@su-record/vibe 2.5.14 → 2.5.17

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 (231) hide show
  1. package/CLAUDE.md +96 -267
  2. package/LICENSE +21 -21
  3. package/README.md +262 -262
  4. package/agents/architect-low.md +41 -41
  5. package/agents/architect-medium.md +59 -59
  6. package/agents/architect.md +80 -80
  7. package/agents/build-error-resolver.md +115 -115
  8. package/agents/compounder.md +261 -261
  9. package/agents/diagrammer.md +178 -178
  10. package/agents/e2e-tester.md +266 -266
  11. package/agents/explorer-low.md +42 -42
  12. package/agents/explorer-medium.md +59 -59
  13. package/agents/explorer.md +48 -48
  14. package/agents/implementer-low.md +43 -43
  15. package/agents/implementer-medium.md +52 -52
  16. package/agents/implementer.md +54 -54
  17. package/agents/refactor-cleaner.md +143 -143
  18. package/agents/research/best-practices-agent.md +199 -189
  19. package/agents/research/codebase-patterns-agent.md +157 -147
  20. package/agents/research/framework-docs-agent.md +188 -178
  21. package/agents/research/security-advisory-agent.md +213 -203
  22. package/agents/review/architecture-reviewer.md +107 -107
  23. package/agents/review/complexity-reviewer.md +116 -116
  24. package/agents/review/data-integrity-reviewer.md +88 -88
  25. package/agents/review/git-history-reviewer.md +103 -103
  26. package/agents/review/performance-reviewer.md +86 -86
  27. package/agents/review/python-reviewer.md +150 -150
  28. package/agents/review/rails-reviewer.md +139 -139
  29. package/agents/review/react-reviewer.md +144 -144
  30. package/agents/review/security-reviewer.md +80 -80
  31. package/agents/review/simplicity-reviewer.md +140 -140
  32. package/agents/review/test-coverage-reviewer.md +116 -116
  33. package/agents/review/typescript-reviewer.md +127 -127
  34. package/agents/searcher.md +54 -54
  35. package/agents/simplifier.md +120 -120
  36. package/agents/tester.md +49 -49
  37. package/agents/ui-previewer.md +129 -129
  38. package/commands/vibe.analyze.md +356 -356
  39. package/commands/vibe.reason.md +329 -329
  40. package/commands/vibe.review.md +326 -326
  41. package/commands/vibe.run.md +1117 -1117
  42. package/commands/vibe.spec.md +1066 -1058
  43. package/commands/vibe.utils.md +353 -353
  44. package/commands/vibe.verify.md +375 -375
  45. package/dist/cli/collaborator.js +52 -52
  46. package/dist/cli/detect.js +32 -32
  47. package/dist/cli/index.d.ts.map +1 -1
  48. package/dist/cli/index.js +109 -108
  49. package/dist/cli/index.js.map +1 -1
  50. package/dist/cli/llm.js +144 -144
  51. package/dist/lib/DeepInit.js +24 -24
  52. package/dist/lib/FrameworkDetector.d.ts +56 -0
  53. package/dist/lib/FrameworkDetector.d.ts.map +1 -0
  54. package/dist/lib/FrameworkDetector.js +287 -0
  55. package/dist/lib/FrameworkDetector.js.map +1 -0
  56. package/dist/lib/IterationTracker.js +11 -11
  57. package/dist/lib/PythonParser.js +108 -108
  58. package/dist/lib/RuleBuildSystem.d.ts +117 -0
  59. package/dist/lib/RuleBuildSystem.d.ts.map +1 -0
  60. package/dist/lib/RuleBuildSystem.js +402 -0
  61. package/dist/lib/RuleBuildSystem.js.map +1 -0
  62. package/dist/lib/SkillFrontmatter.js +28 -28
  63. package/dist/lib/SkillQualityGate.js +9 -9
  64. package/dist/lib/SkillRepository.js +159 -159
  65. package/dist/lib/UltraQA.js +77 -77
  66. package/dist/lib/gpt-api.js +4 -4
  67. package/dist/lib/memory/KnowledgeGraph.js +4 -4
  68. package/dist/lib/memory/MemorySearch.js +20 -20
  69. package/dist/lib/memory/MemoryStorage.js +64 -64
  70. package/dist/orchestrator/AgentManager.js +12 -12
  71. package/dist/orchestrator/MultiLlmResearch.js +8 -8
  72. package/dist/orchestrator/SmartRouter.js +11 -11
  73. package/dist/orchestrator/parallelResearch.js +24 -24
  74. package/dist/tools/convention/analyzeComplexity.test.js +115 -115
  75. package/dist/tools/convention/validateCodeQuality.test.js +104 -104
  76. package/dist/tools/index.d.ts +4 -0
  77. package/dist/tools/index.d.ts.map +1 -1
  78. package/dist/tools/index.js +4 -0
  79. package/dist/tools/index.js.map +1 -1
  80. package/hooks/hooks.json +222 -222
  81. package/hooks/scripts/code-check.js +22 -22
  82. package/hooks/scripts/code-review.js +22 -22
  83. package/hooks/scripts/complexity.js +22 -22
  84. package/hooks/scripts/compound.js +23 -23
  85. package/hooks/scripts/context-save.js +33 -33
  86. package/hooks/scripts/generate-brand-assets.js +472 -472
  87. package/hooks/scripts/hud-multiline.js +262 -262
  88. package/hooks/scripts/hud-status.js +291 -291
  89. package/hooks/scripts/keyword-detector.js +214 -214
  90. package/hooks/scripts/llm-orchestrate.js +171 -171
