A pixel-art gopher that animates beside the spinner while a turn runs

Personal coding standards, best practices, and coding agent configuration for use across projects. This repo acts as a single source of truth for language conventions, development practices, project management SOPs, and AI agent behavior rules.
coding_agent_standards/
├── languages/ Language-specific standards
├── practices/ Cross-cutting practices
├── .claude/ Project-local Claude Code config (skills, settings) for this repo
├── claude/ Claude Code plugin source (exported to other projects)
│ ├── .claude-plugin/ Plugin manifest
│ ├── agents/ Subagent definitions
│ ├── commands/ Slash commands
│ ├── hooks/ hooks.json, the guard scripts it wires up, and the work-queue progress mod
│ ├── project-management/ Plans, proposals, design, tracking, and commit chunking standards
│ ├── rules/ Agent behavior rules
│ ├── scripts/ Standalone scripts (statusline)
│ ├── settings/ Permission whitelist templates per ecosystem
│ ├── skills/ Skill definitions
│ ├── tests/ Tests for the plugin's hooks module
│ └── types/ State contract for the plugin's hooks module
├── codex/ Codex skills with no Claude Code equivalent (exported as a Codex plugin)
├── mods/ Claude Code mods, each its own opt-in plugin in the same marketplace
├── profiles/ Composable project profiles
├── rumdl/ Shared markdown lint config and runner
├── vale/ Shared prose lint styles and runner
└── bin/ Utility scripts
Standards for each language/framework covering naming, project structure, error handling, testing, and tooling:
1z.md) -- stack-oriented functional language, naming conventions, testing, quotation-based control flowgo.md) -- packages, error wrapping, concurrency, build patternscgo.md) -- C FFI bridge layers, type conversions, memory management, gomobileswift.md) -- SwiftUI, async/await, SPM, Go/C library integrationrust.md) -- modules, workspaces, error handling with thiserror/anyhowzig.md) -- allocators, error sets, build system, embedded testscss.md) -- cascade layers, reset, logical properties, OKLCH tokens, fluid type and space, layout patternssvelte.md) -- SvelteKit, Svelte 5 runes, Tailwind, protobuf RPCtypescript.md) -- strict tsconfig, ESM, Biome for format and lint, pnpmphaser.md) -- scenes, pooling, atlases, isometric projectionpixijs.md) -- v8 application setup, scene graph, ticker, asset bundlesprotobuf.md) -- file layout, naming, schema evolution, field numbering, buf-based code generationpostgres.md) -- data types, database-enforced constraints, relationships, indexes, denormalizationCross-cutting concerns that apply regardless of language:
Standards for planning and tracking work:
Rules, hooks, settings, scripts, commands, agents, and skills for Claude Code:
rules/) -- decision-making boundaries, work discipline, git workflow, commit/PR style, writing voicehooks/) -- hooks.json wires auto-formatting on edit and a test/lint reminder on stop. The block-broad-find, block-redirection, and cg-check guard scripts ship alongside it, plus opt-in hooks for project-management references, golden files, and the Zig cache; see claude/hooks/README.md for which are wired by default. hooks.json also loads work-queue-progress.tsx, a mod that shows a work-queue run's progress above the prompt and in a /queue panesettings/) -- permission whitelist templates to copy into a project's .claude/settings.local.json, one per language ecosystemscripts/) -- standalone scripts not tied to a hook, currently the statuslineskills/) -- specialized agents for code review, testing, linting, Makefile maintenance, releases, proposals, etc.agents/) -- subagent definitions invoked by name: implementer, which writes one milestone for work-queue, and reviewer, for post-milestone diff reviewcommands/) -- slash commands for driving a phase milestone (work-on), working through a queue of milestones planned up front (work-queue), summarizing a session as a commit message (summary), and chunking an integration branch into PRs (next-pr)Commands stay thin. The rules they enforce live in claude/rules/ and claude/project-management/, and a command reads them at ${CLAUDE_PLUGIN_ROOT}/... rather than restating them. Keeping one copy is what stops /summary and /work-on from drifting apart on the same commit-message rules.
Note the distinction between .claude/ and claude/:
.claude/ is the standard Claude Code project config directory. Skills and settings here apply when working in this repo (e.g., standards-synthesizer for onboarding new languages).claude/ contains skills, commands, hooks, rules, and settings exported to other projects that reference this repo via --add-dir or @import.codex/ holds skills that only run under Codex, packaged as a Codex plugin. A skill lands here when it depends on something Codex has and Claude Code does not. expand-lore-wiki is the current example. It calls Codex's built-in imagegen skill, and Claude Code has no image generation to port it to.
