@bitmagic/cli 0.1.52-dev.1 → 0.1.52-dev.10

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Files changed (115) hide show
  1. package/README.md +175 -5
  2. package/dist/assets/add.d.ts +40 -0
  3. package/dist/assets/add.js +229 -0
  4. package/dist/assets/add.js.map +1 -0
  5. package/dist/assets/entry.d.ts +44 -0
  6. package/dist/assets/entry.js +71 -0
  7. package/dist/assets/entry.js.map +1 -0
  8. package/dist/assets/file-kind.d.ts +61 -0
  9. package/dist/assets/file-kind.js +195 -0
  10. package/dist/assets/file-kind.js.map +1 -0
  11. package/dist/assets/list.d.ts +27 -0
  12. package/dist/assets/list.js +50 -0
  13. package/dist/assets/list.js.map +1 -0
  14. package/dist/assets/remove.d.ts +50 -0
  15. package/dist/assets/remove.js +91 -0
  16. package/dist/assets/remove.js.map +1 -0
  17. package/dist/assets/voxelize-glb.d.ts +37 -0
  18. package/dist/assets/voxelize-glb.js +65 -0
  19. package/dist/assets/voxelize-glb.js.map +1 -0
  20. package/dist/assets/vxl-summary.d.ts +32 -0
  21. package/dist/assets/vxl-summary.js +118 -0
  22. package/dist/assets/vxl-summary.js.map +1 -0
  23. package/dist/bin.js +25 -0
  24. package/dist/bin.js.map +1 -1
  25. package/dist/cli.d.ts +4 -0
  26. package/dist/cli.js +15 -1
  27. package/dist/cli.js.map +1 -1
  28. package/dist/commands/assets.d.ts +56 -0
  29. package/dist/commands/assets.js +328 -0
  30. package/dist/commands/assets.js.map +1 -0
  31. package/dist/commands/cover.js +2 -3
  32. package/dist/commands/cover.js.map +1 -1
  33. package/dist/commands/forge.d.ts +2 -9
  34. package/dist/commands/forge.js +2 -13
  35. package/dist/commands/forge.js.map +1 -1
  36. package/dist/commands/generate.d.ts +41 -9
  37. package/dist/commands/generate.js +234 -54
  38. package/dist/commands/generate.js.map +1 -1
  39. package/dist/commands/judge.d.ts +2 -7
  40. package/dist/commands/judge.js +26 -19
  41. package/dist/commands/judge.js.map +1 -1
  42. package/dist/commands/levels.d.ts +33 -0
  43. package/dist/commands/levels.js +241 -0
  44. package/dist/commands/levels.js.map +1 -0
  45. package/dist/commands/number-flag.d.ts +7 -0
  46. package/dist/commands/number-flag.js +38 -0
  47. package/dist/commands/number-flag.js.map +1 -0
  48. package/dist/commands/publish.js +13 -0
  49. package/dist/commands/publish.js.map +1 -1
  50. package/dist/commands/run-deps.d.ts +27 -0
  51. package/dist/commands/run-deps.js +43 -0
  52. package/dist/commands/run-deps.js.map +1 -0
  53. package/dist/editor/journal.d.ts +48 -1
  54. package/dist/editor/journal.js +44 -0
  55. package/dist/editor/journal.js.map +1 -1
  56. package/dist/editor/previews.d.ts +6 -0
  57. package/dist/editor/previews.js +16 -0
  58. package/dist/editor/previews.js.map +1 -1
  59. package/dist/editor/server.js +228 -53
  60. package/dist/editor/server.js.map +1 -1
  61. package/dist/editor/shell-page.js +221 -116
  62. package/dist/editor/shell-page.js.map +1 -1
  63. package/dist/editor/voxel-save.d.ts +47 -0
  64. package/dist/editor/voxel-save.js +49 -0
  65. package/dist/editor/voxel-save.js.map +1 -0
  66. package/dist/errors.d.ts +10 -0
  67. package/dist/errors.js +16 -0
  68. package/dist/errors.js.map +1 -1
  69. package/dist/forge/apply-modifications.d.ts +18 -1
  70. package/dist/forge/apply-modifications.js +15 -32
  71. package/dist/forge/apply-modifications.js.map +1 -1
  72. package/dist/forge/browser-host.js +9 -4
  73. package/dist/forge/browser-host.js.map +1 -1
  74. package/dist/forge/voxelize-session.d.ts +61 -0
  75. package/dist/forge/voxelize-session.js +137 -0
  76. package/dist/forge/voxelize-session.js.map +1 -0
  77. package/dist/generate/model.d.ts +36 -0
  78. package/dist/generate/model.js +90 -0
  79. package/dist/generate/model.js.map +1 -0
  80. package/dist/generate/prop.d.ts +52 -4
  81. package/dist/generate/prop.js +169 -102
  82. package/dist/generate/prop.js.map +1 -1
  83. package/dist/generate/stream.d.ts +7 -0
  84. package/dist/generate/stream.js +2 -1
  85. package/dist/generate/stream.js.map +1 -1
  86. package/dist/generate/vehicle.js +5 -85
  87. package/dist/generate/vehicle.js.map +1 -1
  88. package/dist/http/signed-upload.d.ts +55 -0
  89. package/dist/http/signed-upload.js +168 -0
  90. package/dist/http/signed-upload.js.map +1 -0