  91. package/hooks/scripts/post-edit.js +97 -97
  92. package/hooks/scripts/post-tool-verify.js +210 -210
  93. package/hooks/scripts/pre-tool-guard.js +125 -125
  94. package/hooks/scripts/recall.js +22 -22
  95. package/hooks/scripts/session-start.js +30 -30
  96. package/hooks/scripts/skill-injector.js +191 -191
  97. package/hooks/scripts/utils.js +97 -97
  98. package/languages/csharp-unity.md +515 -515
  99. package/languages/gdscript-godot.md +470 -470
  100. package/languages/ruby-rails.md +489 -489
  101. package/languages/typescript-angular.md +433 -433
  102. package/languages/typescript-astro.md +416 -416
  103. package/languages/typescript-electron.md +406 -406
  104. package/languages/typescript-nestjs.md +524 -524
  105. package/languages/typescript-svelte.md +407 -407
  106. package/languages/typescript-tauri.md +365 -365
  107. package/package.json +83 -83
  108. package/skills/brand-assets.md +141 -141
  109. package/skills/commerce-patterns.md +361 -361
  110. package/skills/context7-usage.md +102 -102
  111. package/skills/e2e-commerce.md +304 -304
  112. package/skills/frontend-design.md +92 -92
  113. package/skills/git-worktree.md +181 -181
  114. package/skills/parallel-research.md +77 -77
  115. package/skills/priority-todos.md +239 -239
  116. package/skills/seo-checklist.md +244 -244
  117. package/skills/tool-fallback.md +190 -190
  118. package/skills/vibe-capabilities.md +161 -161
  119. package/vibe/constitution.md +227 -227
  120. package/vibe/rules/core/communication-guide.md +98 -98
  121. package/vibe/rules/core/development-philosophy.md +52 -52
  122. package/vibe/rules/core/quick-start.md +102 -102
  123. package/vibe/rules/quality/bdd-contract-testing.md +393 -393
  124. package/vibe/rules/quality/checklist.md +276 -276
  125. package/vibe/rules/quality/testing-strategy.md +440 -440
  126. package/vibe/rules/standards/anti-patterns.md +541 -541
  127. package/vibe/rules/standards/code-structure.md +291 -291
  128. package/vibe/rules/standards/complexity-metrics.md +313 -313
  129. package/vibe/rules/standards/naming-conventions.md +198 -198
  130. package/vibe/setup.sh +31 -31
  131. package/vibe/templates/constitution-template.md +252 -252
  132. package/vibe/templates/contract-backend-template.md +526 -526
  133. package/vibe/templates/contract-frontend-template.md +599 -599
  134. package/vibe/templates/feature-template.md +96 -96
  135. package/vibe/templates/spec-template.md +221 -221
  136. package/dist/cli/mcp.d.ts +0 -49
  137. package/dist/cli/mcp.d.ts.map +0 -1
  138. package/dist/cli/mcp.js +0 -169
  139. package/dist/cli/mcp.js.map +0 -1
  140. package/dist/lib/gemini-mcp.d.ts +0 -10
  141. package/dist/lib/gemini-mcp.d.ts.map +0 -1
  142. package/dist/lib/gemini-mcp.js +0 -353
  143. package/dist/lib/gemini-mcp.js.map +0 -1
  144. package/dist/lib/gpt-mcp.d.ts +0 -10
  145. package/dist/lib/gpt-mcp.d.ts.map +0 -1
  146. package/dist/lib/gpt-mcp.js +0 -352
  147. package/dist/lib/gpt-mcp.js.map +0 -1
  148. package/dist/tools/analytics/getUsageAnalytics.d.ts +0 -10
  149. package/dist/tools/analytics/getUsageAnalytics.d.ts.map +0 -1
  150. package/dist/tools/analytics/getUsageAnalytics.js +0 -246
  151. package/dist/tools/analytics/getUsageAnalytics.js.map +0 -1
  152. package/dist/tools/analytics/index.d.ts +0 -5
  153. package/dist/tools/analytics/index.d.ts.map +0 -1
  154. package/dist/tools/analytics/index.js +0 -5
  155. package/dist/tools/analytics/index.js.map +0 -1
  156. package/dist/tools/convention/getCodingGuide.d.ts +0 -7
  157. package/dist/tools/convention/getCodingGuide.d.ts.map +0 -1
  158. package/dist/tools/convention/getCodingGuide.js +0 -69
  159. package/dist/tools/convention/getCodingGuide.js.map +0 -1
  160. package/dist/tools/planning/analyzeRequirements.d.ts +0 -9
  161. package/dist/tools/planning/analyzeRequirements.d.ts.map +0 -1
  162. package/dist/tools/planning/analyzeRequirements.js +0 -171
  163. package/dist/tools/planning/analyzeRequirements.js.map +0 -1
  164. package/dist/tools/planning/createUserStories.d.ts +0 -9
  165. package/dist/tools/planning/createUserStories.d.ts.map +0 -1
  166. package/dist/tools/planning/createUserStories.js +0 -124
  167. package/dist/tools/planning/createUserStories.js.map +0 -1
  168. package/dist/tools/planning/featureRoadmap.d.ts +0 -10
  169. package/dist/tools/planning/featureRoadmap.d.ts.map +0 -1
  170. package/dist/tools/planning/featureRoadmap.js +0 -207
  171. package/dist/tools/planning/featureRoadmap.js.map +0 -1
  172. package/dist/tools/planning/generatePrd.d.ts +0 -11
  173. package/dist/tools/planning/generatePrd.d.ts.map +0 -1
  174. package/dist/tools/planning/generatePrd.js +0 -161
