cp-toolkit 2.2.2 → 2.2.4

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 (71) hide show
  1. package/package.json +1 -1
  2. package/src/commands/add.js +23 -16
  3. package/src/commands/doctor.js +15 -10
  4. package/src/commands/init.js +410 -64
  5. package/templates/AGENTS.md +47 -0
  6. package/templates/ARCHITECTURE.md +42 -0
  7. package/templates/agents/backend-specialist.md +1 -0
  8. package/templates/agents/code-archaeologist.md +116 -106
  9. package/templates/agents/database-architect.md +1 -0
  10. package/templates/agents/debugger.md +1 -0
  11. package/templates/agents/devops-engineer.md +1 -0
  12. package/templates/agents/documentation-writer.md +1 -0
  13. package/templates/agents/explorer-agent.md +83 -73
  14. package/templates/agents/frontend-specialist.md +1 -0
  15. package/templates/agents/game-developer.md +1 -0
  16. package/templates/agents/mobile-developer.md +1 -0
  17. package/templates/agents/orchestrator.md +426 -416
  18. package/templates/agents/penetration-tester.md +1 -0
  19. package/templates/agents/performance-optimizer.md +1 -0
  20. package/templates/agents/product-manager.md +122 -112
  21. package/templates/agents/product-owner.md +105 -95
  22. package/templates/agents/project-planner.md +416 -406
  23. package/templates/agents/qa-automation-engineer.md +113 -103
  24. package/templates/agents/security-auditor.md +1 -0
  25. package/templates/agents/seo-specialist.md +1 -0
  26. package/templates/agents/test-engineer.md +1 -0
  27. package/templates/skills/core/behavioral-modes/SKILL.md +244 -242
  28. package/templates/skills/core/brainstorming/SKILL.md +166 -163
  29. package/templates/skills/core/mcp-builder/SKILL.md +178 -176
  30. package/templates/skills/core/parallel-agents/SKILL.md +187 -175
  31. package/templates/skills/core/plan-writing/SKILL.md +154 -152
  32. package/templates/skills/optional/api-patterns/SKILL.md +83 -81
  33. package/templates/skills/optional/app-builder/SKILL.md +78 -75
  34. package/templates/skills/optional/app-builder/templates/SKILL.md +41 -39
  35. package/templates/skills/optional/architecture/SKILL.md +58 -55
  36. package/templates/skills/optional/bash-linux/SKILL.md +201 -199
  37. package/templates/skills/optional/code-review-checklist/SKILL.md +110 -109
  38. package/templates/skills/optional/database-design/SKILL.md +54 -52
  39. package/templates/skills/optional/deployment-procedures/SKILL.md +243 -241
  40. package/templates/skills/optional/documentation-templates/SKILL.md +196 -194
  41. package/templates/skills/optional/frontend-design/SKILL.md +421 -418
  42. package/templates/skills/optional/game-development/2d-games/SKILL.md +120 -119
  43. package/templates/skills/optional/game-development/3d-games/SKILL.md +136 -135
  44. package/templates/skills/optional/game-development/SKILL.md +169 -167
  45. package/templates/skills/optional/game-development/game-art/SKILL.md +187 -185
  46. package/templates/skills/optional/game-development/game-audio/SKILL.md +192 -190
  47. package/templates/skills/optional/game-development/game-design/SKILL.md +131 -129
  48. package/templates/skills/optional/game-development/mobile-games/SKILL.md +110 -108
  49. package/templates/skills/optional/game-development/multiplayer/SKILL.md +133 -132
  50. package/templates/skills/optional/game-development/pc-games/SKILL.md +146 -144
  51. package/templates/skills/optional/game-development/vr-ar/SKILL.md +124 -123
  52. package/templates/skills/optional/game-development/web-games/SKILL.md +152 -150
  53. package/templates/skills/optional/geo-fundamentals/SKILL.md +158 -156
  54. package/templates/skills/optional/i18n-localization/SKILL.md +156 -154
  55. package/templates/skills/optional/lint-and-validate/SKILL.md +48 -45
  56. package/templates/skills/optional/mobile-design/SKILL.md +397 -394
  57. package/templates/skills/optional/nextjs-react-expert/SKILL.md +271 -267
