devskill 2.0.7 → 2.0.8

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 (1016) hide show
  1. package/meta.ts +4 -0
  2. package/package.json +1 -1
  3. package/skills/add-educational-comments/LICENSE.md +21 -0
  4. package/skills/add-educational-comments/SKILL.md +128 -0
  5. package/skills/add-educational-comments/SYNC.md +5 -0
  6. package/skills/agent-governance/LICENSE.md +21 -0
  7. package/skills/agent-governance/SKILL.md +569 -0
  8. package/skills/agent-governance/SYNC.md +5 -0
  9. package/skills/agentic-eval/LICENSE.md +21 -0
  10. package/skills/agentic-eval/SKILL.md +189 -0
  11. package/skills/agentic-eval/SYNC.md +5 -0
  12. package/skills/ai-prompt-engineering-safety-review/LICENSE.md +21 -0
  13. package/skills/ai-prompt-engineering-safety-review/SKILL.md +230 -0
  14. package/skills/ai-prompt-engineering-safety-review/SYNC.md +5 -0
  15. package/skills/appinsights-instrumentation/LICENSE.md +21 -0
  16. package/skills/appinsights-instrumentation/LICENSE.txt +21 -0
  17. package/skills/appinsights-instrumentation/SKILL.md +48 -0
  18. package/skills/appinsights-instrumentation/SYNC.md +5 -0
  19. package/skills/appinsights-instrumentation/examples/appinsights.bicep +30 -0
  20. package/skills/appinsights-instrumentation/references/ASPNETCORE.md +29 -0
  21. package/skills/appinsights-instrumentation/references/AUTO.md +13 -0
  22. package/skills/appinsights-instrumentation/references/NODEJS.md +28 -0
  23. package/skills/appinsights-instrumentation/references/PYTHON.md +48 -0
  24. package/skills/appinsights-instrumentation/scripts/appinsights.ps1 +20 -0
  25. package/skills/apple-appstore-reviewer/LICENSE.md +21 -0
  26. package/skills/apple-appstore-reviewer/SKILL.md +305 -0
  27. package/skills/apple-appstore-reviewer/SYNC.md +5 -0
  28. package/skills/arch-linux-triage/LICENSE.md +21 -0
  29. package/skills/arch-linux-triage/SKILL.md +31 -0
  30. package/skills/arch-linux-triage/SYNC.md +5 -0
  31. package/skills/architecture-blueprint-generator/LICENSE.md +21 -0
  32. package/skills/architecture-blueprint-generator/SKILL.md +322 -0
  33. package/skills/architecture-blueprint-generator/SYNC.md +5 -0
  34. package/skills/aspire/LICENSE.md +21 -0
  35. package/skills/aspire/SKILL.md +231 -0
  36. package/skills/aspire/SYNC.md +5 -0
  37. package/skills/aspire/references/architecture.md +341 -0
  38. package/skills/aspire/references/cli-reference.md +307 -0
  39. package/skills/aspire/references/dashboard.md +226 -0
  40. package/skills/aspire/references/deployment.md +237 -0
  41. package/skills/aspire/references/integrations-catalog.md +68 -0
  42. package/skills/aspire/references/mcp-server.md +195 -0
  43. package/skills/aspire/references/polyglot-apis.md +296 -0
  44. package/skills/aspire/references/testing.md +281 -0
  45. package/skills/aspire/references/troubleshooting.md +194 -0
  46. package/skills/aspnet-minimal-api-openapi/LICENSE.md +21 -0
  47. package/skills/aspnet-minimal-api-openapi/SKILL.md +41 -0
  48. package/skills/aspnet-minimal-api-openapi/SYNC.md +5 -0
  49. package/skills/automate-this/LICENSE.md +21 -0
  50. package/skills/automate-this/SKILL.md +244 -0
  51. package/skills/automate-this/SYNC.md +5 -0
  52. package/skills/autoresearch/LICENSE.md +21 -0
  53. package/skills/autoresearch/SKILL.md +275 -0
  54. package/skills/autoresearch/SYNC.md +5 -0
  55. package/skills/aws-cdk-python-setup/LICENSE.md +21 -0
  56. package/skills/aws-cdk-python-setup/SKILL.md +111 -0
  57. package/skills/aws-cdk-python-setup/SYNC.md +5 -0
  58. package/skills/az-cost-optimize/LICENSE.md +21 -0
  59. package/skills/az-cost-optimize/SKILL.md +305 -0
  60. package/skills/az-cost-optimize/SYNC.md +5 -0
  61. package/skills/azure-deployment-preflight/LICENSE.md +21 -0
  62. package/skills/azure-deployment-preflight/SKILL.md +216 -0
  63. package/skills/azure-deployment-preflight/SYNC.md +5 -0
  64. package/skills/azure-deployment-preflight/references/ERROR-HANDLING.md +392 -0
  65. package/skills/azure-deployment-preflight/references/REPORT-TEMPLATE.md +352 -0
  66. package/skills/azure-deployment-preflight/references/VALIDATION-COMMANDS.md +379 -0
  67. package/skills/azure-devops-cli/LICENSE.md +21 -0
  68. package/skills/azure-devops-cli/SKILL.md +94 -0
  69. package/skills/azure-devops-cli/SYNC.md +5 -0
  70. package/skills/azure-devops-cli/references/advanced-usage.md +197 -0
  71. package/skills/azure-devops-cli/references/boards-and-iterations.md +258 -0
  72. package/skills/azure-devops-cli/references/org-and-security.md +469 -0
  73. package/skills/azure-devops-cli/references/pipelines-and-builds.md +245 -0
