input-abstraction
Skill105 starsChanged 8 months agoMITView on GitHub
Design input around player intent and supported device families instead of hardcoding device-specific behavior everywhere.
In this repository117 other files it gives its agents.
- AGENTS.mdAGENTS.md
- .codex/AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- .github/copilot-instructions.mdCopilot instructions
- .cursor/rules/00-project-context.mdcCursor rule
- .cursor/rules/01-engine-isolation.mdcCursor rule
- .cursor/rules/02-workflow.mdcCursor rule
- .cursor/rules/03-doc-sync.mdcCursor rule
- .cursor/rules/README.mdCursor rule
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- The first 60 shown.
The file
We split this skill into the rules it gives an agent
4 rules. About 0 are common, 4 are distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈4
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 27
document action states and context switching
- Distinctive: line 29
test edge cases around focus, pause, and overlays
- Distinctive: line 60
Keep this skill aligned with the relevant rules layer and current project documentation.
- Distinctive: line 61
If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Input Abstraction
Purpose
Design input around player intent and supported device families instead of hardcoding device-specific behavior everywhere.
Use When
- multiple input devices are supported
- rebinds or accessibility matter
- UI and gameplay input are becoming tangled
Inputs
- action list
- supported devices
- UI flow
- accessibility requirements
Process
- define actions by intent
- separate raw device input from gameplay/UI action handling
- document action states and context switching
- support rebinding and persistence where needed
- test edge cases around focus, pause, and overlays
Outputs
- action map
- context model
- device support notes
- rebinding requirements
Quality Bar
- gameplay consumes named actions, never raw device inputs
- rebinding, device switching, and multiple control schemes work without touching gameplay code
- input contexts (gameplay, menu, cutscene) are explicit, with defined push/pop behavior
- dead zones, buffering, and repeat behavior are configured per action, not hardcoded
Common Failure Modes
- raw key or button checks scattered through gameplay code
- input consumed by multiple contexts at once (menu and gameplay both react)
- device-specific assumptions that break on controller or touch
- buffering and coyote-time tuning embedded in mechanics instead of the input layer
Related Agents
- ui-programmer
- accessibility-reviewer
- gameplay-programmer
Related Commands
- ui-flow-review
- verify
- tech-design
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
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