Codex skills carry an agents/openai.yaml next to SKILL.md. That file holds the display name and short description Codex shows in its own UI, and Claude Code ignores it.
Composable profiles that bundle the right standards for a given project type. Each profile imports a baseline plus relevant language and practice standards:
| Profile | Stack |
|---|---|
go-service | Go backend services |
go-svelte-fullstack | Go + Svelte + protobuf |
go-cgo-library | Go libraries with C FFI |
swift-macos-app | SwiftUI macOS apps |
swift-cli | Swift command-line tools |
rust-project | Rust projects |
1z-project | 1z standalone projects |
1z-interpreter | 1z interpreter (Zig + 1z) |
zig-project | Zig projects |
svelte-app | Svelte/SvelteKit apps |
ts-game | Browser games in TypeScript, engine-agnostic base |
ts-phaser-game | ts-game plus Phaser |
ts-pixi-game | ts-game plus PixiJS |
oss-contrib | Lightweight profile for contributing to repos you don't own |
Import a profile from your project's CLAUDE.md:
@~/projects/coding_agent_standards/profiles/go-service.md
For repos you don't own, use CLAUDE.local.md (auto-gitignored by Claude Code) to avoid committing personal standards:
@~/projects/coding_agent_standards/profiles/oss-contrib.md
The skills, hooks, and agents under claude/ are packaged as a Claude Code plugin named coding-standards. The marketplace manifest lives at the repo root (.claude-plugin/marketplace.json) and points at ./claude as the plugin source.
Only claude/ is copied into the plugin cache. An installed plugin cannot read files outside its own directory, so anything a skill needs at runtime has to live inside it. That is why project-management/ sits under claude/ rather than at the repo root, and why profiles/baseline.md imports it from there.
Install once, inside any Claude Code session. Run the two commands as separate prompts. A slash command takes the whole rest of the input as its argument. Pasting both lines at once makes /plugin marketplace add read the second line as part of the repo name, and it fails with is not a valid GitHub owner/repo shorthand.
First register the marketplace:
/plugin marketplace add ripta/coding_agent_standards
Then install the plugin from it:
/plugin install coding-standards@coding-standards
The coding-standards@coding-standards spelling is not a typo. The plugin and the marketplace share a name. The part before @ is the plugin from claude/.claude-plugin/plugin.json. The part after is the marketplace from .claude-plugin/marketplace.json.
Choose user scope when prompted so the plugin is available in all your projects. A local clone works as the marketplace source too (/plugin marketplace add ~/projects/coding_agent_standards), in which case updates track your clone instead of GitHub.
Plugin skills and commands are namespaced: invoke them as /coding-standards:<name>. If you keep a copy of a skill in ~/.claude/skills/, or a command in ~/.claude/commands/, both versions will appear -- delete the personal copy once the plugin version works for you.
Installed plugins are cached copies, not live references. After changes land in the repo:
/plugin marketplace update coding-standards
The plugin has no pinned version; Claude Code versions it by git commit SHA, so every update pulls the latest commit.
To iterate on a skill without the cache in the way, launch Claude Code with the plugin loaded directly from source:
claude --plugin-dir ~/projects/coding_agent_standards/claude
Edit freely, then run /reload-plugins in the session to pick up changes immediately. Once satisfied, commit and push, and installed copies catch up via /plugin marketplace update.
mods/ holds mods: plugins built from TypeScript function hooks that can draw UI inside Claude Code. Each is its own plugin in the same marketplace, so none of them ride along with coding-standards. The exception is the work-queue progress mod, which serves /work-queue and so ships inside coding-standards. Install a mods/ plugin by name:
/plugin install gopher-spinner@coding-standards
gopher-spinner draws a pixel-art gopher in place of the spinner line while a turn runs. It hops during tool calls, looks around while thinking, and blinks while replying. It replaces the whole line, so the elapsed time and token count are not shown. It draws in the terminal only. /gopher opens a pane that plays every frame. Redraw the gopher by editing the pixel rows in hooks/frames.ts.
Check a mod with claude plugin validate mods/<name> and claude plugin test mods/<name>. To iterate with hot reload, launch with claude --plugin-dir ~/projects/coding_agent_standards/mods/<name>.
