@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
@@ -1,72 +1,72 @@
1
- ---
2
- name: "game-loops"
3
- pack: "@rune/gamedev"
4
- description: "Game loop architecture — fixed timestep, interpolation, input handling, state machines, ECS."
5
- model: sonnet
6
- tools: [Read, Edit, Write, Grep, Glob, Bash]
7
- ---
8
-
9
- # game-loops
10
-
11
- Game loop architecture — fixed timestep, interpolation, input handling, state machines, ECS.
12
-
13
- #### Workflow
14
-
15
- **Step 1 — Detect game loop pattern**
16
- Use Grep to find loop code: `requestAnimationFrame`, `setInterval.*16`, `update`, `fixedUpdate`, `deltaTime`, `gameLoop`. Read the main loop to understand: timestep strategy, update/render separation, and input handling.
17
-
18
- **Step 2 — Audit loop correctness**
19
- Check for: variable timestep physics (non-deterministic), no accumulator for fixed update (physics tied to framerate), input polled inside render (inconsistent), missing interpolation between fixed steps (visual stuttering), and no frame budget monitoring.
20
-
21
- **Step 3 — Emit fixed timestep loop**
22
- Emit: fixed timestep (60Hz) with accumulator, interpolation for smooth rendering, decoupled input handler, and frame budget monitoring.
23
-
24
- #### Example
25
-
26
- ```typescript
27
- // Fixed timestep game loop with interpolation
28
- const TICK_RATE = 60;
29
- const TICK_DURATION = 1000 / TICK_RATE;
30
-
31
- class GameLoop {
32
- private accumulator = 0;
33
- private previousTime = 0;
34
- private running = false;
35
-
36
- constructor(
37
- private update: (dt: number) => void, // fixed timestep logic
38
- private render: (alpha: number) => void, // interpolated rendering
39
- ) {}
40
-
41
- start() {
42
- this.running = true;
43
- this.previousTime = performance.now();
44
- requestAnimationFrame(this.tick);
45
- }
46
-
47
- private tick = (currentTime: number) => {
48
- if (!this.running) return;
49
- const elapsed = Math.min(currentTime - this.previousTime, 250); // cap spiral of death
50
- this.previousTime = currentTime;
51
- this.accumulator += elapsed;
52
-
53
- while (this.accumulator >= TICK_DURATION) {
54
- this.update(TICK_DURATION / 1000); // dt in seconds
55
- this.accumulator -= TICK_DURATION;
56
- }
57
-
58
- const alpha = this.accumulator / TICK_DURATION; // interpolation factor [0, 1)
59
- this.render(alpha);
60
- requestAnimationFrame(this.tick);
61
- };
62
-
63
- stop() { this.running = false; }
64
- }
65
-
66
- // Usage
67
- const loop = new GameLoop(
68
- (dt) => { world.step(dt); entities.forEach(e => e.update(dt)); },
69
- (alpha) => { renderer.render(scene, camera, alpha); },
70
- );
71
- loop.start();
72
- ```
1
+ ---
2
+ name: "game-loops"
3
+ pack: "@rune/gamedev"
4
+ description: "Game loop architecture — fixed timestep, interpolation, input handling, state machines, ECS."
5
+ model: sonnet
6
+ tools: [Read, Edit, Write, Grep, Glob, Bash]
7
+ ---
8
+
9
+ # game-loops
10
+
11
+ Game loop architecture — fixed timestep, interpolation, input handling, state machines, ECS.
12
+
13
+ #### Workflow
14
+
15
+ **Step 1 — Detect game loop pattern**
16
+ Use Grep to find loop code: `requestAnimationFrame`, `setInterval.*16`, `update`, `fixedUpdate`, `deltaTime`, `gameLoop`. Read the main loop to understand: timestep strategy, update/render separation, and input handling.
17
+
18
+ **Step 2 — Audit loop correctness**
19
+ Check for: variable timestep physics (non-deterministic), no accumulator for fixed update (physics tied to framerate), input polled inside render (inconsistent), missing interpolation between fixed steps (visual stuttering), and no frame budget monitoring.
20
+
21
+ **Step 3 — Emit fixed timestep loop**
22
+ Emit: fixed timestep (60Hz) with accumulator, interpolation for smooth rendering, decoupled input handler, and frame budget monitoring.
