A Chinese-language set of instructions for AI coding agents, covering disciplined edits, systematic debugging, test-driven development, work on older projects, and React or Vue practices. Test-driven development means writing a test for the expected behavior before implementing it.
A project instruction file that sets coding rules for a Chinese collection of development practices, including debugging, test-driven development, older codebases, and React or Vue interfaces.
A guide for writing Git commit messages in a shared format: an English change type followed by a short Chinese summary. Git commits are saved descriptions of changes to a codebase.
A guide to CI/CD pipelines, which automatically check, build, and deploy code. It focuses on ordered stages, repeatable builds, caching, traceable outputs, and rollback.
A guide to making a Cocos Creator interface fit different phones, tablets, screen sizes, orientations, and notched displays. It covers the design resolution, layout anchoring, and safe areas where system UI does not cover the screen.
A guide to splitting a Cocos Creator game into separately loaded resource bundles. A bundle is a packaged group of files, such as a scene, interface, sound, or shared resource.
A guide to updating a Cocos Creator game's scripts, resources, or settings after release, without submitting a new app-store version. It covers version files, partial downloads, checks, and rollback.
Guidance for creating and managing animations in Cocos Creator, a game-development tool. It covers tweens, frame and Spine skeletal animations, performance, and cleanup when objects are destroyed.
A Cocos Creator method for displaying long lists efficiently in games. Cocos Creator is a game-development tool, and a virtual list creates only the rows currently visible instead of every row.
A set of guidelines for writing Cocos Creator game components in TypeScript. Cocos Creator is a game engine where scenes contain nodes, components, prefabs, events, and managed resources.
Coding guidance for Cocos2d-x Lua, a Lua-based game development framework. It covers scene objects, touch input, animations, scheduled callbacks, and cleanup of memory and event handlers.
A set of rules for writing safe concurrent and asynchronous code, where multiple tasks may run at the same time. It covers shared state, race conditions, deadlocks, timeouts, cancellation, and resource cleanup.
A set of rules for writing or changing code carefully, with emphasis on using real APIs, making small focused edits, and avoiding unnecessary complexity. The instructions are written in Chinese.
A guide to writing Dockerfiles and building containers, which package an application with what it needs to run. It covers smaller images, faster rebuilds, fixed base versions, safer users, and keeping secrets out.
Coding guidance for building React or Vue front ends, where components display screens and manage user interactions. It covers component responsibilities, state placement, performance, and accessibility.
Guidance for loading, unloading, packaging, and tracking memory used by game assets such as textures, sounds, scenes, models, and configuration data. It applies to systems such as Addressables or AssetBundles, which manage downloadable or grouped game resources.
A set of guidelines for writing game movement, collision, camera, aiming, and physics logic. It explains concepts such as vectors, interpolation, and frame-rate-independent timing.
A guide to multiplayer game networking, including how game state is shared between players and servers. It explains synchronization models, latency handling, disconnections, and anti-cheat checks.