  74. package/skills/azure-devops-cli/references/repos-and-prs.md +333 -0
  75. package/skills/azure-devops-cli/references/variables-and-agents.md +212 -0
  76. package/skills/azure-devops-cli/references/workflows-and-patterns.md +668 -0
  77. package/skills/azure-pricing/LICENSE.md +21 -0
  78. package/skills/azure-pricing/SKILL.md +189 -0
  79. package/skills/azure-pricing/SYNC.md +5 -0
  80. package/skills/azure-pricing/references/COPILOT-STUDIO-RATES.md +135 -0
  81. package/skills/azure-pricing/references/COST-ESTIMATOR.md +142 -0
  82. package/skills/azure-pricing/references/REGIONS.md +84 -0
  83. package/skills/azure-pricing/references/SERVICE-NAMES.md +106 -0
  84. package/skills/azure-resource-health-diagnose/LICENSE.md +21 -0
  85. package/skills/azure-resource-health-diagnose/SKILL.md +290 -0
  86. package/skills/azure-resource-health-diagnose/SYNC.md +5 -0
  87. package/skills/azure-resource-visualizer/LICENSE.md +21 -0
  88. package/skills/azure-resource-visualizer/LICENSE.txt +21 -0
  89. package/skills/azure-resource-visualizer/SKILL.md +233 -0
  90. package/skills/azure-resource-visualizer/SYNC.md +5 -0
  91. package/skills/azure-resource-visualizer/assets/template-architecture.md +41 -0
  92. package/skills/azure-role-selector/LICENSE.md +21 -0
  93. package/skills/azure-role-selector/LICENSE.txt +21 -0
  94. package/skills/azure-role-selector/SKILL.md +6 -0
  95. package/skills/azure-role-selector/SYNC.md +5 -0
  96. package/skills/azure-static-web-apps/LICENSE.md +21 -0
  97. package/skills/azure-static-web-apps/SKILL.md +315 -0
  98. package/skills/azure-static-web-apps/SYNC.md +5 -0
  99. package/skills/bigquery-pipeline-audit/LICENSE.md +21 -0
  100. package/skills/bigquery-pipeline-audit/SKILL.md +129 -0
  101. package/skills/bigquery-pipeline-audit/SYNC.md +5 -0
  102. package/skills/boost-prompt/LICENSE.md +21 -0
  103. package/skills/boost-prompt/SKILL.md +25 -0
  104. package/skills/boost-prompt/SYNC.md +5 -0
  105. package/skills/breakdown-epic-arch/LICENSE.md +21 -0
  106. package/skills/breakdown-epic-arch/SKILL.md +66 -0
  107. package/skills/breakdown-epic-arch/SYNC.md +5 -0
  108. package/skills/breakdown-epic-pm/LICENSE.md +21 -0
  109. package/skills/breakdown-epic-pm/SKILL.md +58 -0
  110. package/skills/breakdown-epic-pm/SYNC.md +5 -0
  111. package/skills/breakdown-feature-implementation/LICENSE.md +21 -0
  112. package/skills/breakdown-feature-implementation/SKILL.md +128 -0
  113. package/skills/breakdown-feature-implementation/SYNC.md +5 -0
  114. package/skills/breakdown-feature-prd/LICENSE.md +21 -0
  115. package/skills/breakdown-feature-prd/SKILL.md +61 -0
  116. package/skills/breakdown-feature-prd/SYNC.md +5 -0
  117. package/skills/breakdown-plan/LICENSE.md +21 -0
  118. package/skills/breakdown-plan/SKILL.md +509 -0
  119. package/skills/breakdown-plan/SYNC.md +5 -0
  120. package/skills/breakdown-test/LICENSE.md +21 -0
  121. package/skills/breakdown-test/SKILL.md +365 -0
  122. package/skills/breakdown-test/SYNC.md +5 -0
  123. package/skills/centos-linux-triage/LICENSE.md +21 -0
  124. package/skills/centos-linux-triage/SKILL.md +31 -0
  125. package/skills/centos-linux-triage/SYNC.md +5 -0
  126. package/skills/chrome-devtools/LICENSE.md +21 -0
  127. package/skills/chrome-devtools/SKILL.md +97 -0
  128. package/skills/chrome-devtools/SYNC.md +5 -0
  129. package/skills/cli-mastery/LICENSE.md +21 -0
  130. package/skills/cli-mastery/SKILL.md +43 -0
  131. package/skills/cli-mastery/SYNC.md +5 -0
  132. package/skills/cli-mastery/references/final-exam.md +24 -0
  133. package/skills/cli-mastery/references/module-1-slash-commands.md +88 -0
  134. package/skills/cli-mastery/references/module-2-keyboard-shortcuts.md +38 -0
  135. package/skills/cli-mastery/references/module-3-modes.md +33 -0
  136. package/skills/cli-mastery/references/module-4-agents.md +42 -0
  137. package/skills/cli-mastery/references/module-5-skills.md +33 -0
  138. package/skills/cli-mastery/references/module-6-mcp.md +50 -0
  139. package/skills/cli-mastery/references/module-7-advanced.md +38 -0
  140. package/skills/cli-mastery/references/module-8-configuration.md +34 -0
  141. package/skills/cli-mastery/references/scenarios.md +44 -0
  142. package/skills/cloud-design-patterns/LICENSE.md +21 -0
  143. package/skills/cloud-design-patterns/SKILL.md +62 -0
  144. package/skills/cloud-design-patterns/SYNC.md +5 -0
  145. package/skills/cloud-design-patterns/references/architecture-design.md +127 -0
  146. package/skills/cloud-design-patterns/references/azure-service-mappings.md +13 -0