  91. package/dist/judge/facts.js +72 -57
  92. package/dist/judge/facts.js.map +1 -1
  93. package/dist/levels/registry.d.ts +88 -0
  94. package/dist/levels/registry.js +309 -0
  95. package/dist/levels/registry.js.map +1 -0
  96. package/dist/messages/check.d.ts +30 -0
  97. package/dist/messages/check.js +119 -0
  98. package/dist/messages/check.js.map +1 -0
  99. package/dist/messages/notice.d.ts +58 -0
  100. package/dist/messages/notice.js +54 -0
  101. package/dist/messages/notice.js.map +1 -0
  102. package/dist/messages/refresh.d.ts +19 -0
  103. package/dist/messages/refresh.js +42 -0
  104. package/dist/messages/refresh.js.map +1 -0
  105. package/dist/project/jobs.d.ts +1 -1
  106. package/dist/project/jobs.js.map +1 -1
  107. package/dist/publish/client.d.ts +13 -0
  108. package/dist/publish/client.js +13 -34
  109. package/dist/publish/client.js.map +1 -1
  110. package/dist/publish/platform.d.ts +46 -0
  111. package/dist/publish/platform.js +92 -0
  112. package/dist/publish/platform.js.map +1 -0
  113. package/dist/scaffold/project-files.js +109 -21
  114. package/dist/scaffold/project-files.js.map +1 -1
  115. package/package.json +4 -4
@@ -633,6 +633,28 @@ from its artwork.
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  Read \`engine/agent-docs/coordinate-system.md\`. Gameplay faces **+Z** while cameras face **−Z**, and
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  the two yaw conventions differ. Guessing produces code that compiles and moves the wrong way.
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+ ## Every control must work on a phone
637
+
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+ Published games are played on phones whichever platform they were built for, and touch controls
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+ are configured in **code** — there is no panel for them.
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+
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+ - **Bind an action once, for both platforms.** \`playerController.registerCustomAction({ action,
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+ desktop: { keys: ['KeyR'] }, mobile: { label: 'LOAD', behavior: 'tap' } })\` binds the desktop
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+ key AND creates the mobile button in one call, and throws if you leave \`mobile\` out. To declare
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+ a genre's buttons up front instead, return them from \`declareMobileActions()\`. Read both flags
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+ the same way afterwards: \`this.keys.reload\`.
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+ - **Never** \`desktopControls.registerKeyHandler()\` or a raw \`document.addEventListener('keydown',
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+ …)\` for a gameplay action. The first strands phone players and the engine logs a
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+ \`[mobile-parity]\` error on game start; the raw listener strands them **silently** — the parity
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+ check cannot see a listener that never went through the engine.
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+ - **Say which platform the game is for.** \`"primaryPlatform": "mobile"\` at the top level of
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+ \`src/work/game.json\` is what bitmagic.ai catalogs it as, and \`bitmagic publish\` sends it —
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+ editing that file is the only way to set it. For a game that only works one way up, add
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+ \`"mobileOrientation": "portrait"\` (or \`"landscape"\`) to \`worldProfileData\` in
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+ \`src/work/world.json\`; published mobile builds lock to it.
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+
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+ Details — button slots, icons, the joystick, the parity check: \`engine/agent-docs/control-system.md\`.
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+
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658
  ## Checking your work
637
659
 
