@bitmagic/cli 0.1.61-dev.7 → 0.1.61-dev.9
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/dist/cli.d.ts +20 -0
- package/dist/commands/build.d.ts +4 -0
- package/dist/commands/build.js +2 -0
- package/dist/commands/build.js.map +1 -1
- package/dist/commands/dev.d.ts +4 -0
- package/dist/commands/dev.js +2 -0
- package/dist/commands/dev.js.map +1 -1
- package/dist/commands/publish.d.ts +4 -0
- package/dist/commands/publish.js +2 -0
- package/dist/commands/publish.js.map +1 -1
- package/dist/commands/reload.d.ts +4 -0
- package/dist/commands/reload.js +2 -0
- package/dist/commands/reload.js.map +1 -1
- package/dist/commands/verify.d.ts +4 -0
- package/dist/commands/verify.js +2 -0
- package/dist/commands/verify.js.map +1 -1
- package/dist/project/context.d.ts +10 -0
- package/dist/project/context.js +21 -0
- package/dist/project/context.js.map +1 -1
- package/dist/scaffold/project-files.js +132 -252
- package/dist/scaffold/project-files.js.map +1 -1
- package/dist/scaffold/project.js +3 -1
- package/dist/scaffold/project.js.map +1 -1
- package/dist/scaffold/reference-guidance.d.ts +1 -1
- package/dist/scaffold/reference-guidance.js +3 -2
- package/dist/scaffold/reference-guidance.js.map +1 -1
- package/dist/scaffold/skill-files.d.ts +28 -1
- package/dist/scaffold/skill-files.js +212 -2
- package/dist/scaffold/skill-files.js.map +1 -1
- package/dist/telemetry/creator-prompt.d.ts +25 -2
- package/dist/telemetry/creator-prompt.js +33 -2
- package/dist/telemetry/creator-prompt.js.map +1 -1
- package/dist/telemetry/report.d.ts +2 -0
- package/dist/telemetry/report.js +24 -3
- package/dist/telemetry/report.js.map +1 -1
- package/package.json +4 -4
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@@ -667,84 +667,62 @@ bitmagic dev # long-running — start it IN THE BACKGROUND and leave it u
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\`\`\`
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\`bitmagic dev\` never exits: it builds, then serves the game and the editor — on this project's
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own fixed ports, \`http://localhost:${editorPort}/\` for a machine's first project — until
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**Run it as a background task
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**If they ask about their phone, restart dev with \`--mobile\`.** It serves the game to their own
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network and writes a QR code to \`.bitmagic/mobile-qr.png\` (the URL is \`mobileUrl\` in
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\`.bitmagic/dev.json\`). Hand them the image, and say their phone warns once about the certificate
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— tap Show Details, then Visit Website.
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The point is not the server. The point is that the person who asked for this game is sitting in
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front of that page, and everything below assumes they can see what you are doing:
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- The game reloads by itself every time you change it, so they watch it take shape.
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- The assets panel lists every generation while it runs, with your prompt and progress. A forge
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takes twenty minutes; started with no dev view up, those twenty minutes look identical to a
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crash.
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- They can move objects in the Editor tab and screenshot a problem straight to you.
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Started at the end, all of that is a server nobody needed. A game that appeared in one silent hour
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is worth less than a rough one they watched arrive, because they could not steer the first.
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own fixed ports, \`http://localhost:${editorPort}/\` for a machine's first project — until
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interrupted. **Run it as a background task**, or you block until the session is killed. Take the
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URL from what it printed rather than assuming ${editorPort} (\`.bitmagic/dev.json\` records what it
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actually bound), and **say it in your reply, once** — you started it in the background, so
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everything it printed, that URL included, went into a log your creator never sees.
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Everything below assumes they can watch: the game reloads itself on every change, the assets panel
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lists each generation with your prompt and progress, and they can move objects in the Editor tab
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and screenshot a problem straight to you. Started at the end, all of that is a server nobody
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needed — a game that appeared in one silent hour is worth less than a rough one they watched
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arrive, because they could not steer the first. If they ask about their phone, restart with
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\`--mobile\` (\`.claude/skills/working-with-the-creator/SKILL.md\` has the QR and the certificate
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warning).
