@bitmagic/cli 0.1.52-dev.3 → 0.1.52-dev.5
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +54 -1
- package/dist/assets/add.d.ts +1 -27
- package/dist/assets/add.js +5 -52
- package/dist/assets/add.js.map +1 -1
- package/dist/assets/voxelize-glb.d.ts +37 -0
- package/dist/assets/voxelize-glb.js +65 -0
- package/dist/assets/voxelize-glb.js.map +1 -0
- package/dist/commands/assets.d.ts +2 -1
- package/dist/commands/assets.js +1 -25
- package/dist/commands/assets.js.map +1 -1
- package/dist/commands/generate.d.ts +26 -0
- package/dist/commands/generate.js +144 -18
- package/dist/commands/generate.js.map +1 -1
- package/dist/commands/number-flag.d.ts +7 -0
- package/dist/commands/number-flag.js +38 -0
- package/dist/commands/number-flag.js.map +1 -0
- package/dist/commands/publish.js +13 -0
- package/dist/commands/publish.js.map +1 -1
- package/dist/generate/model.d.ts +36 -0
- package/dist/generate/model.js +90 -0
- package/dist/generate/model.js.map +1 -0
- package/dist/project/jobs.d.ts +1 -1
- package/dist/publish/client.d.ts +13 -0
- package/dist/publish/client.js.map +1 -1
- package/dist/publish/platform.d.ts +46 -0
- package/dist/publish/platform.js +92 -0
- package/dist/publish/platform.js.map +1 -0
- package/dist/scaffold/project-files.js +67 -13
- package/dist/scaffold/project-files.js.map +1 -1
- package/package.json +4 -4
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/** The two platform indicator columns, in the shape `publish/complete` accepts them. */
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export interface PlatformIndicators {
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primaryPlatform?: 'desktop' | 'mobile';
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/** `null` is meaningful: the project declares no orientation, so the stored one is cleared. */
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mobileOrientation?: 'portrait' | 'landscape' | null;
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}
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export interface PlatformIndicatorsResult {
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/** Spread straight into the `publish/complete` body. An absent key means "preserve". */
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fields: PlatformIndicators;
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/** Creator-facing lines: what was read, or why something in the project files was ignored. */
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notes: string[];
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}
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/**
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* The platform indicators a publish syncs from the project's own work copy: which platform the
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* game is FOR (`primaryPlatform`, top level of game.json) and, for a phone game that only makes
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* sense one way up, `worldProfileData.mobileOrientation`.
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*
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* The project files are the source of truth, exactly as they are in the web lane — the columns
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* are "indicators synced from game.json at publish, like `genre`" (migration 048). So a value
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* changed anywhere else is reverted by the creator's next publish, and the way to make a game
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* mobile is to edit `src/work/game.json`.
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*
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* Two asymmetries that are deliberate:
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*
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* - An ABSENT or unrecognised `primaryPlatform` omits the key rather than defaulting to
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* 'desktop'. Both columns are sticky at the `upsertGame` layer (an absent key preserves the
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* stored value), so "the project says nothing" and "the project says desktop" must not
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* collapse into the same wire message.
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* - A readable work copy that declares no orientation sends an explicit `null`, which CLEARS
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* the column. That is what makes deleting the field from world.json take effect; omitting
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* the key instead would make an orientation impossible to remove from here. Only a work copy
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* neither of whose files can be read omits the key.
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*
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* world.json wins over game.json for the orientation, matching the web lane's own resolution
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* (`game-storage-backend.ts`'s `getListingFieldsSync`). Note this is the OPPOSITE order to
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* `readFaviconOverride` in favicon.ts, which reads game.json first — the favicon override's home
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* is game.json, the orientation's is world.json, and neither order is a house style.
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*
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* The legacy `mainPlatform` spelling is NOT honoured: it predates the CLI lane entirely, so no
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* project this reads can carry it.
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*
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* Best effort throughout, like `readFaviconOverride`: a missing, unreadable or malformed file
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* means "the project declares nothing", never an error. A catalog indicator must not be able to
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* fail a publish whose bundle is already uploaded.
