cyberflow-state-machine

Orchestrate Vue 3 game-state transitions with a queueing sequencer and animation sequences.

Updated Nov 29, 2025
One-click install
npx skills add https://github.com/endlessblink/flow-state --skill cyberflow-state-machine
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: cyberflow-state-machine
Source: https://github.com/endlessblink/flow-state/tree/main/.claude/skills/cyberflow-state-machine
Command: npx skills add https://github.com/endlessblink/flow-state --skill cyberflow-state-machine

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Provides a reusable, declarative approach to coordinating multi-step game animations and state transitions within Vue 3 apps, eliminating ad-hoc, browser-only timing hacks.

Core Features & Use Cases

  • Central sequencer that queues, prioritizes, and runs multi-step animation sequences for in-game events (level-ups, boss defeats, mission outcomes)
  • Interruptibility and queueing rules that allow higher-priority sequences to preempt lower-priority ones, while non-blocking events can occur in parallel
  • Intensity-aware choreography supporting minimal, moderate, and intense sequences to adapt visuals to context
  • Accessibility considerations with dismissible overlays, ARIA live regions, and keyboard shortcuts for user control
  • Event-driven integration with game stores to trigger cohesive animations from game events
  • Real-world scenario: level-up animations progressively reveal level changes, particles, and XP updates

Quick Start

Create an intense level-up sequence with the provided hooks and enqueue it when a player levels up, ensuring proper priority handling and dismissibility.

Frequently Asked Questions about cyberflow-state-machine

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I coordinate multi-step game animations and state transitions in Vue 3?

A central sequencer queues and prioritizes multi-step animation sequences, allowing higher-priority events to preempt others. Non-blocking events run in parallel while lower-priority sequences wait.

Can I queue and interrupt game animation sequences based on priority?

A central sequencer queues and prioritizes multi-step animation sequences, allowing higher-priority events to preempt others. Non-blocking events run in parallel while lower-priority sequences wait.

How do you add accessibility safeguards to intense game animation sequences?

Intensity-aware choreography supports minimal, moderate, and intense visual sequences to adapt to context. This scales visual feedback appropriately for different in-game events.

How do I trigger cohesive choreographed animations from game store events?

You trigger cohesive animations from game store events through event-driven integration. The sequencer reacts to game state changes, automatically running the corresponding choreographed animation sequence.