@su-record/vibe 2.5.6 → 2.5.8

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 (188) hide show
  1. package/CLAUDE.md +338 -338
  2. package/LICENSE +21 -21
  3. package/README.md +262 -262
  4. package/agents/build-error-resolver.md +115 -0
  5. package/agents/compounder.md +261 -261
  6. package/agents/diagrammer.md +178 -178
  7. package/agents/e2e-tester.md +266 -266
  8. package/agents/explorer.md +48 -48
  9. package/agents/implementer.md +54 -54
  10. package/agents/refactor-cleaner.md +143 -0
  11. package/agents/research/best-practices-agent.md +189 -189
  12. package/agents/research/codebase-patterns-agent.md +147 -147
  13. package/agents/research/framework-docs-agent.md +178 -178
  14. package/agents/research/security-advisory-agent.md +203 -203
  15. package/agents/review/architecture-reviewer.md +107 -107
  16. package/agents/review/complexity-reviewer.md +116 -116
  17. package/agents/review/data-integrity-reviewer.md +88 -88
  18. package/agents/review/git-history-reviewer.md +103 -103
  19. package/agents/review/performance-reviewer.md +86 -86
  20. package/agents/review/python-reviewer.md +150 -150
  21. package/agents/review/rails-reviewer.md +139 -139
  22. package/agents/review/react-reviewer.md +144 -144
  23. package/agents/review/security-reviewer.md +80 -80
  24. package/agents/review/simplicity-reviewer.md +140 -140
  25. package/agents/review/test-coverage-reviewer.md +116 -116
  26. package/agents/review/typescript-reviewer.md +127 -127
  27. package/agents/searcher.md +54 -54
  28. package/agents/simplifier.md +120 -120
  29. package/agents/tester.md +49 -49
  30. package/agents/ui-previewer.md +129 -129
  31. package/commands/vibe.analyze.md +356 -356
  32. package/commands/vibe.reason.md +329 -329
  33. package/commands/vibe.review.md +326 -326
  34. package/commands/vibe.run.md +1031 -1031
  35. package/commands/vibe.spec.md +1022 -1022
  36. package/commands/vibe.utils.md +296 -202
  37. package/commands/vibe.verify.md +375 -375
  38. package/dist/cli/collaborator.js +52 -52
  39. package/dist/cli/detect.js +32 -32
  40. package/dist/cli/index.js +112 -112
  41. package/dist/cli/llm.js +144 -144
  42. package/dist/cli/mcp.d.ts +49 -0
  43. package/dist/cli/mcp.d.ts.map +1 -0
  44. package/dist/cli/mcp.js +169 -0
  45. package/dist/cli/mcp.js.map +1 -0
  46. package/dist/lib/PythonParser.js +108 -108
  47. package/dist/lib/gemini-mcp.d.ts +10 -0
  48. package/dist/lib/gemini-mcp.d.ts.map +1 -0
  49. package/dist/lib/gemini-mcp.js +353 -0
  50. package/dist/lib/gemini-mcp.js.map +1 -0
  51. package/dist/lib/gpt-api.js +4 -4
  52. package/dist/lib/gpt-mcp.d.ts +10 -0
  53. package/dist/lib/gpt-mcp.d.ts.map +1 -0
  54. package/dist/lib/gpt-mcp.js +352 -0
  55. package/dist/lib/gpt-mcp.js.map +1 -0
  56. package/dist/lib/memory/KnowledgeGraph.js +4 -4
  57. package/dist/lib/memory/MemorySearch.js +20 -20
  58. package/dist/lib/memory/MemoryStorage.js +64 -64
  59. package/dist/tools/analytics/getUsageAnalytics.d.ts +10 -0
  60. package/dist/tools/analytics/getUsageAnalytics.d.ts.map +1 -0
  61. package/dist/tools/analytics/getUsageAnalytics.js +246 -0
  62. package/dist/tools/analytics/getUsageAnalytics.js.map +1 -0
  63. package/dist/tools/analytics/index.d.ts +5 -0
  64. package/dist/tools/analytics/index.d.ts.map +1 -0
  65. package/dist/tools/analytics/index.js +5 -0
  66. package/dist/tools/analytics/index.js.map +1 -0
  67. package/dist/tools/convention/analyzeComplexity.test.js +115 -115
  68. package/dist/tools/convention/getCodingGuide.d.ts +7 -0
