@rune-kit/rune 2.8.0 → 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 (287) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +68 -34
  3. package/agents/adversary.md +27 -0
  4. package/agents/architect.md +19 -29
  5. package/agents/asset-creator.md +18 -4
  6. package/agents/audit.md +25 -4
  7. package/agents/autopsy.md +19 -4
  8. package/agents/ba.md +35 -0
  9. package/agents/brainstorm.md +31 -4
  10. package/agents/browser-pilot.md +21 -4
  11. package/agents/coder.md +21 -29
  12. package/agents/completion-gate.md +20 -4
  13. package/agents/constraint-check.md +18 -4
  14. package/agents/context-engine.md +22 -4
  15. package/agents/context-pack.md +32 -0
  16. package/agents/cook.md +41 -4
  17. package/agents/db.md +19 -4
  18. package/agents/debug.md +33 -4
  19. package/agents/dependency-doctor.md +20 -4
  20. package/agents/deploy.md +27 -4
  21. package/agents/design.md +22 -4
  22. package/agents/doc-processor.md +27 -0
  23. package/agents/docs-seeker.md +19 -4
  24. package/agents/docs.md +31 -0
  25. package/agents/fix.md +37 -4
  26. package/agents/git.md +29 -0
  27. package/agents/hallucination-guard.md +20 -4
  28. package/agents/incident.md +21 -4
  29. package/agents/integrity-check.md +18 -4
  30. package/agents/journal.md +19 -4
  31. package/agents/launch.md +32 -4
  32. package/agents/logic-guardian.md +26 -11
  33. package/agents/marketing.md +23 -4
  34. package/agents/mcp-builder.md +26 -0
  35. package/agents/neural-memory.md +30 -0
  36. package/agents/onboard.md +22 -4
  37. package/agents/perf.md +21 -4
  38. package/agents/plan.md +29 -4
  39. package/agents/preflight.md +22 -4
  40. package/agents/problem-solver.md +20 -4
  41. package/agents/rescue.md +23 -4
  42. package/agents/research.md +19 -4
  43. package/agents/researcher.md +19 -29
  44. package/agents/retro.md +32 -0
  45. package/agents/review-intake.md +20 -4
  46. package/agents/review.md +32 -4
  47. package/agents/reviewer.md +20 -28
  48. package/agents/safeguard.md +19 -4
  49. package/agents/sast.md +18 -4
  50. package/agents/scaffold.md +41 -0
  51. package/agents/scanner.md +19 -28
  52. package/agents/scope-guard.md +18 -4
  53. package/agents/scout.md +23 -4
  54. package/agents/sentinel-env.md +26 -0
  55. package/agents/sentinel.md +33 -4
  56. package/agents/sequential-thinking.md +20 -4
  57. package/agents/session-bridge.md +24 -4
  58. package/agents/skill-forge.md +22 -4
  59. package/agents/skill-router.md +26 -4
  60. package/agents/slides.md +24 -0
  61. package/agents/surgeon.md +19 -4
  62. package/agents/team.md +30 -4
  63. package/agents/test.md +36 -4
  64. package/agents/trend-scout.md +17 -4
  65. package/agents/verification.md +20 -4
  66. package/agents/video-creator.md +20 -4
  67. package/agents/watchdog.md +19 -4
  68. package/agents/worktree.md +17 -4
  69. package/commands/rune.md +168 -168
  70. package/compiler/__tests__/analytics.test.js +370 -0
  71. package/compiler/adapters/openclaw.js +2 -2
  72. package/compiler/analytics.js +385 -0
  73. package/compiler/bin/rune.js +68 -2
  74. package/compiler/dashboard.js +883 -0
  75. package/compiler/transforms/branding.js +1 -1
  76. package/contexts/dev.md +34 -34
  77. package/contexts/research.md +43 -43
  78. package/contexts/review.md +55 -55
  79. package/extensions/ai-ml/PACK.md +88 -88
  80. package/extensions/ai-ml/skills/ai-agents.md +172 -172
  81. package/extensions/ai-ml/skills/code-sandbox.md +187 -187
  82. package/extensions/ai-ml/skills/deep-research.md +146 -146
  83. package/extensions/ai-ml/skills/embedding-search.md +66 -66
  84. package/extensions/ai-ml/skills/fine-tuning-guide.md +74 -74
  85. package/extensions/ai-ml/skills/llm-architect.md +125 -125
  86. package/extensions/ai-ml/skills/llm-integration.md +64 -64
  87. package/extensions/ai-ml/skills/prompt-patterns.md +72 -72
  88. package/extensions/ai-ml/skills/rag-patterns.md +66 -66
  89. package/extensions/ai-ml/skills/web-extraction.md +114 -114
  90. package/extensions/analytics/PACK.md +92 -92