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*/
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export declare function readPlatformIndicators(root: string): PlatformIndicatorsResult;
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import * as fs from 'node:fs';
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import * as path from 'node:path';
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import { aliasSourceDir } from '../scaffold/aliases.js';
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/**
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* The platform indicators a publish syncs from the project's own work copy: which platform the
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* game is FOR (`primaryPlatform`, top level of game.json) and, for a phone game that only makes
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* sense one way up, `worldProfileData.mobileOrientation`.
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*
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* The project files are the source of truth, exactly as they are in the web lane — the columns
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* are "indicators synced from game.json at publish, like `genre`" (migration 048). So a value
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* changed anywhere else is reverted by the creator's next publish, and the way to make a game
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* mobile is to edit `src/work/game.json`.
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*
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* Two asymmetries that are deliberate:
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*
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* - An ABSENT or unrecognised `primaryPlatform` omits the key rather than defaulting to
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* 'desktop'. Both columns are sticky at the `upsertGame` layer (an absent key preserves the
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* stored value), so "the project says nothing" and "the project says desktop" must not
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* collapse into the same wire message.
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* - A readable work copy that declares no orientation sends an explicit `null`, which CLEARS
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* the column. That is what makes deleting the field from world.json take effect; omitting
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* the key instead would make an orientation impossible to remove from here. Only a work copy
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* neither of whose files can be read omits the key.
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*
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* world.json wins over game.json for the orientation, matching the web lane's own resolution
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* (`game-storage-backend.ts`'s `getListingFieldsSync`). Note this is the OPPOSITE order to
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* `readFaviconOverride` in favicon.ts, which reads game.json first — the favicon override's home
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* is game.json, the orientation's is world.json, and neither order is a house style.
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*
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* The legacy `mainPlatform` spelling is NOT honoured: it predates the CLI lane entirely, so no
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* project this reads can carry it.
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*
