterns.md +83 -0
  49. package/extensions/analytics/skills/data-validation.md +68 -0
  50. package/extensions/analytics/skills/funnel-analysis.md +81 -0
  51. package/extensions/analytics/skills/sql-patterns.md +57 -0
  52. package/extensions/analytics/skills/statistical-analysis.md +79 -0
  53. package/extensions/analytics/skills/tracking-setup.md +71 -0
  54. package/extensions/backend/PACK.md +44 -618
  55. package/extensions/backend/skills/api-patterns.md +84 -0
  56. package/extensions/backend/skills/async-pipeline.md +193 -0
  57. package/extensions/backend/skills/auth-patterns.md +97 -0
  58. package/extensions/backend/skills/background-jobs.md +133 -0
  59. package/extensions/backend/skills/caching-patterns.md +108 -0
  60. package/extensions/backend/skills/cli-generation.md +133 -0
  61. package/extensions/backend/skills/database-patterns.md +87 -0
  62. package/extensions/backend/skills/middleware-patterns.md +104 -0
  63. package/extensions/chrome-ext/PACK.md +19 -921
  64. package/extensions/chrome-ext/skills/cws-preflight.md +143 -0
  65. package/extensions/chrome-ext/skills/cws-publish.md +104 -0
  66. package/extensions/chrome-ext/skills/ext-ai-integration.md +251 -0
  67. package/extensions/chrome-ext/skills/ext-messaging.md +139 -0
  68. package/extensions/chrome-ext/skills/ext-storage.md +133 -0
  69. package/extensions/chrome-ext/skills/mv3-scaffold.md +164 -0
  70. package/extensions/content/PACK.md +43 -335
  71. package/extensions/content/skills/blog-patterns.md +88 -0
  72. package/extensions/content/skills/cms-integration.md +131 -0
  73. package/extensions/content/skills/content-scoring.md +107 -0
  74. package/extensions/content/skills/i18n.md +83 -0
  75. package/extensions/content/skills/mdx-authoring.md +137 -0
  76. package/extensions/content/skills/reference.md +1014 -0
  77. package/extensions/content/skills/seo-patterns.md +67 -0
  78. package/extensions/content/skills/video-repurpose.md +153 -0
  79. package/extensions/devops/PACK.md +38 -457
  80. package/extensions/devops/skills/chaos-testing.md +67 -0
  81. package/extensions/devops/skills/ci-cd.md +75 -0
  82. package/extensions/devops/skills/docker.md +58 -0
  83. package/extensions/devops/skills/edge-serverless.md +163 -0
  84. package/extensions/devops/skills/infra-as-code.md +158 -0
  85. package/extensions/devops/skills/kubernetes.md +110 -0
  86. package/extensions/devops/skills/monitoring.md +57 -0
  87. package/extensions/devops/skills/server-setup.md +64 -0
  88. package/extensions/devops/skills/ssl-domain.md +42 -0
  89. package/extensions/ecommerce/PACK.md +62 -226
  90. package/extensions/ecommerce/skills/cart-system.md +79 -0
  91. package/extensions/ecommerce/skills/inventory-mgmt.md +102 -0
  92. package/extensions/ecommerce/skills/order-management.md +126 -0
  93. package/extensions/ecommerce/skills/payment-integration.md +472 -0
  94. package/extensions/ecommerce/skills/shopify-dev.md +69 -0
  95. package/extensions/ecommerce/skills/subscription-billing.md +93 -0
  96. package/extensions/ecommerce/skills/tax-compliance.md +117 -0
  97. package/extensions/gamedev/PACK.md +66 -317
  98. package/extensions/gamedev/skills/asset-pipeline.md +74 -0
  99. package/extensions/gamedev/skills/audio-system.md +129 -0
  100. package/extensions/gamedev/skills/camera-system.md +87 -0
  101. package/extensions/gamedev/skills/ecs.md +98 -0
  102. package/extensions/gamedev/skills/game-loops.md +72 -0
  103. package/extensions/gamedev/skills/input-system.md +199 -0
  104. package/extensions/gamedev/skills/multiplayer.md +180 -0
  105. package/extensions/gamedev/skills/particles.md +105 -0
  106. package/extensions/gamedev/skills/physics-engine.md +89 -0
  107. package/extensions/gamedev/skills/scene-management.md +146 -0
  108. package/extensions/gamedev/skills/threejs-patterns.md +90 -0
  109. package/extensions/gamedev/skills/webgl.md +71 -0
  110. package/extensions/mobile/PACK.md +56 -223
  111. package/extensions/mobile/skills/app-store-connect.md +152 -0
  112. package/extensions/mobile/skills/app-store-prep.md +66 -0
  113. package/extensions/mobile/skills/deep-linking.md +109 -0
  114. package/extensions/mobile/skills/flutter.md +60 -0
  115. package/extensions/mobile/skills/ios-build-pipeline.md +142 -0
  116. package/extensions/mobile/skills/native-bridge.md +66 -0
  117. package/extensions/mobile/skills/ota-updates.md +97 -0
  118. package/extensions/mobile/skills/push-notifications.md +111 -0
  119. package/extensions/mobile/skills/react-native.md +82 -0
  120. package/extensions/saas/PACK.md +26 -720
  121. package/extensions/saas/skills/billing-integration.md +121 -0
  122. package/extensions/saas/skills/feature-flags.md +130 -0
  123. package/extensions/saas/skills/multi-tenant.md +103 -0
  124. package/extensions/saas/skills/onboarding-flow.md +139 -0
  125. package/extensions/saas/skills/subscription-flow.md +95 -0
  126. package/extensions/saas/skills/team-management.md +144 -0
  127. package/extensions/security/PACK.md +10 -448
  128. package/extensions/security/skills/api-security.md +140 -0
  129. package/extensions/security/skills/compliance.md +68 -0
  130. package/extensions/security/skills/owasp-audit.md +64 -0
  131. package/extensions/security/skills/pentest-patterns.md +77 -0
  132. package/extensions/security/skills/secret-mgmt.md +65 -0
  133. package/extensions/security/skills/supply-chain.md +65 -0
  134. package/extensions/trading/PACK.md +18 -535
  135. package/extensions/trading/skills/chart-components.md +55 -0
  136. package/extensions/trading/skills/experiment-loop.md +125 -0
  137. package/extensions/trading/skills/fintech-patterns.md +47 -0