23
+
24
+ #### Example
25
+
26
+ ```typescript
27
+ // Fixed timestep game loop with interpolation
28
+ const TICK_RATE = 60;
29
+ const TICK_DURATION = 1000 / TICK_RATE;
30
+
31
+ class GameLoop {
32
+ private accumulator = 0;
33
+ private previousTime = 0;
34
+ private running = false;
35
+
36
+ constructor(
37
+ private update: (dt: number) => void, // fixed timestep logic
38
+ private render: (alpha: number) => void, // interpolated rendering
39
+ ) {}
40
+
41
+ start() {
42
+ this.running = true;
43
+ this.previousTime = performance.now();
44
+ requestAnimationFrame(this.tick);
45
+ }
46
+
47
+ private tick = (currentTime: number) => {
48
+ if (!this.running) return;
49
+ const elapsed = Math.min(currentTime - this.previousTime, 250); // cap spiral of death
50
+ this.previousTime = currentTime;
51
+ this.accumulator += elapsed;
52
+
53
+ while (this.accumulator >= TICK_DURATION) {
54
+ this.update(TICK_DURATION / 1000); // dt in seconds
55
+ this.accumulator -= TICK_DURATION;
56
+ }
57
+
58
+ const alpha = this.accumulator / TICK_DURATION; // interpolation factor [0, 1)
59
+ this.render(alpha);
60
+ requestAnimationFrame(this.tick);
61
+ };
62
+
63
+ stop() { this.running = false; }
64
+ }
65
+
66
+ // Usage
67
+ const loop = new GameLoop(
68
+ (dt) => { world.step(dt); entities.forEach(e => e.update(dt)); },
69
+ (alpha) => { renderer.render(scene, camera, alpha); },
70
+ );
71
+ loop.start();
72
+ ```
@@ -1,199 +1,199 @@
1
- ---
2
- name: "input-system"
3
- pack: "@rune/gamedev"
4
- description: "Keyboard/mouse/gamepad/touch input handling — unified InputManager with action mapping, input buffering, coyote time, and touch virtual joystick."
5
- model: sonnet
6
- tools: [Read, Edit, Write, Grep, Glob, Bash]
7
- ---
8
-
9
- # input-system
10
-
11
- Keyboard/mouse/gamepad/touch input handling — unified InputManager with action mapping, input buffering, coyote time, and touch virtual joystick.
12
-
13
- #### Workflow
14
-
15
- **Step 1 — Detect input handling**
16
- Use Grep to find input code: `addEventListener.*keydown`, `addEventListener.*gamepad`, `onMouseMove`, `ontouchstart`. Read input handlers to understand: action mapping strategy, polling vs event-driven, and platform support.
17
-
18
- **Step 2 — Audit input correctness**
19
- Check for: input polled inside render loop (should be in fixed update), no gamepad support, missing touch controls for mobile, hardcoded key bindings, and no input buffering (missed jump inputs).
20
-
21
- **Step 3 — Emit InputManager**
22
- Emit: unified InputManager with keyboard/mouse/gamepad/touch, action-based API, justPressed/wasReleased one-frame flags, and runtime rebinding. Always call `flush()` at end of each fixed tick.
23
-
24
- #### Unified Input Handler — Keyboard, Mouse, Gamepad, Touch
25
-
26
- ```typescript
27
- // InputManager — supports keyboard, mouse, gamepad, touch with action mapping
28
- type ActionMap = Record<string, string[]>; // action → [key1, key2, ...]
29
-
30
- const DEFAULT_ACTIONS: ActionMap = {
31
- moveUp: ['KeyW', 'ArrowUp'],
32
- moveDown: ['KeyS', 'ArrowDown'],
33
- moveLeft: ['KeyA', 'ArrowLeft'],
34
- moveRight: ['KeyD', 'ArrowRight'],
35
- jump: ['Space'],
36
- attack: ['Mouse0'],
37
- pause: ['Escape'],
38
- };
39
-
40
- class InputManager {
41
- private held = new Set<string>();
42
- private justPressed = new Set<string>();
43
- private justReleased = new Set<string>();
44
- private axes = { x: 0, y: 0 };
45
- private gamepad: Gamepad | null = null;
46
- private bindings: ActionMap;
47
-
48
- constructor(bindings = DEFAULT_ACTIONS) {
49
- this.bindings = { ...bindings };
50
- window.addEventListener('keydown', e => { this.held.add(e.code); this.justPressed.add(e.code); });
51
- window.addEventListener('keyup', e => { this.held.delete(e.code); this.justReleased.add(e.code); });
52
- window.addEventListener('mousedown', e => this.held.add(`Mouse${e.button}`));
53
- window.addEventListener('mouseup', e => this.held.delete(`Mouse${e.button}`));
54
- window.addEventListener('gamepaddisconnected', () => { this.gamepad = null; });
55
- }
56
-
57
- // Call at the START of each fixed update tick, not inside render
58
- pollGamepad() {
59
- const pads = navigator.getGamepads();
60
- this.gamepad = pads[0] ?? null;
61
- if (this.gamepad) {
62
- this.axes.x = this.gamepad.axes[0];
63
- this.axes.y = this.gamepad.axes[1];
64
- }
65
- }
66
-
67
- // Call at END of each fixed update tick to clear one-frame flags
