@su-record/vibe 2.9.22 → 2.9.23

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 (466) hide show
  1. package/.env.example +37 -37
  2. package/CLAUDE.md +105 -105
  3. package/LICENSE +21 -21
  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/docs/api-documenter.md +99 -99
  11. package/agents/docs/changelog-writer.md +93 -93
  12. package/agents/e2e-tester.md +294 -294
  13. package/agents/event/event-comms.md +78 -78
  14. package/agents/event/event-content.md +68 -68
  15. package/agents/event/event-image.md +95 -95
  16. package/agents/event/event-ops.md +84 -84
  17. package/agents/event/event-scheduler.md +69 -69
  18. package/agents/event/event-speaker.md +86 -86
  19. package/agents/explorer-low.md +42 -42
  20. package/agents/explorer-medium.md +59 -59
  21. package/agents/explorer.md +48 -48
  22. package/agents/implementer-low.md +43 -43
  23. package/agents/implementer-medium.md +52 -52
  24. package/agents/implementer.md +54 -54
  25. package/agents/junior-mentor.md +141 -141
  26. package/agents/planning/requirements-analyst.md +84 -84
  27. package/agents/planning/ux-advisor.md +83 -83
  28. package/agents/qa/acceptance-tester.md +86 -86
  29. package/agents/qa/edge-case-finder.md +93 -93
  30. package/agents/qa/qa-coordinator.md +131 -131
  31. package/agents/refactor-cleaner.md +143 -143
  32. package/agents/research/best-practices-agent.md +199 -199
  33. package/agents/research/codebase-patterns-agent.md +157 -157
  34. package/agents/research/framework-docs-agent.md +188 -188
  35. package/agents/research/security-advisory-agent.md +213 -213
  36. package/agents/review/architecture-reviewer.md +107 -107
  37. package/agents/review/complexity-reviewer.md +116 -116
  38. package/agents/review/data-integrity-reviewer.md +88 -88
  39. package/agents/review/git-history-reviewer.md +103 -103
  40. package/agents/review/performance-reviewer.md +86 -86
  41. package/agents/review/python-reviewer.md +150 -150
  42. package/agents/review/rails-reviewer.md +139 -139
  43. package/agents/review/react-reviewer.md +144 -144
  44. package/agents/review/security-reviewer.md +80 -80
  45. package/agents/review/simplicity-reviewer.md +140 -140
  46. package/agents/review/test-coverage-reviewer.md +116 -116
  47. package/agents/review/typescript-reviewer.md +127 -127
  48. package/agents/searcher.md +54 -54
  49. package/agents/simplifier.md +120 -120
  50. package/agents/teams/debug-team.md +70 -70
  51. package/agents/teams/dev-team.md +88 -88
  52. package/agents/teams/docs-team.md +80 -80
  53. package/agents/teams/figma/figma-analyst.md +52 -52
  54. package/agents/teams/figma/figma-architect.md +112 -112
  55. package/agents/teams/figma/figma-auditor.md +82 -82
  56. package/agents/teams/figma/figma-builder.md +100 -100
  57. package/agents/teams/figma-team.md +85 -85
  58. package/agents/teams/fullstack-team.md +83 -83
  59. package/agents/teams/lite-team.md +69 -69
  60. package/agents/teams/migration-team.md +78 -78
  61. package/agents/teams/refactor-team.md +94 -94
  62. package/agents/teams/research-team.md +86 -86
  63. package/agents/teams/review-debate-team.md +125 -125
  64. package/agents/teams/security-team.md +81 -81
  65. package/agents/tester.md +49 -49
  66. package/agents/ui/ui-a11y-auditor.md +93 -93
  67. package/agents/ui/ui-antipattern-detector.md +102 -102
  68. package/agents/ui/ui-dataviz-advisor.md +69 -69
  69. package/agents/ui/ui-design-system-gen.md +57 -57
  70. package/agents/ui/ui-industry-analyzer.md +49 -49
  71. package/agents/ui/ui-layout-architect.md +65 -65
