awesome-cursor-rules-mdc is a generator that creates Cursor MDC rule files from structured library information, using semantic search and language models to gather and organize guidance. Developers use it to produce reusable rules for libraries in Cursor, and the catalogue includes 200 of those rules.
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.
git clone --depth 1 https://github.com/sanjeed5/awesome-cursor-rules-mdcWrote 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.
[](https://agentmods.dev/rules/sanjeed5/awesome-cursor-rules-mdc/pygame)<a href="https://agentmods.dev/rules/sanjeed5/awesome-cursor-rules-mdc/pygame"><img src="https://agentmods.dev/badge/rules/sanjeed5/awesome-cursor-rules-mdc/pygame.svg" alt="Measured on agentmods" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.02441 | $0.02441 |
| Opus 5 | $0.01221 | $0.01221 |
| Sonnet 5 | $0.00488 | $0.00488 |
| Haiku 4.5 | $0.00244 | $0.00244 |
Grade A, and why
pygame 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.
How it starts
The opening of the file, as written. The whole thing — 313 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Pygame Best Practices
This guide outlines the essential patterns for building robust and visually appealing Pygame applications, leveraging pygame-gui for all UI interactions. Adhere to these principles for maintainable, performant, and scalable game development.
1. Core Application Structure
Always structure your Pygame application with a clear main loop, a single UIManager, and a fixed timestep. Separate game logic from UI logic.
❌ BAD: Scattered UI element creation, no UIManager, variable framerate.
import pygame
pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("Bad Example")
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# UI logic directly in main loop
if event.type == pygame.MOUSEBUTTONDOWN:
print("Mouse clicked!")
screen.fill((0, 0, 0))
# Draw game elements
pygame.draw.rect(screen, (255, 0, 0), (100, 100, 50, 50))
pygame.display.flip()
✅ GOOD: Dedicated UIManager, fixed timestep, clear event processing.
import pygame
import pygame_gui
from pygame_gui.core.interfaces import IUIManagerInterface
class Game:
def __init__(self, screen_size: tuple[int, int]):
pygame.init()
self.screen = pygame.display.set_mode(screen_size)
pygame.display.set_caption("Good Example")
self.manager: IUIManagerInterface = pygame_gui.UIManager(screen_size, 'data/themes/default.json')
self.clock = pygame.time.Clock()
self.is_running = True
self.fps = 60
# Example UI button
pygame_gui.elements.UIButton(
relative_rect=pygame.Rect((350, 275), (100, 50)),
text='Click Me',
manager=self.manager
)
def run(self):
while self.is_running:
time_delta = self.clock.tick(self.fps) / 1000.0
self._handle_events()
self._update(time_delta)
self._draw()
pygame.quit()
def _handle_events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.is_running = False
if event.type == pygame_gui.UI_BUTTON_PRESSED:
print("Button pressed!")
self.manager.process_events(event)
def _update(self, time_delta: float):
self.manager.update(time_delta)
# Update game logic here
def _draw(self):
self.screen.fill((0, 0, 0))
# Draw game elements
pygame.draw.rect(self.screen, (255, 0, 0), (100, 100, 50, 50))
self.manager.draw_ui(self.screen)
pygame.display.flip()
if __name__ == '__main__':
game = Game((800, 600))
game.run()
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.
- 4d ago First seen · 313 lines · 2,441 tokens per session scan A 35878418ca69
pygame is a cursor rule published in the GitHub repository sanjeed5/awesome-cursor-rules-mdc (3,571 stars, last pushed 3mo ago), licensed CC0-1.0. It adds 2,441 tokens to every session, about $0.0122 per session on Opus 5. 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 2026-09-03.
Other cursor rules, from other repositories
08-client-server
Rules for separating client-side and server-side code in Fabric 1.14.4 Minecraft mods. Fabric is a Minecraft modding framework, and client code runs in the player’s game while server code runs the game world.
07-datagen
A project rule for Minecraft Fabric 1.14.4 resources, such as item models, block models, recipes, and language files. It requires these files to be written as JSON in the source resources folders because that version does not include the newer data-generation system.
meta-quest-agentic-tools
Use Meta Quest Agentic Tools for Meta Quest and Horizon OS samples.
narrative-writing
A set of rules for writing and editing video-game narratives, connected to a narrative project. It requires the agent to load the project's writing context and story canon, which is the established set of story facts, before making changes.
meta-quest-agentic-tools
Use Meta Quest Agentic Tools for Meta Quest and Horizon OS samples.
visual-and-observational-rules
Defines the visual aspects of the game and how the player observes the world. This includes map color-coding, screen effects, and the overall simulation style.