  138. package/extensions/trading/skills/indicator-library.md +58 -0
  139. package/extensions/trading/skills/quant-analysis.md +111 -0
  140. package/extensions/trading/skills/realtime-data.md +58 -0
  141. package/extensions/trading/skills/trade-logic.md +104 -0
  142. package/extensions/ui/PACK.md +36 -853
  143. package/extensions/ui/skills/a11y-audit.md +91 -0
  144. package/extensions/ui/skills/animation-patterns.md +106 -0
  145. package/extensions/ui/skills/component-patterns.md +75 -0
  146. package/extensions/ui/skills/design-decision.md +108 -0
  147. package/extensions/ui/skills/design-system.md +68 -0
  148. package/extensions/ui/skills/landing-patterns.md +155 -0
  149. package/extensions/ui/skills/palette-picker.md +173 -0
  150. package/extensions/ui/skills/react-health.md +90 -0
  151. package/extensions/ui/skills/type-system.md +125 -0
  152. package/extensions/ui/skills/web-vitals.md +153 -0
  153. package/extensions/zalo/PACK.md +117 -0
  154. package/extensions/zalo/skills/zalo-oa-mcp.md +317 -0
  155. package/extensions/zalo/skills/zalo-oa-messaging.md +429 -0
  156. package/extensions/zalo/skills/zalo-oa-setup.md +236 -0
  157. package/extensions/zalo/skills/zalo-oa-webhook.md +189 -0
  158. package/extensions/zalo/skills/zalo-personal-messaging.md +194 -0
  159. package/extensions/zalo/skills/zalo-personal-setup.md +153 -0
  160. package/extensions/zalo/skills/zalo-rate-guard.md +219 -0
  161. package/hooks/.gitkeep +0 -0
  162. package/hooks/auto-format/index.cjs +48 -0
  163. package/hooks/context-watch/index.cjs +68 -0
  164. package/hooks/hooks.json +99 -0
  165. package/hooks/metrics-collector/index.cjs +42 -0
  166. package/hooks/post-session-reflect/index.cjs +153 -0
  167. package/hooks/pre-compact/index.cjs +95 -0
  168. package/hooks/pre-tool-guard/index.cjs +68 -0
  169. package/hooks/run-hook +17 -0
  170. package/hooks/run-hook.cjs +16 -0
  171. package/hooks/run-hook.cmd +1 -0
  172. package/hooks/secrets-scan/index.cjs +100 -0
  173. package/hooks/session-start/index.cjs +65 -0
  174. package/hooks/typecheck/index.cjs +65 -0
  175. package/package.json +9 -4
  176. package/references/ui-pro-max-data/LICENSE-UI-PRO-MAX +21 -0
  177. package/references/ui-pro-max-data/charts.csv +26 -0
  178. package/references/ui-pro-max-data/colors.csv +162 -0
  179. package/references/ui-pro-max-data/styles.csv +85 -0
  180. package/references/ui-pro-max-data/typography.csv +74 -0
  181. package/references/ui-pro-max-data/ui-reasoning.csv +162 -0
  182. package/references/ui-pro-max-data/ux-guidelines.csv +100 -0
  183. package/skills/ba/SKILL.md +10 -0
  184. package/skills/brainstorm/SKILL.md +63 -1
  185. package/skills/completion-gate/SKILL.md +34 -1
  186. package/skills/context-engine/SKILL.md +13 -0
  187. package/skills/cook/SKILL.md +155 -5
  188. package/skills/debug/SKILL.md +56 -1
  189. package/skills/design/SKILL.md +11 -0
  190. package/skills/fix/SKILL.md +26 -1
  191. package/skills/mcp-builder/SKILL.md +48 -1
  192. package/skills/plan/SKILL.md +23 -6
  193. package/skills/review/SKILL.md +44 -5
  194. package/skills/review-intake/SKILL.md +17 -1
  195. package/skills/skill-forge/SKILL.md +38 -3
  196. package/skills/skill-router/SKILL.md +89 -7
  197. package/skills/team/SKILL.md +24 -1
  198. package/skills/test/SKILL.md +28 -1
  199. package/skills/verification/SKILL.md +98 -1
@@ -0,0 +1,129 @@
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+ ---
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+ name: "audio-system"
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+ pack: "@rune/gamedev"
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+ description: "Web Audio API, spatial audio, SFX management — AudioManager with spatial audio, music crossfade, and SFX pooling."
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+ model: sonnet
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+ tools: [Read, Edit, Write, Grep, Glob, Bash]
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+ ---
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+
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+ # audio-system
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+
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+ Web Audio API, spatial audio, SFX management — AudioManager with spatial audio, music crossfade, and SFX pooling.
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+
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+ #### Workflow
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+
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+ **Step 1 — Detect audio setup**
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+ Use Grep to find audio code: `AudioContext`, `Howler`, `Audio`, `createBufferSource`, `createGain`. Read the audio initialization to understand: context management, volume controls, and loading strategy.
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+
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+ **Step 2 — Audit audio configuration**
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+ Check for: AudioContext not resumed on user gesture (browser autoplay policy), SFX creating new nodes on every play (memory pressure), no volume normalization (clipping), missing cleanup on scene exit.
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+
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+ **Step 3 — Emit AudioManager**
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+ Emit: AudioManager class with master/music/sfx gain chain, music crossfade, spatial (3D) audio via PannerNode, and SFX pooling.
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+