  72. package/agents/ui/ui-stack-implementer.md +68 -68
  73. package/agents/ui/ux-compliance-reviewer.md +81 -81
  74. package/agents/ui-previewer.md +258 -258
  75. package/commands/vibe.analyze.md +533 -533
  76. package/commands/vibe.contract.md +105 -105
  77. package/commands/vibe.docs.md +33 -33
  78. package/commands/vibe.event.md +163 -163
  79. package/commands/vibe.figma.md +584 -584
  80. package/commands/vibe.harness.md +177 -177
  81. package/commands/vibe.regress.md +73 -73
  82. package/commands/vibe.review.md +624 -624
  83. package/commands/vibe.run.md +1940 -1940
  84. package/commands/vibe.scaffold.md +195 -195
  85. package/commands/vibe.spec.md +577 -577
  86. package/commands/vibe.test.md +96 -96
  87. package/commands/vibe.trace.md +276 -276
  88. package/commands/vibe.utils.md +413 -413
  89. package/commands/vibe.verify.md +550 -550
  90. package/dist/cli/collaborator.js +52 -52
  91. package/dist/cli/commands/codex-proxy.js +15 -15
  92. package/dist/cli/commands/config.js +9 -9
  93. package/dist/cli/commands/evolution.js +12 -12
  94. package/dist/cli/commands/figma.js +20 -20
  95. package/dist/cli/commands/info.js +52 -52
  96. package/dist/cli/commands/init.d.ts.map +1 -1
  97. package/dist/cli/commands/init.js +16 -5
  98. package/dist/cli/commands/init.js.map +1 -1
  99. package/dist/cli/commands/remove.js +14 -14
  100. package/dist/cli/commands/sentinel.js +27 -27
  101. package/dist/cli/commands/skills.js +5 -5
  102. package/dist/cli/commands/slack.js +10 -10
  103. package/dist/cli/commands/stats.js +6 -6
  104. package/dist/cli/commands/telegram.js +12 -12
  105. package/dist/cli/commands/update.d.ts.map +1 -1
  106. package/dist/cli/commands/update.js +16 -0
  107. package/dist/cli/commands/update.js.map +1 -1
  108. package/dist/cli/detect.js +32 -32
  109. package/dist/cli/index.js +33 -33
  110. package/dist/cli/llm/claude-commands.js +16 -16
  111. package/dist/cli/llm/config.js +18 -18
  112. package/dist/cli/llm/gemini-commands.js +16 -16
  113. package/dist/cli/llm/gpt-commands.js +19 -19
  114. package/dist/cli/llm/help.js +21 -21
  115. package/dist/cli/postinstall/cursor-agents.js +32 -32
  116. package/dist/cli/postinstall/cursor-rules.js +83 -83
  117. package/dist/cli/postinstall/cursor-skills.js +743 -743
  118. package/dist/cli/setup/Provisioner.js +42 -42
  119. package/dist/infra/lib/DeepInit.js +24 -24
  120. package/dist/infra/lib/IterationTracker.js +11 -11
  121. package/dist/infra/lib/PythonParser.js +108 -108
  122. package/dist/infra/lib/ReviewRace.js +96 -96
  123. package/dist/infra/lib/SkillFrontmatter.js +28 -28
  124. package/dist/infra/lib/SkillQualityGate.js +9 -9
  125. package/dist/infra/lib/SkillRepository.js +159 -159
  126. package/dist/infra/lib/UltraQA.js +99 -99
  127. package/dist/infra/lib/autonomy/AuditStore.js +41 -41
  128. package/dist/infra/lib/autonomy/ConfirmationStore.js +30 -30
  129. package/dist/infra/lib/autonomy/EventOutbox.js +38 -38
  130. package/dist/infra/lib/autonomy/PolicyEngine.d.ts +3 -3
  131. package/dist/infra/lib/autonomy/PolicyEngine.js +18 -18
  132. package/dist/infra/lib/autonomy/SecuritySentinel.js +1 -1
  133. package/dist/infra/lib/autonomy/SuggestionStore.js +33 -33
  134. package/dist/infra/lib/embedding/VectorStore.js +22 -22
  135. package/dist/infra/lib/evolution/AgentAnalyzer.js +10 -10
  136. package/dist/infra/lib/evolution/DescriptionOptimizer.js +21 -21
  137. package/dist/infra/lib/evolution/GenerationRegistry.js +36 -36
  138. package/dist/infra/lib/evolution/InsightStore.js +90 -90