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If you are unsure whether one is already running, \`bitmagic reload\` says so and costs nothing.
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## Layout
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- \`src/work/\` — **your game.** Everything you write lives here. \`Game.ts\` is the entry
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Bitmagic's IP, licensed to you under the PolyForm Shield License 1.0.0 with an additional
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permission: build, modify, sell and distribute games anywhere you like, including off
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- \`src/work/\` — **your game.** Everything you write lives here. \`Game.ts\` is the entry point;
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\`game.json\` and \`world.json\` hold configuration and scene data. The \`work\` directory name is
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load-bearing: the engine fetches the literal path \`src/work/world.json\`, not an import or an
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alias, so renaming or moving it breaks the game at runtime while still typechecking.
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- \`engine/\` — **the Bitmagic engine, read-only.** Vendored by the CLI and replaced wholesale by
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\`bitmagic upgrade\`; edits here are lost on upgrade and ignored on publish.
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- \`engine/LICENSE.md\` — **the engine's licence, and not boilerplate.** PolyForm Shield 1.0.0 plus
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one permission: build, modify, sell and distribute games anywhere you like, including off
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bitmagic.ai and with a modified engine. What you may not do is ship the engine *as an engine*.
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covers three.js, Rapier and the rest.
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Every published bundle must carry a notice, which is why both \`vite.publish*.config.js\` files
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have a \`banner\`: leave it alone. \`engine/THIRD-PARTY-NOTICES.md\` covers three.js and the rest.
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- \`engine/agent-docs/\` — **the engine's documentation, and the fastest thing in this project.**
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\`engine-api/\` is a generated signature digest
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\`
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\`
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stay current with both; edits to them are lost. Skills you add yourself are never touched.
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\`engine-api/\` is a generated signature digest of every public class, method and type; the ~83
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\`*.md\` files are the per-subsystem guides, including \`mechanic-*.md\` genre recipes and
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\`archetype-*.md\` world recipes; \`samples/\` holds compile-checked reference code. See **Finding
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an engine API** below.
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- \`GAME-DESIGN.md\` — **what this game is**, and \`mechanics-plan.md\` — **how it gets built, and
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in what order.** Both yours to write and rewrite; \`bitmagic cover\` reads the first. Both are
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excluded from the publish fingerprint, so revising them never invalidates a passing
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\`bitmagic verify\`.
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- \`.claude/skills/\` — **shipped by the CLI and re-rendered by \`bitmagic upgrade\`**, so they stay
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current with it. Every one is plain markdown at \`.claude/skills/<name>/SKILL.md\`, readable
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whether or not your harness loads skills by itself: \`planning-a-game/\` (what to build first),
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\`finding-engine-apis/\` (engine docs), \`generating-assets/\`, \`working-with-the-creator/\`,
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\`theming-the-hud/\`, \`publishing-a-game/\`, \`judging-quality/\`, \`checking-usage/\`,
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\`making-a-trailer/\`. Edits to them are lost; skills you add yourself are never touched.
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- \`.claude/settings.json\` — **yours**, seeded with one Stop hook that runs \`bitmagic reload\` so
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the owner's browser refreshes when you finish a turn. \`upgrade\` adds that hook if it is missing
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and changes nothing else, so your permissions and your own hooks are safe here.
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- \`AGENTS.md\` — this file. Yours to edit
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re-read that diff after an upgrade** — new CLI capabilities are documented here, and an edited
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copy will not learn about them on its own.
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- \`AGENTS.md\` — this file. Yours to edit; \`upgrade\` refreshes it only while it is byte-identical
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to what the CLI wrote, and otherwise keeps yours and drops the current template in
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\`.bitmagic/AGENTS.md.latest\`. **If you edit this file, diff that after an upgrade** — new CLI
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capabilities are documented here, and an edited copy will not learn about them on its own.