  175. package/dist/tools/planning/generatePrd.js.map +0 -1
  176. package/dist/tools/planning/index.d.ts +0 -8
  177. package/dist/tools/planning/index.d.ts.map +0 -1
  178. package/dist/tools/planning/index.js +0 -8
  179. package/dist/tools/planning/index.js.map +0 -1
  180. package/dist/tools/prompt/analyzePrompt.d.ts +0 -7
  181. package/dist/tools/prompt/analyzePrompt.d.ts.map +0 -1
  182. package/dist/tools/prompt/analyzePrompt.js +0 -150
  183. package/dist/tools/prompt/analyzePrompt.js.map +0 -1
  184. package/dist/tools/prompt/enhancePrompt.d.ts +0 -8
  185. package/dist/tools/prompt/enhancePrompt.d.ts.map +0 -1
  186. package/dist/tools/prompt/enhancePrompt.js +0 -110
  187. package/dist/tools/prompt/enhancePrompt.js.map +0 -1
  188. package/dist/tools/prompt/enhancePromptGemini.d.ts +0 -8
  189. package/dist/tools/prompt/enhancePromptGemini.d.ts.map +0 -1
  190. package/dist/tools/prompt/enhancePromptGemini.js +0 -332
  191. package/dist/tools/prompt/enhancePromptGemini.js.map +0 -1
  192. package/dist/tools/prompt/index.d.ts +0 -7
  193. package/dist/tools/prompt/index.d.ts.map +0 -1
  194. package/dist/tools/prompt/index.js +0 -7
  195. package/dist/tools/prompt/index.js.map +0 -1
  196. package/dist/tools/reasoning/applyReasoningFramework.d.ts +0 -8
  197. package/dist/tools/reasoning/applyReasoningFramework.d.ts.map +0 -1
  198. package/dist/tools/reasoning/applyReasoningFramework.js +0 -266
  199. package/dist/tools/reasoning/applyReasoningFramework.js.map +0 -1
  200. package/dist/tools/reasoning/index.d.ts +0 -5
  201. package/dist/tools/reasoning/index.d.ts.map +0 -1
  202. package/dist/tools/reasoning/index.js +0 -5
  203. package/dist/tools/reasoning/index.js.map +0 -1
  204. package/dist/tools/thinking/analyzeProblem.d.ts +0 -7
  205. package/dist/tools/thinking/analyzeProblem.d.ts.map +0 -1
  206. package/dist/tools/thinking/analyzeProblem.js +0 -55
  207. package/dist/tools/thinking/analyzeProblem.js.map +0 -1
  208. package/dist/tools/thinking/breakDownProblem.d.ts +0 -8
  209. package/dist/tools/thinking/breakDownProblem.d.ts.map +0 -1
  210. package/dist/tools/thinking/breakDownProblem.js +0 -145
  211. package/dist/tools/thinking/breakDownProblem.js.map +0 -1
  212. package/dist/tools/thinking/createThinkingChain.d.ts +0 -7
  213. package/dist/tools/thinking/createThinkingChain.d.ts.map +0 -1
  214. package/dist/tools/thinking/createThinkingChain.js +0 -44
  215. package/dist/tools/thinking/createThinkingChain.js.map +0 -1
  216. package/dist/tools/thinking/formatAsPlan.d.ts +0 -9
  217. package/dist/tools/thinking/formatAsPlan.d.ts.map +0 -1
  218. package/dist/tools/thinking/formatAsPlan.js +0 -78
  219. package/dist/tools/thinking/formatAsPlan.js.map +0 -1
  220. package/dist/tools/thinking/index.d.ts +0 -10
  221. package/dist/tools/thinking/index.d.ts.map +0 -1
  222. package/dist/tools/thinking/index.js +0 -10
  223. package/dist/tools/thinking/index.js.map +0 -1
  224. package/dist/tools/thinking/stepByStepAnalysis.d.ts +0 -8
  225. package/dist/tools/thinking/stepByStepAnalysis.d.ts.map +0 -1
  226. package/dist/tools/thinking/stepByStepAnalysis.js +0 -63
  227. package/dist/tools/thinking/stepByStepAnalysis.js.map +0 -1
  228. package/dist/tools/thinking/thinkAloudProcess.d.ts +0 -8
  229. package/dist/tools/thinking/thinkAloudProcess.d.ts.map +0 -1
  230. package/dist/tools/thinking/thinkAloudProcess.js +0 -80
  231. package/dist/tools/thinking/thinkAloudProcess.js.map +0 -1
@@ -1,470 +1,470 @@
1
- # 🎮 GDScript + Godot 4 Quality Rules
2
-
3
- ## Core Principles (inherited from core)
4
-
5
- ```markdown
6
- ✅ Single Responsibility (SRP)
7
- ✅ Don't Repeat Yourself (DRY)
8
- ✅ Reusability
9
- ✅ Low Complexity
10
- ✅ Functions ≤ 30 lines
11
- ✅ Nesting ≤ 3 levels
12
- ✅ Cyclomatic complexity ≤ 10
13
- ```
14
-
15
- ## Godot Architecture
16
-
17
- ```
18
- ┌─────────────────────────────────────────────┐
19
- │ Node (Scene Tree Building Block) │
20
- │ - Composition over inheritance │
21
- │ - Signals for communication │
22
- ├─────────────────────────────────────────────┤
23
- │ Scene (Reusable Node Tree) │
24
- │ - Prefab equivalent │
25
- │ - Instantiate at runtime │
26
- ├─────────────────────────────────────────────┤
27
- │ Autoload (Singleton) │
28
- │ - Global state, managers │
29
- │ - Use sparingly │
30
- └─────────────────────────────────────────────┘
31
- ```
32
-
33
- ## GDScript 2.0 Patterns (Godot 4)
34
-
35
- ### 1. Type Annotations (Always Use)
36
-
37
- ```gdscript
38
- # ✅ Typed GDScript
39
- extends CharacterBody2D
40
- class_name Player
41
-
42
- @export var speed: float = 200.0
43
- @export var jump_force: float = 400.0