  91. package/extensions/analytics/skills/ab-testing.md +72 -72
  92. package/extensions/analytics/skills/dashboard-patterns.md +83 -83
  93. package/extensions/analytics/skills/data-validation.md +68 -68
  94. package/extensions/analytics/skills/funnel-analysis.md +81 -81
  95. package/extensions/analytics/skills/sql-patterns.md +57 -57
  96. package/extensions/analytics/skills/statistical-analysis.md +79 -79
  97. package/extensions/analytics/skills/tracking-setup.md +71 -71
  98. package/extensions/backend/PACK.md +104 -104
  99. package/extensions/backend/skills/api-patterns.md +84 -84
  100. package/extensions/backend/skills/async-pipeline.md +193 -193
  101. package/extensions/backend/skills/auth-patterns.md +97 -97
  102. package/extensions/backend/skills/background-jobs.md +133 -133
  103. package/extensions/backend/skills/caching-patterns.md +108 -108
  104. package/extensions/backend/skills/cli-generation.md +133 -133
  105. package/extensions/backend/skills/database-patterns.md +87 -87
  106. package/extensions/backend/skills/middleware-patterns.md +104 -104
  107. package/extensions/chrome-ext/PACK.md +93 -93
  108. package/extensions/chrome-ext/skills/cws-preflight.md +143 -143
  109. package/extensions/chrome-ext/skills/cws-publish.md +104 -104
  110. package/extensions/chrome-ext/skills/ext-ai-integration.md +251 -251
  111. package/extensions/chrome-ext/skills/ext-messaging.md +139 -139
  112. package/extensions/chrome-ext/skills/ext-storage.md +133 -133
  113. package/extensions/chrome-ext/skills/mv3-scaffold.md +164 -164
  114. package/extensions/content/PACK.md +96 -96
  115. package/extensions/content/skills/blog-patterns.md +88 -88
  116. package/extensions/content/skills/cms-integration.md +131 -131
  117. package/extensions/content/skills/content-scoring.md +107 -107
  118. package/extensions/content/skills/i18n.md +83 -83
  119. package/extensions/content/skills/mdx-authoring.md +137 -137
  120. package/extensions/content/skills/reference.md +1014 -1014
  121. package/extensions/content/skills/seo-patterns.md +67 -67
  122. package/extensions/content/skills/video-repurpose.md +153 -153
  123. package/extensions/devops/PACK.md +101 -101
  124. package/extensions/devops/skills/chaos-testing.md +67 -67
  125. package/extensions/devops/skills/ci-cd.md +75 -75
  126. package/extensions/devops/skills/docker.md +58 -58
  127. package/extensions/devops/skills/edge-serverless.md +163 -163
  128. package/extensions/devops/skills/infra-as-code.md +158 -158
  129. package/extensions/devops/skills/kubernetes.md +110 -110
  130. package/extensions/devops/skills/monitoring.md +57 -57
  131. package/extensions/devops/skills/server-setup.md +64 -64
  132. package/extensions/devops/skills/ssl-domain.md +42 -42
  133. package/extensions/ecommerce/PACK.md +116 -116
  134. package/extensions/ecommerce/skills/cart-system.md +79 -79
  135. package/extensions/ecommerce/skills/inventory-mgmt.md +102 -102
  136. package/extensions/ecommerce/skills/order-management.md +126 -126
  137. package/extensions/ecommerce/skills/payment-integration.md +472 -472
  138. package/extensions/ecommerce/skills/shopify-dev.md +69 -69
  139. package/extensions/ecommerce/skills/subscription-billing.md +93 -93
  140. package/extensions/ecommerce/skills/tax-compliance.md +117 -117
  141. package/extensions/gamedev/PACK.md +142 -142
  142. package/extensions/gamedev/skills/asset-pipeline.md +74 -74
  143. package/extensions/gamedev/skills/audio-system.md +129 -129
  144. package/extensions/gamedev/skills/camera-system.md +87 -87
  145. package/extensions/gamedev/skills/ecs.md +98 -98
  146. package/extensions/gamedev/skills/game-loops.md +72 -72
  147. package/extensions/gamedev/skills/input-system.md +199 -199
  148. package/extensions/gamedev/skills/multiplayer.md +180 -180
  149. package/extensions/gamedev/skills/particles.md +105 -105
  150. package/extensions/gamedev/skills/physics-engine.md +89 -89
  151. package/extensions/gamedev/skills/scene-management.md +146 -146
