editor-commands

editor-commands is a cursor rule for Cursor from andvolodko/html5-game-editor. It costs 0 tokens per session (360 once invoked), scanned A, original, MIT.

A set of rules for organizing undoable actions in an editor. Each command is a separate TypeScript class that changes the editor's document or selection state.

In plain words
What is it for?
Use it when adding or editing editor commands, arranging command files, adding shared helpers, or exporting commands as part of a package API.
Why use it?
Putting many commands together makes them harder to find, reuse, and maintain. The rules also keep editor actions separate from rendering objects and React UI state.

Cursor rule for Cursor

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add rules/andvolodko/html5-game-editor/editor-commands
Clone the repo
git clone --depth 1 https://github.com/andvolodko/html5-game-editor

Made for: Cursor.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for editor-commands

README.md
[![agentmods](https://agentmods.dev/badge/rules/andvolodko/html5-game-editor/editor-commands.svg)](https://agentmods.dev/rules/andvolodko/html5-game-editor/editor-commands)
Your own site
<a href="https://agentmods.dev/rules/andvolodko/html5-game-editor/editor-commands"><img src="https://agentmods.dev/badge/rules/andvolodko/html5-game-editor/editor-commands.svg" alt="Measured on agentmods" height="20"></a>
Per session 0 Nothing until a file matches its globs; then the whole rule loads.
When invoked 360 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00000 $0.00360
Opus 5 $0.00000 $0.00180
Sonnet 5 $0.00000 $0.00072
Haiku 4.5 $0.00000 $0.00036

Measured 4d ago against content hash f0a46e19019f, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

editor-commands scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 4d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.cursor/rules/editor-commands.mdc · 30 lines

What it actually says

Editor commands layout

Undoable editor mutations live in @game-editor/editor-core under:

packages/editor-core/src/commands/

Rules

  • One command class per file. Name files kebab-case matching the class, e.g. CreateSpriteCommandcreate-sprite-command.ts.
  • Do not add new command classes to a multi-command bag file (commands.ts, hierarchy-commands.ts, etc.).
  • Shared helpers used by multiple commands (e.g. cloneTransform2D) go in small sibling modules (clone-transform-2d.ts), not inside a command file that other commands import for side effects.
  • Factory helpers that only wire commands (e.g. createDeleteSelectionCommand) may live in their own file next to the commands they construct.
  • Re-export public commands from packages/editor-core/src/commands/index.ts and from the package src/index.ts barrel.
  • Commands implement Command from @game-editor/commands and mutate through DocumentManager / SelectionManager — never Pixi/Three objects or React state.

When adding a command

  1. Create packages/editor-core/src/commands/<name>-command.ts.
  2. Export it from commands/index.ts and the package index.ts if it is public API.
  3. Add/extend unit tests under packages/editor-core/src/.
  4. Wire the Editor façade only if the UI/hotkeys need a convenience method.
Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 4d ago First seen · 30 lines · 0 tokens per session scan A f0a46e19019f

Subscribe to this mod's changes

editor-commands is a cursor rule published in the GitHub repository andvolodko/html5-game-editor (6 stars, last pushed 9d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 360 tokens. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.