The skills under codex/ are packaged as a Codex plugin, also named coding-standards. Its manifest is codex/.codex-plugin/plugin.json. The marketplace manifest is .agents/plugins/marketplace.json at the repo root, pointing at ./codex.
Codex discovers ~/.agents/plugins/marketplace.json implicitly, but not a repo-local one. Register this repo once:
codex plugin marketplace add ~/projects/coding_agent_standards
codex plugin add coding-standards@coding-standards
Start a new thread afterward. That is the boundary where Codex picks up new skills.
Validate against Codex's ingestion contract before pushing a manifest change:
python3 ~/.codex/skills/.system/plugin-creator/scripts/validate_plugin.py codex
Two differences from the Claude Code plugin are worth knowing:
version and caches by it. There is no commit-SHA equivalent. Iterating locally means rewriting the version to 0.1.0+codex.<token> and re-running codex plugin add.hooks field in plugin.json, so claude/hooks/ has no counterpart on this side.Two linters ship as shared config plus a runner, one directory each. Both are copy-in rather than import, since neither tool supports config inheritance.
cp ~/projects/coding_agent_standards/rumdl/rumdl.toml.template .rumdl.toml
~/projects/coding_agent_standards/rumdl/lint-markdown
cp ~/projects/coding_agent_standards/vale/vale.ini.template .vale.ini
~/projects/coding_agent_standards/vale/lint-prose
rumdl/ checks markdown structure, including the 120-column prose width. vale/ checks prose shape in markdown and in code comments. They do not overlap. Each runner defaults to diff scoping against the base ref, so a repo with a backlog can adopt them without a burn-down first. See rumdl/README.md and vale/README.md.
The bin/check-setup script validates that a project has standards properly configured. It can be wired up as a Claude Code SessionStart hook to run automatically when you open a project.
If this repo doesn't live at ~/projects/coding_agent_standards, create a symlink:
ln -s /actual/path/to/coding_agent_standards ~/coding-standards
hooks/register.tsx 136 lines1import { atom, read, update } from 'claude-code'
2import type { EngineInterface, Register, Timer } from 'claude-code'
3
4import { COLUMNS, FRAMES, ROWS } from './frames'
5import type { FrameName } from './frames'
6
7const tick = atom({ plugin: 'gopher-spinner', key: 'tick' } as const, 0)
8
9const TICK_MS = 200
10// The timer stops itself once the spinner has not drawn for this long.
11const STALE_MS = 1000
12// Below this width the engine's own one-line spinner is drawn.
13const MIN_COLUMNS = COLUMNS + 24
14
15const THINKING: readonly FrameName[] = [
16 'idle', 'idle', 'lookLeft', 'lookLeft', 'idle', 'idle', 'lookRight', 'lookRight',
17]
18const BLINK_EVERY = 15
19
20export const PANE = 'gopher-preview'
21const PREVIEW: readonly FrameName[] = ['idle', 'blink', 'lookLeft', 'lookRight', 'hop']
22const TICKS_PER_PREVIEW_FRAME = 4
23
24type Mode = 'requesting' | 'responding' | 'thinking' | 'tool-input' | 'tool-use'
25
26export function frameFor(mode: Mode, n: number): FrameName {
27 if (mode === 'tool-use' || mode === 'tool-input') {
28 return n % 2 === 0 ? 'idle' : 'hop'
29 }
30 if (mode === 'thinking') {
31 return THINKING[n % THINKING.length] ?? 'idle'
32 }
33 return n % BLINK_EVERY === BLINK_EVERY - 1 ? 'blink' : 'idle'
34}
35
36export function previewFrameFor(n: number): FrameName {
37 return PREVIEW[Math.floor(n / TICKS_PER_PREVIEW_FRAME) % PREVIEW.length] ?? 'idle'
38}
39
40let timer: Timer | undefined
41let lastDrawnAt = 0
42
43function ensureTicking($: EngineInterface) {
44 if (timer) return
45 timer = $.clock.every(TICK_MS, async () => {
46 if ((await $.clock.now()) - lastDrawnAt > STALE_MS) {
47 timer?.cancel()
48 timer = undefined
49 return
50 }
51 await update($, tick, n => (n ?? 0) + 1)
52 })
53}
54
55export const register: Register = on => {
56 on('session.start', async ($, e, next) => {
57 await $.command.register({
58 name: 'gopher',
59 description: 'Preview the gopher spinner frames in a pane',
60 })
61 return next(e)
62 })
63
64 on('command.run', { command: 'gopher' }, async $ => {
65 await $.ui.open({
66 id: PANE,
67 title: 'Gopher',
68 focus: true,
69 closeOnEscape: true,
70 // Inline above the prompt, one gopher tall. Docked beside a fullscreen
71 // transcript the pane is full height, so keep it one gopher wide.