68
- flush() {
69
- this.justPressed.clear();
70
- this.justReleased.clear();
71
- }
72
-
73
- isDown(action: string): boolean {
74
- return (this.bindings[action] ?? []).some(key => this.held.has(key));
75
- }
76
-
77
- wasPressed(action: string): boolean {
78
- return (this.bindings[action] ?? []).some(key => this.justPressed.has(key));
79
- }
80
-
81
- wasReleased(action: string): boolean {
82
- return (this.bindings[action] ?? []).some(key => this.justReleased.has(key));
83
- }
84
-
85
- getAxes() { return { ...this.axes }; }
86
-
87
- // Rebind at runtime (save to localStorage)
88
- rebind(action: string, keys: string[]) {
89
- this.bindings[action] = keys;
90
- localStorage.setItem('inputBindings', JSON.stringify(this.bindings));
91
- }
92
-
93
- loadSavedBindings() {
94
- const saved = localStorage.getItem('inputBindings');
95
- if (saved) this.bindings = { ...this.bindings, ...JSON.parse(saved) };
96
- }
97
- }
98
- ```
99
-
100
- #### Input Buffering (Coyote Time + Jump Buffering)
101
-
102
- ```typescript
103
- // Input buffer — remember button press for N frames to forgive missed timing
104
- class InputBuffer {
105
- private buffer: Map<string, number> = new Map(); // action → frames remaining
106
-
107
- bufferAction(action: string, frames = 6) { this.buffer.set(action, frames); }
108
-
109
- consume(action: string): boolean {
110
- if ((this.buffer.get(action) ?? 0) > 0) {
111
- this.buffer.set(action, 0);
112
- return true;
113
- }
114
- return false;
115
- }
116
-
117
- tick() {
118
- this.buffer.forEach((frames, action) => {
119
- if (frames > 0) this.buffer.set(action, frames - 1);
120
- });
121
- }
122
- }
123
-
124
- // Coyote time — allow jump for N frames after walking off a ledge
125
- class CoyoteTime {
126
- private grounded = false;
127
- private coyoteFrames = 0;
128
- private readonly maxFrames = 6;
129
-
130
- update(isGrounded: boolean) {
131
- if (isGrounded) {
132
- this.grounded = true;
133
- this.coyoteFrames = this.maxFrames;
134
- } else {
135
- this.grounded = false;
136
- this.coyoteFrames = Math.max(0, this.coyoteFrames - 1);
137
- }
138
- }
139
-
140
- canJump(): boolean { return this.coyoteFrames > 0; }
141
- }
142
- ```
143
-
144
- #### Touch Virtual Joystick (Mobile)
145
-
146
- ```typescript
147
- // Canvas-rendered virtual joystick for mobile
148
- class VirtualJoystick {
149
- private origin: { x: number; y: number } | null = null;
150
- private current: { x: number; y: number } | null = null;
151
- private touchId: number | null = null;
152
- readonly radius = 60;
153
-
154
- constructor(private canvas: HTMLCanvasElement) {
155
- canvas.addEventListener('touchstart', this.onStart, { passive: false });
156
- canvas.addEventListener('touchmove', this.onMove, { passive: false });
157
- canvas.addEventListener('touchend', this.onEnd);
158
- }
159
-
160
- private onStart = (e: TouchEvent) => {
161
- e.preventDefault();
162
- if (this.touchId !== null) return;
163
- const t = e.changedTouches[0];
164
- this.touchId = t.identifier;
165
- this.origin = { x: t.clientX, y: t.clientY };
166
- this.current = { ...this.origin };
167
- };
168
-
169
- private onMove = (e: TouchEvent) => {
170
- e.preventDefault();
171
- const t = Array.from(e.changedTouches).find(t => t.identifier === this.touchId);
172
- if (!t || !this.origin) return;
173
- const dx = t.clientX - this.origin.x;
174
- const dy = t.clientY - this.origin.y;
175
- const len = Math.hypot(dx, dy);
176
- const clamped = Math.min(len, this.radius);
177
- const angle = Math.atan2(dy, dx);
178
- this.current = {
179
- x: this.origin.x + Math.cos(angle) * clamped,
180
- y: this.origin.y + Math.sin(angle) * clamped,
181
- };
182
- };
183
-
184
- private onEnd = (e: TouchEvent) => {
185
- if (Array.from(e.changedTouches).some(t => t.identifier === this.touchId)) {
186
- this.origin = this.current = null;
187
- this.touchId = null;
188
- }
189
- };
190
-
191
- getAxes(): { x: number; y: number } {
192
- if (!this.origin || !this.current) return { x: 0, y: 0 };
193
- return {
194
- x: (this.current.x - this.origin.x) / this.radius,
195
- y: (this.current.y - this.origin.y) / this.radius,
196
- };
197
- }
198
- }
199
- ```
1
+ ---
2
+ name: "input-system"
3
+ pack: "@rune/gamedev"
4
+ description: "Keyboard/mouse/gamepad/touch input handling — unified InputManager with action mapping, input buffering, coyote time, and touch virtual joystick."
