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。
Test-Driven Development workflow principles. RED-GREEN-REFACTOR cycle.
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。
Write tests first, code second.
🔴 RED → Write failing test
↓
🟢 GREEN → Write minimal code to pass
↓
🔵 REFACTOR → Improve code quality
↓
Repeat...
| Focus | Example |
|---|---|
| Behavior | "should add two numbers" |
| Edge cases | "should handle empty input" |
| Error states | "should throw for invalid data" |
| Principle | Meaning |
|---|---|
| YAGNI | You Aren't Gonna Need It |
| Simplest thing | Write the minimum to pass |
| No optimization | Just make it work |
| Area | Action |
|---|---|
| Duplication | Extract common code |
| Naming | Make intent clear |
| Structure | Improve organization |
| Complexity | Simplify logic |
Every test follows:
| Step | Purpose |
|---|---|
| Arrange | Set up test data |
| Act | Execute code under test |
| Assert | Verify expected outcome |
| Scenario | TDD Value |
|---|---|
| New feature | High |
| Bug fix | High (write test first) |
| Complex logic | High |
| Exploratory | Low (spike, then TDD) |
| UI layout | Low |
| Priority | Test Type |
|---|---|
| 1 | Happy path |
| 2 | Error cases |
| 3 | Edge cases |
| 4 | Performance |
| ❌ Don't | ✅ Do |
|---|---|
| Skip the RED phase | Watch test fail first |
| Write tests after | Write tests before |
| Over-engineer initial | Keep it simple |
| Multiple asserts | One behavior per test |
| Test implementation | Test behavior |
| Agent | Role |
|---|---|
| Agent A | Write failing tests (RED) |
| Agent B | Implement to pass (GREEN) |
| Agent C | Optimize (REFACTOR) |
Remember: The test is the specification. If you can't write a test, you don't understand the requirement.
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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。