  69. package/dist/tools/convention/getCodingGuide.d.ts.map +1 -0
  70. package/dist/tools/convention/getCodingGuide.js +69 -0
  71. package/dist/tools/convention/getCodingGuide.js.map +1 -0
  72. package/dist/tools/convention/validateCodeQuality.test.js +104 -104
  73. package/dist/tools/planning/analyzeRequirements.d.ts +9 -0
  74. package/dist/tools/planning/analyzeRequirements.d.ts.map +1 -0
  75. package/dist/tools/planning/analyzeRequirements.js +171 -0
  76. package/dist/tools/planning/analyzeRequirements.js.map +1 -0
  77. package/dist/tools/planning/createUserStories.d.ts +9 -0
  78. package/dist/tools/planning/createUserStories.d.ts.map +1 -0
  79. package/dist/tools/planning/createUserStories.js +124 -0
  80. package/dist/tools/planning/createUserStories.js.map +1 -0
  81. package/dist/tools/planning/featureRoadmap.d.ts +10 -0
  82. package/dist/tools/planning/featureRoadmap.d.ts.map +1 -0
  83. package/dist/tools/planning/featureRoadmap.js +207 -0
  84. package/dist/tools/planning/featureRoadmap.js.map +1 -0
  85. package/dist/tools/planning/generatePrd.d.ts +11 -0
  86. package/dist/tools/planning/generatePrd.d.ts.map +1 -0
  87. package/dist/tools/planning/generatePrd.js +161 -0
  88. package/dist/tools/planning/generatePrd.js.map +1 -0
  89. package/dist/tools/planning/index.d.ts +8 -0
  90. package/dist/tools/planning/index.d.ts.map +1 -0
  91. package/dist/tools/planning/index.js +8 -0
  92. package/dist/tools/planning/index.js.map +1 -0
  93. package/dist/tools/prompt/analyzePrompt.d.ts +7 -0
  94. package/dist/tools/prompt/analyzePrompt.d.ts.map +1 -0
  95. package/dist/tools/prompt/analyzePrompt.js +150 -0
  96. package/dist/tools/prompt/analyzePrompt.js.map +1 -0
  97. package/dist/tools/prompt/enhancePrompt.d.ts +8 -0
  98. package/dist/tools/prompt/enhancePrompt.d.ts.map +1 -0
  99. package/dist/tools/prompt/enhancePrompt.js +110 -0
  100. package/dist/tools/prompt/enhancePrompt.js.map +1 -0
  101. package/dist/tools/prompt/enhancePromptGemini.d.ts +8 -0
  102. package/dist/tools/prompt/enhancePromptGemini.d.ts.map +1 -0
  103. package/dist/tools/prompt/enhancePromptGemini.js +332 -0
  104. package/dist/tools/prompt/enhancePromptGemini.js.map +1 -0
  105. package/dist/tools/prompt/index.d.ts +7 -0
  106. package/dist/tools/prompt/index.d.ts.map +1 -0
  107. package/dist/tools/prompt/index.js +7 -0
  108. package/dist/tools/prompt/index.js.map +1 -0
  109. package/dist/tools/reasoning/applyReasoningFramework.d.ts +8 -0
  110. package/dist/tools/reasoning/applyReasoningFramework.d.ts.map +1 -0
  111. package/dist/tools/reasoning/applyReasoningFramework.js +266 -0
  112. package/dist/tools/reasoning/applyReasoningFramework.js.map +1 -0
  113. package/dist/tools/reasoning/index.d.ts +5 -0
  114. package/dist/tools/reasoning/index.d.ts.map +1 -0
  115. package/dist/tools/reasoning/index.js +5 -0
  116. package/dist/tools/reasoning/index.js.map +1 -0
  117. package/dist/tools/thinking/analyzeProblem.d.ts +7 -0
  118. package/dist/tools/thinking/analyzeProblem.d.ts.map +1 -0
  119. package/dist/tools/thinking/analyzeProblem.js +55 -0
  120. package/dist/tools/thinking/analyzeProblem.js.map +1 -0
  121. package/dist/tools/thinking/breakDownProblem.d.ts +8 -0
  122. package/dist/tools/thinking/breakDownProblem.d.ts.map +1 -0
  123. package/dist/tools/thinking/breakDownProblem.js +145 -0
  124. package/dist/tools/thinking/breakDownProblem.js.map +1 -0
  125. package/dist/tools/thinking/createThinkingChain.d.ts +7 -0
  126. package/dist/tools/thinking/createThinkingChain.d.ts.map +1 -0