638
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  \`\`\`
@@ -793,13 +815,16 @@ are developing, when rebuilding is cheap, rather than being blocked at the momen
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815
  You can create game content from here — no web editor needed:
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816
 
795
817
  \`\`\`
796
- bitmagic generate skybox --description "a stormy alien sky with two moons"
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- bitmagic generate sound --prompt "heavy wooden door slamming" [--duration 3] [--loop]
798
- bitmagic generate image --name hero-portrait --prompt "..." [--width 512] [--height 512]
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- bitmagic generate character --name guard --prompt "..." [--apply-to-player]
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- bitmagic generate animation --family gait --name LimpStride --based-on walk [--dial limpSide=right]
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- bitmagic generate animation --spec clip.json # melee and oneShot clips: a spec file
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- bitmagic generate vehicle --prompt "a rusty orange pickup" | --preset VAN
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+ bitmagic generate skybox --description "a stormy alien sky with two moons"
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+ bitmagic generate background --description "layered pine forest at dusk"
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+ bitmagic generate block-type --name mossy_brick --description "damp green moss on red brick"
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+ bitmagic generate sound --prompt "heavy wooden door slamming" [--duration 3] [--loop]
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+ bitmagic generate image --name hero-portrait --prompt "..." [--width 512] [--height 512]
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+ bitmagic generate character --name guard --prompt "..." [--apply-to-player]
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+ bitmagic generate animation --family gait --name LimpStride --based-on walk [--dial limpSide=right]
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+ bitmagic generate animation --spec clip.json # melee and oneShot clips: a spec file
826
+ bitmagic generate model --prompt "a mossy stone arch" [--height 3]
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+ bitmagic generate vehicle --prompt "a rusty orange pickup" | --preset VAN
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828
  \`\`\`
804
829
 
805
830
  Run \`bitmagic generate <type> --help\` for the full flags of any one.
@@ -819,10 +844,9 @@ Four things worth knowing before you use these:
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844
  4. **A running \`bitmagic dev\` picks the new asset up on its own.** It reloads the browser once
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845
  the write settles; \`bitmagic reload\` forces it if you want it now.
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846
 
822
- **Not available as \`generate\` subcommands:** individual 3D models, voxel assets and block types.
823
- Those need a browser to voxelize and upload. Do not work around it by hand-editing
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- \`world.json\` to point at a model you have not generated the asset will not exist and the game
825
- will fail to load it.
847
+ Three lanes make a 3D object, and the wrong one wastes a generation: \`generate model\` mints a NEW
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+ asset, \`generate prop --asset <id>\` UPGRADES a placeholder, \`assets add <file>\` uploads your own.
849
+ Splats, video and \`.vox\`/\`.fbx\` still need the web editor; never reference an asset you did not make.
826
850
 
827
851
  ## Forging a whole level
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852
 
@@ -831,7 +855,9 @@ bitmagic forge --prompt "a ruined desert temple with a central courtyard"
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855
  \`\`\`
832
856
 
833
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  This designs a scene, builds its geometry, bakes it to voxels and writes the finished level —
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- terrain, props, spawn points — into \`src/work/world.json\`. Add \`--city\`, \`--dungeon\`,
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+ terrain, props, spawn points — into \`src/work/world.json\`. \`bitmagic levels list | add | rename
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+ | set-start | remove\` manages them afterwards (free, local); \`set-start\` is how you change which
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+ level the game boots into, and it moves the legacy mirror fields with it. Add \`--city\`, \`--dungeon\`,
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  \`--platformer\` or \`--freeform\` (at most one) for a different kind of place; omit them all for
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  natural terrain.
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@@ -949,6 +975,7 @@ the engine, already wired** — and hand-building a worse version of it is the m
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  | Save points, checkpoints, persistence | Persistence system | \`persistence-system.md\` |
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  | Multiple levels or arenas | \`levels[]\` registry + \`engine.loadLevel()\` | \`level-system.md\` |
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  | Voice input, speaking to NPCs | \`engine.enablePushToTalk()\` | \`voice-input.md\` |
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+ | A key for a new action — shoot, reload, boost, throw | \`registerCustomAction()\` / \`declareMobileActions()\` — one call binds the desktop key AND the phone button | \`control-system.md\` |
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979
  | The default player and its animation set | Already there | — |
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980
 