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* Best effort throughout, like `readFaviconOverride`: a missing, unreadable or malformed file
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* means "the project declares nothing", never an error. A catalog indicator must not be able to
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* fail a publish whose bundle is already uploaded.
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*/
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export function readPlatformIndicators(root) {
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const workDir = path.join(root, aliasSourceDir('work'));
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const game = readJsonObject(path.join(workDir, 'game.json'));
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const world = readJsonObject(path.join(workDir, 'world.json'));
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const fields = {};
|
|
42
|
+
const notes = [];
|
|
43
|
+
const declared = game?.primaryPlatform;
|
|
44
|
+
if (declared === 'desktop' || declared === 'mobile') {
|
|
45
|
+
fields.primaryPlatform = declared;
|
|
46
|
+
}
|
|
47
|
+
else if (declared !== undefined) {
|
|
48
|
+
notes.push(`game.json primaryPlatform ${JSON.stringify(declared)} is not "desktop" or "mobile" — ` +
|
|
49
|
+
'leaving the stored platform alone.');
|
|
50
|
+
}
|
|
51
|
+
if (world !== null || game !== null) {
|
|
52
|
+
const orientation = worldProfileValue(world, 'mobileOrientation') ?? worldProfileValue(game, 'mobileOrientation');
|
|
53
|
+
if (orientation === 'portrait' || orientation === 'landscape') {
|
|
54
|
+
fields.mobileOrientation = orientation;
|
|
55
|
+
}
|
|
56
|
+
else {
|
|
57
|
+
if (orientation !== undefined) {
|
|
58
|
+
notes.push(`worldProfileData.mobileOrientation ${JSON.stringify(orientation)} is not "portrait" ` +
|
|
59
|
+
'or "landscape" — publishing with no orientation lock.');
|
|
60
|
+
}
|
|
61
|
+
fields.mobileOrientation = null;
|
|
62
|
+
}
|
|
63
|
+
}
|
|
64
|
+
if (fields.primaryPlatform === 'mobile') {
|
|
65
|
+
notes.push(fields.mobileOrientation
|
|
66
|
+
? `Cataloged as a mobile game, locked to ${fields.mobileOrientation}.`
|
|
67
|
+
: 'Cataloged as a mobile game.');
|
|
68
|
+
}
|
|
69
|
+
return { fields, notes };
|
|
70
|
+
}
|
|
71
|
+
/** Parse one work-copy JSON file, or null when it is missing, unreadable or not an object. */
|
|
72
|
+
function readJsonObject(filePath) {
|
|
73
|
+
let parsed;
|
|
74
|
+
try {
|
|
75
|
+
if (!fs.existsSync(filePath))
|
|
76
|
+
return null;
|
|
77
|
+
parsed = JSON.parse(fs.readFileSync(filePath, 'utf-8'));
|
|
78
|
+
}
|
|
79
|
+
catch {
|
|
80
|
+
return null;
|
|
81
|
+
}
|
|
82
|
+
return typeof parsed === 'object' && parsed !== null && !Array.isArray(parsed)
|
|
83
|
+
? parsed
|
|
84
|
+
: null;
|
|
85
|
+
}
|
|
86
|
+
function worldProfileValue(source, key) {
|
|
87
|
+
const profile = source?.worldProfileData;
|
|
88
|
+
if (typeof profile !== 'object' || profile === null || Array.isArray(profile))
|
|
89
|
+
return undefined;
|
|
90
|
+
return profile[key];
|
|
91
|
+
}
|
|
92
|
+
//# sourceMappingURL=platform.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"platform.js","sourceRoot":"","sources":["../../src/publish/platform.