  147. package/skills/cloud-design-patterns/references/best-practices.md +34 -0
  148. package/skills/cloud-design-patterns/references/deployment-operational.md +91 -0
  149. package/skills/cloud-design-patterns/references/event-driven.md +21 -0
  150. package/skills/cloud-design-patterns/references/messaging-integration.md +127 -0
  151. package/skills/cloud-design-patterns/references/performance.md +180 -0
  152. package/skills/cloud-design-patterns/references/reliability-resilience.md +156 -0
  153. package/skills/cloud-design-patterns/references/security.md +55 -0
  154. package/skills/code-exemplars-blueprint-generator/LICENSE.md +21 -0
  155. package/skills/code-exemplars-blueprint-generator/SKILL.md +126 -0
  156. package/skills/code-exemplars-blueprint-generator/SYNC.md +5 -0
  157. package/skills/codeql/LICENSE.md +21 -0
  158. package/skills/codeql/SKILL.md +405 -0
  159. package/skills/codeql/SYNC.md +5 -0
  160. package/skills/codeql/references/alert-management.md +170 -0
  161. package/skills/codeql/references/cli-commands.md +283 -0
  162. package/skills/codeql/references/compiled-languages.md +284 -0
  163. package/skills/codeql/references/sarif-output.md +265 -0
  164. package/skills/codeql/references/troubleshooting.md +259 -0
  165. package/skills/codeql/references/workflow-configuration.md +398 -0
  166. package/skills/comment-code-generate-a-tutorial/LICENSE.md +21 -0
  167. package/skills/comment-code-generate-a-tutorial/SKILL.md +26 -0
  168. package/skills/comment-code-generate-a-tutorial/SYNC.md +5 -0
  169. package/skills/containerize-aspnet-framework/LICENSE.md +21 -0
  170. package/skills/containerize-aspnet-framework/SKILL.md +454 -0
  171. package/skills/containerize-aspnet-framework/SYNC.md +5 -0
  172. package/skills/containerize-aspnetcore/LICENSE.md +21 -0
  173. package/skills/containerize-aspnetcore/SKILL.md +392 -0
  174. package/skills/containerize-aspnetcore/SYNC.md +5 -0
  175. package/skills/context-map/LICENSE.md +21 -0
  176. package/skills/context-map/SKILL.md +52 -0
  177. package/skills/context-map/SYNC.md +5 -0
  178. package/skills/conventional-commit/LICENSE.md +21 -0
  179. package/skills/conventional-commit/SKILL.md +72 -0
  180. package/skills/conventional-commit/SYNC.md +5 -0
  181. package/skills/convert-plaintext-to-md/LICENSE.md +21 -0
  182. package/skills/convert-plaintext-to-md/SKILL.md +362 -0
  183. package/skills/convert-plaintext-to-md/SYNC.md +5 -0
  184. package/skills/copilot-cli-quickstart/LICENSE.md +21 -0
  185. package/skills/copilot-cli-quickstart/SKILL.md +774 -0
  186. package/skills/copilot-cli-quickstart/SYNC.md +5 -0
  187. package/skills/copilot-instructions-blueprint-generator/LICENSE.md +21 -0
  188. package/skills/copilot-instructions-blueprint-generator/SKILL.md +294 -0
  189. package/skills/copilot-instructions-blueprint-generator/SYNC.md +5 -0
  190. package/skills/copilot-sdk/LICENSE.md +21 -0
  191. package/skills/copilot-sdk/SKILL.md +914 -0
  192. package/skills/copilot-sdk/SYNC.md +5 -0
  193. package/skills/copilot-spaces/LICENSE.md +21 -0
  194. package/skills/copilot-spaces/SKILL.md +205 -0
  195. package/skills/copilot-spaces/SYNC.md +5 -0
  196. package/skills/copilot-usage-metrics/LICENSE.md +21 -0
  197. package/skills/copilot-usage-metrics/SKILL.md +52 -0
  198. package/skills/copilot-usage-metrics/SYNC.md +5 -0
  199. package/skills/copilot-usage-metrics/get-enterprise-metrics.sh +22 -0
  200. package/skills/copilot-usage-metrics/get-enterprise-user-metrics.sh +22 -0
  201. package/skills/copilot-usage-metrics/get-org-metrics.sh +22 -0
  202. package/skills/copilot-usage-metrics/get-org-user-metrics.sh +22 -0
  203. package/skills/cosmosdb-datamodeling/LICENSE.md +21 -0
  204. package/skills/cosmosdb-datamodeling/SKILL.md +1045 -0
  205. package/skills/cosmosdb-datamodeling/SYNC.md +5 -0
  206. package/skills/create-agentsmd/LICENSE.md +21 -0
  207. package/skills/create-agentsmd/SKILL.md +249 -0
  208. package/skills/create-agentsmd/SYNC.md +5 -0
  209. package/skills/create-architectural-decision-record/LICENSE.md +21 -0
  210. package/skills/create-architectural-decision-record/SKILL.md +97 -0
  211. package/skills/create-architectural-decision-record/SYNC.md +5 -0
  212. package/skills/create-github-action-workflow-specification/LICENSE.md +21 -0
  213. package/skills/create-github-action-workflow-specification/SKILL.md +276 -0
  214. package/skills/create-github-action-workflow-specification/SYNC.md +5 -0
  215. package/skills/create-github-issue-feature-from-specification/LICENSE.md +21 -0
  216. package/skills/create-github-issue-feature-from-specification/SKILL.md +28 -0