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+ #### Web Audio API — Full Audio Manager
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+
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+ ```typescript
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+ // AudioManager — spatial audio, music crossfade, SFX pooling
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+ class AudioManager {
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+ private ctx: AudioContext;
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+ private masterGain: GainNode;
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+ private musicGain: GainNode;
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+ private sfxGain: GainNode;
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+ private buffers = new Map<string, AudioBuffer>();
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+ private sfxPool = new Map<string, AudioBufferSourceNode[]>();
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+ private currentMusic: AudioBufferSourceNode | null = null;
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+
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+ constructor() {
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+ this.ctx = new AudioContext();
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+ this.masterGain = this.ctx.createGain();
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+ this.musicGain = this.ctx.createGain();
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+ this.sfxGain = this.ctx.createGain();
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+
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+ this.musicGain.connect(this.masterGain);
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+ this.sfxGain.connect(this.masterGain);
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+ this.masterGain.connect(this.ctx.destination);
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+
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+ this.musicGain.gain.value = 0.6;
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+ this.sfxGain.gain.value = 1.0;
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+ }
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+
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+ async load(id: string, url: string) {
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+ const response = await fetch(url);
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+ const arrayBuffer = await response.arrayBuffer();
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+ this.buffers.set(id, await this.ctx.decodeAudioData(arrayBuffer));
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+ }
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+
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+ playSfx(id: string, options: { volume?: number; detune?: number } = {}) {
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+ const buffer = this.buffers.get(id);
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+ if (!buffer) return;
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+
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+ // Resume context if suspended (browser autoplay policy)
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+ if (this.ctx.state === 'suspended') this.ctx.resume();
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+
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+ const source = this.ctx.createBufferSource();
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+ const gain = this.ctx.createGain();
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+ source.buffer = buffer;
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+ source.detune.value = options.detune ?? 0;
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+ gain.gain.value = options.volume ?? 1;
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+
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+ source.connect(gain).connect(this.sfxGain);
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+ source.start();
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+ }
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+
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+ // Music crossfade — smooth transition between tracks
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+ async crossfadeTo(id: string, fadeDuration = 2) {
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+ const buffer = this.buffers.get(id);
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+ if (!buffer) return;
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+ if (this.ctx.state === 'suspended') await this.ctx.resume();
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+
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+ const newSource = this.ctx.createBufferSource();
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+ newSource.buffer = buffer;
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+ newSource.loop = true;
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+
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+ const newGain = this.ctx.createGain();
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+ newGain.gain.setValueAtTime(0, this.ctx.currentTime);
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+ newGain.gain.linearRampToValueAtTime(1, this.ctx.currentTime + fadeDuration);
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+
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+ newSource.connect(newGain).connect(this.musicGain);
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+ newSource.start();
