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.
npx agentmods add rules/andvolodko/html5-game-editor/typescriptgit clone --depth 1 https://github.com/andvolodko/html5-game-editorWhat 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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5 | $0.00000 | $0.00725 |
| Opus 5 | $0.00000 | $0.00362 |
| Sonnet 5 | $0.00000 | $0.00145 |
| Haiku 4.5 | $0.00000 | $0.00072 |
Grade A, and why
typescript 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 2d 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.
How it starts
The opening of the file, as written. The whole thing — 34 lines — stays where its author put it; the contents beside it link to each section on GitHub.
TypeScript (repo conventions)
tsconfig.base.json is the source of truth: strict, noUncheckedIndexedAccess, noImplicitOverride, verbatimModuleSyntax.
Typing
- Do not use
any. Preferunknownat JSON/HTTP/multipart boundaries, then narrow with Zod (parseSceneData,parseAssetDatabase) or explicit guards. - Public package exports and constructor/
Editorfaçade methods need explicit types (see@game-editor/editor-core,@game-editor/scene,@game-editor/assets). - Prefer interfaces for object shapes (
SceneData,AssetRecord,AssetApiClient); prefer type aliases for unions and status literals (ComponentData,DocumentDirtyState,AssetManagerStatus). - Serialized variants use discriminated unions on
type/kind(e.g.ComponentData,AssetMetadata). Keep discriminants and Zod schemas aligned; enforce invariants likeAssetRecord.type === metadata.kind. - Avoid type assertions. Allowed only at justified boundaries (e.g. Pixi
Assets.load→Texture,JSON.parse→unknownthen validate). Preferas const/ narrowing overas T. - Prefer optional fields (
assetId?: string) over| nullunless null is meaningful. UseReadonlySet/readonly T[]for values returned from managers that callers must not mutate. - Domain IDs are non-empty strings from
createId(prefix)in@game-editor/shared(asset_,node_,comp_,scene_, …). Do not invent parallel ID helpers. Typed errors useDomainError/ValidationErrorfrom@game-editor/core— not Result monads.
Imports and packages
- Relative imports inside packages/apps that emit Node ESM use the
.jssuffix (./document-manager.js). App/Vite consumers import workspace packages by name (@game-editor/scene), never by deep relative paths into another package’ssrc. - Import types with
import type { … }when values are not needed (verbatimModuleSyntax). - Export public API through each package’s
src/index.tsbarrel. Do not reach into another package’s internal files. - Respect package dependency direction (
.cursor/rules/core.mdc). Do not introduce import cycles; split shared types into@game-editor/scene/@game-editor/assets/@game-editor/sharedinstead of crossing layers.
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.
- 2d ago First seen · 34 lines · 0 tokens per session scan A 1cbd2e385163
typescript is a cursor rule published in the GitHub repository andvolodko/html5-game-editor (5 stars, last pushed 7d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 725 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.
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