  139. package/dist/infra/lib/evolution/ParityTester.js +57 -57
  140. package/dist/infra/lib/evolution/RollbackManager.js +5 -5
  141. package/dist/infra/lib/evolution/SkillBenchmark.js +23 -23
  142. package/dist/infra/lib/evolution/SkillEvalRunner.js +50 -50
  143. package/dist/infra/lib/evolution/SkillGapDetector.js +10 -10
  144. package/dist/infra/lib/evolution/UsageTracker.js +28 -28
  145. package/dist/infra/lib/gemini/orchestration.js +5 -5
  146. package/dist/infra/lib/gpt/orchestration.js +4 -4
  147. package/dist/infra/lib/memory/KnowledgeGraph.js +4 -4
  148. package/dist/infra/lib/memory/MemorySearch.js +57 -57
  149. package/dist/infra/lib/memory/MemoryStorage.js +181 -181
  150. package/dist/infra/lib/memory/ObservationStore.js +28 -28
  151. package/dist/infra/lib/memory/ReflectionStore.js +30 -30
  152. package/dist/infra/lib/memory/SessionRAGRetriever.js +7 -7
  153. package/dist/infra/lib/memory/SessionRAGStore.js +225 -225
  154. package/dist/infra/lib/memory/SessionSummarizer.js +9 -9
  155. package/dist/infra/orchestrator/AgentManager.js +12 -12
  156. package/dist/infra/orchestrator/AgentRegistry.js +65 -65
  157. package/dist/infra/orchestrator/MultiLlmResearch.js +8 -8
  158. package/dist/infra/orchestrator/SwarmOrchestrator.test.js +16 -16
  159. package/dist/infra/orchestrator/parallelResearch.js +24 -24
  160. package/dist/tools/convention/analyzeComplexity.test.js +115 -115
  161. package/dist/tools/convention/validateCodeQuality.test.js +104 -104
  162. package/dist/tools/memory/createMemoryTimeline.js +10 -10
  163. package/dist/tools/memory/getMemoryGraph.js +12 -12
  164. package/dist/tools/memory/getSessionContext.js +9 -9
  165. package/dist/tools/memory/linkMemories.js +14 -14
  166. package/dist/tools/memory/listMemories.js +4 -4
  167. package/dist/tools/memory/recallMemory.js +4 -4
  168. package/dist/tools/memory/saveMemory.js +4 -4
  169. package/dist/tools/memory/searchMemoriesAdvanced.js +23 -23
  170. package/dist/tools/semantic/analyzeDependencyGraph.js +12 -12
  171. package/dist/tools/semantic/astGrep.test.js +6 -6
  172. package/dist/tools/spec/prdParser.test.js +171 -171
  173. package/dist/tools/spec/specGenerator.js +169 -169
  174. package/dist/tools/spec/traceabilityMatrix.js +64 -64
  175. package/dist/tools/spec/traceabilityMatrix.test.js +28 -28
  176. package/hooks/gemini-hooks.json +73 -73
  177. package/hooks/hooks.json +126 -126
  178. package/hooks/scripts/__tests__/keyword-detector.test.js +199 -199
  179. package/hooks/scripts/__tests__/pre-tool-guard.test.js +368 -368
  180. package/hooks/scripts/__tests__/sentinel-guard.test.js +208 -208
  181. package/hooks/scripts/auto-commit.js +97 -97
  182. package/hooks/scripts/auto-format.js +64 -64
  183. package/hooks/scripts/auto-test.js +81 -81
  184. package/hooks/scripts/code-check.js +268 -268
  185. package/hooks/scripts/codex-detect.js +46 -46
  186. package/hooks/scripts/codex-review-gate.js +80 -80
  187. package/hooks/scripts/command-log.js +32 -32
  188. package/hooks/scripts/context-save.js +353 -353
  189. package/hooks/scripts/evolution-engine.js +91 -91
  190. package/hooks/scripts/figma-extract.js +635 -635
  191. package/hooks/scripts/figma-guard.js +219 -219
  192. package/hooks/scripts/figma-refine.js +315 -315
  193. package/hooks/scripts/figma-to-scss.js +394 -394
  194. package/hooks/scripts/figma-validate.js +353 -353
  195. package/hooks/scripts/hud-status.js +321 -321
  196. package/hooks/scripts/keyword-detector.js +214 -214