  217. package/skills/create-github-issue-feature-from-specification/SYNC.md +5 -0
  218. package/skills/create-github-issues-feature-from-implementation-plan/LICENSE.md +21 -0
  219. package/skills/create-github-issues-feature-from-implementation-plan/SKILL.md +28 -0
  220. package/skills/create-github-issues-feature-from-implementation-plan/SYNC.md +5 -0
  221. package/skills/create-github-issues-for-unmet-specification-requirements/LICENSE.md +21 -0
  222. package/skills/create-github-issues-for-unmet-specification-requirements/SKILL.md +35 -0
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  224. package/skills/create-github-pull-request-from-specification/LICENSE.md +21 -0
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  226. package/skills/create-github-pull-request-from-specification/SYNC.md +5 -0
  227. package/skills/create-implementation-plan/LICENSE.md +21 -0
  228. package/skills/create-implementation-plan/SKILL.md +157 -0
  229. package/skills/create-implementation-plan/SYNC.md +5 -0
  230. package/skills/create-llms/LICENSE.md +21 -0
  231. package/skills/create-llms/SKILL.md +210 -0
  232. package/skills/create-llms/SYNC.md +5 -0
  233. package/skills/create-readme/LICENSE.md +21 -0
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  236. package/skills/create-specification/LICENSE.md +21 -0
  237. package/skills/create-specification/SKILL.md +127 -0
  238. package/skills/create-specification/SYNC.md +5 -0
  239. package/skills/create-spring-boot-java-project/LICENSE.md +21 -0
  240. package/skills/create-spring-boot-java-project/SKILL.md +163 -0
  241. package/skills/create-spring-boot-java-project/SYNC.md +5 -0
  242. package/skills/create-spring-boot-kotlin-project/LICENSE.md +21 -0
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  245. package/skills/create-technical-spike/LICENSE.md +21 -0
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  248. package/skills/create-tldr-page/LICENSE.md +21 -0
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  250. package/skills/create-tldr-page/SYNC.md +5 -0
  251. package/skills/creating-oracle-to-postgres-master-migration-plan/LICENSE.md +21 -0
  252. package/skills/creating-oracle-to-postgres-master-migration-plan/SKILL.md +83 -0
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  254. package/skills/creating-oracle-to-postgres-migration-bug-report/LICENSE.md +21 -0
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  258. package/skills/creating-oracle-to-postgres-migration-integration-tests/LICENSE.md +21 -0
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  261. package/skills/csharp-async/LICENSE.md +21 -0
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  282. package/skills/datanalysis-credit-risk/LICENSE.md +21 -0
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  285. package/skills/datanalysis-credit-risk/references/analysis.py +1223 -0
  286. package/skills/datanalysis-credit-risk/references/func.py +228 -0
  287. package/skills/datanalysis-credit-risk/scripts/example.py +391 -0
  288. package/skills/dataverse-python-advanced-patterns/LICENSE.md +21 -0
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  291. package/skills/dataverse-python-production-code/LICENSE.md +21 -0
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  294. package/skills/dataverse-python-quickstart/LICENSE.md +21 -0
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  297. package/skills/dataverse-python-usecase-builder/LICENSE.md +21 -0
  298. package/skills/dataverse-python-usecase-builder/SKILL.md +246 -0
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  300. package/skills/debian-linux-triage/LICENSE.md +21 -0
  301. package/skills/debian-linux-triage/SKILL.md +31 -0
  302. package/skills/debian-linux-triage/SYNC.md +5 -0
  303. package/skills/declarative-agents/LICENSE.md +21 -0
  304. package/skills/declarative-agents/SKILL.md +94 -0
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  306. package/skills/dependabot/LICENSE.md +21 -0
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@@ -0,0 +1,507 @@
1
+ # Simple 2D Platformer Engine Template
2
+
3
+ A grid-based 2D platformer engine tutorial by **Sebastien Benard** (deepnight), the lead developer behind *Dead Cells*. This template covers the fundamental architecture for a performant platformer: a dual-coordinate positioning system that blends integer grid cells with sub-pixel precision, velocity and friction mechanics, gravity, and a robust collision detection and response system. The approach is language-agnostic but examples use Haxe.
