2d-games
무료2D game development principles. Sprites, tilemaps, physics, camera.
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Migrate test files from `as` type assertions to @total-typescript/shoehorn. Use when user mentions shoehorn, wants to replace `as` in tests, or needs partial test data.
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실행 점수 미검증
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
shoehorn lets you pass partial data in tests while keeping TypeScript happy. It replaces as assertions with type-safe alternatives.
Test code only. Never use shoehorn in production code.
Problems with as in tests:
as unknown as Type) for intentionally wrong datanpm i @total-typescript/shoehorn
Before:
type Request = {
body: { id: string };
headers: Record<string, string>;
cookies: Record<string, string>;
// ...20 more properties
};
it("gets user by id", () => {
// Only care about body.id but must fake entire Request
getUser({
body: { id: "123" },
headers: {},
cookies: {},
// ...fake all 20 properties
});
});
After:
import { fromPartial } from "@total-typescript/shoehorn";
it("gets user by id", () => {
getUser(
fromPartial({
body: { id: "123" },
}),
);
});
as Type → fromPartial()Before:
getUser({ body: { id: "123" } } as Request);
After:
import { fromPartial } from "@total-typescript/shoehorn";
getUser(fromPartial({ body: { id: "123" } }));
as unknown as Type → fromAny()Before:
getUser({ body: { id: 123 } } as unknown as Request); // wrong type on purpose
After:
import { fromAny } from "@total-typescript/shoehorn";
getUser(fromAny({ body: { id: 123 } }));
| Function | Use case |
|---|---|
fromPartial() | Pass partial data that still type-checks |
fromAny() | Pass intentionally wrong data (keeps autocomplete) |
fromExact() | Force full object (swap with fromPartial later) |
Gather requirements - ask user:
as assertions causing problems?Install and migrate:
npm i @total-typescript/shoehornas assertions: grep -r " as [A-Z]" --include="*.test.ts" --include="*.spec.ts"as Type with fromPartial()as unknown as Type with fromAny()@total-typescript/shoehorn아직 리뷰가 없습니다. 사용해 본 소감을 남겨 주세요.
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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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