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\`engine/types/work-game.d.ts\` declares \`module 'work/Game.js'\`, which is how the engine
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imports your game. Renaming or removing the \`VoxelGame\` export from \`src/work/Game.ts\` still
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typechecks against that declaration — it only
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typechecks against that declaration — it fails only at runtime, when the engine loads the module
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and finds the export missing.
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## Build the smallest playable thing first
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things you would do next, in order. Let them choose. Do not publish unless they ask.
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The full contract — what counts as a core verb, what the engine already ships so you never build it,
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the \`mechanics-plan.md\` skeleton, and the loop after slice 1 — is in
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the \`mechanics-plan.md\` skeleton, and the loop after slice 1 — is in
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\`.claude/skills/planning-a-game/SKILL.md\`.
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## Finding an engine API
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The vendored engine is ~240,000 lines
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3. **\`engine/\` source** — last resort, for an implementation detail neither of the above answers.
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Two conventions in those docs, because they are shared with Bitmagic's hosted agent:
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- \`@docs foo.md\` means the file \`engine/agent-docs/foo.md\`, and \`samples/foo\` means
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- Where a doc tells you to run \`node bin/voxel.mjs\` or \`bin/world-edit.mjs\`, or to call
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\`configure_game\`, \`generate_character\` or \`runWorldForger\`, those are the hosted agent's
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tools and **do not exist here**. The equivalents are editing \`src/work/world.json\` directly, and
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\`bitmagic generate\` / \`bitmagic forge\`. Everything else in the doc still applies.
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The vendored engine is ~240,000 lines, and reading it to discover what exists is the most expensive
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mistake available in this project. Three tiers, in order, stopping at the first that answers you:
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**\`engine/agent-docs/engine-api/\`**, a generated digest of every public class, method, function,
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interface and type, signatures only — grep it (\`rg -n "spawnAsset" engine/agent-docs/engine-api/\`)
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and read the group doc it lands in, with \`engine-api.md\` indexing the 45 groups; then
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**\`engine/agent-docs/*.md\`**, the prose guides, for how a subsystem is *meant* to be used; then
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**\`engine/\` source**, last resort. \`@docs foo.md\` in those docs means
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\`.claude/skills/finding-engine-apis/SKILL.md\` carries the feature-to-doc table (use it instead of
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Two counterweights, and they matter as much as the tiers:
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uploads. Because it touches \`world.json\`, it invalidates a passing verify — so run it BEFORE
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\`bitmagic verify\`, not between verifying and publishing.
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Re-running it on an unchanged \`GAME-DESIGN.md\` generates nothing; it just reports the cover you
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already have. Rewrite the design and run it again — or pass \`--force\` — when the game has moved on
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from its artwork.
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## Before you change movement, cameras or rotation
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The engine is large; \`check\` is the fast way to find out whether an edit holds together.
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**Run \`bitmagic reload\` when you finish a round of edits.** \`bitmagic dev\`
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from writes going quiet, and a pause to think looks like "done"; \`reload\` also waits for the build
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in flight rather than showing the previous one. It exits 0 and does nothing when no \`bitmagic dev\`
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is running, so run it unconditionally — the Stop hook in \`.claude/settings.json\` does that for you
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in Claude Code.
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**\`check\` passing does not mean the game runs.** The engine's most common failure is a clean
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compile that dies on load — a missing asset, a bad \`world.json\` value, a null container. Run
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judge of it. After each milestone run \`bitmagic verify\` (not \`--fast\`), then \`bitmagic judge\`:
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a separate vision model grades the screenshot against \`GAME-DESIGN.md\` and prints at most three
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concrete findings (also written to \`.bitmagic/judge.json\`). Fix the ones worth fixing, confirm
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with one re-run, then move on — **never loop on the judge**. See
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with one re-run, then move on — **never loop on the judge**. See
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## The human may be moving objects too
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\`bitmagic dev\` serves one page with two tabs — **Game**, where the owner plays, and **Editor**,
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where they click an object and drag a gizmo. A drag writes the new transform straight into
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alone:
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\`src/work/world.json\`. So \`world.json\` is shared ground, not yours alone:
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own output. Read it to find out what the human did — and, for one event, what they want YOU to do.
