Use when writing acceptance criteria for a task - express each as an observable Given/When/Then that QA can execute, including negative cases
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Use when adding controls, menus, HUD, subtitles or effects - input through named actions with rebinding and controller support per engine, input buffering, and the accessibility floor (remapping, colour-blind safe cues, subtitles, text scale, reduced motion and flashes).
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설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Players use keyboards, mice, gamepads, touch screens and adaptive controllers, with different hands, eyes and ears. Code that reads KeyCode.Space directly cannot be rebound, cannot be driven by a gamepad without a second branch, and cannot be tested without a keyboard. Gameplay reads named actions; devices map to actions in one place.
Core principle: Gameplay never sees a key code. Every action is rebindable, every essential cue reaches the player through more than one sense, and motion and flashing can be turned down.
// ❌ Unity legacy, device-bound, unrebindable
if (Input.GetKeyDown(KeyCode.Space)) Jump();
// ✅ Unity Input System action (from the .inputactions asset or its generated class)
[SerializeField] InputActionReference jump;
void OnEnable() { jump.action.performed += OnJump; jump.action.Enable(); }
void OnDisable() { jump.action.performed -= OnJump; }
void OnJump(InputAction.CallbackContext _) => _intents.Jump();
# Godot: actions from the InputMap, never physical keys in gameplay
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("jump"):
intents.jump()
// Unreal Enhanced Input
void AHeroCharacter::SetupPlayerInputComponent(UInputComponent* Input) {
auto* EIC = CastChecked<UEnhancedInputComponent>(Input);
EIC->BindAction(JumpAction, ETriggerEvent::Started, this, &AHeroCharacter::OnJump);
EIC->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AHeroCharacter::OnMove);
}
// The mapping context is added through UEnhancedInputLocalPlayerSubsystem::AddMappingContext.
// Web: map KeyboardEvent.code (layout-independent position) to actions; poll gamepads each frame
const bindings: Record<string, Action> = { Space: "jump", KeyW: "up", ArrowUp: "up" };
window.addEventListener("keydown", (e) => { const a = bindings[e.code]; if (a) input.press(a); });
// in the loop: for (const pad of navigator.getGamepads()) if (pad?.buttons[0].pressed) input.press("jump");
Bevy: ButtonInput<KeyCode> / ButtonInput<GamepadButton> behind an action layer (or the leafwing-input-manager crate if the repo uses it).
action.PerformInteractiveRebinding(), then actions.SaveBindingOverridesAsJson() to settings and LoadBindingOverridesFromJson at boot.InputMap.action_erase_events + action_add_event, saved to a ConfigFile under user://.UEnhancedInputUserSettings (UE 5.2+) or the project's existing settings system.bindings map in settings storage.touch-action: none.Input buffering (a jump pressed 0.1 s before landing still jumps) and coyote time (a jump 0.1 s after walking off a ledge still counts) are measured in seconds on the simulation clock, and they belong to the rule class, so they get tests:
it("buffers a jump pressed 80 ms before landing", () => {
const c = new JumpRules({ bufferSeconds: 0.1 });
c.pressJump(); c.step(0.08); c.land(); c.step(1 / 60);
expect(c.isJumping).toBe(true);
});
Ship these unless the task explicitly scopes them out:
Settings live in data and persist (game-save-and-persistence); each option has a test that the setting changes the behaviour it promises (e.g. reduced motion → shake amplitude is zero).
if branch per device.KeyboardEvent.key for movement (breaks on AZERTY) instead of code.Input.GetKey, Input.is_key_pressed, IsInputKeyDown or raw keydown handling in a gameplay class.아직 리뷰가 없습니다. 사용해 본 소감을 남겨 주세요.
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Use when writing acceptance criteria for a task - express each as an observable Given/When/Then that QA can execute, including negative cases
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Use when the diff adds or changes an endpoint, resolver, RPC, job or query that takes an object id, a role check, a request binding or a tenant filter - BOLA/IDOR, function-level authorization, mass assignment and tenant scoping
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Use on every UI change - semantic HTML, labels for controls, keyboard-navigable dialogs/menus, visible focus, and never color as the only signal
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Use when a task changes any screen, form, dialog, menu or control - Lighthouse/axe scan of the changed screens, a keyboard walk, and the thresholds that fail a task
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How to work a task returned with review, QA or UAT findings. Use when a task is in need_revision or PR review comments are in your context.
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Use when the repository keeps its alerting in code, or a person asks for alerts outside TaskTrooper - PrometheusRule YAML, a Cloud Monitoring alert policy in Terraform, a Datadog monitor, each routed to TaskTrooper's alert ingest URL so it opens an incident here
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