Overview
- Skill Key
- abczsl520/game-quality-gates
- Author
- abczsl520
- Source Repo
- openclaw/skills
- Version
- -
- Source Path
- skills/abczsl520/game-quality-gates
- Latest Commit SHA
- d9237dc2eafb2b5285997087ab0efe67c348eb02
Game development quality gates and mandatory checks. Activate when building, reviewing, debugging, or deploying any game project (H5/Canvas/WebGL/Phaser/Three.js/2D/3D). Covers state cleanup, lifecycle management, input handling, audio, persistence, networking, anti-cheat, and performance. Use as pre-deploy checklist or when diagnosing game-specific bugs (state leaks, phantom timers, buff conflicts, memory growth, touch issues).
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直接复制以下提示词,发送给你的 AI 助手即可完成安装。
请先检查是否已安装 SkillHub 商店,若未安装,请根据 https://skillhub-1388575217.cos.ap-guangzhou.myqcloud.com/install/skillhub.md 安装 SkillHub 商店,然后安装 game-quality-gates 技能。 若已安装,则直接安装 game-quality-gates 技能。
# 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.
```js
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.
```js
// ❌ 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()`.
```js
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.
```js
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.
```js
// ✅ 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 d...
# 🎮 Game Quality Gates > **Stop shipping games with phantom timers, memory leaks, and double-spend exploits.** A battle-tested quality standard for H5/Canvas/WebGL games. [](https://clawhub.com) [](LICENSE) [](https://github.com/abczsl520/game-quality-gates/wiki) [](https://github.com/openclaw/openclaw) --- ## 💀 The Problem Every feature works fine alone. They break **in combination**: | Feature A | + Feature B | = Bug | |-----------|-------------|-------| | Slow powerup | Paddle collision | Speed value overwritten | | Multi-ball | Main ball death | Orphan sub-balls still scoring | | Power-up falling | Player dies | Ghost objects after game over | | Game over | Buff timers | Phantom timer modifies destroyed object 💥 | These aren't edge cases — they're the **#1 cause of game bugs**. After fixing **70+ of these bugs** in production H5 games, we encoded the prevention patterns into 12 universal rules. ## 📋 The 12 Universal Rules | # | Rule | Prevents | |---|------|---------| | 1 | 🔄 Single Cleanup Entry Point | "Fixed in A, forgot in B" | | 2 | ⚡ Respect Active Buffs | Buff silently overwritten | | 3 | 📦 Cache Before Destroy | Reading dead object props | | 4 | ⏰ Timers Follow Lifecycle | Phantom timers after game over | | 5 | 🖥️ Frame-Rate Independent | 30fps device = half speed | | 6 | 🚪 Scene Switch = Full Cleanup | Memory grows per restart | | 7 | 🔊 Audio Lifecycle | iOS silent, background still playing | | 8 | 👆 Input Safety | Double-buy, rapid-fire exploits | | 9 | 💾 Save State Versioning | Broken saves after update | | 10 | 🌐 Network Fault Tolerance | Game freezes on bad network | | 11 | 📦 Asset Loading...
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