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\`\`\`
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{"at":"…","event":"object.moved","objectId":"inst_…","position":{"from":{…},"to":{…}}}
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{"at":"…","event":"object.added","objectId":"inst_…","type":"tree_oak"}
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{"at":"…","event":"object.deleted","objectId":"inst_…"}
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\`\`\`
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Almost every line is history — world.json already says so, and the line exists to tell you WHO
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changed it and from what. Nothing is expected of you.
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\`hq.started\` / \`hq.completed\` mean the human pressed "Generate high-quality version" and the
|
|
960
|
-
editor ran it: an asset's mesh was regenerated and every placed instance upgraded with it. Read
|
|
961
|
-
these rather than being surprised by an asset that changed on its own. Nothing is expected of you
|
|
962
|
-
here either.
|
|
963
|
-
|
|
964
|
-
**\`hq.requested\` is the one line that asks something of you.** It appears only when the editor
|
|
965
|
-
could NOT run the generation — normally because nobody is logged in. It carries the command:
|
|
966
|
-
|
|
967
|
-
\`\`\`
|
|
968
|
-
bitmagic generate prop --asset <assetId> --prompt "<prompt>" --json
|
|
969
|
-
\`\`\`
|
|
970
|
-
|
|
971
|
-
That generates the mesh, voxelizes it to the asset's recorded \`fitBox\`, and upserts it under the
|
|
972
|
-
same asset id, so every placed instance upgrades at once. They asked for it, so run it — just never
|
|
973
|
-
twice for the same request. If it fails after the mesh was generated, the error and the JSON result
|
|
974
|
-
carry the mesh URL — retry with \`--glb-url <url>\` to skip the step that already succeeded.
|
|
975
|
-
|
|
976
|
-
The file is append-only and never rewritten, so you can re-read it from where you left off.
|
|
895
|
+
Prefer changing the entries you mean to change over regenerating \`environmentObjects\` wholesale.
|
|
896
|
+
- **An image pasted into the conversation is probably a frame from their running game**, not a
|
|
897
|
+
reference or a mock-up — the dev view has a Screenshot button.
|
|
898
|
+
- **They can watch your generations happen, but not your failures.** Each \`bitmagic generate\` and
|
|
899
|
+
\`bitmagic forge\` records itself in \`.bitmagic/jobs/\` and shows in the dev view while it runs;
|
|
900
|
+
one that FAILS drops off that list with the error reaching your terminal and nowhere else, so a
|
|
901
|
+
failure you do not mention is one they never learn about.
|
|
902
|
+
- **\`.bitmagic/edit/events.jsonl\` may be asking you for something.** Every editor action is
|
|
903
|
+
appended there, and almost all of them are history you can ignore — but \`hq.requested\` means
|
|
904
|
+
they pressed "Generate high-quality version" and the editor could not run it, and it carries the
|
|
905
|
+
\`bitmagic generate prop\` command to run on their behalf.
|
|
906
|
+
|
|
907
|
+
The event shapes, the rest of the editor protocol and \`bitmagic dev --mobile\` are in
|
|
908
|
+
\`.claude/skills/working-with-the-creator/SKILL.md\`.