72 rows: ROWS + 3,
73 columns: COLUMNS + 4,
74 })
75 return { text: 'Gopher preview opened. Esc closes it.' }
76 })
77
78 on('ui.render', { component: 'Pane', requestId: PANE }, async ($, e) => {
79 lastDrawnAt = await $.clock.now()
80 ensureTicking($)
81
82 if (e.surface !== 'terminal') {
83 const { Text } = $.ui.resolve(e)
84 return <Text dimColor>The gopher draws in the terminal only.</Text>
85 }
86
87 const n = await read($, tick)
88 const frame = previewFrameFor(n)
89 const { Box, Text, Raster } = $.ui.resolve(e)
90 // The animated gopher plus each still, side by side, two columns apart.
91 const hasRoomForStrip = e.props.bodyColumns >= (PREVIEW.length + 1) * (COLUMNS + 2)
92
93 return (
94 <Box flexDirection="row" gap={2}>
95 <Box flexDirection="column" alignItems="center">
96 <Raster key="preview" columns={COLUMNS} rows={ROWS} cells={FRAMES[frame]} />
97 <Text color="#56b4e0">{frame}</Text>
98 </Box>
99 {hasRoomForStrip &&
100 PREVIEW.map(name => (
101 <Box flexDirection="column" alignItems="center">
102 <Raster key={`strip-${name}`} columns={COLUMNS} rows={ROWS} cells={FRAMES[name]} />
103 <Text dimColor={name !== frame}>{name}</Text>
104 </Box>
105 ))}
106 </Box>
107 )
108 })
109
110 on('turn.start', async ($, e, next) => {
111 lastDrawnAt = await $.clock.now()
112 ensureTicking($)
113 return next(e)
114 })
115
116 on('ui.render', { component: 'Spinner' }, async ($, e, next) => {
117 if (e.surface !== 'terminal') return next(e)
118 if (e.viewport && e.viewport.columns < MIN_COLUMNS) return next(e)
119
120 lastDrawnAt = await $.clock.now()
121 ensureTicking($)
122
123 const n = await read($, tick)
124 const frame = frameFor(e.props.mode, n)
125 const label = `${e.props.message ?? e.props.word}${e.props.suffix}`
126 const { Box, Text, Raster } = $.ui.resolve(e)
127
128 return (
129 <Box flexDirection="row" alignItems="center" gap={1}>
130 <Raster key="gopher" columns={COLUMNS} rows={ROWS} cells={FRAMES[frame]} />
131 <Text color="#56b4e0">{label}</Text>
132 </Box>
133 )
134 })
135}
136hooks/frames.ts 137 lines1// Pixel-art gopher, two pixels per terminal cell via the upper half block.
2
3const PALETTE: Record<string, number | null> = {
4 '.': null,
5 O: 0x2a6f96, // outline
6 B: 0x56b4e0, // body
7 D: 0x3a8fc0, // body shade
8 L: 0x9ad8f0, // belly
9 S: 0xf1bf9c, // skin
10 W: 0xffffff, // eye white, teeth
11 K: 0x151515, // pupil
12 N: 0x3a3c40, // nose
13 F: 0xe8eef4, // fur collar
14 G: 0xa9b9c8, // fur shade
15 g: 0x6f8496, // fur outline, so the collar shows on light backgrounds
16}
17
18const BASE = [
19 '...OO......OO...',
20 '..OSSOOOOOOSSO..',
21 '..OSBBBBBBBBSO..',
22 '.OBBWWBBBBWWBBO.',
23 '.OBWKKWBBWKKWBO.',
24 '.OBWKKWBBWKKWBO.',
25 '.OBBWWBBBBWWBBO.',
26 '.OBBBBSNNSBBBBO.',
27 '.OBBBBSSSSBBBBO.',
28 '.OBBBBBWWBBBBBO.',
29 'ggGBBBBBBBBBBGgg',
30 '.gFFFGBBBBGFFFg.',
31 '.OBSSgFFFFgSSBO.',
32 '.ODSSLLLLLLSSDO.',
33 '.ODBLLLLLLLLBDO.',
34 '.ODBBLLLLLLBBDO.',
35 '..OSSDDDDDDSSO..',
36 '..SSS......SSS..',
37]
38
39function edit(changes: Record<number, string>): string[] {
40 return BASE.map((row, i) => changes[i] ?? row)
41}
42
43const BLANK = '.'.repeat(BASE[0]?.length ?? 0)
44
45// Two pixels of headroom above every frame, so the hop has room to rise.
