By mjmorales
Write deterministic, agent-first games in funpack. Skills for the language, the engine.* stdlib, the things/behaviors/pipelines model, project layout, the bake pipelines, and the fixed-point determinism contract; commands to scaffold, build, test, run, and query a game; and funpack-author / funpack-reviewer agents.
Build (or check) the funpack game and interpret the compiler's diagnostics.
Scaffold a new funpack game project in the enforced tree (funpack_configs/ + src/).
Run or serve the built funpack game artifact.
Run the funpack game's `test` blocks and interpret the results.
Query your own funpack project index — find / holes / debt / probes / graph / tags / pipeline.
Writes idiomatic, deterministic funpack game code — things, behaviors, signals, pipelines, and tests. Use to implement a feature, behavior, system, or whole game in .fun, or to translate a gameplay idea into funpack. Knows the language, the engine.* surface, the runtime model, the bake pipelines, and the determinism rules.
Reviews funpack `.fun` code against the language semantics, the slot contracts, effect closure, the determinism rules, and the structural gates. Use to audit a behavior, system, or whole game before building — catches what the funpack compiler would reject and what is legal-but-unidiomatic. Read-only; returns structured findings.
Add content to a funpack game through the bake pipelines — sprites & atlases, levels (.flvl), tilemaps (.tiles + ASCII grids), rigged 3D models (.fpm), UI screens (.fui), and audio. Use when adding art, a level, a tile map, a character model, a menu/HUD, or sound to a game. Covers the authoring source formats, the generated gen/*.gen.fun seams, the typed handles/Refs, and the bake gates. Triggers on "add a sprite/atlas", "Draw::Sprite", ".flvl/level", ".tiles/tilemap", ".fpm/model/rig", ".fui/UI/HUD/menu", "funpack audio/sound/music", "asset manifest", "gen seam".
The funpack determinism contract, fixed-point numerics, the compiler's structural quality gates, @stub/@todo typed holes, and the user-facing `funpack` CLI. Use to understand why a build fails (a gate), how to stay deterministic, how Fixed-point math behaves, how to develop incrementally with typed holes, and which CLI verbs to run. Triggers on "fixed-point", "Fixed/Q32.32", "determinism", "why won't it compile", "quality gate", "effect closure", "exhaustive match", "@stub", "@todo", "--release", "funpack build/check/test/run", "funpack warden".
The funpack `engine.*` standard library — the API surface a game calls. Use when you need a function or type signature — vectors & fixed-point math, the world (View/Spawn/Ref), device-agnostic input, 2D/3D draw commands, audio, UI widgets, navigation, list/map/grid/string/rand, and the model/anim/render3 trio. Triggers on "engine.math", "engine.world", "engine.input", "engine.render", "what function does/returns", "how do I clamp/fold/draw/spawn", "Vec2", "View[T]", "Draw::", "Bindings", "Input.value/axis", "funpack stdlib/API".
The funpack runtime model — things, behaviors, signals, commands, and pipelines. Use when designing or reasoning about how a funpack game is structured and scheduled — what a behavior's parameters/return mean, how things communicate via signals, effect closure, the pipeline schedule and tick fold, the slot contracts (Update/Render/Ui/Audio/Startup), and why behaviors are unit-testable. Triggers on "behavior", "signal", "pipeline", "thing", "tick", "spawn/despawn", "effect closure", "render/audio/ui stage", "how does a funpack game work".
Write and understand funpack `.fun` source — the language's syntax and semantics. Use when authoring, reading, editing, or explaining funpack code — declarations (thing/behavior/signal/pipeline/fn/enum/data/let/test), types, match, the `with` update, lambdas, string interpolation, the @doc/@gtag/@stub/@todo directives, and modules/imports. Triggers on ".fun", "funpack syntax", "write a funpack ...", "how do I declare", "funpack behavior/thing/signal/pipeline", "funpack match/enum/data".
Uses power tools
Uses Bash, Write, or Edit tools
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A Claude Code plugin for writing games in funpack — an LL(1), agent-first programming language for game development where builds are bit-identical by construction and the compiler is a quality gate that makes write → check → fix loops converge.
This repo is self-contained: it teaches the funpack language (sourced from the funpack-spec doctrine), and does not depend on any funpack compiler/runtime checkout. Install it, and Claude gains the priors to author, review, and explain funpack game code.
/plugin marketplace add mjmorales/funpack-plugin # or: /plugin marketplace add <path-to-this-repo>
/plugin install funpack@funpack
Then restart or reload plugins. Verify with /help (the /funpack:* commands appear) and
/plugin (the funpack plugin shows enabled).
| Skill | Covers |
|---|---|
funpack-language | Syntax & semantics: thing/behavior/signal/pipeline/fn/enum/data, types, match, with, directives, modules. The core of writing .fun. |
funpack-game-model | The runtime model: things own colocated state, behaviors are pure transitions, signals are the sole cross-thing channel, a tick is a fold over the pipeline. |
funpack-engine-api | The engine.* stdlib surface — math, world, input, render, audio, ui, nav, list/map/grid, model/anim/render3 — with signatures. |
funpack-project | The enforced project tree, the .fcfg config layer, directory-derived modules, capabilities, and packages. |
funpack-content | The bake pipelines: sprites/atlases, levels (.flvl), tilemaps, rigged models (.fpm), UI (.fui), and the two audio regimes. |
funpack-determinism | Fixed-point numerics, the structural quality gates, @stub typed holes, and the user-facing funpack CLI. |
| Command | Does |
|---|---|
/funpack:new | Scaffold a new funpack game project in the enforced tree. |
/funpack:build | Build (or check) the game and interpret the compiler's diagnostics. |
/funpack:test | Run the game's test blocks and read the results. |
/funpack:run | Run or serve the built artifact. |
/funpack:warden | Query your own project index — find / holes / debt / graph / tags / pipeline. |
| Agent | Role |
|---|---|
funpack-author | Writes idiomatic, deterministic .fun game code — behaviors, pipelines, tests. |
funpack-reviewer | Reviews .fun against the language semantics, the slot contracts, effect closure, and the determinism rules. |
Everything here is distilled from funpack-spec —
the spec/ components, the grammar/, the stdlib/engine/*.fun signatures, and the worked
example games. The spec's own rule holds inside this plugin too: the live .fun examples and
the stdlib lead; the prose follows; when in doubt, a real compile is the tie-breaker. funpack is
under active design, so verify edge-cases against your toolchain.
The funpack language and spec are authored by Manuel Morales. This plugin packages public language knowledge for use with Claude Code.
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Write deterministic, agent-first games in funpack. Skills for the language, the engine.* stdlib, the things/behaviors/pipelines model, project layout, the bake pipelines, and the fixed-point determinism contract; commands to scaffold, build, test, run, and query a game; and funpack-author / funpack-reviewer agents.
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