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.
原文语言:英语
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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.
原文语言:英语
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.
原文语言:英语
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.
原文语言:英语
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.
原文语言:英语
Use when debugging or validating an Air Jam project so diagnostics, logging, and tests stay intentional, structured, and aligned with the project architecture.
原文语言:英语
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.
原文语言:英语
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.
原文语言:英语
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.
原文语言:英语
Use when building or reviewing a 3D Air Jam game with React Three Fiber so scene structure, lighting, shadows, grounding, particles, and physics stay deliberate instead of becoming ad hoc Three.js chaos.
原文语言:英语