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+
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+ if (this.currentMusic) {
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+ const oldGain = this.ctx.createGain();
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+ oldGain.gain.setValueAtTime(1, this.ctx.currentTime);
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+ oldGain.gain.linearRampToValueAtTime(0, this.ctx.currentTime + fadeDuration);
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+ this.currentMusic.connect(oldGain).connect(this.musicGain);
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+ const old = this.currentMusic;
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+ setTimeout(() => old.stop(), fadeDuration * 1000);
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+ }
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+
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+ this.currentMusic = newSource;
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+ }
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+
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+ // Spatial (3D) audio — attenuate by distance from listener
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+ playSpatial(id: string, x: number, y: number, z: number) {
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+ const buffer = this.buffers.get(id);
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+ if (!buffer) return;
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+
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+ const source = this.ctx.createBufferSource();
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+ const panner = this.ctx.createPanner();
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+ source.buffer = buffer;
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+
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+ panner.panningModel = 'HRTF';
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+ panner.distanceModel = 'inverse';
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+ panner.refDistance = 1;
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+ panner.maxDistance = 100;
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+ panner.rolloffFactor = 1;
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+ panner.positionX.value = x;
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+ panner.positionY.value = y;
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+ panner.positionZ.value = z;
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+
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+ source.connect(panner).connect(this.sfxGain);
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+ source.start();
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+ }
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+
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+ setMasterVolume(v: number) { this.masterGain.gain.value = Math.max(0, Math.min(1, v)); }
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+ setMusicVolume(v: number) { this.musicGain.gain.value = Math.max(0, Math.min(1, v)); }
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+ setSfxVolume(v: number) { this.sfxGain.gain.value = Math.max(0, Math.min(1, v)); }
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+ }
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+ ```
@@ -0,0 +1,87 @@
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+ ---
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+ name: "camera-system"
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+ pack: "@rune/gamedev"
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+ description: "Follow camera, screen shake, zoom — 2D camera with smooth lerp follow, dead zone, screen shake on impact, and zoom-to target."
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+ model: sonnet
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+ tools: [Read, Edit, Write, Grep, Glob, Bash]
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+ ---
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+
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+ # camera-system
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+
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+ Follow camera, screen shake, zoom — 2D camera with smooth lerp follow, dead zone, screen shake on impact, and zoom-to target.
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+
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+ #### Workflow
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+
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+ **Step 1 — Detect camera usage**
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+ Use Grep to find camera code: `Camera`, `follow`, `viewport`, `ctx.translate`, `ctx.setTransform`. Read to understand: follow strategy, any existing shake/zoom, and how transform is applied to canvas.
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+
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+ **Step 2 — Audit camera configuration**
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+ Check for: camera snapping to target each frame (no lerp = no smoothness), no dead zone (camera moves even for tiny player motion), screen shake with random offset not decaying.
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+
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+ **Step 3 — Emit Camera2D**
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+ Emit: Camera2D with smooth lerp, configurable dead zone, screen shake with intensity decay, zoom-to target, and `applyToContext` helper.