4
+
5
+ **Source references:**
6
+ - [Part 1 - Basics](https://deepnight.net/tutorial/a-simple-platformer-engine-part-1-basics/)
7
+ - [Part 2 - Collisions](https://deepnight.net/tutorial/a-simple-platformer-engine-part-2-collisions/)
8
+
9
+ **Author:** [Sebastien Benard / deepnight](https://deepnight.net)
10
+
11
+ ---
12
+
13
+ ## Engine Architecture Overview
14
+
15
+ The engine is built around a grid-based world where each cell has a fixed pixel size (e.g., 16x16). Entities exist within this grid using a **dual-coordinate system**: integer cell coordinates for coarse position and floating-point ratios for sub-pixel precision within each cell. This design enables pixel-perfect collision detection against the grid while maintaining smooth, fluid movement.
16
+
17
+ ### Core Principles
18
+
19
+ 1. **Grid is truth:** The world is a 2D grid of cells. Collision data lives in the grid.
20
+ 2. **Entities straddle cells:** An entity's position is defined by which cell it occupies (`cx`, `cy`) plus how far into that cell it is (`xr`, `yr`).
21
+ 3. **Velocity is in grid-ratio units:** Movement deltas (`dx`, `dy`) represent fractions of a cell per step, not raw pixels.
22
+ 4. **Collisions are grid lookups:** Instead of testing sprite bounds against geometry, the engine checks the grid cells an entity is about to enter.
23
+
24
+ ---
25
+
26
+ ## Part 1: Basics
27
+
28
+ ### The Grid
29
+
30
+ The level is a 2D array where each cell is either empty or solid. A constant defines the cell size in pixels:
31
+
32
+ ```haxe
33
+ static inline var GRID = 16;
34
+ ```
35
+
36
+ Collision data is stored as a simple 2D boolean or integer map:
37
+
38
+ ```haxe
39
+ // Check if a grid cell is solid
40
+ function hasCollision(cx:Int, cy:Int):Bool {
41
+ // Look up cell value in the level data
42
+ return level.getCollision(cx, cy) != 0;
43
+ }
44
+ ```
45
+
46
+ ### Entity Positioning: Dual Coordinates
47
+
48
+ Every entity tracks its position using four values:
49
+
50
+ | Variable | Type | Description |
51
+ |----------|------|-------------|
52
+ | `cx` | Int | Cell X coordinate (which column the entity is in) |
53
+ | `cy` | Int | Cell Y coordinate (which row the entity is in) |
54
+ | `xr` | Float | X ratio within the cell, range 0.0 to 1.0 |
55
+ | `yr` | Float | Y ratio within the cell, range 0.0 to 1.0 |
56
+
57
+ An entity at `cx=5, cy=3, xr=0.5, yr=1.0` is horizontally centered in cell (5,3) and sitting on the bottom edge.
58
+
59
+ ### Converting to Pixel Coordinates
60
+
61
+ To render the entity, convert grid coordinates to pixel positions:
62
+
63
+ ```haxe
64
+ // Pixel position for rendering
65
+ var pixelX : Float = (cx + xr) * GRID;
66
+ var pixelY : Float = (cy + yr) * GRID;
67
+ ```
68
+
69
+ This produces smooth, sub-pixel-precise positions for rendering even though the collision system operates on discrete grid cells.
70
+
71
+ ### Velocity and Movement
72
+
73
+ Velocity is expressed in **cell-ratio units per fixed-step** (not pixels per frame):
74
+
75
+ ```haxe
76
+ var dx : Float = 0; // Horizontal velocity (cells per step)
77
+ var dy : Float = 0; // Vertical velocity (cells per step)
78
+ ```
79
+
80
+ Each fixed-step update, velocity is added to the ratio:
81
+
82
+ ```haxe
83
+ // Apply horizontal movement
84
+ xr += dx;
85
+
86
+ // Apply vertical movement
87
+ yr += dy;
88
+ ```
89
+
90
+ ### Cell Overflow
91
+
92
+ When the ratio exceeds the 0..1 range, the entity has moved into an adjacent cell:
93
+
94
+ ```haxe
95
+ // X overflow
96
+ while (xr > 1) { xr--; cx++; }
97
+ while (xr < 0) { xr++; cx--; }
98
+
99
+ // Y overflow
100
+ while (yr > 1) { yr--; cy++; }
101
+ while (yr < 0) { yr++; cy--; }
102
+ ```
103
+
104
+ ### Friction
105
+
106
+ Friction is applied as a multiplier each step, decaying velocity toward zero:
107
+
108
+ ```haxe
109
+ var frictX : Float = 0.82; // Horizontal friction (0 = instant stop, 1 = no friction)
110
+ var frictY : Float = 0.82; // Vertical friction
111
+
112
+ // Applied each step after movement
113
+ dx *= frictX;
114
+ dy *= frictY;
115
+
116
+ // Clamp very small values to zero
117
+ if (Math.abs(dx) < 0.0005) dx = 0;
118
+ if (Math.abs(dy) < 0.0005) dy = 0;
119
+ ```
120
+
121
+ Typical friction values:
122
+ - `0.82` -- Standard ground friction (responsive, quick stop)
123
+ - `0.94` -- Ice or slippery surface (slow deceleration)
124
+ - `0.96` -- Air friction (very slow horizontal deceleration)
125
+
126
+ ### Gravity
127
+
128
+ Gravity is a constant added to `dy` each step:
129
+
130
+ ```haxe
131
+ static inline var GRAVITY = 0.05; // In cell-ratio units per step^2
132
+
133
+ // In fixedUpdate:
134
+ dy += GRAVITY;
135
+ ```
136
+
137
+ Since `dy` accumulates and friction is applied, the entity reaches a natural terminal velocity.
