2d-games
Free2D game development principles. Sprites, tilemaps, physics, camera.
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Testing patterns and principles. Unit, integration, mocking strategies.
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Principles for reliable test suites.
/\ E2E (Few)
/ \ Critical flows
/----\
/ \ Integration (Some)
/--------\ API, DB queries
/ \
/------------\ Unit (Many)
Functions, classes
| Step | Purpose |
|---|---|
| Arrange | Set up test data |
| Act | Execute code under test |
| Assert | Verify outcome |
| Type | Best For | Speed |
|---|---|---|
| Unit | Pure functions, logic | Fast (<50ms) |
| Integration | API, DB, services | Medium |
| E2E | Critical user flows | Slow |
| Principle | Meaning |
|---|---|
| Fast | < 100ms each |
| Isolated | No external deps |
| Repeatable | Same result always |
| Self-checking | No manual verification |
| Timely | Written with code |
| Test | Don't Test |
|---|---|
| Business logic | Framework code |
| Edge cases | Third-party libs |
| Error handling | Simple getters |
| Area | Focus |
|---|---|
| API endpoints | Request/response |
| Database | Queries, transactions |
| External services | Contracts |
| Phase | Action |
|---|---|
| Before All | Connect resources |
| Before Each | Reset state |
| After Each | Clean up |
| After All | Disconnect |
| Mock | Don't Mock |
|---|---|
| External APIs | The code under test |
| Database (unit) | Simple dependencies |
| Time/random | Pure functions |
| Network | In-memory stores |
| Type | Use |
|---|---|
| Stub | Return fixed values |
| Spy | Track calls |
| Mock | Set expectations |
| Fake | Simplified implementation |
| Pattern | Example |
|---|---|
| Should behavior | "should return error when..." |
| When condition | "when user not found..." |
| Given-when-then | "given X, when Y, then Z" |
| Level | Use |
|---|---|
| describe | Group related tests |
| it/test | Individual case |
| beforeEach | Common setup |
| Approach | Use |
|---|---|
| Factories | Generate test data |
| Fixtures | Predefined datasets |
| Builders | Fluent object creation |
| Practice | Why |
|---|---|
| One assert per test | Clear failure reason |
| Independent tests | No order dependency |
| Fast tests | Run frequently |
| Descriptive names | Self-documenting |
| Clean up | Avoid side effects |
| ❌ Don't | ✅ Do |
|---|---|
| Test implementation | Test behavior |
| Duplicate test code | Use factories |
| Complex test setup | Simplify or split |
| Ignore flaky tests | Fix root cause |
| Skip cleanup | Reset state |
Remember: Tests are documentation. If someone can't understand what the code does from the tests, rewrite them.
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2D game development principles. Sprites, tilemaps, physics, camera.
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3D game development principles. Rendering, shaders, physics, cameras.
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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.
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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.
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Use when monitoring, tracing, or debugging agentic workflows in production. Keywords: observability, tracing, OpenTelemetry, Langfuse, latency, token cost, loop detection, telemetry.
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Use when building self-correcting retrieval systems for AI agents. Keywords: RAG, retrieval, Corrective RAG, Self-RAG, query decomposition, reranking, hallucination, grounding.
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