954
981
  A built-in still covers the request when the human names a style ("a katana" → the built-in katana).
@@ -976,11 +1003,16 @@ from GAME-DESIGN.md").
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1003
  Camera mode. Is the player an embodied walking character? Terrain form. Anything the recipe fixes
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1004
  that I would otherwise have defaulted differently.
978
1005
 
1006
+ ## Platform
1007
+ \`primaryPlatform\` in \`game.json\` — \`desktop\` or \`mobile\`. Plus \`worldProfileData.mobileOrientation\`
1008
+ in \`world.json\` when the game only works one way up.
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+
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  ## Slice 1 — the smallest playable thing
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  - Core verb: the ONE thing the player does
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  - Win: fires, even if the number is wrong
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  - Lose:
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  - On-screen feedback: score / timer / health
1015
+ - Controls: every action as desktop key + phone button, bound in one call
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  - Engine systems: one line each, naming the doc — \`engine/agent-docs/…\`
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  - Assets to generate: name them. A skybox and the cover usually earn their place in slice 1.
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  - Level: procedural baseline terrain, unless the terrain IS the mechanic
@@ -1026,8 +1058,9 @@ forge is backlog item 1, run once the loop is proven.
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  Short, concrete, and honest. Three parts:
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- - **Playable now** — one sentence, plus the literal control. "You can drive the kart and complete a
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- lap. It is already reloaded in your browser — W to accelerate, A/D to steer."
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+ - **Playable now** — one sentence, plus the literal control on both platforms. "You can drive the
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+ kart and complete a lap. It is already reloaded in your browser — W to accelerate, A/D to steer,
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+ and the same on a phone from the joystick and the GAS button."
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  - **Not in yet, on purpose** — three to five items from the backlog, so they know it is a choice and
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  not a bug.
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  - **Next I would do** — two or three, numbered, in order. Then ask which.
@@ -1171,11 +1204,30 @@ These docs are shared with Bitmagic's hosted agent, so two things read oddly her
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  |---|---|
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  | \`configure_game\`, \`manage-achievements\`, \`manage-levels\`, \`spawnpoint upsert\` | edit \`src/work/world.json\` directly |
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  | \`node bin/voxel.mjs\` / \`bin/world-edit.mjs\` | edit \`src/work/world.json\` directly |
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- | \`generate_character\`, \`design-vehicle\`, skybox/sound/image/animation generation | \`bitmagic generate <type>\` |
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+ | \`generate_character\`, \`design-vehicle\`, \`generateBlockTypeTool\`, \`backgroundImageGenerationTool\`, skybox/sound/image/animation generation | \`bitmagic generate <type>\` |
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  | \`runWorldForger\` / \`run-world-forger\` | \`bitmagic forge\` |
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1177
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  Everything else in the doc — the engine APIs, the world.json shape, the gotchas — still applies.
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+ ## Controls: one API, both platforms
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+
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+ The one lookup worth doing before you write any input code, because getting it wrong compiles,
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+ runs, and ships a control no phone can reach.
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+
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+ - \`PlayerController.registerCustomAction({ action, desktop: { keys }, mobile: { label, behavior } })\`
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+ — binds the desktop key and creates the mobile button atomically. **Throws** without \`mobile\`.
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+ - \`declareMobileActions(): MobileActionSpec[]\` on the genre's Game class — the declarative form,
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+ run before game systems initialize. \`MobileActionSpec\` (\`engine/MobileActionSpec.js\`):
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+ \`action\`, \`desktopKeys\`, \`iconKey\`, \`label\`, \`behavior: 'tap' | 'continuous'\`, \`preferredSlot\`.
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+ - Both write \`playerController.keys.<action>\`, so the gameplay code reads one flag either way.
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+ - \`playerController.verifyMobileParity()\` runs at game start and reports gaps as a
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+ \`[mobile-parity]\` console error. It only sees keys registered through the engine — a raw
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+ \`document.addEventListener('keydown', …)\` is invisible to it, which is why that pattern and
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+ \`desktopControls.registerKeyHandler()\` are both banned for gameplay actions.
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+
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+ Full reference, including the nine button slots and the built-in icon keys:
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+ \`engine/agent-docs/control-system.md\`.
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+
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  ## The two rules that keep this cheap
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1232
 