138
+
139
+ ### Rendering / Sprite Sync
140
+
141
+ After the physics step, the sprite is placed at the computed pixel position:
142
+
143
+ ```haxe
144
+ // In postUpdate, after physics is done:
145
+ sprite.x = (cx + xr) * GRID;
146
+ sprite.y = (cy + yr) * GRID;
147
+ ```
148
+
149
+ For a platformer character, the anchor point is typically at the bottom-center of the sprite. With `yr = 1.0` representing the bottom of the current cell, the sprite's feet align with the floor.
150
+
151
+ ### Basic Entity Template
152
+
153
+ ```haxe
154
+ class Entity {
155
+ // Grid coordinates
156
+ var cx : Int = 0;
157
+ var cy : Int = 0;
158
+ var xr : Float = 0.5;
159
+ var yr : Float = 1.0;
160
+
161
+ // Velocity
162
+ var dx : Float = 0;
163
+ var dy : Float = 0;
164
+
165
+ // Friction
166
+ var frictX : Float = 0.82;
167
+ var frictY : Float = 0.82;
168
+
169
+ // Gravity
170
+ static inline var GRAVITY = 0.05;
171
+
172
+ // Grid size
173
+ static inline var GRID = 16;
174
+
175
+ // Pixel position (computed)
176
+ public var attachX(get, never) : Float;
177
+ inline function get_attachX() return (cx + xr) * GRID;
178
+
179
+ public var attachY(get, never) : Float;
180
+ inline function get_attachY() return (cy + yr) * GRID;
181
+
182
+ public function fixedUpdate() {
183
+ // Gravity
184
+ dy += GRAVITY;
185
+
186
+ // Apply velocity
187
+ xr += dx;
188
+ yr += dy;
189
+
190
+ // Apply friction
191
+ dx *= frictX;
192
+ dy *= frictY;
193
+
194
+ // Clamp small values
195
+ if (Math.abs(dx) < 0.0005) dx = 0;
196
+ if (Math.abs(dy) < 0.0005) dy = 0;
197
+
198
+ // Cell overflow
199
+ while (xr > 1) { xr--; cx++; }
200
+ while (xr < 0) { xr++; cx--; }
201
+ while (yr > 1) { yr--; cy++; }
202
+ while (yr < 0) { yr++; cy--; }
203
+ }
204
+
205
+ public function postUpdate() {
206
+ sprite.x = attachX;
207
+ sprite.y = attachY;
208
+ }
209
+ }
210
+ ```
211
+
212
+ ---
213
+
214
+ ## Part 2: Collisions
215
+
216
+ ### Collision Philosophy
217
+
218
+ Instead of using bounding-box-to-bounding-box collision detection (which becomes complex with slopes, one-way platforms, and edge cases), this engine checks grid cells directly. Since the entity's position is already expressed in grid terms, collision detection becomes a series of simple integer lookups.
219
+
220
+ ### The Core Idea
221
+
222
+ Before allowing the entity to move into a neighboring cell, check if that cell is solid. If it is, clamp the entity's ratio and zero out its velocity on that axis.
223
+
224
+ ### Axis Separation
225
+
226
+ Collisions are handled **per axis** -- first X, then Y (or vice versa). This simplifies the logic and avoids corner-case tunneling issues.
227
+
228
+ ### X-Axis Collision
229
+
230
+ After applying `dx` to `xr`, before doing the cell-overflow step, check for collisions:
231
+
232
+ ```haxe
233
+ // Apply X movement
234
+ xr += dx;
235
+
236
+ // Check collision to the RIGHT
237
+ if (dx > 0 && hasCollision(cx + 1, cy) && xr >= 0.7) {
238
+ xr = 0.7; // Clamp: stop before entering the solid cell
239
+ dx = 0; // Kill horizontal velocity
240
+ }
241
+
242
+ // Check collision to the LEFT
243
+ if (dx < 0 && hasCollision(cx - 1, cy) && xr <= 0.3) {
244
+ xr = 0.3; // Clamp: stop before entering the solid cell
245
+ dx = 0; // Kill horizontal velocity
246
+ }
247
+
248
+ // Cell overflow (after collision check)
249
+ while (xr > 1) { xr--; cx++; }
250
+ while (xr < 0) { xr++; cx--; }
251
+ ```
252
+
253
+ **Why 0.7 and 0.3?** These thresholds represent the entity's collision radius within a cell. An entity centered at `xr = 0.5` with a half-width of 0.3 cells would collide at `xr = 0.7` on the right side and `xr = 0.3` on the left side. Adjust these values based on entity width.