  152. package/extensions/gamedev/skills/threejs-patterns.md +90 -90
  153. package/extensions/gamedev/skills/webgl.md +71 -71
  154. package/extensions/mobile/PACK.md +106 -106
  155. package/extensions/mobile/skills/app-store-connect.md +152 -152
  156. package/extensions/mobile/skills/app-store-prep.md +66 -66
  157. package/extensions/mobile/skills/deep-linking.md +109 -109
  158. package/extensions/mobile/skills/flutter.md +60 -60
  159. package/extensions/mobile/skills/ios-build-pipeline.md +142 -142
  160. package/extensions/mobile/skills/native-bridge.md +66 -66
  161. package/extensions/mobile/skills/ota-updates.md +97 -97
  162. package/extensions/mobile/skills/push-notifications.md +111 -111
  163. package/extensions/mobile/skills/react-native.md +82 -82
  164. package/extensions/saas/PACK.md +116 -116
  165. package/extensions/saas/skills/billing-integration.md +200 -200
  166. package/extensions/saas/skills/feature-flags.md +130 -130
  167. package/extensions/saas/skills/multi-tenant.md +103 -103
  168. package/extensions/saas/skills/onboarding-flow.md +139 -139
  169. package/extensions/saas/skills/subscription-flow.md +95 -95
  170. package/extensions/saas/skills/team-management.md +144 -144
  171. package/extensions/security/PACK.md +99 -99
  172. package/extensions/security/skills/api-security.md +140 -140
  173. package/extensions/security/skills/compliance.md +68 -68
  174. package/extensions/security/skills/owasp-audit.md +64 -64
  175. package/extensions/security/skills/pentest-patterns.md +77 -77
  176. package/extensions/security/skills/secret-mgmt.md +65 -65
  177. package/extensions/security/skills/supply-chain.md +65 -65
  178. package/extensions/trading/PACK.md +80 -80
  179. package/extensions/trading/skills/chart-components.md +55 -55
  180. package/extensions/trading/skills/experiment-loop.md +125 -125
  181. package/extensions/trading/skills/fintech-patterns.md +47 -47
  182. package/extensions/trading/skills/indicator-library.md +58 -58
  183. package/extensions/trading/skills/quant-analysis.md +111 -111
  184. package/extensions/trading/skills/realtime-data.md +58 -58
  185. package/extensions/trading/skills/trade-logic.md +104 -104
  186. package/extensions/ui/PACK.md +130 -130
  187. package/extensions/ui/skills/a11y-audit.md +91 -91
  188. package/extensions/ui/skills/animation-patterns.md +127 -106
  189. package/extensions/ui/skills/component-patterns.md +100 -75
  190. package/extensions/ui/skills/design-decision.md +108 -108
  191. package/extensions/ui/skills/design-system.md +68 -68
  192. package/extensions/ui/skills/landing-patterns.md +155 -155
  193. package/extensions/ui/skills/palette-picker.md +173 -173
  194. package/extensions/ui/skills/react-health.md +90 -90
  195. package/extensions/ui/skills/type-system.md +125 -125
  196. package/extensions/ui/skills/web-vitals.md +153 -153
  197. package/extensions/zalo/PACK.md +145 -145
  198. package/extensions/zalo/skills/zalo-oa-mcp.md +317 -317
  199. package/extensions/zalo/skills/zalo-oa-messaging.md +429 -429
  200. package/extensions/zalo/skills/zalo-oa-setup.md +236 -236
  201. package/extensions/zalo/skills/zalo-oa-webhook.md +189 -189
  202. package/extensions/zalo/skills/zalo-personal-messaging.md +194 -194
  203. package/extensions/zalo/skills/zalo-personal-setup.md +153 -153
  204. package/extensions/zalo/skills/zalo-rate-guard.md +219 -219
  205. package/hooks/auto-format/index.cjs +48 -48
  206. package/hooks/context-watch/index.cjs +95 -68
  207. package/hooks/hooks.json +111 -111
  208. package/hooks/metrics-collector/index.cjs +86 -42
  209. package/hooks/post-session-reflect/index.cjs +189 -153
  210. package/hooks/pre-compact/index.cjs +95 -95
  211. package/hooks/run-hook.cmd +1 -1
  212. package/hooks/secrets-scan/index.cjs +100 -100
  213. package/hooks/session-start/index.cjs +71 -65
  214. package/hooks/typecheck/index.cjs +65 -65
  215. package/package.json +63 -63
  216. package/references/ui-pro-max-data/LICENSE-UI-PRO-MAX +21 -21