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,MAAM,SAAS,CAAC;AAC9B,OAAO,KAAK,IAAI,MAAM,WAAW,CAAC;AAClC,OAAO,EAAE,cAAc,EAAE,MAAM,wBAAwB,CAAC;AAgBxD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AACH,MAAM,UAAU,sBAAsB,CAAC,IAAY;IACjD,MAAM,OAAO,GAAG,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE,cAAc,CAAC,MAAM,CAAC,CAAC,CAAC;IACxD,MAAM,IAAI,GAAG,cAAc,CAAC,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,WAAW,CAAC,CAAC,CAAC;IAC7D,MAAM,KAAK,GAAG,cAAc,CAAC,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,YAAY,CAAC,CAAC,CAAC;IAE/D,MAAM,MAAM,GAAuB,EAAE,CAAC;IACtC,MAAM,KAAK,GAAa,EAAE,CAAC;IAE3B,MAAM,QAAQ,GAAG,IAAI,EAAE,eAAe,CAAC;IACvC,IAAI,QAAQ,KAAK,SAAS,IAAI,QAAQ,KAAK,QAAQ,EAAE,CAAC;QACpD,MAAM,CAAC,eAAe,GAAG,QAAQ,CAAC;IACpC,CAAC;SAAM,IAAI,QAAQ,KAAK,SAAS,EAAE,CAAC;QAClC,KAAK,CAAC,IAAI,CACR,6BAA6B,IAAI,CAAC,SAAS,CAAC,QAAQ,CAAC,kCAAkC;YACrF,oCAAoC,CACvC,CAAC;IACJ,CAAC;IAED,IAAI,KAAK,KAAK,IAAI,IAAI,IAAI,KAAK,IAAI,EAAE,CAAC;QACpC,MAAM,WAAW,GAAG,iBAAiB,CAAC,KAAK,EAAE,mBAAmB,CAAC,IAAI,iBAAiB,CAAC,IAAI,EAAE,mBAAmB,CAAC,CAAC;QAClH,IAAI,WAAW,KAAK,UAAU,IAAI,WAAW,KAAK,WAAW,EAAE,CAAC;YAC9D,MAAM,CAAC,iBAAiB,GAAG,WAAW,CAAC;QACzC,CAAC;aAAM,CAAC;YACN,IAAI,WAAW,KAAK,SAAS,EAAE,CAAC;gBAC9B,KAAK,CAAC,IAAI,CACR,sCAAsC,IAAI,CAAC,SAAS,CAAC,WAAW,CAAC,qBAAqB;oBACpF,uDAAuD,CAC1D,CAAC;YACJ,CAAC;YACD,MAAM,CAAC,iBAAiB,GAAG,IAAI,CAAC;QAClC,CAAC;IACH,CAAC;IAED,IAAI,MAAM,CAAC,eAAe,KAAK,QAAQ,EAAE,CAAC;QACxC,KAAK,CAAC,IAAI,CACR,MAAM,CAAC,iBAAiB;YACtB,CAAC,CAAC,yCAAyC,MAAM,CAAC,iBAAiB,GAAG;YACtE,CAAC,CAAC,6BAA6B,CAClC,CAAC;IACJ,CAAC;IAED,OAAO,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AAC3B,CAAC;AAED,8FAA8F;AAC9F,SAAS,cAAc,CAAC,QAAgB;IACtC,IAAI,MAAe,CAAC;IACpB,IAAI,CAAC;QACH,IAAI,CAAC,EAAE,CAAC,UAAU,CAAC,QAAQ,CAAC;YAAE,OAAO,IAAI,CAAC;QAC1C,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,YAAY,CAAC,QAAQ,EAAE,OAAO,CAAC,CAAC,CAAC;IAC1D,CAAC;IAAC,MAAM,CAAC;QACP,OAAO,IAAI,CAAC;IACd,CAAC;IACD,OAAO,OAAO,MAAM,KAAK,QAAQ,IAAI,MAAM,KAAK,IAAI,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,MAAM,CAAC;QAC5E,CAAC,CAAE,MAAkC;QACrC,CAAC,CAAC,IAAI,CAAC;AACX,CAAC;AAED,SAAS,iBAAiB,CAAC,MAAsC,EAAE,GAAW;IAC5E,MAAM,OAAO,GAAG,MAAM,EAAE,gBAAgB,CAAC;IACzC,IAAI,OAAO,OAAO,KAAK,QAAQ,IAAI,OAAO,KAAK,IAAI,IAAI,KAAK,CAAC,OAAO,CAAC,OAAO,CAAC;QAAE,OAAO,SAAS,CAAC;IAChG,OAAQ,OAAmC,CAAC,GAAG,CAAC,CAAC;AACnD,CAAC"}
|
|
@@ -633,6 +633,28 @@ from its artwork.
|
|
|
633
633
|
Read \`engine/agent-docs/coordinate-system.md\`. Gameplay faces **+Z** while cameras face **−Z**, and
|
|
634
634
|
the two yaw conventions differ. Guessing produces code that compiles and moves the wrong way.
|
|
635
635
|
|
|
636
|
+
## Every control must work on a phone
|
|
637
|
+
|
|
638
|
+
Published games are played on phones whichever platform they were built for, and touch controls
|
|
639
|
+
are configured in **code** — there is no panel for them.
|
|
640
|
+
|
|
641
|
+
- **Bind an action once, for both platforms.** \`playerController.registerCustomAction({ action,
|
|
642
|
+
desktop: { keys: ['KeyR'] }, mobile: { label: 'LOAD', behavior: 'tap' } })\` binds the desktop
|
|
643
|
+
key AND creates the mobile button in one call, and throws if you leave \`mobile\` out. To declare
|
|
644
|
+
a genre's buttons up front instead, return them from \`declareMobileActions()\`. Read both flags
|
|
645
|
+
the same way afterwards: \`this.keys.reload\`.
|
|
646
|
+
- **Never** \`desktopControls.registerKeyHandler()\` or a raw \`document.addEventListener('keydown',
|
|
647
|
+
…)\` for a gameplay action. The first strands phone players and the engine logs a
|
|
648
|
+
\`[mobile-parity]\` error on game start; the raw listener strands them **silently** — the parity
|
|
649
|
+
check cannot see a listener that never went through the engine.
|
|
650
|
+
- **Say which platform the game is for.** \`"primaryPlatform": "mobile"\` at the top level of
|
|
651
|
+
\`src/work/game.json\` is what bitmagic.ai catalogs it as, and \`bitmagic publish\` sends it —
|
|
652
|
+
editing that file is the only way to set it. For a game that only works one way up, add
|
|
653
|
+
\`"mobileOrientation": "portrait"\` (or \`"landscape"\`) to \`worldProfileData\` in
|
|
654
|
+
\`src/work/world.json\`; published mobile builds lock to it.