  58. package/templates/skills/optional/nodejs-best-practices/SKILL.md +335 -333
  59. package/templates/skills/optional/performance-profiling/SKILL.md +145 -143
  60. package/templates/skills/optional/powershell-windows/SKILL.md +169 -167
  61. package/templates/skills/optional/python-patterns/SKILL.md +443 -441
  62. package/templates/skills/optional/red-team-tactics/SKILL.md +201 -199
  63. package/templates/skills/optional/seo-fundamentals/SKILL.md +130 -129
  64. package/templates/skills/optional/server-management/SKILL.md +163 -161
  65. package/templates/skills/optional/systematic-debugging/SKILL.md +111 -109
  66. package/templates/skills/optional/tailwind-patterns/SKILL.md +271 -269
  67. package/templates/skills/optional/tdd-workflow/SKILL.md +150 -149
  68. package/templates/skills/optional/testing-patterns/SKILL.md +179 -178
  69. package/templates/skills/optional/vulnerability-scanner/SKILL.md +278 -276
  70. package/templates/skills/optional/web-design-guidelines/SKILL.md +60 -57
  71. package/templates/skills/optional/webapp-testing/SKILL.md +188 -187
@@ -1,119 +1,120 @@
1
- ---
2
- name: 2d-games
3
- description: 2D game development principles. Sprites, tilemaps, physics, camera.
4
- allowed-tools: Read, Write, Edit, Glob, Grep
5
- ---
6
-
7
- # 2D Game Development
8
-
9
- > Principles for 2D game systems.
10
-
11
- ---
12
-
13
- ## 1. Sprite Systems
14
-
15
- ### Sprite Organization
16
-
17
- | Component | Purpose |
18
- |-----------|---------|
19
- | **Atlas** | Combine textures, reduce draw calls |
20
- | **Animation** | Frame sequences |
21
- | **Pivot** | Rotation/scale origin |
22
- | **Layering** | Z-order control |
23
-
24
- ### Animation Principles
25
-
26
- - Frame rate: 8-24 FPS typical
27
- - Squash and stretch for impact
28
- - Anticipation before action
29
- - Follow-through after action
30
-
31
- ---
32
-
33
- ## 2. Tilemap Design
34
-
35
- ### Tile Considerations
36
-
37
- | Factor | Recommendation |
38
- |--------|----------------|
39
- | **Size** | 16x16, 32x32, 64x64 |
40
- | **Auto-tiling** | Use for terrain |
41
- | **Collision** | Simplified shapes |
42
-
43
- ### Layers
44
-
45
- | Layer | Content |
46
- |-------|---------|
47
- | Background | Non-interactive scenery |
48
- | Terrain | Walkable ground |
49
- | Props | Interactive objects |
50
- | Foreground | Parallax overlay |
51
-
52
- ---
53
-
54
- ## 3. 2D Physics
55
-
56
- ### Collision Shapes
57
-
58
- | Shape | Use Case |
59
- |-------|----------|
60
- | Box | Rectangular objects |
61
- | Circle | Balls, rounded |
62
- | Capsule | Characters |
63
- | Polygon | Complex shapes |
64
-
65
- ### Physics Considerations
66
-
67
- - Pixel-perfect vs physics-based
68
- - Fixed timestep for consistency
69
- - Layers for filtering
70
-
71
- ---
72
-
73
- ## 4. Camera Systems
74
-
75
- ### Camera Types
76
-
77
- | Type | Use |
78
- |------|-----|
79
- | **Follow** | Track player |
80
- | **Look-ahead** | Anticipate movement |
81
- | **Multi-target** | Two-player |
82
- | **Room-based** | Metroidvania |
83
-
84
- ### Screen Shake
85
-
86
- - Short duration (50-200ms)
87
- - Diminishing intensity
88
- - Use sparingly
89
-
90
- ---
91
-
92
- ## 5. Genre Patterns
93
-
94
- ### Platformer
95
-
96
- - Coyote time (leniency after edge)
97
- - Jump buffering
98
- - Variable jump height
99
-
100
- ### Top-down
101
-
102
- - 8-directional or free movement
103
- - Aim-based or auto-aim
104
- - Consider rotation or not
105
-
106
- ---
107
-
108
- ## 6. Anti-Patterns
109
-
110
- | ❌ Don't | ✅ Do |
111
- |----------|-------|
112
- | Separate textures | Use atlases |
113
- | Complex collision shapes | Simplified collision |
114
- | Jittery camera | Smooth following |
115
- | Pixel-perfect on physics | Choose one approach |
116
-
117
- ---
118
-
119
- > **Remember:** 2D is about clarity. Every pixel should communicate.
