What problem does it solve?
Action combat in web games often fails because timing, hit detection, and defensive options are driven by animation guesses rather than explicit, testable state machines, producing unreadable and unfair encounters.
Core Features & Use Cases
- Explicit Combat Verbs: Define startup, active window, recovery, cancellation rules, resource cost, contact shape, and damage/posture outcome for every player and enemy action.
- Authoritative Hit Resolution: Drive hits, blocks, parries, and interrupts from collision events with direction, range, phase, and state validation, applying each contact exactly once.
- Deterministic Combat Testing: Cover early/late timing, wrong direction, out-of-range contact, interrupted actions, boss phase changes, cooldown boundaries, and repeated inputs with seeded review scenarios.
- Use Case: When building a boss fight in a Three.js web game, use this Skill to specify each attack's telegraph and dodge window, then verify guard timing and phase transitions through deterministic tests instead of long manual playthroughs.
Quick Start
Use the design-action-combat skill to define the attack timing, dodge windows, and hit resolution rules for my web game's first boss encounter.