5
+ model: sonnet
6
+ tools: [Read, Edit, Write, Grep, Glob, Bash]
7
+ ---
8
+
9
+ # input-system
10
+
11
+ Keyboard/mouse/gamepad/touch input handling — unified InputManager with action mapping, input buffering, coyote time, and touch virtual joystick.
12
+
13
+ #### Workflow
14
+
15
+ **Step 1 — Detect input handling**
16
+ Use Grep to find input code: `addEventListener.*keydown`, `addEventListener.*gamepad`, `onMouseMove`, `ontouchstart`. Read input handlers to understand: action mapping strategy, polling vs event-driven, and platform support.
17
+
18
+ **Step 2 — Audit input correctness**
19
+ Check for: input polled inside render loop (should be in fixed update), no gamepad support, missing touch controls for mobile, hardcoded key bindings, and no input buffering (missed jump inputs).
20
+
21
+ **Step 3 — Emit InputManager**
22
+ Emit: unified InputManager with keyboard/mouse/gamepad/touch, action-based API, justPressed/wasReleased one-frame flags, and runtime rebinding. Always call `flush()` at end of each fixed tick.
23
+
24
+ #### Unified Input Handler — Keyboard, Mouse, Gamepad, Touch
25
+
26
+ ```typescript
27
+ // InputManager — supports keyboard, mouse, gamepad, touch with action mapping
28
+ type ActionMap = Record<string, string[]>; // action → [key1, key2, ...]
29
+
30
+ const DEFAULT_ACTIONS: ActionMap = {
31
+ moveUp: ['KeyW', 'ArrowUp'],
32
+ moveDown: ['KeyS', 'ArrowDown'],
33
+ moveLeft: ['KeyA', 'ArrowLeft'],
34
+ moveRight: ['KeyD', 'ArrowRight'],
35
+ jump: ['Space'],
36
+ attack: ['Mouse0'],
37
+ pause: ['Escape'],
38
+ };
39
+
40
+ class InputManager {
41
+ private held = new Set<string>();
42
+ private justPressed = new Set<string>();
43
+ private justReleased = new Set<string>();
44
+ private axes = { x: 0, y: 0 };
45
+ private gamepad: Gamepad | null = null;
46
+ private bindings: ActionMap;
47
+
48
+ constructor(bindings = DEFAULT_ACTIONS) {
49
+ this.bindings = { ...bindings };
50
+ window.addEventListener('keydown', e => { this.held.add(e.code); this.justPressed.add(e.code); });
51
+ window.addEventListener('keyup', e => { this.held.delete(e.code); this.justReleased.add(e.code); });
52
+ window.addEventListener('mousedown', e => this.held.add(`Mouse${e.button}`));
53
+ window.addEventListener('mouseup', e => this.held.delete(`Mouse${e.button}`));
54
+ window.addEventListener('gamepaddisconnected', () => { this.gamepad = null; });
55
+ }
56
+
57
+ // Call at the START of each fixed update tick, not inside render
58
+ pollGamepad() {
59
+ const pads = navigator.getGamepads();
60
+ this.gamepad = pads[0] ?? null;
61
+ if (this.gamepad) {
62
+ this.axes.x = this.gamepad.axes[0];
63
+ this.axes.y = this.gamepad.axes[1];
64
+ }
65
+ }
66
+
67
+ // Call at END of each fixed update tick to clear one-frame flags
68
+ flush() {
69
+ this.justPressed.clear();
70
+ this.justReleased.clear();
71
+ }
72
+
73
+ isDown(action: string): boolean {
74
+ return (this.bindings[action] ?? []).some(key => this.held.has(key));
75
+ }
76
+
77
+ wasPressed(action: string): boolean {
78
+ return (this.bindings[action] ?? []).some(key => this.justPressed.has(key));
79
+ }
80
+
81
+ wasReleased(action: string): boolean {
82
+ return (this.bindings[action] ?? []).some(key => this.justReleased.has(key));
83
+ }
84
+
85
+ getAxes() { return { ...this.axes }; }
86
+
87
+ // Rebind at runtime (save to localStorage)
88
+ rebind(action: string, keys: string[]) {
89
+ this.bindings[action] = keys;
90