|
|
655
|
+
|
|
656
|
+
Details — button slots, icons, the joystick, the parity check: \`engine/agent-docs/control-system.md\`.
|
|
657
|
+
|
|
636
658
|
## Checking your work
|
|
637
659
|
|
|
638
660
|
\`\`\`
|
|
@@ -799,6 +821,7 @@ bitmagic generate image --name hero-portrait --prompt "..." [--width 512] [-
|
|
|
799
821
|
bitmagic generate character --name guard --prompt "..." [--apply-to-player]
|
|
800
822
|
bitmagic generate animation --family gait --name LimpStride --based-on walk [--dial limpSide=right]
|
|
801
823
|
bitmagic generate animation --spec clip.json # melee and oneShot clips: a spec file
|
|
824
|
+
bitmagic generate model --prompt "a mossy stone arch" [--height 3]
|
|
802
825
|
bitmagic generate vehicle --prompt "a rusty orange pickup" | --preset VAN
|
|
803
826
|
\`\`\`
|
|
804
827
|
|
|
@@ -819,11 +842,10 @@ Four things worth knowing before you use these:
|
|
|
819
842
|
4. **A running \`bitmagic dev\` picks the new asset up on its own.** It reloads the browser once
|
|
820
843
|
the write settles; \`bitmagic reload\` forces it if you want it now.
|
|
821
844
|
|
|
822
|
-
|
|
823
|
-
|
|
824
|
-
|
|
825
|
-
|
|
826
|
-
hand-edit \`world.json\` to point at a model you have neither generated nor added.
|
|
845
|
+
Three lanes make a 3D object, and the wrong one wastes a generation: \`generate model\` mints a NEW
|
|
846
|
+
asset from a prompt, \`generate prop --asset <id>\` UPGRADES a placeholder (every instance changes
|
|
847
|
+
with it), \`assets add <file>\` uploads one you already have. **Block types** are the one thing no
|
|
848
|
+
subcommand makes; never hand-edit \`world.json\` to point at an asset you have not made.
|
|
827
849
|
|
|
828
850
|
## Forging a whole level
|
|
829
851
|
|
|
@@ -950,6 +972,7 @@ the engine, already wired** — and hand-building a worse version of it is the m
|
|
|
950
972
|
| Save points, checkpoints, persistence | Persistence system | \`persistence-system.md\` |
|
|
951
973
|
| Multiple levels or arenas | \`levels[]\` registry + \`engine.loadLevel()\` | \`level-system.md\` |
|
|
952
974
|
| Voice input, speaking to NPCs | \`engine.enablePushToTalk()\` | \`voice-input.md\` |
|
|
975
|
+
| 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\` |
|
|
953
976
|
| The default player and its animation set | Already there | — |
|
|
954
977
|
|
|
955
978
|
A built-in still covers the request when the human names a style ("a katana" → the built-in katana).
|
|
@@ -977,11 +1000,16 @@ from GAME-DESIGN.md").
|
|
|
977
1000
|
Camera mode. Is the player an embodied walking character? Terrain form. Anything the recipe fixes
|
|
978
1001
|
that I would otherwise have defaulted differently.
|
|
979
1002
|
|
|
1003
|
+
## Platform
|
|
1004
|
+
\`primaryPlatform\` in \`game.json\` — \`desktop\` or \`mobile\`. Plus \`worldProfileData.mobileOrientation\`
|
|
1005
|
+
in \`world.json\` when the game only works one way up.
|
|
1006
|
+
|
|
980
1007
|
## Slice 1 — the smallest playable thing
|
|
981
1008
|
- Core verb: the ONE thing the player does
|
|
982
1009
|
- Win: fires, even if the number is wrong
|
|
983
1010
|
- Lose:
|
|
984
1011
|
- On-screen feedback: score / timer / health
|
|
1012
|
+
- Controls: every action as desktop key + phone button, bound in one call
|
|
985
1013
|
- Engine systems: one line each, naming the doc — \`engine/agent-docs/…\`
|
|
986
1014
|
- Assets to generate: name them. A skybox and the cover usually earn their place in slice 1.