  197. package/hooks/scripts/lib/scope-from-spec.js +261 -0
  198. package/hooks/scripts/llm-orchestrate.js +645 -645
  199. package/hooks/scripts/post-edit.js +32 -32
  200. package/hooks/scripts/pr-test-gate.js +52 -52
  201. package/hooks/scripts/pre-tool-dispatcher.js +5 -0
  202. package/hooks/scripts/pre-tool-guard.js +254 -254
  203. package/hooks/scripts/prompt-dispatcher.js +190 -190
  204. package/hooks/scripts/scope-guard.js +145 -0
  205. package/hooks/scripts/sentinel-guard.js +130 -130
  206. package/hooks/scripts/session-start.js +186 -177
  207. package/hooks/scripts/skill-injector.js +83 -83
  208. package/hooks/scripts/stop-notify.js +209 -209
  209. package/hooks/scripts/utils.js +257 -257
  210. package/languages/csharp-unity.md +515 -515
  211. package/languages/gdscript-godot.md +470 -470
  212. package/languages/ruby-rails.md +489 -489
  213. package/languages/typescript-angular.md +433 -433
  214. package/languages/typescript-astro.md +416 -416
  215. package/languages/typescript-electron.md +406 -406
  216. package/languages/typescript-nestjs.md +524 -524
  217. package/languages/typescript-svelte.md +407 -407
  218. package/languages/typescript-tauri.md +365 -365
  219. package/package.json +10 -5
  220. package/skills/agents-md/SKILL.md +121 -121
  221. package/skills/agents-md/rubrics/what-to-keep.md +49 -49
  222. package/skills/agents-md/templates/agents-md.md +36 -36
  223. package/skills/arch-guard/SKILL.md +181 -181
  224. package/skills/arch-guard/agents/detector.md +48 -48
  225. package/skills/arch-guard/agents/reporter.md +48 -48
  226. package/skills/arch-guard/agents/rule-generator.md +49 -49
  227. package/skills/arch-guard/agents/violation-checker.md +51 -51
  228. package/skills/arch-guard/frameworks/clean-architecture.md +108 -108
  229. package/skills/arch-guard/frameworks/solid.md +102 -102
  230. package/skills/arch-guard/scripts/check-boundaries.js +90 -90
  231. package/skills/arch-guard/templates/arch-rules.json +47 -47
  232. package/skills/arch-guard/templates/violation-report.md +53 -53
  233. package/skills/brand-assets/SKILL.md +147 -147
  234. package/skills/brand-assets/rubrics/asset-checklist.md +98 -98
  235. package/skills/brand-assets/templates/brand-guide.md +161 -161
  236. package/skills/capability-loop/SKILL.md +272 -272
  237. package/skills/capability-loop/agents/capability-designer.md +61 -61
  238. package/skills/capability-loop/agents/failure-analyst.md +55 -55
  239. package/skills/capability-loop/agents/implementer.md +50 -50
  240. package/skills/capability-loop/agents/tester.md +53 -53
  241. package/skills/capability-loop/templates/capability-spec.md +118 -118
  242. package/skills/capability-loop/templates/failure-analysis.md +118 -118
  243. package/skills/characterization-test/SKILL.md +207 -207
  244. package/skills/characterization-test/agents/behavior-capturer.md +50 -50
  245. package/skills/characterization-test/agents/coverage-checker.md +54 -54
  246. package/skills/characterization-test/agents/reporter.md +50 -50
  247. package/skills/characterization-test/agents/test-writer.md +49 -49
  248. package/skills/characterization-test/rubrics/coverage-criteria.md +53 -53
  249. package/skills/characterization-test/templates/test-template.ts +101 -101
  250. package/skills/chub-usage/SKILL.md +139 -139
  251. package/skills/claude-md-guide/SKILL.md +351 -351
  252. package/skills/claude-md-guide/rubrics/anti-patterns.md +88 -88
  253. package/skills/claude-md-guide/templates/claude-md.md +54 -54
  254. package/skills/commerce-patterns/SKILL.md +64 -64
