ewrogers/megadev-skills

megadev-combat

Implement attack resolution, directional guards, damage, invulnerability and knockback in Megadev Sega CD games.

ソースを見る

使い方

  1. インストールコマンドをコピーし、自分の環境へ導入する前にソースを確認します。
  2. 必要なツール、認証情報、対応環境を原文で確認します。
  3. 入力と成果物を指定し、出力を資料と照合します。
npx skills add https://github.com/ewrogers/megadev-skills --skill megadev-combat

開始前の確認

  • 導入にはモデル契約、API枠、ファイルへのアクセス許可は含まれません。
  • スター数や導入数は活動の指標であり、独立した品質・安全性試験ではありません。
リポジトリの原文

見出し、例、コード、表、リンク、参照画像を含む原文を表示しています。

Megadev combat

Start with the game's rules: who can damage whom, active windows, guard direction, interruptions, repeated contacts, simultaneous hits and what death removes. The Lab's court, sword, shields, opponents, controls, music and balance are illustrations. Do not copy them into a different game unless its brief calls for them.

co_* is portable application code, not a Megadev combat API. Inspect the selected ewrogers/megadev:latest headers before using SDK or BIOS services. Keep the game's existing simulation clock, animation owner, collision geometry and rendering/audio services; combat consumes their state and emits outcomes.

guards, interruption and deterministic simultaneous outcomes.

knockback, Main/Sub boundaries and VBlank publication.

  • Validation: executable cases, target checks and the

limits of emulator evidence.

Essential contracts:

  • Use simulation poses/events for active hitboxes; never advance combat from

rendering or sound callbacks. A visible weapon and its active reach should agree.

  • Assign an attack instance a lifetime. Track which targets it has contacted;

define whether a block or invulnerable contact consumes that instance's hit. Slot reuse needs a generation or an equivalent retirement rule.

  • Specify resolution ordering before optimizing. A stable gather/apply pass can

permit mutual hits without making actor iteration order decide the winner. Decide explicitly whether multiple simultaneous sources stack or coalesce.

  • Distinguish hit stun, invulnerability, knockback and guard recovery. Define

whether hurt/death interrupts an attack and clears its future events.

  • Test directional blocks with incoming projectile velocity, not just the

owner's current position. Reuse swept collision for fast projectiles; this Lab's four-pixel step and six-pixel bolt are a bounded discrete example.

  • Bound total candidates, pools, catch-up and event storage. On pool exhaustion,

use the game's explicit policy rather than allocating in a hot loop.

Combat Lab is self-contained and supports a second configured pad. Install no competing controller scanner or interrupt handler into an existing game. megadev-animation owns poses/events; megadev-collision owns sweeps/rays/sliding; megadev-ai owns decisions; megadev-gameplay owns clocks, movement and pools. This skill owns how combat contacts become outcomes.

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