1
+ ---
2
+ name: 2d-games
3
+ description: 2D game development principles. Sprites, tilemaps, physics, camera.
4
+ allowed-tools: Read, Write, Edit, Glob, Grep
5
+ version: '1.0'
6
+ ---
7
+
8
+ # 2D Game Development
9
+
10
+ > Principles for 2D game systems.
11
+
12
+ ---
13
+
14
+ ## 1. Sprite Systems
15
+
16
+ ### Sprite Organization
17
+
18
+ | Component | Purpose |
19
+ |-----------|---------|
20
+ | **Atlas** | Combine textures, reduce draw calls |
21
+ | **Animation** | Frame sequences |
22
+ | **Pivot** | Rotation/scale origin |
23
+ | **Layering** | Z-order control |
24
+
25
+ ### Animation Principles
26
+
27
+ - Frame rate: 8-24 FPS typical
28
+ - Squash and stretch for impact
29
+ - Anticipation before action
30
+ - Follow-through after action
31
+
32
+ ---
33
+
34
+ ## 2. Tilemap Design
35
+
36
+ ### Tile Considerations
37
+
38
+ | Factor | Recommendation |
39
+ |--------|----------------|
40
+ | **Size** | 16x16, 32x32, 64x64 |
41
+ | **Auto-tiling** | Use for terrain |
42
+ | **Collision** | Simplified shapes |
43
+
44
+ ### Layers
45
+
46
+ | Layer | Content |
47
+ |-------|---------|
48
+ | Background | Non-interactive scenery |
49
+ | Terrain | Walkable ground |
50
+ | Props | Interactive objects |
51
+ | Foreground | Parallax overlay |
52
+
53
+ ---
54
+
55
+ ## 3. 2D Physics
56
+
57
+ ### Collision Shapes
58
+
59
+ | Shape | Use Case |
60
+ |-------|----------|
61
+ | Box | Rectangular objects |
62
+ | Circle | Balls, rounded |
63
+ | Capsule | Characters |
64
+ | Polygon | Complex shapes |
65
+
66
+ ### Physics Considerations
67
+
68
+ - Pixel-perfect vs physics-based
69
+ - Fixed timestep for consistency
70
+ - Layers for filtering
71
+
72
+ ---
73
+
74
+ ## 4. Camera Systems
75
+
76
+ ### Camera Types
77
+
78
+ | Type | Use |
79
+ |------|-----|
80
+ | **Follow** | Track player |
81
+ | **Look-ahead** | Anticipate movement |
82
+ | **Multi-target** | Two-player |
83
+ | **Room-based** | Metroidvania |
84
+
85
+ ### Screen Shake
86
+
87
+ - Short duration (50-200ms)
88
+ - Diminishing intensity
89
+ - Use sparingly
90
+
91
+ ---
92
+
93
+ ## 5. Genre Patterns
94
+
95
+ ### Platformer
96
+
97
+ - Coyote time (leniency after edge)
98
+ - Jump buffering
99
+ - Variable jump height
100
+
101
+ ### Top-down
102
+
103
+ - 8-directional or free movement
104
+ - Aim-based or auto-aim
105
+ - Consider rotation or not
106
+
107
+ ---
108
+
109
+ ## 6. Anti-Patterns
110
+
111
+ | ❌ Don't | ✅ Do |
112
+ |----------|-------|
113
+ | Separate textures | Use atlases |
114
+ | Complex collision shapes | Simplified collision |
115
+ | Jittery camera | Smooth following |
116
+ | Pixel-perfect on physics | Choose one approach |
117
+
118
+ ---
119
+
120
+ > **Remember:** 2D is about clarity. Every pixel should communicate.
