flame-physics — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited flame-physics (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 0 flagged
Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
# pubspec.yaml
dependencies:
flame_forge2d: ^0.18.0class MyPhysicsGame extends Forge2DGame {
MyPhysicsGame() : super(gravity: Vector2(0, 10)); // asagi cekim
@override
Future<void> onLoad() async {
world.add(Player());
world.add(Ground());
world.add(Wall(position: Vector2(-20, 0), size: Vector2(1, 40)));
}
}class Player extends BodyComponent with ContactCallbacks {
@override
Body createBody() {
final shape = CircleShape()..radius = 1.0;
final fixtureDef = FixtureDef(shape)
..density = 1.0
..friction = 0.3
..restitution = 0.5; // ziplama
final bodyDef = BodyDef(
type: BodyType.dynamic,
position: Vector2(0, -10),
userData: this,
);
return world.createBody(bodyDef)..createFixture(fixtureDef);
}
void jump() {
body.applyLinearImpulse(Vector2(0, -50));
}
@override
void beginContact(Object other, Contact contact) {
if (other is Enemy) { /* hasar al */ }
}
}class Ground extends BodyComponent {
@override
Body createBody() {
final shape = EdgeShape()..set(Vector2(-50, 10), Vector2(50, 10));
final fixtureDef = FixtureDef(shape)..friction = 0.5;
final bodyDef = BodyDef(type: BodyType.static);
return world.createBody(bodyDef)..createFixture(fixtureDef);
}
}~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.