  217. package/references/ui-pro-max-data/charts.csv +26 -26
  218. package/references/ui-pro-max-data/colors.csv +161 -161
  219. package/references/ui-pro-max-data/styles.csv +68 -68
  220. package/references/ui-pro-max-data/typography.csv +74 -74
  221. package/references/ui-pro-max-data/ui-reasoning.csv +162 -162
  222. package/references/ui-pro-max-data/ux-guidelines.csv +99 -99
  223. package/skills/adversary/SKILL.md +283 -283
  224. package/skills/asset-creator/SKILL.md +157 -157
  225. package/skills/audit/SKILL.md +148 -2
  226. package/skills/autopsy/SKILL.md +335 -259
  227. package/skills/autopsy/references/repo-analysis-patterns.md +113 -0
  228. package/skills/ba/SKILL.md +72 -2
  229. package/skills/brainstorm/SKILL.md +342 -341
  230. package/skills/browser-pilot/SKILL.md +168 -168
  231. package/skills/constraint-check/SKILL.md +165 -165
  232. package/skills/context-engine/SKILL.md +404 -404
  233. package/skills/cook/SKILL.md +917 -834
  234. package/skills/cook/references/output-format.md +33 -0
  235. package/skills/db/SKILL.md +273 -272
  236. package/skills/debug/SKILL.md +465 -443
  237. package/skills/dependency-doctor/SKILL.md +265 -235
  238. package/skills/deploy/SKILL.md +274 -231
  239. package/skills/design/DESIGN-REFERENCE.md +365 -365
  240. package/skills/design/SKILL.md +589 -482
  241. package/skills/doc-processor/SKILL.md +254 -254
  242. package/skills/docs/SKILL.md +374 -373
  243. package/skills/docs-seeker/SKILL.md +177 -177
  244. package/skills/fix/SKILL.md +330 -308
  245. package/skills/git/SKILL.md +339 -339
  246. package/skills/graft/SKILL.md +352 -0
  247. package/skills/graft/references/challenge-framework.md +98 -0
  248. package/skills/graft/references/mode-decision.md +44 -0
  249. package/skills/hallucination-guard/SKILL.md +219 -219
  250. package/skills/incident/SKILL.md +254 -251
  251. package/skills/integrity-check/SKILL.md +169 -169
  252. package/skills/journal/SKILL.md +240 -238
  253. package/skills/launch/SKILL.md +344 -342
  254. package/skills/logic-guardian/SKILL.md +251 -251
  255. package/skills/marketing/SKILL.md +290 -245
  256. package/skills/mcp-builder/SKILL.md +425 -423
  257. package/skills/mcp-builder/references/auto-discovery-pattern.md +169 -0
  258. package/skills/neural-memory/SKILL.md +362 -362
  259. package/skills/onboard/SKILL.md +404 -403
  260. package/skills/perf/SKILL.md +346 -346
  261. package/skills/plan/SKILL.md +433 -370
  262. package/skills/plan/references/feature-map.md +84 -0
  263. package/skills/preflight/SKILL.md +415 -396
  264. package/skills/problem-solver/SKILL.md +380 -284
  265. package/skills/rescue/SKILL.md +474 -450
  266. package/skills/retro/SKILL.md +5 -1
  267. package/skills/review/SKILL.md +612 -535
  268. package/skills/review-intake/SKILL.md +249 -249
  269. package/skills/safeguard/SKILL.md +200 -200
  270. package/skills/sast/SKILL.md +190 -190
  271. package/skills/scaffold/SKILL.md +328 -286
  272. package/skills/scope-guard/SKILL.md +180 -162
  273. package/skills/scout/SKILL.md +263 -263
  274. package/skills/sentinel/SKILL.md +382 -353
  275. package/skills/sentinel-env/SKILL.md +254 -254
  276. package/skills/sequential-thinking/SKILL.md +234 -234
  277. package/skills/session-bridge/SKILL.md +543 -397
  278. package/skills/skill-forge/SKILL.md +581 -539
  279. package/skills/skill-router/{skill.md → SKILL.md} +30 -2
  280. package/skills/surgeon/SKILL.md +215 -215
  281. package/skills/team/SKILL.md +556 -514
  282. package/skills/test/SKILL.md +614 -587
  283. package/skills/trend-scout/SKILL.md +145 -145
  284. package/skills/verification/SKILL.md +326 -325
  285. package/skills/video-creator/SKILL.md +201 -201
  286. package/skills/watchdog/SKILL.md +168 -168
  287. package/skills/worktree/SKILL.md +140 -140
@@ -1,129 +1,129 @@
1
- ---
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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;
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
+ ```