44
-
45
- var health: int = 100
46
- var is_dead: bool = false
47
- var inventory: Array[Item] = []
48
- var stats: Dictionary = {}
49
-
50
- func take_damage(amount: int) -> void:
51
- health -= amount
52
- if health <= 0:
53
- die()
54
-
55
- func get_damage_multiplier() -> float:
56
- return 1.0 + (stats.get("strength", 0) * 0.1)
57
-
58
- # ❌ Untyped (avoid)
59
- var speed = 200
60
- func take_damage(amount):
61
- pass
62
- ```
63
-
64
- ### 2. Signal Pattern
65
-
66
- ```gdscript
67
- # ✅ Signal definitions
68
- extends Node
69
- class_name Player
70
-
71
- signal health_changed(new_health: int, max_health: int)
72
- signal died
73
- signal item_collected(item: Item)
74
- signal level_up(new_level: int)
75
-
76
- @export var max_health: int = 100
77
- var _health: int = max_health
78
-
79
- var health: int:
80
- get:
81
- return _health
82
- set(value):
83
- var old_health := _health
84
- _health = clampi(value, 0, max_health)
85
- if _health != old_health:
86
- health_changed.emit(_health, max_health)
87
- if _health <= 0 and old_health > 0:
88
- died.emit()
89
-
90
- func _ready() -> void:
91
- # Connect signals
92
- health_changed.connect(_on_health_changed)
93
- died.connect(_on_died)
94
-
95
- func _on_health_changed(new_health: int, _max: int) -> void:
96
- print("Health: %d" % new_health)
97
-
98
- func _on_died() -> void:
99
- queue_free()
100
- ```
101
-
102
- ### 3. State Machine Pattern
103
-
104
- ```gdscript
105
- # state_machine.gd
106
- extends Node
107
- class_name StateMachine
108
-
109
- signal state_changed(from_state: String, to_state: String)
110
-
111
- @export var initial_state: State
112
- var current_state: State
113
- var states: Dictionary = {}
114
-
115
- func _ready() -> void:
116
- for child in get_children():
117
- if child is State:
118
- states[child.name.to_lower()] = child
119
- child.state_machine = self
120
-
121
- if initial_state:
122
- current_state = initial_state
123
- current_state.enter()
124
-
125
- func _process(delta: float) -> void:
126
- if current_state:
127
- current_state.update(delta)
128
-
129
- func _physics_process(delta: float) -> void:
130
- if current_state:
131
- current_state.physics_update(delta)
132
-
133
- func change_state(new_state_name: String) -> void:
134
- var new_state: State = states.get(new_state_name.to_lower())
135
- if not new_state:
136
- push_error("State not found: " + new_state_name)
137
- return
138
-
139
- if current_state:
140
- current_state.exit()
141
-
142
- var old_state_name := current_state.name if current_state else ""
143
- current_state = new_state
144
- current_state.enter()
145
- state_changed.emit(old_state_name, new_state_name)
146
-
147
- # state.gd
148
- extends Node
149
- class_name State
150
-
151
- var state_machine: StateMachine
152
-
153
- func enter() -> void:
154
- pass
155
-
156
- func exit() -> void:
157
- pass
158
-
159
- func update(_delta: float) -> void:
160
- pass
161
-
162
- func physics_update(_delta: float) -> void:
163
- pass
164
-
165
- # player_idle_state.gd
166
- extends State
167
-
168
- @onready var player: Player = owner
169
-
170
- func enter() -> void:
171
- player.animation_player.play("idle")
172
-
173
- func update(_delta: float) -> void:
174
- if Input.is_action_pressed("move_left") or Input.is_action_pressed("move_right"):
175
- state_machine.change_state("walk")
176
-
177
- if Input.is_action_just_pressed("jump"):
178
- state_machine.change_state("jump")
179
- ```
180
-
181
- ### 4. Object Pool Pattern
182
-
183
- ```gdscript
184
- # object_pool.gd
185
- extends Node
186
- class_name ObjectPool
187
-
188
- @export var scene: PackedScene
189
- @export var initial_size: int = 10
190
- @export var max_size: int = 50
191
-
192
- var _pool: Array[Node] = []
193
- var _active: Array[Node] = []
194
-
195
- func _ready() -> void:
196
- for i in initial_size:
197
- _create_instance()
198
-
199
- func get_object() -> Node:
200
- var obj: Node
201
-
202
- if _pool.is_empty():
203
- if _active.size() < max_size:
204
- obj = _create_instance()
205
- else:
206
- push_warning("Pool exhausted")
207
- return null
208
- else:
209
- obj = _pool.pop_back()
210
-
211
- _active.append(obj)
212
- obj.set_process(true)
213
- obj.set_physics_process(true)
214
- obj.show()
215
-
216
- return obj
217
-
218
- func return_object(obj: Node) -> void:
219
- if obj not in _active:
220
- return
221
-
222
- _active.erase(obj)
223
- _pool.append(obj)
224
- obj.set_process(false)
225
- obj.set_physics_process(false)
226
- obj.hide()
227
-
228
- if obj.has_method("reset"):
229
- obj.reset()
230
-
231
- func _create_instance() -> Node:
232
- var obj := scene.instantiate()
233
- add_child(obj)
234