  255. package/skills/commerce-patterns/rubrics/checkout-flow.md +48 -48
  256. package/skills/commerce-patterns/templates/product-schema.md +85 -85
  257. package/skills/commit-push-pr/SKILL.md +77 -77
  258. package/skills/commit-push-pr/agents/change-analyzer.md +55 -55
  259. package/skills/commit-push-pr/agents/message-writer.md +50 -50
  260. package/skills/commit-push-pr/agents/pr-writer.md +58 -58
  261. package/skills/commit-push-pr/agents/reviewer.md +52 -52
  262. package/skills/commit-push-pr/rubrics/commit-message.md +73 -73
  263. package/skills/commit-push-pr/templates/pr-body.md +63 -63
  264. package/skills/context7-usage/SKILL.md +106 -106
  265. package/skills/context7-usage/rubrics/when-to-use.md +50 -50
  266. package/skills/create-prd/SKILL.md +90 -90
  267. package/skills/create-prd/agents/edge-case-finder.md +48 -48
  268. package/skills/create-prd/agents/prioritizer.md +60 -60
  269. package/skills/create-prd/agents/requirements-writer.md +48 -48
  270. package/skills/create-prd/agents/researcher.md +55 -55
  271. package/skills/create-prd/agents/reviewer.md +54 -54
  272. package/skills/create-prd/frameworks/jobs-to-be-done.md +96 -96
  273. package/skills/create-prd/frameworks/rice-scoring.md +97 -97
  274. package/skills/create-prd/orchestrator.md +70 -70
  275. package/skills/create-prd/rubrics/completeness.md +58 -58
  276. package/skills/create-prd/templates/prd.md +139 -139
  277. package/skills/design-audit/SKILL.md +152 -152
  278. package/skills/design-audit/agents/a11y-auditor.md +43 -43
  279. package/skills/design-audit/agents/performance-auditor.md +46 -46
  280. package/skills/design-audit/agents/responsive-auditor.md +46 -46
  281. package/skills/design-audit/agents/scorer.md +47 -47
  282. package/skills/design-audit/agents/slop-detector.md +47 -47
  283. package/skills/design-audit/frameworks/core-web-vitals.md +107 -107
  284. package/skills/design-audit/frameworks/wcag-checklist.md +64 -64
  285. package/skills/design-audit/orchestrator.md +64 -64
  286. package/skills/design-audit/rubrics/ai-slop-patterns.md +83 -83
  287. package/skills/design-audit/rubrics/scoring.md +63 -63
  288. package/skills/design-audit/templates/report.md +88 -88
  289. package/skills/design-critique/SKILL.md +139 -139
  290. package/skills/design-critique/rubrics/ux-heuristics.md +143 -143
  291. package/skills/design-critique/templates/critique-report.md +86 -86
  292. package/skills/design-distill/SKILL.md +130 -130
  293. package/skills/design-distill/templates/design-system.md +132 -132
  294. package/skills/design-normalize/SKILL.md +133 -133
  295. package/skills/design-normalize/rubrics/token-naming.md +117 -117
  296. package/skills/design-normalize/templates/token-audit.md +89 -89
  297. package/skills/design-polish/SKILL.md +131 -131
  298. package/skills/design-polish/rubrics/polish-checklist.md +68 -68
  299. package/skills/design-polish/templates/polish-report.md +64 -64
  300. package/skills/design-teach/SKILL.md +182 -182
  301. package/skills/design-teach/rubrics/brand-personality.md +73 -73
  302. package/skills/design-teach/templates/design-context.json +36 -36
  303. package/skills/devlog/SKILL.md +143 -143
  304. package/skills/e2e-commerce/SKILL.md +62 -62
  305. package/skills/e2e-commerce/templates/test-scenarios.md +170 -170
  306. package/skills/event-comms/SKILL.md +172 -172
  307. package/skills/event-comms/templates/email-invite.md +99 -99
  308. package/skills/event-comms/templates/sns-post.md +133 -133