|
|
977
909
|
|
|
978
910
|
## Publishing
|
|
979
911
|
|
|
@@ -982,79 +914,32 @@ bitmagic build # bundle into .bitmagic/build/index.html + .bitmagic/build/m
|
|
|
982
914
|
bitmagic publish # verify-gate, build if needed, and ship to bitmagic.ai
|
|
983
915
|
\`\`\`
|
|
984
916
|
|
|
985
|
-
|
|
986
|
-
|
|
987
|
-
|
|
988
|
-
|
|
989
|
-
|
|
990
|
-
|
|
991
|
-
|
|
992
|
-
|
|
993
|
-
|
|
994
|
-
|
|
995
|
-
|
|
996
|
-
|
|
997
|
-
|
|
998
|
-
|
|
999
|
-
|
|
1000
|
-
|
|
1001
|
-
|
|
1002
|
-
|
|
1003
|
-
|
|
1004
|
-
|
|
1005
|
-
|
|
1006
|
-
|
|
1007
|
-
|
|
1008
|
-
|
|
1009
|
-
|
|
1010
|
-
|
|
1011
|
-
bitmagic.ai. Pass \`--visibility public\` explicitly, on that call, to list it; omit it on a later
|
|
1012
|
-
publish and the game goes back to private — its \`/play/\` page stops serving too, so a public
|
|
1013
|
-
game you re-publish bare disappears from bitmagic.ai entirely until the next
|
|
1014
|
-
\`--visibility public\`.
|
|
1015
|
-
|
|
1016
|
-
\`--force\` overrides a **stale or failed** verify verdict, never a **missing** one — a project with
|
|
1017
|
-
no cover art has only the verify screenshot to publish a thumbnail from, so \`bitmagic verify\` must
|
|
1018
|
-
have produced one at least once before \`--force\` has anything to work with.
|
|
1019
|
-
|
|
1020
|
-
\`--name\`/\`--description\` apply to that one publish call only; they are never written back to
|
|
1021
|
-
\`src/work/game.json\` (doing so by hand would change the fingerprint and invalidate the verify
|
|
1022
|
-
you just checked).
|
|
1023
|
-
|
|
1024
|
-
**Category tags are part of every publish.** bitmagic.ai files the game under content categories
|
|
1025
|
-
("Racing", "Puzzle", …); publish auto-classifies an untagged game from its name and description.
|
|
1026
|
-
To choose them yourself, declare \`"categories": ["Racing", "Arcade"]\` in \`worldProfileData\` —
|
|
1027
|
-
a declared set wins on every publish, and an explicit \`[]\` means "no tags" and suppresses the
|
|
1028
|
-
auto-classify. A tracked-file edit: declare them BEFORE \`bitmagic verify\`, not after.
|
|
1029
|
-
|
|
1030
|
-
If \`bitmagic publish\` exits non-zero, branch on the exit code rather than parsing the message:
|
|
1031
|
-
|
|
1032
|
-
| Code | Meaning | Fix |
|
|
1033
|
-
|---|---|---|
|
|
1034
|
-
| 1 | Build failed, or what was uploaded was not an engine build | Run \`bitmagic check\` to see the error, fix it. If the message names a missing \`vite.publish*.config.js\`, this project predates it — run \`bitmagic upgrade\`. Do NOT retry an unchanged bundle; the refusal is deterministic |
|
|
1035
|
-
| 2 | Not logged in | \`bitmagic login\` |
|
|
1036
|
-
| 3 | Verify missing, stale, or failed | \`bitmagic verify\` (then publish again, or add \`--force\` for a stale/failed record) |
|
|
1037
|
-
| 5 | Not this game's owner, or the account/game is banned | Not self-serve — stop and report it |
|
|
1038
|
-
| 6 | Upload or finalize failed | Usually transient (network/storage). Retry once; if it fails identically, stop and report it — this code also covers permanent failures such as an unknown game or a rejected request |
|
|
1039
|
-
| 7 | Published, but the game did not render | The game IS live. Do NOT retry the publish — fix the game and publish again. Artifacts in \`.bitmagic/smoke/\` |
|
|
1040
|
-
|
|
1041
|
-
After a successful publish the CLI loads the published game the way the portal does — in an iframe
|
|
1042
|
-
that starts at a zero-size viewport — and fails with exit 7 if it does not render. This catches
|
|
1043
|
-
failures that leave no other trace: a wrong Content-Type that makes the browser download the page,
|
|
1044
|
-
a bundle that cannot find its own world.json, a canvas nothing ever draws into.
