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 skills add HermeticOrmus/claude-code-game-development --skill input-patternsgit clone --depth 1 https://github.com/HermeticOrmus/claude-code-game-developmentWrote 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/skills/hermeticormus/claude-code-game-development/input-patterns)<a href="https://agentmods.dev/skills/hermeticormus/claude-code-game-development/input-patterns"><img src="https://agentmods.dev/badge/skills/hermeticormus/claude-code-game-development/input-patterns/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/hermeticormus/claude-code-game-development/input-patterns"><img src="https://agentmods.dev/badge/skills/hermeticormus/claude-code-game-development/input-patterns.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00055 | $0.02364 |
| Opus 5.5 | $0.00022 | $0.00946 |
| Sonnet 5.5 | $0.00011 | $0.00473 |
| Haiku 4.5 | $0.00006 | $0.00236 |
Grade A, and why
input-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 15d 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 — 255 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Input Patterns
Godot InputMap Action Configuration
# Define input actions programmatically (useful for testing/CI or runtime setup)
# Normally done in Project Settings > InputMap, but here for reference:
func _setup_default_bindings() -> void:
# Movement actions
_add_action_with_keys(&"move_forward", KEY_W, JOY_BUTTON_INVALID, -1, JOY_AXIS_LEFT_Y)
_add_action_with_keys(&"move_back", KEY_S, JOY_BUTTON_INVALID, 1, JOY_AXIS_LEFT_Y)
_add_action_with_keys(&"move_left", KEY_A, JOY_BUTTON_INVALID, -1, JOY_AXIS_LEFT_X)
_add_action_with_keys(&"move_right", KEY_D, JOY_BUTTON_INVALID, 1, JOY_AXIS_LEFT_X)
_add_action_with_keys(&"jump", KEY_SPACE, JOY_BUTTON_A, 0.0, -1)
_add_action_with_keys(&"interact", KEY_E, JOY_BUTTON_X, 0.0, -1)
func _add_action_with_keys(
action: StringName,
key: Key,
joy_button: JoyButton,
axis_value: float = 0.0,
joy_axis: JoyAxis = JOY_AXIS_INVALID
) -> void:
if not InputMap.has_action(action):
InputMap.add_action(action, 0.15) # 0.15 = deadzone for this action
if key != KEY_NONE:
var key_event := InputEventKey.new()
key_event.keycode = key
InputMap.action_add_event(action, key_event)
if joy_button != JOY_BUTTON_INVALID:
var button_event := InputEventJoypadButton.new()
button_event.button_index = joy_button
InputMap.action_add_event(action, button_event)
Scaled Radial Deadzone
# Correctly apply radial deadzone with remapping
class_name InputDeadzone
static func apply_radial(raw: Vector2, inner: float = 0.15, outer: float = 0.95) -> Vector2:
var magnitude := raw.length()
if magnitude < inner:
return Vector2.ZERO
if magnitude > outer:
return raw.normalized()
# Remap [inner, outer] -> [0, 1] for smooth transition
var remapped := (magnitude - inner) / (outer - inner)
return raw.normalized() * remapped
# Usage in character controller:
func _physics_process(_delta: float) -> void:
var raw := Input.get_vector(&"move_left", &"move_right", &"move_forward", &"move_back")
var input := InputDeadzone.apply_radial(raw)
# input is now clean with no dead zone artifact
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.
- 15d ago First seen · 255 lines · 55 tokens per session scan A 4aacd26312a7
input-patterns is a skill published in the GitHub repository HermeticOrmus/claude-code-game-development (70 stars, last pushed 11d ago), licensed MIT. It adds 55 tokens to every session and 2,364 once invoked, about $0.0002 per session on Opus 5.5. 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 2026-10-01.
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