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+
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+ #### Smooth Follow, Screen Shake, Dead Zone
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+
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+ ```typescript
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+ // 2D camera system — smooth follow, screen shake, zoom, dead zone
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+ class Camera2D {
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+ x = 0; y = 0;
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+ zoom = 1;
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+ private targetX = 0; private targetY = 0;
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+ private shakeIntensity = 0; private shakeDuration = 0;
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+ lerpSpeed = 5;
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+
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+ // Dead zone — camera only moves when target leaves this box
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+ private deadZone = { w: 80, h: 60 };
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+
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+ follow(targetX: number, targetY: number, dt: number) {
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+ const dx = targetX - this.targetX;
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+ const dy = targetY - this.targetY;
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+
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+ // Only move camera when target exits dead zone
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+ if (Math.abs(dx) > this.deadZone.w / 2) this.targetX += dx - Math.sign(dx) * this.deadZone.w / 2;
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+ if (Math.abs(dy) > this.deadZone.h / 2) this.targetY += dy - Math.sign(dy) * this.deadZone.h / 2;
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+
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+ // Smooth lerp
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+ this.x += (this.targetX - this.x) * this.lerpSpeed * dt;
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+ this.y += (this.targetY - this.y) * this.lerpSpeed * dt;
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+ }
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+
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+ shake(intensity: number, duration: number) {
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+ this.shakeIntensity = intensity;
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+ this.shakeDuration = duration;
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+ }
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+
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+ zoomTo(target: number, dt: number, speed = 3) {
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+ this.zoom += (target - this.zoom) * speed * dt;
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+ }
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+
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+ update(dt: number): { x: number; y: number; zoom: number } {
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+ let sx = 0; let sy = 0;
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+ if (this.shakeDuration > 0) {
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+ this.shakeDuration -= dt;
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+ const t = Math.max(0, this.shakeDuration);
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+ sx = (Math.random() * 2 - 1) * this.shakeIntensity * t;
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+ sy = (Math.random() * 2 - 1) * this.shakeIntensity * t;
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+ }
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+ return { x: this.x + sx, y: this.y + sy, zoom: this.zoom };
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+ }
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+
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+ // Apply to Canvas 2D context
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+ applyToContext(ctx: CanvasRenderingContext2D, screenW: number, screenH: number) {
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+ const { x, y, zoom } = this.update(1 / 60);
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+ ctx.setTransform(zoom, 0, 0, zoom, screenW / 2 - x * zoom, screenH / 2 - y * zoom);
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+ }
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+ }
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+
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+ // Usage
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+ const camera = new Camera2D();
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+ camera.lerpSpeed = 8;
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+
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+ // In game loop render:
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+ // camera.follow(player.x, player.y, dt);
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+ // camera.applyToContext(ctx, canvas.width, canvas.height);
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+ // ... draw scene ...
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+ // ctx.setTransform(1, 0, 0, 1, 0, 0); // reset for HUD
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+ ```
@@ -0,0 +1,98 @@
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+ ---
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+ name: "ecs"
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+ pack: "@rune/gamedev"
4
+ description: "Entity Component System architecture — archetype-based ECS with dense array storage for cache efficiency, pure system functions, and query-based entity iteration."
5
+ model: sonnet
6
+ tools: [Read, Edit, Write, Grep, Glob, Bash]
7
+ ---
8
+
9
+ # ecs
10
+
11
+ Entity Component System architecture — archetype-based ECS with dense array storage for cache efficiency, pure system functions, and query-based entity iteration.
12
+
13
+ #### Workflow
14
+
15
+ **Step 1 — Detect ECS usage**
16
+ Use Grep to find ECS patterns: `Entity`, `Component`, `System`, `World`, `bitECS`, `createWorld`. Read entity management code to understand: component storage, system execution order, and query patterns.
17
+
18
+ **Step 2 — Audit ECS architecture**
19
+ Check for: logic mixed into components (components should be pure data), O(n²) entity iteration without spatial partitioning, components stored as objects (prefer flat arrays for cache efficiency), and missing entity cleanup on destroy.
20
+
21
+ **Step 3 — Emit ECS scaffold**
22
+ Emit: World class with entity registry + component storage, query-based entity iteration, pure system functions, and proper cleanup.