- obj.set_process(false)
235
- obj.set_physics_process(false)
236
- obj.hide()
237
- _pool.append(obj)
238
- return obj
239
- ```
240
-
241
- ### 5. Resource Pattern (Data Containers)
242
-
243
- ```gdscript
244
- # item_data.gd
245
- extends Resource
246
- class_name ItemData
247
-
248
- @export var id: String
249
- @export var name: String
250
- @export var description: String
251
- @export var icon: Texture2D
252
- @export var max_stack: int = 99
253
- @export var value: int = 0
254
- @export_category("Combat")
255
- @export var damage: int = 0
256
- @export var defense: int = 0
257
-
258
- func get_tooltip() -> String:
259
- var text := "[b]%s[/b]\n%s" % [name, description]
260
- if damage > 0:
261
- text += "\n[color=red]Damage: %d[/color]" % damage
262
- if defense > 0:
263
- text += "\n[color=blue]Defense: %d[/color]" % defense
264
- return text
265
-
266
- # weapon_data.gd
267
- extends ItemData
268
- class_name WeaponData
269
-
270
- @export var attack_speed: float = 1.0
271
- @export var range: float = 50.0
272
- @export var projectile_scene: PackedScene
273
- ```
274
-
275
- ### 6. Component Pattern
276
-
277
- ```gdscript
278
- # health_component.gd
279
- extends Node
280
- class_name HealthComponent
281
-
282
- signal health_changed(current: int, maximum: int)
283
- signal died
284
- signal damage_taken(amount: int)
285
- signal healed(amount: int)
286
-
287
- @export var max_health: int = 100
288
- @export var invincibility_time: float = 0.5
289
-
290
- var current_health: int
291
- var _invincible: bool = false
292
-
293
- func _ready() -> void:
294
- current_health = max_health
295
-
296
- func take_damage(amount: int, ignore_invincibility: bool = false) -> void:
297
- if _invincible and not ignore_invincibility:
298
- return
299
-
300
- var actual_damage := mini(amount, current_health)
301
- current_health -= actual_damage
302
- damage_taken.emit(actual_damage)
303
- health_changed.emit(current_health, max_health)
304
-
305
- if current_health <= 0:
306
- died.emit()
307
- elif invincibility_time > 0:
308
- _start_invincibility()
309
-
310
- func heal(amount: int) -> void:
311
- var actual_heal := mini(amount, max_health - current_health)
312
- current_health += actual_heal
313
- healed.emit(actual_heal)
314
- health_changed.emit(current_health, max_health)
315
-
316
- func _start_invincibility() -> void:
317
- _invincible = true
318
- await get_tree().create_timer(invincibility_time).timeout
319
- _invincible = false
320
-
321
- # Usage
322
- # var health_comp := $HealthComponent as HealthComponent
323
- # health_comp.died.connect(_on_died)
324
- # health_comp.take_damage(10)
325
- ```
326
-
327
- ### 7. Autoload (Singleton) Pattern
328
-
329
- ```gdscript
330
- # game_manager.gd (Autoload)
331
- extends Node
332
-
333
- signal game_paused
334
- signal game_resumed
335
- signal score_changed(new_score: int)
336
-
337
- var score: int = 0:
338
- set(value):
339
- score = value
340
- score_changed.emit(score)
341
-
342
- var is_paused: bool = false
343
-
344
- func pause_game() -> void:
345
- get_tree().paused = true
346
- is_paused = true
347
- game_paused.emit()
348
-
349
- func resume_game() -> void:
350
- get_tree().paused = false
351
- is_paused = false
352
- game_resumed.emit()
353
-
354
- func toggle_pause() -> void:
355
- if is_paused:
356
- resume_game()
357
- else:
358
- pause_game()
359
-
360
- func add_score(amount: int) -> void:
361
- score += amount
362
-
363
- func reset() -> void:
364
- score = 0
365
- is_paused = false
366
-
367
- # audio_manager.gd (Autoload)
368
- extends Node
369
-
370
- @onready var music_player: AudioStreamPlayer = $MusicPlayer
371
- @onready var sfx_players: Array[AudioStreamPlayer] = [$SFX1, $SFX2, $SFX3, $SFX4]
372
-
373
- var _sfx_index: int = 0
374
-
375
- func play_music(stream: AudioStream, volume_db: float = 0.0) -> void:
376
- music_player.stream = stream
377
- music_player.volume_db = volume_db
378
- music_player.play()
379
-
380
- func play_sfx(stream: AudioStream, volume_db: float = 0.0) -> void:
381
- var player := sfx_players[_sfx_index]
382
- player.stream = stream
383
- player.volume_db = volume_db
384
- player.play()
385
- _sfx_index = (_sfx_index + 1) % sfx_players.size()
386
- ```
387
-
388
- ### 8. Input Handling
389
-
390
- ```gdscript
391
- # player_controller.gd
392
- extends CharacterBody2D
393
- class_name PlayerController
394
-
395
- @export var speed: float = 200.0
396
- @export var acceleration: float = 1000.0
397
- @export var friction: float = 800.0
398
- @export var jump_force: float = 400.0
399
-
400
- var _input_direction: Vector2 = Vector2.ZERO
401
-
402
- func _process(_delta: float) -> void:
403
