2d-games
無料2D game development principles. Sprites, tilemaps, physics, camera.
日本語の概要は準備中です。原文の説明を表示しています。
Systematically trace bugs backward through call stack to find original trigger
インストールする前に、エージェントに与えられる指示の中身を確認できます。
Bugs often manifest deep in the call stack (git init in wrong directory, file created in wrong location, database opened with wrong path). Your instinct is to fix where the error appears, but that's treating a symptom.
Core principle: Trace backward through the call chain until you find the original trigger, then fix at the source.
digraph when_to_use {
"Bug appears deep in stack?" [shape=diamond];
"Can trace backwards?" [shape=diamond];
"Fix at symptom point" [shape=box];
"Trace to original trigger" [shape=box];
"BETTER: Also add defense-in-depth" [shape=box];
"Bug appears deep in stack?" -> "Can trace backwards?" [label="yes"];
"Can trace backwards?" -> "Trace to original trigger" [label="yes"];
"Can trace backwards?" -> "Fix at symptom point" [label="no - dead end"];
"Trace to original trigger" -> "BETTER: Also add defense-in-depth";
}
Use when:
Error: git init failed in /Users/jesse/project/packages/core
What code directly causes this?
await execFileAsync('git', ['init'], { cwd: projectDir });
WorktreeManager.createSessionWorktree(projectDir, sessionId)
→ called by Session.initializeWorkspace()
→ called by Session.create()
→ called by test at Project.create()
What value was passed?
projectDir = '' (empty string!)cwd resolves to process.cwd()Where did empty string come from?
const context = setupCoreTest(); // Returns { tempDir: '' }
Project.create('name', context.tempDir); // Accessed before beforeEach!
When you can't trace manually, add instrumentation:
// Before the problematic operation
async function gitInit(directory: string) {
const stack = new Error().stack;
console.error('DEBUG git init:', {
directory,
cwd: process.cwd(),
nodeEnv: process.env.NODE_ENV,
stack,
});
await execFileAsync('git', ['init'], { cwd: directory });
}
Critical: Use console.error() in tests (not logger - may not show)
Run and capture:
npm test 2>&1 | grep 'DEBUG git init'
Analyze stack traces:
If something appears during tests but you don't know which test:
Use the bisection script: @find-polluter.sh
./find-polluter.sh '.git' 'src/**/*.test.ts'
Runs tests one-by-one, stops at first polluter. See script for usage.
Symptom: .git created in packages/core/ (source code)
Trace chain:
git init runs in process.cwd() ← empty cwd parametercontext.tempDir before beforeEach{ tempDir: '' } initiallyRoot cause: Top-level variable initialization accessing empty value
Fix: Made tempDir a getter that throws if accessed before beforeEach
Also added defense-in-depth:
digraph principle {
"Found immediate cause" [shape=ellipse];
"Can trace one level up?" [shape=diamond];
"Trace backwards" [shape=box];
"Is this the source?" [shape=diamond];
"Fix at source" [shape=box];
"Add validation at each layer" [shape=box];
"Bug impossible" [shape=doublecircle];
"NEVER fix just the symptom" [shape=octagon, style=filled, fillcolor=red, fontcolor=white];
"Found immediate cause" -> "Can trace one level up?";
"Can trace one level up?" -> "Trace backwards" [label="yes"];
"Can trace one level up?" -> "NEVER fix just the symptom" [label="no"];
"Trace backwards" -> "Is this the source?";
"Is this the source?" -> "Trace backwards" [label="no - keeps going"];
"Is this the source?" -> "Fix at source" [label="yes"];
"Fix at source" -> "Add validation at each layer";
"Add validation at each layer" -> "Bug impossible";
}
NEVER fix just where the error appears. Trace back to find the original trigger.
In tests: Use console.error() not logger - logger may be suppressed
Before operation: Log before the dangerous operation, not after it fails
Include context: Directory, cwd, environment variables, timestamps
Capture stack: new Error().stack shows complete call chain
From debugging session (2025-10-03):
まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
2D game development principles. Sprites, tilemaps, physics, camera.
日本語の概要は準備中です。原文の説明を表示しています。
3D game development principles. Rendering, shaders, physics, cameras.
日本語の概要は準備中です。原文の説明を表示しています。
Create aesthetically beautiful interfaces following proven design principles. Use when building UI/UX, analyzing designs from inspiration sites, generating design images with ai-multimodal, implementing visual hierarchy and color theory, adding micro-interactions, or creating design documentation. Includes workflows for capturing and analyzing inspiration screenshots with chrome-devtools and ai-multimodal, iterative design image generation until aesthetic standards are met, and comprehensive design system guidance covering BEAUTIFUL (aesthetic principles), RIGHT (functionality/accessibility), SATISFYING (micro-interactions), and PEAK (storytelling) stages. Integrates with chrome-devtools, ai-multimodal, media-processing, ui-styling, and web-frameworks skills.
日本語の概要は準備中です。原文の説明を表示しています。
Use when implementing or managing persistent, hierarchical memory systems for AI agents. Covers cross-session state, fact supersession, and self-managed memory tools to enable long-term recall and adaptive agent behavior.
日本語の概要は準備中です。原文の説明を表示しています。
Use when monitoring, tracing, or debugging agentic workflows in production. Keywords: observability, tracing, OpenTelemetry, Langfuse, latency, token cost, loop detection, telemetry.
日本語の概要は準備中です。原文の説明を表示しています。
Use when building self-correcting retrieval systems for AI agents. Keywords: RAG, retrieval, Corrective RAG, Self-RAG, query decomposition, reranking, hallucination, grounding.
日本語の概要は準備中です。原文の説明を表示しています。