@@ -1,135 +1,136 @@
1
- ---
2
- name: 3d-games
3
- description: 3D game development principles. Rendering, shaders, physics, cameras.
4
- allowed-tools: Read, Write, Edit, Glob, Grep
5
- ---
6
-
7
- # 3D Game Development
8
-
9
- > Principles for 3D game systems.
10
-
11
- ---
12
-
13
- ## 1. Rendering Pipeline
14
-
15
- ### Stages
16
-
17
- ```
18
- 1. Vertex Processing → Transform geometry
19
- 2. RasterizationConvert to pixels
20
- 3. Fragment Processing Color pixels
21
- 4. OutputTo screen
22
- ```
23
-
24
- ### Optimization Principles
25
-
26
- | Technique | Purpose |
27
- |-----------|---------|
28
- | **Frustum culling** | Don't render off-screen |
29
- | **Occlusion culling** | Don't render hidden |
30
- | **LOD** | Less detail at distance |
31
- | **Batching** | Combine draw calls |
32
-
33
- ---
34
-
35
- ## 2. Shader Principles
36
-
37
- ### Shader Types
38
-
39
- | Type | Purpose |
40
- |------|---------|
41
- | **Vertex** | Position, normals |
42
- | **Fragment/Pixel** | Color, lighting |
43
- | **Compute** | General computation |
44
-
45
- ### When to Write Custom Shaders
46
-
47
- - Special effects (water, fire, portals)
48
- - Stylized rendering (toon, sketch)
49
- - Performance optimization
50
- - Unique visual identity
51
-
52
- ---
53
-
54
- ## 3. 3D Physics
55
-
56
- ### Collision Shapes
57
-
58
- | Shape | Use Case |
59
- |-------|----------|
60
- | **Box** | Buildings, crates |
61
- | **Sphere** | Balls, quick checks |
62
- | **Capsule** | Characters |
63
- | **Mesh** | Terrain (expensive) |
64
-
65
- ### Principles
66
-
67
- - Simple colliders, complex visuals
68
- - Layer-based filtering
69
- - Raycasting for line-of-sight
70
-
71
- ---
72
-
73
- ## 4. Camera Systems
74
-
75
- ### Camera Types
76
-
77
- | Type | Use |
78
- |------|-----|
79
- | **Third-person** | Action, adventure |
80
- | **First-person** | Immersive, FPS |
81
- | **Isometric** | Strategy, RPG |
82
- | **Orbital** | Inspection, editors |
83
-
84
- ### Camera Feel
85
-
86
- - Smooth following (lerp)
87
- - Collision avoidance
88
- - Look-ahead for movement
89
- - FOV changes for speed
90
-
91
- ---
92
-
93
- ## 5. Lighting
94
-
95
- ### Light Types
96
-
97
- | Type | Use |
98
- |------|-----|
99
- | **Directional** | Sun, moon |
100
- | **Point** | Lamps, torches |
101
- | **Spot** | Flashlight, stage |
102
- | **Ambient** | Base illumination |
103
-
104
- ### Performance Consideration
105
-
106
- - Real-time shadows are expensive
107
- - Bake when possible
108
- - Shadow cascades for large worlds
109
-
110
- ---
111
-
112
- ## 6. Level of Detail (LOD)
113
-
114
- ### LOD Strategy
115
-
116
- | Distance | Model |
117
- |----------|-------|
118
- | Near | Full detail |
119
- | Medium | 50% triangles |
120
- | Far | 25% or billboard |
121
-
122
- ---
123
-
124
- ## 7. Anti-Patterns
125
-
126
- | ❌ Don't | ✅ Do |
127
- |----------|-------|
128
- | Mesh colliders everywhere | Simple shapes |
129
- | Real-time shadows on mobile | Baked or blob shadows |
130
- | One LOD for all distances | Distance-based LOD |
131
- | Unoptimized shaders | Profile and simplify |
132
-
133
- ---
134
-
135
- > **Remember:** 3D is about illusion. Create the impression of detail, not the detail itself.
1
+ ---
2
+ name: 3d-games
3
+ description: 3D game development principles. Rendering, shaders, physics, cameras.
