Game Quality Gates

v1.1.0

Game development quality gates and mandatory checks. Activate when building, reviewing, debugging, or deploying any game project (H5/Canvas/WebGL/Phaser/Thre...

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Purpose & Capability
Name/description (game quality gates) match the provided artifacts: SKILL.md, engine-specific guides, and checklists. No unrelated credentials, binaries, or config paths are requested.
Instruction Scope
The SKILL.md and docs are purely guidance and checklists for game development, referencing diagnostics (DevTools heap snapshots) and engine-specific practices. They do not instruct the agent to read arbitrary host files, exfiltrate data, or call unknown remote endpoints. The Installation doc notes the skill 'auto-triggers' on game-related tasks — this is a behavioral note but not an instruction to access secrets or system files.
Install Mechanism
No install spec or code to download/execute is provided (instruction-only). All file contents are Markdown; nothing will be written or executed on install by the skill itself.
Credentials
The skill declares no required environment variables, credentials, or config paths. References to external resources (e.g., DRACOLoader decoder CDN, GitHub wiki links) are documentation examples only and do not require secrets.
Persistence & Privilege
The skill does not request always:true and does not modify other skills or system-wide settings in its content. Installation instructions show a local clone into the user's skills directory (manual install), which is standard for OpenClaw instruction-only skills.
Assessment
This skill is a docs/checklist package for game dev best practices and appears internally consistent. Before installing: (1) note that it auto-triggers on 'game-related' tasks per the Installation doc — ensure you want that behavior in your agent; (2) review the checklist items to confirm they match your project's engines and CI/QA workflows; (3) understand the guidance references public CDNs and example endpoints (no secrets required); and (4) the skill is advisory — it does not enforce fixes automatically, so integrate the checks into your review or CI processes if you want automated enforcement.

Like a lobster shell, security has layers — review code before you run it.

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357downloads
0stars
2versions
Updated 1mo ago
v1.1.0
MIT-0

Game Quality Gates

Mandatory quality standards for all game projects. Based on 70+ real bugs and industry best practices.

Core Principle

Bugs come from cross-state interactions, not individual features. Each feature works alone; they break in combination.

12 Universal Rules (all games)

1. Single Cleanup Entry Point 🔄

All exit paths (death/level-complete/quit/pause/scene-switch) call ONE cleanup method with options.

cleanupGameState(opts) {
  // Fixed order: sub-objects → buffs+timers → UI → projectiles → (optional) enemies/controls/events
}
// Every exit: resetBall(), levelComplete(), gameOver(), onShutdown() → calls this

New feature = add one line here. Never scatter cleanup across exits.

2. Respect Active Buffs ⚡

Any code modifying attributes (speed/attack/size/defense) must check for active temporary effects first.

// ❌ speed = Math.max(speed, BASE_SPEED);  // ignores slow buff
// ✅ speed = Math.max(speed, this._currentBaseSpeed);  // buff-aware baseline

3. Cache Before Destroy 📦

Extract all needed data before destroy()/dispose()/remove().

const { x, y } = obj; const color = obj.getData('color');
obj.destroy();
spawnParticles(x, y, color);

4. Timers Follow Lifecycle ⏰

Track all setTimeout/setInterval/delayedCall/rAF. Cancel in cleanup.

this.activeTimers.push(this.time.delayedCall(10000, cb));
// In cleanup: this.activeTimers.forEach(t => t.remove(false));

5. Frame-Rate Independent Logic 🖥️

Multiply all time-dependent logic by delta. Never assume 60fps.

// ✅ player.x += speed * (delta / 1000);
  • Phaser update(time, delta): delta in ms, divide by 1000
  • Three.js clock.getDelta(): returns seconds
  • Physics: prefer fixed timestep (accumulate delta, step every 16.67ms)

6. Scene Transition = Full Cleanup 🚪

On scene/level switch, clean: event listeners, timers, rAF, audio nodes, object pools, WebGL resources (geometry/material/texture dispose), global state, pending fetch/XHR.

Verify: Chrome DevTools → Memory → heap snapshots before/after transition.

7. Audio Lifecycle 🔊

  • iOS: AudioContext must resume() inside a user interaction event
  • visibilitychange → pause all audio when hidden, resume when visible
  • WeChat WebView: WeixinJSBridge.invoke('getNetworkType') before autoplay
  • Pool short sound effects; manage background music separately

8. Input Safety 👆

  • Purchase/consume actions: mutex lock + visual disable
  • Attack/fire: cooldown timer
  • State toggles (pause/resume): state machine guard
  • See Phaser reference for multi-touch pointer ID tracking

9. Save State Persistence 💾

  • Include version field for migration when game updates
  • Only persist meaningful state (not particles/temp animations)
  • Auto-save on: level end, manual save, visibilitychange (hidden)
  • localStorage limit 5MB; use IndexedDB for larger saves
  • WeChat: use wx.setStorage (not localStorage)

10. Network Fault Tolerance 🌐

All network calls (leaderboard/share/ads/sync): 5s timeout + local cache fallback + no blocking game flow on failure.

11. Asset Loading Strategy 📦

Three tiers: critical (startup, <2s) → level assets (loading screen) → deferred (background lazy load). Fatal error only for critical failures; degrade gracefully for non-critical.

Compression: GLB+Draco, WebP images, MP3+OGG dual audio, sprite atlases.

12. Anti-Cheat Baseline 🛡️

Client is untrusted. Server validates:

  • One-time raid tokens (bind user+timestamp, single use)
  • Play duration sanity check (can't finish 30 levels in 3 seconds)
  • Score range validation
  • See references/anti-cheat.md for implementation patterns

Engine-Specific Rules

For Phaser-specific rules (pointer ID tracking, physics group cleanup, OVERLAP_BIAS, time vs physics pause): → Read references/phaser.md

For Three.js-specific rules (dispose trio, GLB compression pipeline, animation state machine, prune pitfalls): → Read references/threejs.md


Pre-Deploy Checklist

Run this checklist before every deployment:

🔴 Universal (all games)

  • New objects cleaned in cleanupGameState()?
  • New timers cancelled in cleanup?
  • Attribute changes respect active buffs?
  • Data cached before destroy?
  • Movement/animation uses delta time?
  • No memory leaks across scene transitions? (DevTools verify)
  • Audio pauses on background/lock?
  • Purchase/consume has duplicate-click prevention?
  • Save has version number + migration?
  • Network calls have timeout + fallback?
  • Asset load failure has graceful degradation?
  • Critical operations (spend/settle) server-validated?

🟡 Mobile Extra

  • Multi-touch: each finger tracked independently?
  • iOS AudioContext resumed after first interaction?
  • WeChat WebView compatible (no advanced CSS like backdrop-filter)?
  • Virtual joystick/buttons don't overlap game area?
  • Orientation change handled?

🔵 Engine-specific

→ See references/phaser.md or references/threejs.md for engine checklists.

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