|
|
987
1015
|
- Level: procedural baseline terrain, unless the terrain IS the mechanic
|
|
@@ -1027,8 +1055,9 @@ forge is backlog item 1, run once the loop is proven.
|
|
|
1027
1055
|
|
|
1028
1056
|
Short, concrete, and honest. Three parts:
|
|
1029
1057
|
|
|
1030
|
-
- **Playable now** — one sentence, plus the literal control. "You can drive the
|
|
1031
|
-
lap. It is already reloaded in your browser — W to accelerate, A/D to steer
|
|
1058
|
+
- **Playable now** — one sentence, plus the literal control on both platforms. "You can drive the
|
|
1059
|
+
kart and complete a lap. It is already reloaded in your browser — W to accelerate, A/D to steer,
|
|
1060
|
+
and the same on a phone from the joystick and the GAS button."
|
|
1032
1061
|
- **Not in yet, on purpose** — three to five items from the backlog, so they know it is a choice and
|
|
1033
1062
|
not a bug.
|
|
1034
1063
|
- **Next I would do** — two or three, numbered, in order. Then ask which.
|
|
@@ -1177,6 +1206,25 @@ These docs are shared with Bitmagic's hosted agent, so two things read oddly her
|
|
|
1177
1206
|
|
|
1178
1207
|
Everything else in the doc — the engine APIs, the world.json shape, the gotchas — still applies.
|
|
1179
1208
|
|
|
1209
|
+
## Controls: one API, both platforms
|
|
1210
|
+
|
|
1211
|
+
The one lookup worth doing before you write any input code, because getting it wrong compiles,
|
|
1212
|
+
runs, and ships a control no phone can reach.
|
|
1213
|
+
|
|
1214
|
+
- \`PlayerController.registerCustomAction({ action, desktop: { keys }, mobile: { label, behavior } })\`
|
|
1215
|
+
— binds the desktop key and creates the mobile button atomically. **Throws** without \`mobile\`.
|
|
1216
|
+
- \`declareMobileActions(): MobileActionSpec[]\` on the genre's Game class — the declarative form,
|
|
1217
|
+
run before game systems initialize. \`MobileActionSpec\` (\`engine/MobileActionSpec.js\`):
|
|
1218
|
+
\`action\`, \`desktopKeys\`, \`iconKey\`, \`label\`, \`behavior: 'tap' | 'continuous'\`, \`preferredSlot\`.
|
|
1219
|
+
- Both write \`playerController.keys.<action>\`, so the gameplay code reads one flag either way.
|
|
1220
|
+
- \`playerController.verifyMobileParity()\` runs at game start and reports gaps as a
|
|
1221
|
+
\`[mobile-parity]\` console error. It only sees keys registered through the engine — a raw
|
|
1222
|
+
\`document.addEventListener('keydown', …)\` is invisible to it, which is why that pattern and
|
|
1223
|
+
\`desktopControls.registerKeyHandler()\` are both banned for gameplay actions.
|
|
1224
|
+
|
|
1225
|
+
Full reference, including the nine button slots and the built-in icon keys:
|
|
1226
|
+
\`engine/agent-docs/control-system.md\`.
|
|
1227
|
+
|
|
1180
1228
|
## The two rules that keep this cheap
|
|
1181
1229
|
|
|
1182
1230
|
**Stop searching, start writing.** Do not pre-verify every API you plan to touch. Once you know
|
|
@@ -1209,7 +1257,7 @@ description: Use when this Bitmagic game needs a new skybox, sound effect, image
|
|
|
1209
1257
|
|
|
1210
1258
|
# Generating game assets
|
|
1211
1259
|
|
|
1212
|
-
The \`bitmagic\` CLI generates content directly into this project.
