game-loop-patterns

game-loop-patterns is a skill for OpenCode from cruzs85/opencode-multiagente-local-37-iterations. It costs 0 tokens per session (917 once invoked), scanned A, original, MIT.

A set of rules for building real-time game loops in Angular with the Canvas drawing system.

In plain words
What is it for?
Use it when implementing animation loops with requestAnimationFrame, Canvas, or other time-sensitive game logic.
Why use it?
It prevents timing, movement, scoring, speed, and physics from changing incorrectly when the screen frame rate varies.

Skill for OpenCode

Written for OpenCode: installed under .opencode/.

Good fit Use it when implementing animation loops with requestAnimationFrame, Canvas, or other time-sensitive game logic.

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Install with agentmods
npx agentmods add skills/cruzs85/opencode-multiagente-local-37-iterations/game-loop-patterns
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.

Any agent
npx skills add cruzs85/opencode-multiagente-local-37-iterations --skill game-loop-patterns
Clone the repo
git clone --depth 1 https://github.com/cruzs85/opencode-multiagente-local-37-iterations

Made for: OpenCode.

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.

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README.md
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Your own site · 80×15
<a href="https://agentmods.dev/skills/cruzs85/opencode-multiagente-local-37-iterations/game-loop-patterns"><img src="https://agentmods.dev/badge/skills/cruzs85/opencode-multiagente-local-37-iterations/game-loop-patterns.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 917 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
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 5.1 $0.00000 $0.00917
Opus 5.5 $0.00000 $0.00367
Sonnet 5.5 $0.00000 $0.00183
Haiku 4.5 $0.00000 $0.00092

Measured 2mo ago against content hash e37cb1ad676a, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

game-loop-patterns 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 2mo 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.

configuraciones/configuracion-11(verificacion-post-implementacion)/.opencode/skills/game-loop-patterns/SKILL.md · 106 lines

How it starts

The opening of the file, as written. The whole thing — 106 lines — stays where its author put it; the contents beside it link to each section on GitHub.

SKILL: game-loop-patterns

Propósito

Establecer patrones correctos para bucles de juegos en Angular con Canvas, evitando errores de timing, coordenadas y física.

¿Cuándo usarla?

Siempre que un proyecto implemente un game loop con requestAnimationFrame, canvas o lógica de tiempo real.

Reglas de Timing

Regla 1: deltaTime es OBLIGATORIO

El game loop DEBE calcular y usar deltaTime para todas las actualizaciones:

private gameLoop(timestamp: number): void {
    if (this.lastTime === 0) this.lastTime = timestamp;
    const deltaTime = (timestamp - this.lastTime) / 16.67;
    this.lastTime = timestamp;
    
    if (estado === 'playing') {
        servicio.updateGameLoop(deltaTime);
    }
    
    this.render();
    this.animationFrameId = requestAnimationFrame(t => this.gameLoop(t));
}

Regla 2: deltaTime DEBE pasarse a los métodos de actualización

❌ updateGameLoop() — sin parámetros (asume 60fps) ✅ updateGameLoop(deltaTime: number) — frame-rate independent

Regla 3: Incremento de score

❌ score += 1 (cada frame = 60 puntos/segundo — irreal) ✅ score += 0.15 * deltaTime (~9 puntos/segundo como el juego de Chrome)

Regla 4: Incremento de velocidad

❌ speed += 0.5 (cada frame = +30/segundo — injugable en 2 segundos) ✅ speed += 0.008 * deltaTime (~+0.48/segundo, con máximo 20)

Regla 5: Generación de obstáculos

❌ Generar obstáculos sin control de distancia ✅ Solo generar si el último obstáculo está lo suficientemente lejos:

const lastObstacle = obstacles[obstacles.length - 1];
const shouldGenerate = !lastObstacle || lastObstacle.x < 600;
if (shouldGenerate && Math.random() < 0.02) {
    this.addObstacle();
}

Reglas de Canvas

Regla 6: Dimensiones del canvas

SIEMPRE establecer width y height explícitamente:

canvas.width = 800;
canvas.height = 200;

Regla 7: Coordenadas Y en Canvas

En el sistema de coordenadas del canvas, y representa la PARTE SUPERIOR de las figuras.

Para posicionar un elemento SOBRE el suelo:

// Correcto: la BASE del dino toca el suelo
dino.y = groundY - dino.height;  // ej: 150 - 50 = 100
// El dino ocupa de y=100 a y=150, el suelo está en y=150

// Incorrecto: el dino aparece DEBAJO del suelo
dino.y = groundY;  // ej: 150 — el dino va de y=150 a y=200

Read the full file on GitHub · 106 lines

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. 2mo ago First seen · 106 lines · 0 tokens per session scan A e37cb1ad676a

Subscribe to this mod's changes

game-loop-patterns is a skill published in the GitHub repository cruzs85/opencode-multiagente-local-37-iterations (5 stars, last pushed 3mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 917 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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