23
+
24
+ #### Lightweight ECS — Archetype-Based
25
+
26
+ ```typescript
27
+ // Minimal ECS — dense array storage per archetype for cache efficiency
28
+ type EntityId = number;
29
+ type ComponentType<T> = { new(...args: unknown[]): T; readonly typeName: string; };
30
+
31
+ // Components are plain data, no logic
32
+ class Position { static typeName = 'Position'; constructor(public x = 0, public y = 0) {} }
33
+ class Velocity { static typeName = 'Velocity'; constructor(public vx = 0, public vy = 0) {} }
34
+ class Sprite { static typeName = 'Sprite'; constructor(public textureId = '') {} }
35
+ class Health { static typeName = 'Health'; constructor(public hp = 100, public max = 100) {} }
36
+
37
+ // World — entity registry + component storage
38
+ class World {
39
+ private nextId = 1;
40
+ private components = new Map<string, Map<EntityId, unknown>>();
41
+
42
+ createEntity(): EntityId { return this.nextId++; }
43
+
44
+ addComponent<T extends object>(entity: EntityId, component: T & { constructor: { typeName: string } }) {
45
+ const name = component.constructor.typeName;
46
+ if (!this.components.has(name)) this.components.set(name, new Map());
47
+ this.components.get(name)!.set(entity, component);
48
+ }
49
+
50
+ getComponent<T>(entity: EntityId, type: ComponentType<T>): T | undefined {
51
+ return this.components.get(type.typeName)?.get(entity) as T | undefined;
52
+ }
53
+
54
+ removeComponent<T>(entity: EntityId, type: ComponentType<T>) {
55
+ this.components.get(type.typeName)?.delete(entity);
56
+ }
57
+
58
+ // Query — iterate entities that have ALL specified components
59
+ query<T extends object[]>(...types: { [K in keyof T]: ComponentType<T[K]> }): EntityId[] {
60
+ if (types.length === 0) return [];
61
+ const [first, ...rest] = types;
62
+ const candidates = Array.from(this.components.get(first.typeName)?.keys() ?? []);
63
+ return candidates.filter(id => rest.every(t => this.components.get(t.typeName)?.has(id)));
64
+ }
65
+
66
+ destroyEntity(entity: EntityId) {
67
+ this.components.forEach(store => store.delete(entity));
68
+ }
69
+ }
70
+
71
+ // Systems — pure functions over component queries
72
+ const movementSystem = (world: World, dt: number) => {
73
+ for (const id of world.query(Position, Velocity)) {
74
+ const pos = world.getComponent(id, Position)!;
75
+ const vel = world.getComponent(id, Velocity)!;
76
+ pos.x += vel.vx * dt;
77
+ pos.y += vel.vy * dt;
78
+ }
79
+ };
80
+
81
+ const healthSystem = (world: World) => {
82
+ for (const id of world.query(Health)) {
83
+ const hp = world.getComponent(id, Health)!;
84
+ if (hp.hp <= 0) world.destroyEntity(id);
85
+ }
86
+ };
87
+
88
+ // Usage
89
+ const world = new World();
90
+ const player = world.createEntity();
91
+ world.addComponent(player, new Position(100, 100));
92
+ world.addComponent(player, new Velocity(0, 0));
93
+ world.addComponent(player, new Health(100, 100));
94
+
95
+ // In fixed update:
96
+ // movementSystem(world, dt);
97
+ // healthSystem(world);
98
+ ```
@@ -0,0 +1,72 @@
1
+ ---
2
+ name: "game-loops"
3
+ pack: "@rune/gamedev"
4
+ description: "Game loop architecture — fixed timestep, interpolation, input handling, state machines, ECS."
5
+ model: sonnet
6
+ tools: [Read, Edit, Write, Grep, Glob, Bash]
7
+ ---
8
+
9
+ # game-loops
10
+
11
+ Game loop architecture — fixed timestep, interpolation, input handling, state machines, ECS.
12
+
13
+ #### Workflow
14
+
15
+ **Step 1 — Detect game loop pattern**
16
+ Use Grep to find loop code: `requestAnimationFrame`, `setInterval.*16`, `update`, `fixedUpdate`, `deltaTime`, `gameLoop`. Read the main loop to understand: timestep strategy, update/render separation, and input handling.
17
+
18
+ **Step 2 — Audit loop correctness**
19
+ Check for: variable timestep physics (non-deterministic), no accumulator for fixed update (physics tied to framerate), input polled inside render (inconsistent), missing interpolation between fixed steps (visual stuttering), and no frame budget monitoring.
20
+
21
+ **Step 3 — Emit fixed timestep loop**
22
+ Emit: fixed timestep (60Hz) with accumulator, interpolation for smooth rendering, decoupled input handler, and frame budget monitoring.
23
+
24
+ #### Example
25
+
26
+ ```typescript
27
+ // Fixed timestep game loop with interpolation
28
+ const TICK_RATE = 60;
29
+ const TICK_DURATION = 1000 / TICK_RATE;
30
+
31
+ class GameLoop {
32
+ private accumulator = 0;
33
+ private previousTime = 0;
34
+ private running = false;
35
+
36
+ constructor(
37
+ private update: (dt: number) => void, // fixed timestep logic
38
+ private render: (alpha: number) => void, // interpolated rendering
39
+ ) {}
40
+
41
+ start() {
42
+ this.running = true;
43
+ this.previousTime = performance.now();
44
+ requestAnimationFrame(this.tick);
45
+ }
46
+
47
+ private tick = (currentTime: number) => {
48
+ if (!this.running) return;
49
+ const elapsed = Math.min(currentTime - this.previousTime, 250); // cap spiral of death
50
+ this.previousTime = currentTime;
51
+ this.accumulator += elapsed;
52
+
53
+ while (this.accumulator >= TICK_DURATION) {
54
+ this.update(TICK_DURATION / 1000); // dt in seconds
55
+ this.accumulator -= TICK_DURATION;
56
+ }
57
+
58
+ const alpha = this.accumulator / TICK_DURATION; // interpolation factor [0, 1)
59
+ this.render(alpha);
60
+ requestAnimationFrame(this.tick);
61
+ };
62
+
63
+ stop() { this.running = false; }
64
+ }
65
+
66
+ // Usage
67
+ const loop = new GameLoop(
68
+ (dt) => { world.step(dt); entities.forEach(e => e.update(dt)); },
69
+ (alpha) => { renderer.render(scene, camera, alpha); },
70
+ );
71
+ loop.start();
72
+ ```
@@ -0,0 +1,199 @@
1
+ ---
2
+ name: "input-system"
3
+ pack: "@rune/gamedev"
4
+ description: "Keyboard/mouse/gamepad/touch input handling — unified InputManager with action mapping, input buffering, coyote time, and touch virtual joystick."