46function grounded(rows: readonly string[]): string[] {
47 return [BLANK, BLANK, ...rows]
48}
49
50const SPRITES = {
51 idle: BASE,
52 blink: edit({
53 3: '.OBBBBBBBBBBBBO.',
54 4: '.OBBBBBBBBBBBBO.',
55 5: '.OBKKKKBBKKKKBO.',
56 6: '.OBBBBBBBBBBBBO.',
57 }),
58 lookLeft: edit({
59 4: '.OBKKWWBBKKWWBO.',
60 5: '.OBKKWWBBKKWWBO.',
61 }),
62 lookRight: edit({
63 4: '.OBWWKKBBWWKKBO.',
64 5: '.OBWWKKBBWWKKBO.',
65 }),
66}
67
68export type FrameName = keyof typeof SPRITES | 'hop'
69
70const FRAME_ROWS: Record<FrameName, string[]> = {
71 idle: grounded(SPRITES.idle),
72 blink: grounded(SPRITES.blink),
73 lookLeft: grounded(SPRITES.lookLeft),
74 lookRight: grounded(SPRITES.lookRight),
75 // One pixel up, feet off the ground.
76 hop: [BLANK, ...BASE, BLANK],
77}
78
79export const COLUMNS = BLANK.length
80export const ROWS = (BASE.length + 2) / 2
81
82const DEFAULT_COLOR = 0x01000000
83const UPPER_HALF = 0x2580
84const LOWER_HALF = 0x2584
85const SPACE = 0x20
86
87const B64 = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'
88
89function toBase64(bytes: Uint8Array): string {
90 let out = ''
91 for (let i = 0; i < bytes.length; i += 3) {
92 const a = bytes[i] ?? 0
93 const b = bytes[i + 1]
94 const c = bytes[i + 2]
95 const n = (a << 16) | ((b ?? 0) << 8) | (c ?? 0)
96 out += B64[(n >> 18) & 63]
97 out += B64[(n >> 12) & 63]
98 out += b === undefined ? '=' : B64[(n >> 6) & 63]
99 out += c === undefined ? '=' : B64[n & 63]
100 }
101 return out
102}
103
104function color(rows: readonly string[], y: number, x: number): number | null {
105 return PALETTE[rows[y]?.[x] ?? '.'] ?? null
106}
107
108function encode(rows: readonly string[]): string {
109 const bytes = new Uint8Array(COLUMNS * ROWS * 12)
110 const view = new DataView(bytes.buffer)
111 let offset = 0
112 const put = (codePoint: number, fg: number, bg: number) => {
113 view.setUint32(offset, codePoint, true)
114 view.setUint32(offset + 4, fg, true)
115 view.setUint32(offset + 8, bg, true)
116 offset += 12
117 }
118 for (let y = 0; y < rows.length; y += 2) {
119 for (let x = 0; x < COLUMNS; x++) {
120 const top = color(rows, y, x)
121 const bottom = color(rows, y + 1, x)
122 if (top === null && bottom === null) {
123 put(SPACE, DEFAULT_COLOR, DEFAULT_COLOR)
124 } else if (top === null) {
125 put(LOWER_HALF, bottom ?? DEFAULT_COLOR, DEFAULT_COLOR)
126 } else {
127 put(UPPER_HALF, top, bottom ?? DEFAULT_COLOR)
128 }
129 }
130 }
131 return toBase64(bytes)
132}
133
134export const FRAMES = Object.fromEntries(
135 Object.entries(FRAME_ROWS).map(([name, rows]) => [name, encode(rows)]),
136) as Record<FrameName, string>
137types/index.d.ts 8 lines1export type Tick = number
2
3declare module 'claude-code' {
4 interface PluginState {
5 'gopher-spinner': { tick: Tick }
6 }
7}
8