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  **Stop searching, start writing.** Do not pre-verify every API you plan to touch. Once you know
@@ -1203,20 +1255,23 @@ you work. Re-read it before editing it.
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  export function renderGenerateSkill() {
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  return `---
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  name: generating-assets
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- description: Use when this Bitmagic game needs a new skybox, sound effect, image, character, animation or drivable vehicle — anything that would otherwise require the web editor.
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+ description: Use when this Bitmagic game needs a new skybox, 2D background, custom block type, sound effect, image, character, animation or drivable vehicle, or when the creator has a model, sound, image or .vxl file of their own to add — anything that would otherwise require the web editor.
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  ---
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  # Generating game assets
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1211
- The \`bitmagic\` CLI generates content directly into this project. Six types work today:
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+ The \`bitmagic\` CLI generates content directly into this project. Nine types work today:
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  | Command | Makes | Lands in |
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  |---|---|---|
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  | \`bitmagic generate skybox --description "..."\` | a 360° environment | \`worldProfileData.skyboxUrl\` |
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+ | \`bitmagic generate background --description "..."\` | a flat 2D backdrop | \`worldProfileData.skyboxUrl\` |
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+ | \`bitmagic generate block-type --name <id> --description "..."\` | a custom voxel block | \`worldProfileData.customBlockTypes[]\` |
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  | \`bitmagic generate sound --prompt "..."\` | a sound effect | \`assets[]\` |
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  | \`bitmagic generate image --name <id> --prompt "..."\` | a 2D image | \`assets[]\` |
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  | \`bitmagic generate character --name <id> --prompt "..."\` | a rigged character | \`assets[]\` |
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  | \`bitmagic generate animation --family gait ...\` or \`--spec <file>\` | an animation clip | \`assets[]\` |
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+ | \`bitmagic generate model --prompt "..."\` | a new 3D model | \`assets[]\` |
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  | \`bitmagic generate vehicle --prompt "..."\` | a drivable vehicle | \`assets[]\` |
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1222
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  \`--help\` on any subcommand lists its full flags.
@@ -1226,6 +1281,13 @@ spec in one of three families — \`gait\` (the only one with a flag form), \`me
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  (lists of key poses, so they come from a \`--spec\` file). It is also the cheapest, one spark a
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  clip, because it is solved locally rather than generated by a model.
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1284
+ \`model\` is the one to reach for when the game needs an object that does not exist yet — a new
1285
+ asset from a sentence. It needs Chrome and a free port between 3000 and 3199, because only the
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+ engine can voxelize. \`--height\` scales it (interiors fill solid below 6 m and stay hollow above,
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+ so a building is not baked as a solid block), and \`--name\` sets what game code places by. Do not
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+ confuse it with \`prop\`, which REPLACES an existing placeholder and changes every instance already
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+ placed.
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+
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  \`vehicle\` is the one that needs more than a prompt to be useful. It creates a NEW asset (it does
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1292
  not upgrade an existing one), it needs Chrome and a free port between 3000 and 3199 because only
1231
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  the engine can voxelize, and \`--preset VAN\` builds a standard vehicle without calling the designer
@@ -1238,6 +1300,21 @@ engine.getVehicleSpawner().spawnAndEnterFromAsset({ x: 0, z: 0 }, '<assetName>',
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1239
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  Headlights, taillights and beacons are built and lit automatically — never ask for them.
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1303
+ \`background\` and \`skybox\` write the **same field**. Pick one: \`skybox\` for a 360° panorama a
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+ free-look camera can turn in, \`background\` for a flat layered backdrop behind a fixed sidescroller
1305
+ or top-down camera. The engine wraps either onto the sky sphere, so a flat backdrop reads as a
1306
+ distant painted horizon rather than a full-screen image — and running one after the other replaces
1307
+ the first, silently.
1308
+
1309
+ \`block-type\` registers a block **before** anything can use it: \`--name\` is what
1310
+ \`create-voxel-asset\`, \`groundConfig.surfaceBlockType\` and building code refer to, and an
1311
+ unrecognised name falls back to flat vertex colour instead of failing. Names are lowercase
1312
+ snake_case, are compared case-insensitively, and cannot shadow a built-in (\`wood\`, \`leaves\`,
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+ \`stone\`, \`grass\`, \`sand\`, \`dirt\`, \`ice\`, \`asphalt\`, \`water\`, \`lava\`, \`marble\`, or the
1314
+ aliases \`trunk\`, \`foliage\`, \`rock\`, \`road\`). Re-running with the same \`--name\` **replaces**
1315
+ the entry rather than adding a second one. \`--side-description\` gives the side faces their own
1316
+ texture and generates a second one.
1317
+
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  Cover art is the one generation that is **not** a \`generate\` subcommand:
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1243
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  | Command | Makes | Lands in |
@@ -1281,11 +1358,22 @@ just a worse game. Two things to settle first:
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  Every failure before the asset arrives leaves \`world.json\` unchanged, and the command says so
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1359
  explicitly. You never need to guess whether a failed generation half-applied.
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1361
+ ## Adding a file the creator already has
1362
+
1363
+ Not a generation, but the same registry: \`bitmagic assets add <file>\` uploads a \`.glb\`
1364
+ (voxelized in a headless browser — Chrome and a free port in 3000–3199, like \`vehicle\`), a
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+ \`.vxl\`, an image (\`.png/.jpg/.webp\`), audio (\`.opus/.ogg/.m4a/.mp3\`) or a config \`.json\`
1366
+ into \`assets[]\` and prints the id. \`--keep-glb\` registers a \`.glb\` as a polygon mesh instead;
1367
+ \`--voxel-size\`, \`--height\` and \`--hollow\` tune the bake. It costs no sparks. \`bitmagic
1368
+ assets list\` shows what is there; \`bitmagic assets remove <id>\` takes one out of \`world.json\`
1369
+ (the file stays in storage) and refuses while something in \`world.json\` still references it.
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+
1284
1371
  ## What is not available
1285
1372
 