- _input_direction = Input.get_vector(
404
- "move_left", "move_right",
405
- "move_up", "move_down"
406
- )
407
-
408
- func _physics_process(delta: float) -> void:
409
- # Horizontal movement
410
- if _input_direction.x != 0:
411
- velocity.x = move_toward(
412
- velocity.x,
413
- _input_direction.x * speed,
414
- acceleration * delta
415
- )
416
- else:
417
- velocity.x = move_toward(velocity.x, 0, friction * delta)
418
-
419
- # Gravity
420
- if not is_on_floor():
421
- velocity.y += get_gravity().y * delta
422
-
423
- # Jump
424
- if Input.is_action_just_pressed("jump") and is_on_floor():
425
- velocity.y = -jump_force
426
-
427
- move_and_slide()
428
- ```
429
-
430
- ## Project Structure
431
-
432
- ```
433
- project/
434
- ├── project.godot
435
- ├── addons/
436
- ├── assets/
437
- │ ├── sprites/
438
- │ ├── audio/
439
- │ └── fonts/
440
- ├── scenes/
441
- │ ├── main.tscn
442
- │ ├── levels/
443
- │ ├── ui/
444
- │ └── entities/
445
- │ ├── player/
446
- │ │ ├── player.tscn
447
- │ │ └── player.gd
448
- │ └── enemies/
449
- ├── scripts/
450
- │ ├── autoloads/
451
- │ ├── components/
452
- │ ├── resources/
453
- │ └── state_machine/
454
- └── resources/
455
- ├── items/
456
- └── characters/
457
- ```
458
-
459
- ## Checklist
460
-
461
- - [ ] Use type annotations everywhere
462
- - [ ] Use signals for decoupled communication
463
- - [ ] Prefer composition over inheritance
464
- - [ ] Use Resources for data
465
- - [ ] Use Object Pools for frequently spawned objects
466
- - [ ] Implement State Machine for complex behaviors
467
- - [ ] Use Components for reusable functionality
468
- - [ ] Minimize Autoloads (singletons)
469
- - [ ] Cache node references with @onready
470
- - [ ] Handle input in _process, physics in _physics_process
1
+ # 🎮 GDScript + Godot 4 Quality Rules
2
+
3
+ ## Core Principles (inherited from core)
4
+
5
+ ```markdown
6
+ ✅ Single Responsibility (SRP)
7
+ ✅ Don't Repeat Yourself (DRY)
8
+ ✅ Reusability
9
+ ✅ Low Complexity
10
+ ✅ Functions ≤ 30 lines
11
+ ✅ Nesting ≤ 3 levels
12
+ ✅ Cyclomatic complexity ≤ 10
13
+ ```
14
+
15
+ ## Godot Architecture
16
+
17
+ ```
18
+ ┌─────────────────────────────────────────────┐
19
+ │ Node (Scene Tree Building Block) │
20
+ │ - Composition over inheritance │
21
+ │ - Signals for communication │
22
+ ├─────────────────────────────────────────────┤
23
+ │ Scene (Reusable Node Tree) │
24
+ │ - Prefab equivalent │
25
+ │ - Instantiate at runtime │
26
+ ├─────────────────────────────────────────────┤
27
+ │ Autoload (Singleton) │
28
+ │ - Global state, managers │
29
+ │ - Use sparingly │
30
+ └─────────────────────────────────────────────┘
31
+ ```
32
+
33
+ ## GDScript 2.0 Patterns (Godot 4)
34
+
35
+ ### 1. Type Annotations (Always Use)
36
+
37
+ ```gdscript
38
+ # ✅ Typed GDScript
39
+ extends CharacterBody2D
40
+ class_name Player
41
+
42
+ @export var speed: float = 200.0
43
+ @export var jump_force: float = 400.0
44
+
45
+ var health: int = 100
46
+ var is_dead: bool = false
47
+ var inventory: Array[Item] = []
48
+ var stats: Dictionary = {}
49
+
50
+ func take_damage(amount: int) -> void:
51
+ health -= amount
52
+ if health <= 0:
53
+ die()
54
+
55
+ func get_damage_multiplier() -> float:
56
+ return 1.0 + (stats.get("strength", 0) * 0.1)
57
+
58
+ # ❌ Untyped (avoid)
59
+ var speed = 200
60
+ func take_damage(amount):
61
+ pass
62
+ ```
63
+
64
+ ### 2. Signal Pattern
65
+
66
+ ```gdscript
67
+ # ✅ Signal definitions
68
+ extends Node
69
+ class_name Player
70
+
71
+ signal health_changed(new_health: int, max_health: int)
72
+ signal died
73
+ signal item_collected(item: Item)
74
+ signal level_up(new_level: int)
75
+
76
+ @export var max_health: int = 100
77
+ var _health: int = max_health
78
+
79
+ var health: int:
80
+ get:
81
+ return _health
82
+ set(value):
83
+ var old_health := _health
84
+ _health = clampi(value, 0, max_health)
85
+ if _health != old_health:
86
+ health_changed.emit(_health, max_health)
87
+ if _health <= 0 and old_health > 0:
88
+ died.emit()
89
+
90
+ func _ready() -> void:
91
+ # Connect signals
92
+ health_changed.connect(_on_health_changed)
93
+ died.connect(_on_died)
94
+
95
+ func _on_health_changed(new_health: int, _max: int) -> void:
96
+ print("Health: %d" % new_health)
97
+
98
+ func _on_died() -> void:
99
+ queue_free()
100
+ ```
101
+
102
+ ### 3. State Machine Pattern
103
+
104
+ ```gdscript
105
+ # state_machine.gd
106
+ extends Node
107
+ class_name StateMachine
108
+
109
+ signal state_changed(from_state: String, to_state: String)
110
+
111
+ @export var initial_state: State
112
+ var current_state: State
113
+ var states: Dictionary = {}
114
+
115
+ func _ready() -> void:
116