|
|
1260
|
+
The \`bitmagic\` CLI generates content directly into this project. Seven types work today:
|
|
1213
1261
|
|
|
1214
1262
|
| Command | Makes | Lands in |
|
|
1215
1263
|
|---|---|---|
|
|
@@ -1218,6 +1266,7 @@ The \`bitmagic\` CLI generates content directly into this project. Six types wor
|
|
|
1218
1266
|
| \`bitmagic generate image --name <id> --prompt "..."\` | a 2D image | \`assets[]\` |
|
|
1219
1267
|
| \`bitmagic generate character --name <id> --prompt "..."\` | a rigged character | \`assets[]\` |
|
|
1220
1268
|
| \`bitmagic generate animation --family gait ...\` or \`--spec <file>\` | an animation clip | \`assets[]\` |
|
|
1269
|
+
| \`bitmagic generate model --prompt "..."\` | a new 3D model | \`assets[]\` |
|
|
1221
1270
|
| \`bitmagic generate vehicle --prompt "..."\` | a drivable vehicle | \`assets[]\` |
|
|
1222
1271
|
|
|
1223
1272
|
\`--help\` on any subcommand lists its full flags.
|
|
@@ -1227,6 +1276,13 @@ spec in one of three families — \`gait\` (the only one with a flag form), \`me
|
|
|
1227
1276
|
(lists of key poses, so they come from a \`--spec\` file). It is also the cheapest, one spark a
|
|
1228
1277
|
clip, because it is solved locally rather than generated by a model.
|
|
1229
1278
|
|
|
1279
|
+
\`model\` is the one to reach for when the game needs an object that does not exist yet — a new
|
|
1280
|
+
asset from a sentence. It needs Chrome and a free port between 3000 and 3199, because only the
|
|
1281
|
+
engine can voxelize. \`--height\` scales it (interiors fill solid below 6 m and stay hollow above,
|
|
1282
|
+
so a building is not baked as a solid block), and \`--name\` sets what game code places by. Do not
|
|
1283
|
+
confuse it with \`prop\`, which REPLACES an existing placeholder and changes every instance already
|
|
1284
|
+
placed.
|
|
1285
|
+
|
|
1230
1286
|
\`vehicle\` is the one that needs more than a prompt to be useful. It creates a NEW asset (it does
|
|
1231
1287
|
not upgrade an existing one), it needs Chrome and a free port between 3000 and 3199 because only
|
|
1232
1288
|
the engine can voxelize, and \`--preset VAN\` builds a standard vehicle without calling the designer
|
|
@@ -1294,11 +1350,9 @@ assets list\` shows what is there; \`bitmagic assets remove <id>\` takes one out
|
|
|
1294
1350
|
|
|
1295
1351
|
## What is not available
|
|
1296
1352
|
|
|
1297
|
-
|
|
1298
|
-
|
|
1299
|
-
|
|
1300
|
-
assets add\` (above) uploads one the creator already has. Do not hand-edit \`world.json\` to
|
|
1301
|
-
reference a model you have neither generated nor added — the game will fail to load it.
|
|
1353
|
+
**Block types** are the one thing no subcommand makes — those still need the web editor. Do not
|
|
1354
|
+
hand-edit \`world.json\` to reference an asset you have neither generated nor added; the game will
|
|
1355
|
+
fail to load it.
|
|
1302
1356
|
`;
|
|
1303
1357
|
}
|
|
1304
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/**
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@@ -1 +1 @@
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1
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-
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1
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+
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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.
|
|
3
|
+
"version": "0.1.52-dev.5",
|
|
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/
|
|
27
|
-
"@bitmagic/
|
|
28
|
-
"@bitmagic/world-forger": "0.1.12-dev.
|
|
26
|
+
"@bitmagic/asset-core": "0.2.7-dev.5",
|
|
27
|
+
"@bitmagic/animation-forger": "0.1.7-dev.5",
|
|
28
|
+
"@bitmagic/world-forger": "0.1.12-dev.5"
|
|
29
29
|
},
|
|
30
30
|
"devDependencies": {
|
|
31
31
|
"@eslint/js": "^9.38.0",
|