254
+
255
+ ### Y-Axis Collision
256
+
257
+ Similarly, after applying `dy` to `yr`:
258
+
259
+ ```haxe
260
+ // Apply Y movement
261
+ yr += dy;
262
+
263
+ // Check collision BELOW (floor)
264
+ if (dy > 0 && hasCollision(cx, cy + 1) && yr >= 1.0) {
265
+ yr = 1.0; // Clamp: land on top of the solid cell
266
+ dy = 0; // Kill vertical velocity
267
+ }
268
+
269
+ // Check collision ABOVE (ceiling)
270
+ if (dy < 0 && hasCollision(cx, cy - 1) && yr <= 0.3) {
271
+ yr = 0.3; // Clamp: stop before entering ceiling cell
272
+ dy = 0; // Kill vertical velocity
273
+ }
274
+
275
+ // Cell overflow
276
+ while (yr > 1) { yr--; cy++; }
277
+ while (yr < 0) { yr++; cy--; }
278
+ ```
279
+
280
+ For floor collisions, `yr = 1.0` means the entity sits exactly on the bottom edge of its current cell, which is the top edge of the cell below it. This is the natural "standing on ground" position.
281
+
282
+ ### On-Ground Detection
283
+
284
+ To determine if the entity is standing on solid ground (for jump logic, animations, etc.):
285
+
286
+ ```haxe
287
+ function isOnGround() : Bool {
288
+ return hasCollision(cx, cy + 1) && yr >= 0.98;
289
+ }
290
+ ```
291
+
292
+ The threshold `0.98` instead of `1.0` allows for minor floating-point imprecision.
293
+
294
+ ### Complete Entity with Collisions
295
+
296
+ ```haxe
297
+ class Entity {
298
+ var cx : Int = 0;
299
+ var cy : Int = 0;
300
+ var xr : Float = 0.5;
301
+ var yr : Float = 1.0;
302
+ var dx : Float = 0;
303
+ var dy : Float = 0;
304
+ var frictX : Float = 0.82;
305
+ var frictY : Float = 0.82;
306
+
307
+ static inline var GRID = 16;
308
+ static inline var GRAVITY = 0.05;
309
+
310
+ // Collision radius (half-width in cell-ratio units)
311
+ var collRadius : Float = 0.3;
312
+
313
+ function hasCollision(testCx:Int, testCy:Int):Bool {
314
+ return level.isCollision(testCx, testCy);
315
+ }
316
+
317
+ function isOnGround():Bool {
318
+ return hasCollision(cx, cy + 1) && yr >= 0.98;
319
+ }
320
+
321
+ public function fixedUpdate() {
322
+ // --- Gravity ---
323
+ dy += GRAVITY;
324
+
325
+ // --- X Axis ---
326
+ xr += dx;
327
+
328
+ // Right collision
329
+ if (dx > 0 && hasCollision(cx + 1, cy) && xr >= 1.0 - collRadius) {
330
+ xr = 1.0 - collRadius;
331
+ dx = 0;
332
+ }
333
+
334
+ // Left collision
335
+ if (dx < 0 && hasCollision(cx - 1, cy) && xr <= collRadius) {
336
+ xr = collRadius;
337
+ dx = 0;
338
+ }
339
+
340
+ // X cell overflow
341
+ while (xr > 1) { xr--; cx++; }
342
+ while (xr < 0) { xr++; cx--; }
343
+
344
+ // --- Y Axis ---
345
+ yr += dy;
346
+
347
+ // Floor collision
348
+ if (dy > 0 && hasCollision(cx, cy + 1) && yr >= 1.0) {
349
+ yr = 1.0;
350
+ dy = 0;
351
+ }
352
+
353
+ // Ceiling collision
354
+ if (dy < 0 && hasCollision(cx, cy - 1) && yr <= collRadius) {
355
+ yr = collRadius;
356
+ dy = 0;
357
+ }
358
+
359
+ // Y cell overflow
360
+ while (yr > 1) { yr--; cy++; }
361
+ while (yr < 0) { yr++; cy--; }
362
+
363
+ // --- Friction ---
364
+ dx *= frictX;
365
+ dy *= frictY;
366
+
367
+ if (Math.abs(dx) < 0.0005) dx = 0;
368
+ if (Math.abs(dy) < 0.0005) dy = 0;
369
+ }
370
+
371
+ public function postUpdate() {
372
+ sprite.x = (cx + xr) * GRID;
373
+ sprite.y = (cy + yr) * GRID;
374
+ }
375
+ }
376
+ ```
377
+
378
+ ---
379
+
380
+ ## Collision Edge Cases and Solutions
381
+
382
+ ### Diagonal Movement / Corner Clipping
383
+
384
+ Because collisions are checked per-axis in sequence, an entity moving diagonally into a corner naturally resolves against one axis first. This prevents the entity from getting stuck in corners and eliminates the need for complex diagonal collision logic.
