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Found 7 Skills
Expert patterns for input handling covering InputMap actions, InputEvent processing, controller support, rebinding, deadzones, and input buffering. Use when setting up player controls, implementing input systems, or adding gamepad/accessibility features. Keywords InputMap, InputEvent, gamepad, controller, rebinding, deadzone, input buffer.
Structure and debug a LÖVE (Love2D) game in Lua: the love.load/update/draw loop, delta-time movement, input, and screen states. Use when building a LÖVE 11.x game (main.lua, conf.lua, .love).
Builds Flutter forms with validation and user input handling. Use when creating login screens, data entry forms, or any multi-field user input.
Use when structuring a PlayCanvas game's control flow — a small state machine such as ready, playing, paused, and over, pointer-lock capture, pausing on focus or pointer-lock loss, a full reset, and a stable clock and timestep — so the loop stays deterministic and recoverable.
Intercept every agent-originated question and unresolved ambiguity that requires user input. ALWAYS use before asking for clarification, confirmation, permission, preference, approval, waiver, a decision, or any answer that work must wait for. Do not use when no user response is required; answer user-originated factual questions directly, ignore rhetorical questions, and settle discoverable or reversible matters yourself.
Expert assistance for OpenTUI core development using the imperative API with vanilla TypeScript. Use for component creation, layout management, input handling, styling, animations, and debugging.
Enforces Form + GlobalKey<FormState> with TextFormField whose sync validator returns a localized String? (never a hardcoded literal), AutovalidateMode.onUserInteraction, async availability checks moved OUT of the sync validator into a debounced Riverpod Notifier that surfaces errors through state, FocusNode/TextInputAction/onFieldSubmitted traversal, keyboardType/textCapitalization/autofillHints/TextInputFormatter, mandatory TextEditingController/FocusNode disposal, submit-enabled derived from validity (not stored), and scoped rebuilds so a keystroke never rebuilds the whole form. Use when building a Form, TextFormField, or FormField; wiring sync or async validation; managing FocusNode, focus traversal, autofocus, TextInputAction, onFieldSubmitted, or onEditingComplete; setting keyboardType, autofillHints, textCapitalization, or InputFormatter; disposing TextEditingController/FocusNode; enabling/disabling a submit button; or handling keyboard-avoidance on submit.