5
+ model: sonnet
6
+ tools: [Read, Edit, Write, Grep, Glob, Bash]
7
+ ---
8
+
9
+ # input-system
10
+
11
+ Keyboard/mouse/gamepad/touch input handling — unified InputManager with action mapping, input buffering, coyote time, and touch virtual joystick.
12
+
13
+ #### Workflow
14
+
15
+ **Step 1 — Detect input handling**
16
+ Use Grep to find input code: `addEventListener.*keydown`, `addEventListener.*gamepad`, `onMouseMove`, `ontouchstart`. Read input handlers to understand: action mapping strategy, polling vs event-driven, and platform support.
17
+
18
+ **Step 2 — Audit input correctness**
19
+ Check for: input polled inside render loop (should be in fixed update), no gamepad support, missing touch controls for mobile, hardcoded key bindings, and no input buffering (missed jump inputs).
20
+
21
+ **Step 3 — Emit InputManager**
22
+ Emit: unified InputManager with keyboard/mouse/gamepad/touch, action-based API, justPressed/wasReleased one-frame flags, and runtime rebinding. Always call `flush()` at end of each fixed tick.
23
+
24
+ #### Unified Input Handler — Keyboard, Mouse, Gamepad, Touch
25
+
26
+ ```typescript
27
+ // InputManager — supports keyboard, mouse, gamepad, touch with action mapping
28
+ type ActionMap = Record<string, string[]>; // action → [key1, key2, ...]
29
+
30
+ const DEFAULT_ACTIONS: ActionMap = {
31
+ moveUp: ['KeyW', 'ArrowUp'],
32
+ moveDown: ['KeyS', 'ArrowDown'],
33
+ moveLeft: ['KeyA', 'ArrowLeft'],
34
+ moveRight: ['KeyD', 'ArrowRight'],
35
+ jump: ['Space'],
36
+ attack: ['Mouse0'],
37
+ pause: ['Escape'],
38
+ };
39
+
40
+ class InputManager {
41
+ private held = new Set<string>();
42
+ private justPressed = new Set<string>();
43
+ private justReleased = new Set<string>();
44
+ private axes = { x: 0, y: 0 };
45
+ private gamepad: Gamepad | null = null;
46
+ private bindings: ActionMap;
47
+
48
+ constructor(bindings = DEFAULT_ACTIONS) {
49
+ this.bindings = { ...bindings };
50
+ window.addEventListener('keydown', e => { this.held.add(e.code); this.justPressed.add(e.code); });
51
+ window.addEventListener('keyup', e => { this.held.delete(e.code); this.justReleased.add(e.code); });
52
+ window.addEventListener('mousedown', e => this.held.add(`Mouse${e.button}`));
53
+ window.addEventListener('mouseup', e => this.held.delete(`Mouse${e.button}`));
54
+ window.addEventListener('gamepaddisconnected', () => { this.gamepad = null; });
55
+ }
56
+
57
+ // Call at the START of each fixed update tick, not inside render
58
+ pollGamepad() {
59
+ const pads = navigator.getGamepads();
60
+ this.gamepad = pads[0] ?? null;
61
+ if (this.gamepad) {
62
+ this.axes.x = this.gamepad.axes[0];
63
+ this.axes.y = this.gamepad.axes[1];
64
+ }
65
+ }
66
+
67
+ // Call at END of each fixed update tick to clear one-frame flags
68
+ flush() {
69
+ this.justPressed.clear();
70
+ this.justReleased.clear();
71
+ }
72
+
73
+ isDown(action: string): boolean {
74
+ return (this.bindings[action] ?? []).some(key => this.held.has(key));
75
+ }
76
+
77
+ wasPressed(action: string): boolean {
78
+ return (this.bindings[action] ?? []).some(key => this.justPressed.has(key));
79
+ }
80
+
81
+ wasReleased(action: string): boolean {
82
+ return (this.bindings[action] ?? []).some(key => this.justReleased.has(key));
83
+ }
84
+
85
+ getAxes() { return { ...this.axes }; }
86
+
87
+ // Rebind at runtime (save to localStorage)
88
+ rebind(action: string, keys: string[]) {
89
+ this.bindings[action] = keys;
90