4
+ allowed-tools: Read, Write, Edit, Glob, Grep
5
+ version: '1.0'
6
+ ---
7
+
8
+ # 3D Game Development
9
+
10
+ > Principles for 3D game systems.
11
+
12
+ ---
13
+
14
+ ## 1. Rendering Pipeline
15
+
16
+ ### Stages
17
+
18
+ ```
19
+ 1. Vertex Processing Transform geometry
20
+ 2. RasterizationConvert to pixels
21
+ 3. Fragment Processing Color pixels
22
+ 4. Output → To screen
23
+ ```
24
+
25
+ ### Optimization Principles
26
+
27
+ | Technique | Purpose |
28
+ |-----------|---------|
29
+ | **Frustum culling** | Don't render off-screen |
30
+ | **Occlusion culling** | Don't render hidden |
31
+ | **LOD** | Less detail at distance |
32
+ | **Batching** | Combine draw calls |
33
+
34
+ ---
35
+
36
+ ## 2. Shader Principles
37
+
38
+ ### Shader Types
39
+
40
+ | Type | Purpose |
41
+ |------|---------|
42
+ | **Vertex** | Position, normals |
43
+ | **Fragment/Pixel** | Color, lighting |
44
+ | **Compute** | General computation |
45
+
46
+ ### When to Write Custom Shaders
47
+
48
+ - Special effects (water, fire, portals)
49
+ - Stylized rendering (toon, sketch)
50
+ - Performance optimization
51
+ - Unique visual identity
52
+
53
+ ---
54
+
55
+ ## 3. 3D Physics
56
+
57
+ ### Collision Shapes
58
+
59
+ | Shape | Use Case |
60
+ |-------|----------|
61
+ | **Box** | Buildings, crates |
62
+ | **Sphere** | Balls, quick checks |
63
+ | **Capsule** | Characters |
64
+ | **Mesh** | Terrain (expensive) |
65
+
66
+ ### Principles
67
+
68
+ - Simple colliders, complex visuals
69
+ - Layer-based filtering
70
+ - Raycasting for line-of-sight
71
+
72
+ ---
73
+
74
+ ## 4. Camera Systems
75
+
76
+ ### Camera Types
77
+
78
+ | Type | Use |
79
+ |------|-----|
80
+ | **Third-person** | Action, adventure |
81
+ | **First-person** | Immersive, FPS |
82
+ | **Isometric** | Strategy, RPG |
83
+ | **Orbital** | Inspection, editors |
84
+
85
+ ### Camera Feel
86
+
87
+ - Smooth following (lerp)
88
+ - Collision avoidance
89
+ - Look-ahead for movement
90
+ - FOV changes for speed
91
+
92
+ ---
93
+
94
+ ## 5. Lighting
95
+
96
+ ### Light Types
97
+
98
+ | Type | Use |
99
+ |------|-----|
100
+ | **Directional** | Sun, moon |
101
+ | **Point** | Lamps, torches |
102
+ | **Spot** | Flashlight, stage |
103
+ | **Ambient** | Base illumination |
104
+
105
+ ### Performance Consideration
106
+
107
+ - Real-time shadows are expensive
108
+ - Bake when possible
109
+ - Shadow cascades for large worlds
110
+
111
+ ---
112
+
113
+ ## 6. Level of Detail (LOD)
114
+
115
+ ### LOD Strategy
116
+
117
+ | Distance | Model |
118
+ |----------|-------|
119
+ | Near | Full detail |
120
+ | Medium | 50% triangles |
121
+ | Far | 25% or billboard |
122
+
123
+ ---
124
+
125
+ ## 7. Anti-Patterns
126
+
127
+ | ❌ Don't | ✅ Do |
128
+ |----------|-------|
129
+ | Mesh colliders everywhere | Simple shapes |
130
+ | Real-time shadows on mobile | Baked or blob shadows |
131
+ | One LOD for all distances | Distance-based LOD |
132
+ | Unoptimized shaders | Profile and simplify |
133
+
134
+ ---
135
+
136
+ > **Remember:** 3D is about illusion. Create the impression of detail, not the detail itself.