|
|
1045
|
-
|
|
1046
|
-
Pass \`--skip-smoke\` to skip it. The publish still happens; it is simply not confirmed to render,
|
|
1047
|
-
and the output says so.
|
|
1048
|
-
|
|
1049
|
-
Every publish also uploads a **source archive** of this project to a **publicly readable** (though
|
|
1050
|
-
unguessable) URL, which Bitmagic checks against the bundle and against an unmodified \`engine/\`;
|
|
1051
|
-
findings print as \`warning:\` lines and never block a publish. Credential-shaped files (\`.env*\`,
|
|
1052
|
-
\`*.pem\`, \`*.key\`, \`.npmrc\`, service-account JSON) are excluded and named in the output — but
|
|
1053
|
-
that list cannot be exhaustive, so never keep a secret in this directory.
|
|
1054
|
-
|
|
1055
|
-
Publishing is never refused because the vendored engine is old. When a newer engine exists,
|
|
1056
|
-
\`bitmagic dev\` and \`bitmagic publish\` say so and suggest \`bitmagic upgrade\` — upgrade while you
|
|
1057
|
-
are developing, when rebuilding is cheap, rather than being blocked at the moment you ship.
|
|
917
|
+
Publish enforces one order and refuses otherwise: get \`bitmagic verify\` passing, then **do not
|
|
918
|
+
edit a tracked file** between verifying and publishing, then publish (it rebuilds by itself, so a
|
|
919
|
+
manual \`build\` is optional). Staleness is a content fingerprint, not a clock — one edit
|
|
920
|
+
invalidates it immediately, an untouched project stays fresh forever, and the only way to check is
|
|
921
|
+
to verify again. Git operations, \`.bitmagic/\`, \`GAME-DESIGN.md\` and \`mechanics-plan.md\` are
|
|
922
|
+
excluded; \`bitmagic cover\` is NOT, because it writes \`world.json\`.
|
|
923
|
+
|
|
924
|
+
**A bare \`bitmagic publish\` does not make the game public.** Every publish uploads and registers
|
|
925
|
+
the game, but \`visibility\` defaults to \`private\` — reachable by URL, not listed on bitmagic.ai.
|
|
926
|
+
Pass \`--visibility public\` explicitly, on that call, to list it; omit it on a later publish and
|
|
927
|
+
the game goes back to private, its \`/play/\` page included.
|
|
928
|
+
|
|
929
|
+
**Show your creator the QR code.** Your output is a pipe, so publish cannot draw one in the
|
|
930
|
+
terminal: it writes \`.bitmagic/publish-qr.png\` and names it (\`qrPath\` under \`--json\`). Surface
|
|
931
|
+
that image like any artifact you made — a bare URL leaves your creator retyping a game id into a
|
|
932
|
+
browser.
|
|
933
|
+
|
|
934
|
+
**Every publish uploads a source archive of this project to a publicly readable (though
|
|
935
|
+
unguessable) URL.** Credential-shaped files (\`.env*\`, \`*.pem\`, \`*.key\`, \`.npmrc\`,
|
|
936
|
+
service-account JSON) are excluded and named in the output, but that list cannot be exhaustive —
|
|
937
|
+
so never keep a secret in this directory.
|
|
938
|
+
|
|
939
|
+
\`.claude/skills/publishing-a-game/SKILL.md\` has the rest, and you want it before you publish:
|
|
940
|
+
what the thumbnail comes from, category tags, \`--force\` and the one-shot \`--name\`/
|
|
941
|
+
\`--description\`, the post-publish render smoke test, and the exit-code table to branch on when
|
|
942
|
+
publish exits non-zero rather than parsing its message.