+ localStorage.setItem('inputBindings', JSON.stringify(this.bindings));
91
+ }
92
+
93
+ loadSavedBindings() {
94
+ const saved = localStorage.getItem('inputBindings');
95
+ if (saved) this.bindings = { ...this.bindings, ...JSON.parse(saved) };
96
+ }
97
+ }
98
+ ```
99
+
100
+ #### Input Buffering (Coyote Time + Jump Buffering)
101
+
102
+ ```typescript
103
+ // Input buffer — remember button press for N frames to forgive missed timing
104
+ class InputBuffer {
105
+ private buffer: Map<string, number> = new Map(); // action → frames remaining
106
+
107
+ bufferAction(action: string, frames = 6) { this.buffer.set(action, frames); }
108
+
109
+ consume(action: string): boolean {
110
+ if ((this.buffer.get(action) ?? 0) > 0) {
111
+ this.buffer.set(action, 0);
112
+ return true;
113
+ }
114
+ return false;
115
+ }
116
+
117
+ tick() {
118
+ this.buffer.forEach((frames, action) => {
119
+ if (frames > 0) this.buffer.set(action, frames - 1);
120
+ });
121
+ }
122
+ }
123
+
124
+ // Coyote time — allow jump for N frames after walking off a ledge
125
+ class CoyoteTime {
126
+ private grounded = false;
127
+ private coyoteFrames = 0;
128
+ private readonly maxFrames = 6;
129
+
130
+ update(isGrounded: boolean) {
131
+ if (isGrounded) {
132
+ this.grounded = true;
133
+ this.coyoteFrames = this.maxFrames;
134
+ } else {
135
+ this.grounded = false;
136
+ this.coyoteFrames = Math.max(0, this.coyoteFrames - 1);
137
+ }
138
+ }
139
+
140
+ canJump(): boolean { return this.coyoteFrames > 0; }
141
+ }
142
+ ```
143
+
144
+ #### Touch Virtual Joystick (Mobile)
145
+
146
+ ```typescript
147
+ // Canvas-rendered virtual joystick for mobile
148
+ class VirtualJoystick {
149
+ private origin: { x: number; y: number } | null = null;
150
+ private current: { x: number; y: number } | null = null;
151
+ private touchId: number | null = null;
152
+ readonly radius = 60;
153
+
154
+ constructor(private canvas: HTMLCanvasElement) {
155
+ canvas.addEventListener('touchstart', this.onStart, { passive: false });
156
+ canvas.addEventListener('touchmove', this.onMove, { passive: false });
157
+ canvas.addEventListener('touchend', this.onEnd);
158
+ }
159
+
160
+ private onStart = (e: TouchEvent) => {
161
+ e.preventDefault();
162
+ if (this.touchId !== null) return;
163
+ const t = e.changedTouches[0];
164
+ this.touchId = t.identifier;
165
+ this.origin = { x: t.clientX, y: t.clientY };
166
+ this.current = { ...this.origin };
167
+ };
168
+
169
+ private onMove = (e: TouchEvent) => {
170
+ e.preventDefault();
171
+ const t = Array.from(e.changedTouches).find(t => t.identifier === this.touchId);
172
+ if (!t || !this.origin) return;
173
+ const dx = t.clientX - this.origin.x;
174
+ const dy = t.clientY - this.origin.y;
175
+ const len = Math.hypot(dx, dy);
176
+ const clamped = Math.min(len, this.radius);
177
+ const angle = Math.atan2(dy, dx);
178
+ this.current = {
179
+ x: this.origin.x + Math.cos(angle) * clamped,
180
+ y: this.origin.y + Math.sin(angle) * clamped,
181
+ };
182
+ };
183
+
184
+ private onEnd = (e: TouchEvent) => {
185
+ if (Array.from(e.changedTouches).some(t => t.identifier === this.touchId)) {
186
+ this.origin = this.current = null;
187
+ this.touchId = null;
188
+ }
189
+ };
190
+
191
+ getAxes(): { x: number; y: number } {
192
+ if (!this.origin || !this.current) return { x: 0, y: 0 };
193
+ return {
194
+ x: (this.current.x - this.origin.x) / this.radius,
195
+ y: (this.current.y - this.origin.y) / this.radius,
196
+ };
197
+ }
198
+ }
199
+ ```