+ localStorage.setItem('inputBindings', JSON.stringify(this.bindings));
91
+ }
92
+
93
+ loadSavedBindings() {
94
+ const saved = localStorage.getItem('inputBindings');
95
+ if (saved) this.bindings = { ...this.bindings, ...JSON.parse(saved) };
96
+ }
97
+ }
98
+ ```
99
+
100
+ #### Input Buffering (Coyote Time + Jump Buffering)
101
+
102
+ ```typescript
103
+ // Input buffer — remember button press for N frames to forgive missed timing
104
+ class InputBuffer {
105
+ private buffer: Map<string, number> = new Map(); // action → frames remaining
106
+
107
+ bufferAction(action: string, frames = 6) { this.buffer.set(action, frames); }
108
+
109
+ consume(action: string): boolean {
110
+ if ((this.buffer.get(action) ?? 0) > 0) {
111
+ this.buffer.set(action, 0);
112
+ return true;
113
+ }
114
+ return false;
115
+ }
116
+
117
+ tick() {
118
+ this.buffer.forEach((frames, action) => {
119
+ if (frames > 0) this.buffer.set(action, frames - 1);
120
+ });
121
+ }
122
+ }
123
+
124
+ // Coyote time — allow jump for N frames after walking off a ledge
125
+ class CoyoteTime {
126
+ private grounded = false;
127
+ private coyoteFrames = 0;
128
+ private readonly maxFrames = 6;
129
+
130
+ update(isGrounded: boolean) {
131
+ if (isGrounded) {
132
+ this.grounded = true;
133
+ this.coyoteFrames = this.maxFrames;
134
+ } else {
135
+ this.grounded = false;
136
+ this.coyoteFrames = Math.max(0, this.coyoteFrames - 1);
137
+ }
138
+ }
139
+
140
+ canJump(): boolean { return this.coyoteFrames > 0; }
141
+ }
142
+ ```
143
+
144
+ #### Touch Virtual Joystick (Mobile)
145
+
146
+ ```typescript
147
+ // Canvas-rendered virtual joystick for mobile
148
+ class VirtualJoystick {
149
+ private origin: { x: number; y: number } | null = null;
150
+ private current: { x: number; y: number } | null = null;
151
+ private touchId: number | null = null;
152
+ readonly radius = 60;
153
+
154
+ constructor(private canvas: HTMLCanvasElement) {
155
+ canvas.addEventListener('touchstart', this.onStart, { passive: false });
156
+ canvas.addEventListener('touchmove', this.onMove, { passive: false });
157
+ canvas.addEventListener('touchend', this.onEnd);
158
+ }
159
+
160
+ private onStart = (e: TouchEvent) => {
161
+ e.preventDefault();
162
+ if (this.touchId !== null) return;
163
+ const t = e.changedTouches[0];
164
+ this.touchId = t.identifier;
165
+ this.origin = { x: t.clientX, y: t.clientY };
166
+ this.current = { ...this.origin };
167
+ };
168
+
169
+ private onMove = (e: TouchEvent) => {
170
+ e.preventDefault();
171
+ const t = Array.from(e.changedTouches).find(t => t.identifier === this.touchId);
172
+ if (!t || !this.origin) return;
173
+ const dx = t.clientX - this.origin.x;
174
+ const dy = t.clientY - this.origin.y;
175
+ const len = Math.hypot(dx, dy);
176
+ const clamped = Math.min(len, this.radius);
177
+ const angle = Math.atan2(dy, dx);
178
+ this.current = {
179
+ x: this.origin.x + Math.cos(angle) * clamped,
180
+ y: this.origin.y + Math.sin(angle) * clamped,
181
+ };
182
+ };
183
+
184
+ private onEnd = (e: TouchEvent) => {
185
+ if (Array.from(e.changedTouches).some(t => t.identifier === this.touchId)) {
186
+ this.origin = this.current = null;
187
+ this.touchId = null;
188
+ }
189
+ };
190
+
191
+ getAxes(): { x: number; y: number } {
192
+ if (!this.origin || !this.current) return { x: 0, y: 0 };
193
+ return {
194
+ x: (this.current.x - this.origin.x) / this.radius,
195
+ y: (this.current.y - this.origin.y) / this.radius,
196
+ };
197
+ }
198
+ }
199
+ ```