ewrogers/megadev-skills

megadev-combat

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

소스 보기

사용 방법

  1. 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
  2. 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
  3. 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/ewrogers/megadev-skills --skill megadev-combat

시작 전 확인

  • 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
  • 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
원본 Skill 문서

원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.

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.

관련 작업

같은 저장소의 Skills

더 많은 Skills

모든 Skills