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。
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.
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。
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/shoehorn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。