  127. package/dist/tools/thinking/createThinkingChain.js +44 -0
  128. package/dist/tools/thinking/createThinkingChain.js.map +1 -0
  129. package/dist/tools/thinking/formatAsPlan.d.ts +9 -0
  130. package/dist/tools/thinking/formatAsPlan.d.ts.map +1 -0
  131. package/dist/tools/thinking/formatAsPlan.js +78 -0
  132. package/dist/tools/thinking/formatAsPlan.js.map +1 -0
  133. package/dist/tools/thinking/index.d.ts +10 -0
  134. package/dist/tools/thinking/index.d.ts.map +1 -0
  135. package/dist/tools/thinking/index.js +10 -0
  136. package/dist/tools/thinking/index.js.map +1 -0
  137. package/dist/tools/thinking/stepByStepAnalysis.d.ts +8 -0
  138. package/dist/tools/thinking/stepByStepAnalysis.d.ts.map +1 -0
  139. package/dist/tools/thinking/stepByStepAnalysis.js +63 -0
  140. package/dist/tools/thinking/stepByStepAnalysis.js.map +1 -0
  141. package/dist/tools/thinking/thinkAloudProcess.d.ts +8 -0
  142. package/dist/tools/thinking/thinkAloudProcess.d.ts.map +1 -0
  143. package/dist/tools/thinking/thinkAloudProcess.js +80 -0
  144. package/dist/tools/thinking/thinkAloudProcess.js.map +1 -0
  145. package/hooks/hooks.json +204 -195
  146. package/hooks/scripts/code-check.js +22 -22
  147. package/hooks/scripts/code-review.js +22 -22
  148. package/hooks/scripts/complexity.js +22 -22
  149. package/hooks/scripts/compound.js +23 -23
  150. package/hooks/scripts/context-save.js +33 -33
  151. package/hooks/scripts/llm-orchestrate.js +171 -171
  152. package/hooks/scripts/post-edit.js +97 -0
  153. package/hooks/scripts/recall.js +22 -22
  154. package/hooks/scripts/session-start.js +30 -30
  155. package/hooks/scripts/utils.js +97 -65
  156. package/languages/csharp-unity.md +515 -515
  157. package/languages/gdscript-godot.md +470 -470
  158. package/languages/ruby-rails.md +489 -489
  159. package/languages/typescript-angular.md +433 -433
  160. package/languages/typescript-astro.md +416 -416
  161. package/languages/typescript-electron.md +406 -406
  162. package/languages/typescript-nestjs.md +524 -524
  163. package/languages/typescript-svelte.md +407 -407
  164. package/languages/typescript-tauri.md +365 -365
  165. package/package.json +83 -83
  166. package/skills/context7-usage.md +102 -102
  167. package/skills/git-worktree.md +181 -181
  168. package/skills/parallel-research.md +77 -77
  169. package/skills/priority-todos.md +239 -239
  170. package/skills/tool-fallback.md +190 -190
  171. package/skills/vibe-capabilities.md +161 -161
  172. package/vibe/constitution.md +227 -227
  173. package/vibe/rules/core/communication-guide.md +98 -98
  174. package/vibe/rules/core/development-philosophy.md +52 -52
  175. package/vibe/rules/core/quick-start.md +102 -102
  176. package/vibe/rules/quality/bdd-contract-testing.md +393 -393
  177. package/vibe/rules/quality/checklist.md +276 -276
  178. package/vibe/rules/quality/testing-strategy.md +440 -440
  179. package/vibe/rules/standards/anti-patterns.md +541 -369
  180. package/vibe/rules/standards/code-structure.md +291 -291
  181. package/vibe/rules/standards/complexity-metrics.md +313 -313
  182. package/vibe/rules/standards/naming-conventions.md +198 -198
  183. package/vibe/setup.sh +31 -31
  184. package/vibe/templates/constitution-template.md +252 -252
  185. package/vibe/templates/contract-backend-template.md +526 -526
  186. package/vibe/templates/contract-frontend-template.md +599 -599
  187. package/vibe/templates/feature-template.md +96 -96
  188. package/vibe/templates/spec-template.md +221 -221
@@ -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