  309. package/skills/event-ops/SKILL.md +207 -207
  310. package/skills/event-ops/rubrics/contingency.md +85 -85
  311. package/skills/event-ops/templates/d-day-checklist.md +65 -65
  312. package/skills/event-planning/SKILL.md +144 -144
  313. package/skills/event-planning/rubrics/timeline.md +70 -70
  314. package/skills/event-planning/templates/event-plan.md +91 -91
  315. package/skills/exec-plan/SKILL.md +149 -149
  316. package/skills/exec-plan/agents/decomposer.md +47 -47
  317. package/skills/exec-plan/agents/dependency-mapper.md +44 -44
  318. package/skills/exec-plan/agents/estimator.md +43 -43
  319. package/skills/exec-plan/agents/validator.md +55 -55
  320. package/skills/exec-plan/orchestrator.md +70 -70
  321. package/skills/exec-plan/rubrics/complexity-scoring.md +75 -75
  322. package/skills/exec-plan/templates/plan.md +147 -147
  323. package/skills/git-worktree/SKILL.md +73 -73
  324. package/skills/git-worktree/rubrics/when-to-use.md +55 -55
  325. package/skills/handoff/SKILL.md +110 -110
  326. package/skills/handoff/agents/context-summarizer.md +51 -51
  327. package/skills/handoff/agents/document-writer.md +63 -63
  328. package/skills/handoff/agents/state-collector.md +53 -53
  329. package/skills/handoff/agents/verifier.md +48 -48
  330. package/skills/handoff/rubrics/completeness.md +62 -62
  331. package/skills/handoff/templates/handoff.md +107 -107
  332. package/skills/parallel-research/SKILL.md +104 -104
  333. package/skills/parallel-research/agents/best-practices.md +43 -43
  334. package/skills/parallel-research/agents/codebase-patterns.md +46 -46
  335. package/skills/parallel-research/agents/framework-docs.md +45 -45
  336. package/skills/parallel-research/agents/security-advisory.md +46 -46
  337. package/skills/parallel-research/agents/synthesizer.md +57 -57
  338. package/skills/parallel-research/experts/best-practices.md +50 -50
  339. package/skills/parallel-research/experts/codebase-patterns.md +70 -70
  340. package/skills/parallel-research/experts/framework-docs.md +65 -65
  341. package/skills/parallel-research/experts/security-advisory.md +69 -69
  342. package/skills/parallel-research/orchestrator.md +79 -79
  343. package/skills/parallel-research/templates/awesome-list.md +32 -32
  344. package/skills/parallel-research/templates/paper.md +88 -88
  345. package/skills/parallel-research/templates/synthesis.md +101 -101
  346. package/skills/prioritization-frameworks/SKILL.md +87 -87
  347. package/skills/prioritization-frameworks/rubrics/frameworks.md +79 -79
  348. package/skills/prioritization-frameworks/templates/scoring-matrix.md +69 -69
  349. package/skills/priority-todos/SKILL.md +64 -64
  350. package/skills/priority-todos/rubrics/prioritization.md +70 -70
  351. package/skills/priority-todos/templates/todo-board.md +59 -59
  352. package/skills/seo-checklist/SKILL.md +58 -58
  353. package/skills/seo-checklist/frameworks/structured-data.md +153 -153
  354. package/skills/seo-checklist/rubrics/content-seo.md +42 -42
  355. package/skills/seo-checklist/rubrics/technical-seo.md +48 -48
  356. package/skills/techdebt/SKILL.md +124 -124
  357. package/skills/techdebt/agents/analyzer.md +50 -50
  358. package/skills/techdebt/agents/fixer.md +41 -41
  359. package/skills/techdebt/agents/reviewer.md +47 -47
  360. package/skills/techdebt/agents/scanner.md +44 -44
  361. package/skills/techdebt/orchestrator.md +70 -70
  362. package/skills/techdebt/rubrics/severity.md +51 -51
  363. package/skills/techdebt/scripts/scan.js +90 -90
  364. package/skills/techdebt/templates/report.md +86 -86