385
+
386
+ ### High-Speed Tunneling
387
+
388
+ If `dx` or `dy` is large enough to skip an entire cell in one step, the entity could "tunnel" through walls. Solutions:
389
+
390
+ 1. **Cap velocity:** Clamp `dx` and `dy` to a maximum of 0.5 (half a cell per step)
391
+ 2. **Subdivide steps:** If velocity exceeds the threshold, run the collision check in smaller increments
392
+ 3. **Ray-march the grid:** Check every cell along the movement path
393
+
394
+ ```haxe
395
+ // Simple velocity cap
396
+ if (dx > 0.5) dx = 0.5;
397
+ if (dx < -0.5) dx = -0.5;
398
+ if (dy > 0.5) dy = 0.5;
399
+ if (dy < -0.5) dy = -0.5;
400
+ ```
401
+
402
+ ### One-Way Platforms
403
+
404
+ Platforms the entity can jump up through but land on from above:
405
+
406
+ ```haxe
407
+ // In Y collision, check for one-way platform
408
+ if (dy > 0 && isOneWayPlatform(cx, cy + 1) && yr >= 1.0 && prevYr < 1.0) {
409
+ yr = 1.0;
410
+ dy = 0;
411
+ }
412
+ ```
413
+
414
+ Key: Only collide when the entity is moving downward (`dy > 0`) and was previously above the platform (`prevYr < 1.0`).
415
+
416
+ ### Slopes
417
+
418
+ For basic slope support, instead of a binary collision check, query the slope height at the entity's x-position within the cell:
419
+
420
+ ```haxe
421
+ // Pseudocode for slope collision
422
+ var slopeHeight = getSlopeHeight(cx, cy + 1, xr);
423
+ if (yr >= slopeHeight) {
424
+ yr = slopeHeight;
425
+ dy = 0;
426
+ }
427
+ ```
428
+
429
+ ---
430
+
431
+ ## Jumping
432
+
433
+ Jumping is simply a negative `dy` impulse:
434
+
435
+ ```haxe
436
+ function jump() {
437
+ if (isOnGround()) {
438
+ dy = -0.5; // Jump impulse (in cell-ratio units)
439
+ }
440
+ }
441
+ ```
442
+
443
+ Gravity naturally decelerates the upward motion, creating a parabolic arc. To allow variable-height jumps (holding the button longer = higher jump):
444
+
445
+ ```haxe
446
+ // On jump button release, reduce upward velocity
447
+ function onJumpRelease() {
448
+ if (dy < 0) {
449
+ dy *= 0.5; // Cut remaining upward velocity
450
+ }
451
+ }
452
+ ```
453
+
454
+ ---
455
+
456
+ ## Coordinate System Diagram
457
+
458
+ ```
459
+ Cell (cx, cy) Next Cell (cx+1, cy)
460
+ +-------------------+ +-------------------+
461
+ | | | |
462
+ | xr=0.0 xr=1.0 --> | xr=0.0 |
463
+ | | | |
464
+ | * | | |
465
+ | (xr=0.5, | | |
466
+ | yr=0.5) | | |
467
+ | | | |
468
+ +-------------------+ +-------------------+
469
+ yr=0.0 yr=1.0 = top of cell below
470
+
471
+ Pixel position = (cx + xr) * GRID, (cy + yr) * GRID
472
+ ```
473
+
474
+ ---
475
+
476
+ ## Update Order Summary
477
+
478
+ ```
479
+ fixedUpdate():
480
+ 1. Apply gravity dy += GRAVITY
481
+ 2. Apply X velocity xr += dx
482
+ 3. Check X collisions Clamp xr, zero dx if colliding
483
+ 4. Handle X cell overflow cx/xr normalization
484
+ 5. Apply Y velocity yr += dy
485
+ 6. Check Y collisions Clamp yr, zero dy if colliding
486
+ 7. Handle Y cell overflow cy/yr normalization
487
+ 8. Apply friction dx *= frictX, dy *= frictY
488
+ 9. Zero out tiny values Threshold check
489
+
490
+ postUpdate():
491
+ 1. Sync sprite position sprite.x/y = pixel coords
492
+ 2. Update animation Based on state/velocity
493
+ 3. Camera follow Track entity
494
+ ```
495
+
496
+ ---
497
+
498
+ ## Design Advantages
499
+
500
+ | Feature | Benefit |
501
+ |---------|---------|
502
+ | Grid-based collision | O(1) lookup per check, no broad-phase needed |
503
+ | Dual coordinates | Sub-pixel smooth rendering with integer collision |
504
+ | Per-axis collision | Simple logic, naturally handles corners |
505
+ | Ratio-based velocity | Resolution-independent movement |
506
+ | Friction multiplier | Tunable feel per surface type |
507
+ | Cell overflow while-loops | Handles multi-cell movement safely |