1286
- 3D models, voxel assets and block types need a browser to voxelize and upload, which this
1287
- toolchain does not run yet. Do not hand-edit \`world.json\` to reference a model you cannot
1288
- generate the game will fail to load it.
1373
+ Gaussian splats, video, and the import formats \`assets add\` refuses (\`.gltf\`, \`.vox\`, \`.qb\`,
1374
+ \`.fbx\`, \`.spz\`, \`.ply\`, \`.sog\`, \`.mp4\`) still need the web editor's Assets tab. Do not
1375
+ hand-edit \`world.json\` to reference an asset you have neither generated nor added; the game will
1376
+ fail to load it.
1289
1377
  `;
1290
1378
  }
1291
1379
  /**
@@ -1472,7 +1560,7 @@ are lost on the next upgrade.
1472
1560
  |---|---|
1473
1561
  | \`planning-a-game/\` | starting a game, a genre, or anything touching more than one gameplay feature — scoping the first playable slice and writing \`mechanics-plan.md\` |
1474
1562
  | \`finding-engine-apis/\` | you need an engine API and do not know its name or signature, or \`bitmagic check\` cannot resolve a symbol |
1475
- | \`generating-assets/\` | the game needs a skybox, sound, image, character, animation or vehicle |
1563
+ | \`generating-assets/\` | the game needs a skybox, a background, a custom block type, sound, image, character, animation or vehicle |
1476
1564
  | \`checking-usage/\` | asked what sparks were spent on, how much Pro allowance is left, or whether there is enough left to keep generating |
1477
1565
  | \`judging-quality/\` | a milestone is done and the game deserves an independent quality verdict — \`bitmagic judge\` |
1478
1566
 
@@ -1 +1 @@
1
- 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1
+ 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@bitmagic/cli",
3
- "version": "0.1.52-dev.1",
3
+ "version": "0.1.52-dev.10",
4
4
  "description": "Build Bitmagic games from your own agent tool",
5
5
  "license": "SEE LICENSE IN LICENSE.md",
6
6
  "author": "Bitmagic Oy",
@@ -23,9 +23,9 @@
23
23
  "fflate": "^0.8.2",
24
24
  "playwright-core": "^1.59.1",
25
25
  "tar": "^7.4.3",
26
- "@bitmagic/animation-forger": "0.1.7-dev.1",
27
- "@bitmagic/asset-core": "0.2.7-dev.1",
28
- "@bitmagic/world-forger": "0.1.12-dev.1"
26
+ "@bitmagic/animation-forger": "0.1.7-dev.10",
27
+ "@bitmagic/world-forger": "0.1.12-dev.10",
28
+ "@bitmagic/asset-core": "0.2.7-dev.10"
29
29
  },
30
30
  "devDependencies": {
31
31
  "@eslint/js": "^9.38.0",