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dev-patterns-mobile-haptics
Haptic feedback patterns for mobile games using Vibration API. Use when adding tactile feedback.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Haptic feedback patterns for mobile games using Vibration API. Use when adding tactile feedback.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
| name | dev-patterns-mobile-haptics |
| description | Haptic feedback patterns for mobile games using Vibration API. Use when adding tactile feedback. |
| category | patterns |
"Haptic feedback transforms flat screens into tactile experiences."
Use when:
// Simple vibration feedback
function triggerHaptic(duration = 10) {
if ('vibrate' in navigator) {
navigator.vibrate(duration);
}
}
// Usage
<button onClick={() => triggerHaptic(10)}>Tap</button>
| Browser | Android | iOS | Notes |
|---|---|---|---|
| Chrome | ✅ Full | ❌ No | Full Vibration API support |
| Firefox | ✅ Full | ❌ No | Full Vibration API support |
| Safari | ✅ Full | ❌ No | Desktop only |
| Edge | ✅ Full | ❌ No | Chromium-based |
iOS Note: iOS does NOT support the Vibration API. Use Taptic Engine feedback via native wrappers (Capacitor, React Native) for iOS.
// Light tap for button presses
function tapFeedback() {
navigator.vibrate(10); // 10ms - very subtle
}
// Medium tap for toggle switches
function toggleFeedback() {
navigator.vibrate(25); // 25ms - noticeable
}
// Heavy tap for confirm actions
function confirmFeedback() {
navigator.vibrate(50); // 50ms - strong
}
// Light impact - shooting, collecting items
function lightImpact() {
navigator.vibrate(15);
}
// Medium impact - jumping, landing
function mediumImpact() {
navigator.vibrate(30);
}
// Heavy impact - explosions, damage
function heavyImpact() {
navigator.vibrate([50, 30, 50]); // Pattern: hit, pause, hit
}
// Success - triple tap pattern
function successHaptic() {
navigator.vibrate([10, 50, 10, 50, 10]);
}
// Level complete - ascending pattern
function levelCompleteHaptic() {
navigator.vibrate([10, 50, 20, 50, 30]);
}
// Error - double tap
function errorHaptic() {
navigator.vibrate([50, 100, 50]);
}
// Deny - single long pulse
function denyHaptic() {
navigator.vibrate(100);
}
// Shooting feedback
function shootFeedback() {
navigator.vibrate(15);
}
// Empty ammo click
function emptyClickFeedback() {
navigator.vibrate([10, 30, 10]);
}
// Light damage
function lightDamageFeedback() {
navigator.vibrate(25);
}
// Heavy damage
function heavyDamageFeedback() {
navigator.vibrate([80, 20, 80]);
}
// Death/respawn
function deathFeedback() {
navigator.vibrate([100, 50, 100, 50, 200]);
}
// Footsteps - subtle, rhythmic
let stepCount = 0;
function stepFeedback() {
// Only vibrate every 3rd step
if (stepCount % 3 === 0) {
navigator.vibrate(5);
}
stepCount++;
}
// Jump
function jumpFeedback() {
navigator.vibrate([10, 20, 30]); // Ascending pattern
}
// Landing
function landFeedback() {
const intensity = Math.min(fallDistance / 10, 1);
navigator.vibrate(20 + intensity * 40);
}
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