+ for child in get_children():
117
+ if child is State:
118
+ states[child.name.to_lower()] = child
119
+ child.state_machine = self
120
+
121
+ if initial_state:
122
+ current_state = initial_state
123
+ current_state.enter()
124
+
125
+ func _process(delta: float) -> void:
126
+ if current_state:
127
+ current_state.update(delta)
128
+
129
+ func _physics_process(delta: float) -> void:
130
+ if current_state:
131
+ current_state.physics_update(delta)
132
+
133
+ func change_state(new_state_name: String) -> void:
134
+ var new_state: State = states.get(new_state_name.to_lower())
135
+ if not new_state:
136
+ push_error("State not found: " + new_state_name)
137
+ return
138
+
139
+ if current_state:
140
+ current_state.exit()
141
+
142
+ var old_state_name := current_state.name if current_state else ""
143
+ current_state = new_state
144
+ current_state.enter()
145
+ state_changed.emit(old_state_name, new_state_name)
146
+
147
+ # state.gd
148
+ extends Node
149
+ class_name State
150
+
151
+ var state_machine: StateMachine
152
+
153
+ func enter() -> void:
154
+ pass
155
+
156
+ func exit() -> void:
157
+ pass
158
+
159
+ func update(_delta: float) -> void:
160
+ pass
161
+
162
+ func physics_update(_delta: float) -> void:
163
+ pass
164
+
165
+ # player_idle_state.gd
166
+ extends State
167
+
168
+ @onready var player: Player = owner
169
+
170
+ func enter() -> void:
171
+ player.animation_player.play("idle")
172
+
173
+ func update(_delta: float) -> void:
174
+ if Input.is_action_pressed("move_left") or Input.is_action_pressed("move_right"):
175
+ state_machine.change_state("walk")
176
+
177
+ if Input.is_action_just_pressed("jump"):
178
+ state_machine.change_state("jump")
179
+ ```
180
+
181
+ ### 4. Object Pool Pattern
182
+
183
+ ```gdscript
184
+ # object_pool.gd
185
+ extends Node
186
+ class_name ObjectPool
187
+
188
+ @export var scene: PackedScene
189
+ @export var initial_size: int = 10
190
+ @export var max_size: int = 50
191
+
192
+ var _pool: Array[Node] = []
193
+ var _active: Array[Node] = []
194
+
195
+ func _ready() -> void:
196
+ for i in initial_size:
197
+ _create_instance()
198
+
199
+ func get_object() -> Node:
200
+ var obj: Node
201
+
202
+ if _pool.is_empty():
203
+ if _active.size() < max_size:
204
+ obj = _create_instance()
205
+ else:
206
+ push_warning("Pool exhausted")
207
+ return null
208
+ else:
209
+ obj = _pool.pop_back()
210
+
211
+ _active.append(obj)
212
+ obj.set_process(true)
213
+ obj.set_physics_process(true)
214
+ obj.show()
215
+
216
+ return obj
217
+
218
+ func return_object(obj: Node) -> void:
219
+ if obj not in _active:
220
+ return
221
+
222
+ _active.erase(obj)
223
+ _pool.append(obj)
224
+ obj.set_process(false)
225
+ obj.set_physics_process(false)
226
+ obj.hide()
227
+
228
+ if obj.has_method("reset"):
229
+ obj.reset()
230
+
231
+ func _create_instance() -> Node:
232
+ var obj := scene.instantiate()
233
+ add_child(obj)
234
+ obj.set_process(false)
235
+ obj.set_physics_process(false)
236
+ obj.hide()
237
+ _pool.append(obj)
238
+ return obj
239
+ ```
240
+
241
+ ### 5. Resource Pattern (Data Containers)
242
+
243
+ ```gdscript
244
+ # item_data.gd
245
+ extends Resource
246
+ class_name ItemData
247
+
248
+ @export var id: String
249
+ @export var name: String
250
+ @export var description: String
251
+ @export var icon: Texture2D
252
+ @export var max_stack: int = 99
253
+ @export var value: int = 0
254
+ @export_category("Combat")
255
+ @export var damage: int = 0
256
+ @export var defense: int = 0
257
+
258
+ func get_tooltip() -> String:
259
+ var text := "[b]%s[/b]\n%s" % [name, description]
260
+ if damage > 0:
261
+ text += "\n[color=red]Damage: %d[/color]" % damage
262
+ if defense > 0:
263
+ text += "\n[color=blue]Defense: %d[/color]" % defense
264
+ return text
265
+
266
+ # weapon_data.gd
267
+ extends ItemData
268
+ class_name WeaponData
269
+
270
+ @export var attack_speed: float = 1.0
271
+ @export var range: float = 50.0
272
+ @export var projectile_scene: PackedScene
273
+ ```
274
+
275
+ ### 6. Component Pattern
276
+
277
+ ```gdscript
278
+ # health_component.gd
279
+ extends Node
280
+ class_name HealthComponent
281
+
282
+ signal health_changed(current: int, maximum: int)
283
+ signal died
284
+ signal damage_taken(amount: int)
285
+ signal healed(amount: int)
286
+
287
+ @export var max_health: int = 100
288
+ @export var invincibility_time: float = 0.5
289
+
290
+ var current_health: int
291
+ var _invincible: bool = false
292
+
293
+ func _ready() -> void:
294
+ current_health = max_health
295
+
296
+ func take_damage(amount: int, ignore_invincibility: bool = false) -> void:
297
+ if _invincible and not ignore_invincibility:
298
+ return
299
+
300
+ var actual_damage := mini(amount, current_health)
301
+ current_health -= actual_damage
302
+ damage_taken.emit(actual_damage)
303
+ health_changed.emit(current_health, max_health)
304
+
305
+ if current_health <= 0:
306
+ died.emit()
307
+ elif invincibility_time > 0:
308
+ _start_invincibility()
309
+
310
+ func heal(amount: int) -> void:
311
+ var actual_heal := mini(amount, max_health - current_health)
312
+ current_health += actual_heal
313
+ healed.emit(actual_heal)
314
+ health_changed.emit(current_health, max_health)
315
+
316
+ func _start_invincibility() -> void:
317
+ _invincible = true
318
+ await get_tree().create_timer(invincibility_time).timeout
319
+ _invincible = false
320
+
321
+ # Usage
322
+ # var health_comp := $HealthComponent as HealthComponent
323
+ # health_comp.died.connect(_on_died)
324
+ # health_comp.take_damage(10)
325
+ ```
326
+
327
+ ### 7. Autoload (Singleton) Pattern
328
+
329
+ ```gdscript
330
+ # game_manager.gd (Autoload)
331
+ extends Node
332
+
333
+ signal game_paused
334
+ signal game_resumed
335
+ signal score_changed(new_score: int)
336
+
337
+ var score: int = 0:
338
+ set(value):
339
+ score = value
340
+ score_changed.emit(score)
341
+
342
+ var is_paused: bool = false
343
+
344
+ func pause_game() -> void:
345
+ get_tree().paused = true
346
+ is_paused = true
347
+ game_paused.emit()
348
+
349
+ func resume_game() -> void:
350
+ get_tree().paused = false
351
+ is_paused = false
352
+ game_resumed.emit()
353
+
354
+ func toggle_pause() -> void:
355
+ if is_paused:
356
+ resume_game()
357
+ else:
358
+ pause_game()
359
+
360
+ func add_score(amount: int) -> void:
361
+ score += amount
362
+
363
+ func reset() -> void:
364
+ score = 0
365
+ is_paused = false
366
+
367
+ # audio_manager.gd (Autoload)
368
+ extends Node
369
+
370
+ @onready var music_player: AudioStreamPlayer = $MusicPlayer
371
+ @onready var sfx_players: Array[AudioStreamPlayer] = [$SFX1, $SFX2, $SFX3, $SFX4]
372
+
373
+ var _sfx_index: int = 0
374
+
375
+ func play_music(stream: AudioStream, volume_db: float = 0.0) -> void:
376
+ music_player.stream = stream
377
+ music_player.volume_db = volume_db
378
+ music_player.play()
379
+
380
+ func play_sfx(stream: AudioStream, volume_db: float = 0.0) -> void:
381
+ var player := sfx_players[_sfx_index]
382
+ player.stream = stream
383
+ player.volume_db = volume_db
384
+ player.play()
385
+ _sfx_index = (_sfx_index + 1) % sfx_players.size()
386
+ ```
387
+
388
+ ### 8. Input Handling
389
+
390
+ ```gdscript
391
+ # player_controller.gd
392
+ extends CharacterBody2D
393
+ class_name PlayerController
394
+
395
+ @export var speed: float = 200.0
396
+ @export var acceleration: float = 1000.0
397
+ @export var friction: float = 800.0
398
+ @export var jump_force: float = 400.0
399
+
400
+ var _input_direction: Vector2 = Vector2.ZERO
401
+
402
+ func _process(_delta: float) -> void:
403
+ _input_direction = Input.get_vector(
404
+ "move_left", "move_right",
405
+ "move_up", "move_down"
406
+ )
407
+
408
+ func _physics_process(delta: float) -> void:
409
+ # Horizontal movement
410
+ if _input_direction.x != 0:
411
+ velocity.x = move_toward(
412
+ velocity.x,
413
+ _input_direction.x * speed,
414
+ acceleration * delta
415
+ )
416
+ else:
417
+ velocity.x = move_toward(velocity.x, 0, friction * delta)
418
+
419
+ # Gravity
420
+ if not is_on_floor():
421
+ velocity.y += get_gravity().y * delta
422
+
423
+ # Jump
424
+ if Input.is_action_just_pressed("jump") and is_on_floor():
425
+ velocity.y = -jump_force
426
+
427
+ move_and_slide()
428
+ ```
429
+
430
+ ## Project Structure
431
+
432
+ ```
433
+ project/
434
+ ├── project.godot
435
+ ├── addons/
436
+ ├── assets/
437
+ │ ├── sprites/
438
+ │ ├── audio/
439
+ │ └── fonts/
440
+ ├── scenes/
441
+ │ ├── main.tscn
442
+ │ ├── levels/
443
+ │ ├── ui/
444
+ │ └── entities/
445
+ │ ├── player/
446
+ │ │ ├── player.tscn
447
+ │ │ └── player.gd
448
+ │ └── enemies/
449
+ ├── scripts/
450
+ │ ├── autoloads/
451
+ │ ├── components/
452
+ │ ├── resources/
453
+ │ └── state_machine/
454
+ └── resources/
455
+ ├── items/
456
+ └── characters/
457
+ ```
458
+
459
+ ## Checklist
460
+
461
+ - [ ] Use type annotations everywhere
462
+ - [ ] Use signals for decoupled communication
463
+ - [ ] Prefer composition over inheritance
464
+ - [ ] Use Resources for data
465
+ - [ ] Use Object Pools for frequently spawned objects
466
+ - [ ] Implement State Machine for complex behaviors
467
+ - [ ] Use Components for reusable functionality
468
+ - [ ] Minimize Autoloads (singletons)
469
+ - [ ] Cache node references with @onready
470
+ - [ ] Handle input in _process, physics in _physics_process