|
|
1058
943
|
|
|
1059
944
|
## The game's look is data
|
|
1060
945
|
|
|
@@ -1063,7 +948,7 @@ value: \`worldProfileData.hud.theme\` in \`src/work/world.json\`. **Never restyl
|
|
|
1063
948
|
game code to satisfy a look request** ("rounder buttons", "orange UI", "neon glow"); use
|
|
1064
949
|
\`bitmagic theme patch\` / \`set\` / \`show\` / \`check\` and read
|
|
1065
950
|
\`engine/agent-docs/HUD_THEMES.md\` — its Common-asks table has a copyable patch for every frequent
|
|
1066
|
-
request.
|
|
951
|
+
request. \`.claude/skills/theming-the-hud/SKILL.md\` covers the loop, including verifying with
|
|
1067
952
|
\`.bitmagic/verify/screenshot.png\`.
|
|
1068
953
|
|
|
1069
954
|
## Generating assets
|
|
@@ -1086,26 +971,22 @@ bitmagic generate vehicle --prompt "a rusty orange pickup" | --preset VAN
|
|
|
1086
971
|
|
|
1087
972
|
Run \`bitmagic generate <type> --help\` for the full flags of any one.
|
|
1088
973
|
|
|
1089
|
-
**Always add \`--original-prompt "<creator's request, verbatim>"\`** —
|
|
974
|
+
**Always add \`--original-prompt "<creator's request, verbatim>"\`** — to EVERY \`bitmagic\` command, \`build\`/\`verify\`/\`dev\`/\`reload\`/\`publish\` included. Never affects output; it is what counts the prompts shown on the game's public page.
|
|
1090
975
|
|
|
1091
|
-
|
|
976
|
+
Two things before you use them:
|
|
1092
977
|
|
|
1093
|
-
1. **
|
|
1094
|
-
re-read it afterwards — your in-memory copy is stale. The command prints exactly which paths
|
|
1095
|
-
it changed.
|
|
1096
|
-
2. **Use them.** Generation is what the creator's Bitmagic Pro subscription is for, and these
|
|
978
|
+
1. **Use them.** Generation is what the creator's Bitmagic Pro subscription is for, and these
|
|
1097
979
|
produce real, good-looking assets — a game that ships with placeholders because you were being
|
|
1098
980
|
careful is the worse outcome. The one rule: do not call them **in a loop** to explore options.
|
|
1099
|
-
Decide the prompt, ask for what you actually need, once.
|
|
1100
|
-
|
|
1101
|
-
|
|
1102
|
-
generation is refused for a game the logged-in account does not own.
|
|
1103
|
-
4. **A running \`bitmagic dev\` picks the new asset up on its own.** It reloads the browser once
|
|
1104
|
-
the write settles; \`bitmagic reload\` forces it if you want it now.
|
|
981
|
+
Decide the prompt, ask for what you actually need, once.
|
|
982
|
+
2. **Each generation writes to \`src/work/world.json\`.** If you are also editing that file, re-read
|
|
983
|
+
it afterwards — your in-memory copy is stale. The command prints exactly which paths it changed.
|
|
1105
984
|
|
|
1106
985
|
Three lanes make a 3D object, and the wrong one wastes a generation: \`generate model\` mints a NEW
|
|
1107
986
|
asset, \`generate prop --asset <id>\` UPGRADES a placeholder, \`assets add <file>\` uploads your own.
|
|
1108
|
-
Splats, video and \`.vox\`/\`.fbx\` still need the web editor; never reference an asset you did not
|
|
987
|
+
Splats, video and \`.vox\`/\`.fbx\` still need the web editor; never reference an asset you did not
|
|
988
|
+
make. \`.claude/skills/generating-assets/SKILL.md\` has the flags, the reference-image rules, what
|
|
989
|
+
to do after a generation, and every way one refuses.
|
|
1109
990
|
|
|
1110
991
|
## Forging a whole level
|
|
1111
992
|
|
|
@@ -1120,7 +1001,7 @@ level the game boots into, and it moves the legacy mirror fields with it. Add \`
|
|
|
1120
1001
|
\`--platformer\` or \`--freeform\` (at most one) for a different kind of place; omit them all for
|
|
1121
1002
|
natural terrain.
