Use when building or reviewing the Air Jam host shell so the active game surface stays full-frame, overlays stay modular, and host UI does not interfere with gameplay layout.
Use when creating or refactoring gameplay code in an Air Jam project and you need guidance on host vs controller vs domain boundaries, modular structure, and when to refactor before implementing.
Use when creating reusable gameplay objects or scene presets so prefabs stay declarative, configurable, and ready for future tooling such as previews and scanned catalogs.
Use when building or reviewing Air Jam controller surfaces so touch controls stay simple, readable, and game-appropriate instead of drifting into dense web-app UI patterns.
Use when debugging or validating an Air Jam project so diagnostics, logging, and tests stay intentional, structured, and aligned with the project architecture.
Use when an Air Jam task needs canonical guidance and you need to know which local docs to read, when hosted docs are appropriate, and how to avoid reading the whole docs tree unnecessarily.
Use when building or reviewing a 2D Air Jam game with canvas so simulation, rendering, SVG/sprite assets, scaling, and collision stay clean instead of collapsing into DOM-heavy ad hoc logic.
Use when changing stores, per-frame gameplay logic, React state, refs, or rendering integration in an Air Jam project so state ownership stays clear and rerenders stay controlled.