  365. package/skills/tool-fallback/SKILL.md +104 -104
  366. package/skills/tool-fallback/rubrics/fallback-chain.md +58 -58
  367. package/skills/typescript-advanced-types/SKILL.md +67 -67
  368. package/skills/typescript-advanced-types/rubrics/type-patterns.md +109 -109
  369. package/skills/ui-ux-pro-max/SKILL.md +236 -236
  370. package/skills/ui-ux-pro-max/reference/color-and-contrast.md +517 -517
  371. package/skills/ui-ux-pro-max/reference/interaction-design.md +544 -544
  372. package/skills/ui-ux-pro-max/reference/motion-design.md +591 -591
  373. package/skills/ui-ux-pro-max/reference/responsive-design.md +463 -463
  374. package/skills/ui-ux-pro-max/reference/spatial-design.md +390 -390
  375. package/skills/ui-ux-pro-max/reference/typography.md +455 -455
  376. package/skills/ui-ux-pro-max/reference/ux-writing.md +469 -469
  377. package/skills/ui-ux-pro-max/rubrics/interaction-states.md +83 -83
  378. package/skills/ui-ux-pro-max/rubrics/responsive-breakpoints.md +99 -99
  379. package/skills/user-personas/SKILL.md +75 -75
  380. package/skills/user-personas/rubrics/research-methods.md +56 -56
  381. package/skills/user-personas/templates/persona.md +89 -89
  382. package/skills/vercel-react-best-practices/SKILL.md +60 -60
  383. package/skills/vercel-react-best-practices/rubrics/performance.md +82 -82
  384. package/skills/vercel-react-best-practices/rubrics/server-components.md +86 -86
  385. package/skills/vibe-contract/SKILL.md +166 -166
  386. package/skills/vibe-docs/templates/architecture.md +80 -80
  387. package/skills/vibe-docs/templates/readme.md +84 -84
  388. package/skills/vibe-docs/templates/release-notes.md +74 -74
  389. package/skills/vibe-figma/SKILL.md +363 -363
  390. package/skills/vibe-figma/rubrics/extraction-checklist.md +51 -51
  391. package/skills/vibe-figma/templates/component-index.md +126 -126
  392. package/skills/vibe-figma/templates/component-spec.md +168 -168
  393. package/skills/vibe-figma/templates/figma-handoff.md +100 -100
  394. package/skills/vibe-figma/templates/remapped-tree.md +277 -277
  395. package/skills/vibe-figma-convert/SKILL.md +235 -235
  396. package/skills/vibe-figma-convert/rubrics/conversion-rules.md +141 -141
  397. package/skills/vibe-figma-convert/templates/component.md +140 -140
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  399. package/skills/vibe-figma-extract/rubrics/image-rules.md +157 -157
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  412. package/skills/vibe-spec/SKILL.md +1195 -1195
  413. package/skills/vibe-spec-review/SKILL.md +726 -726
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  416. package/skills/video-production/rubrics/quality-checklist.md +58 -58
  417. package/skills/video-production/templates/production-plan.md +104 -104
  418. package/vibe/config.json +29 -29
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  427. package/vibe/rules/standards/anti-patterns.md +541 -541
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  434. package/vibe/setup.sh +31 -31
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  450. package/vibe/ui-ux-data/stacks/html-tailwind.csv +56 -56
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  460. package/vibe/ui-ux-data/stacks/vue.csv +50 -50
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  464. package/vibe/ui-ux-data/ux-guidelines.csv +99 -99
  465. package/vibe/ui-ux-data/version.json +31 -31
  466. package/vibe/ui-ux-data/web-interface.csv +31 -31
@@ -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