|
|
1122
1003
|
|
|
1123
|
-
|
|
1004
|
+
Four things worth knowing:
|
|
1124
1005
|
|
|
1125
1006
|
1. **It is slow.** A forge runs for many minutes — the level bake alone can take twenty. That is a
|
|
1126
1007
|
planning fact, not a reason to avoid it: plan the run, start it, and do something else while it
|
|
@@ -1129,15 +1010,11 @@ Five things worth knowing:
|
|
|
1129
1010
|
voxelizing is the engine's own code. The command builds and serves the project itself, so you
|
|
1130
1011
|
do not need \`bitmagic dev\` running and it will not collide with one that is.
|
|
1131
1012
|
3. **It rewrites large parts of \`world.json\`** (assets, environmentObjects, the level registry,
|
|
1132
|
-
spawn points), so re-read the file afterwards if you were editing it.
|
|
1133
|
-
|
|
1134
|
-
|
|
1135
|
-
|
|
1136
|
-
|
|
1137
|
-
5. **Resume rather than re-run.** The command prints a job id. If it fails after the design
|
|
1138
|
-
succeeded, \`bitmagic forge --resume <jobId>\` skips the steps that already finished — twenty
|
|
1139
|
-
minutes you do not spend again. The failure message says when resuming is worth it, and when the
|
|
1140
|
-
failure is deterministic and you should change the prompt instead.
|
|
1013
|
+
spawn points), so re-read the file afterwards if you were editing it. It also drops a
|
|
1014
|
+
\`forged-heightfield.json\` beside it, which later placements use to sit objects on the terrain.
|
|
1015
|
+
4. **Resume rather than re-run.** The command prints a job id, \`world.json\` only ever changes on
|
|
1016
|
+
the final step, and every failure says whether it did and whether
|
|
1017
|
+
\`bitmagic forge --resume <jobId>\` is worth it — which is twenty minutes you do not spend again.
|
|
1141
1018
|
|
|
1142
1019
|
Afterwards actually walk the level in the dev view — one that loads is not necessarily one you can
|
|
1143
1020
|
move through. (You should already have \`bitmagic dev\` running; a forge takes twenty minutes, and
|
|
@@ -1541,11 +1418,11 @@ The \`bitmagic\` CLI generates content directly into this project. Ten types wor
|
|
|
1541
1418
|
|
|
1542
1419
|
\`--help\` on any subcommand lists its full flags.
|
|
1543
1420
|
|
|
1544
|
-
**Every
|
|
1545
|
-
|
|
1546
|
-
|
|
1547
|
-
|
|
1548
|
-
behind the call.
|
|
1421
|
+
**Every \`bitmagic\` command takes \`--original-prompt "<the creator's request, verbatim>"\` —
|
|
1422
|
+
always pass it**, on the everyday loop (\`build\`, \`verify\`, \`dev\`, \`reload\`, \`publish\`) as much as
|
|
1423
|
+
on the generators. It never reaches a generator, so it cannot change the output; it is what the
|
|
1424
|
+
published page counts as "Built with N prompts", and a game built mostly by editing code runs no
|
|
1425
|
+
generator at all. Skip it only when no creator request is behind the call.
|
|
1549
1426
|
|
|
1550
1427
|
\`animation\` is the one that takes no prompt at all: the clip is built from an authored parameter
|
|
1551
1428
|
spec in one of three families — \`gait\` (the only one with a flag form), \`melee\` and \`oneShot\`
|
|
@@ -1593,9 +1470,12 @@ Cover art and the reference image are the two generations that are **not** \`gen
|
|
|
1593
1470
|
| \`bitmagic cover\` | the game's cover art | \`hud.startScreen.imageUrl\`, \`.bitmagic/cover.webp\`, the publish thumbnail |
|
|
1594
1471
|
| \`bitmagic reference make\` | a concept image of the world | \`.bitmagic/reference/\` only — nothing in \`world.json\` |
|
|
1595
1472
|
|
|
1596
|
-
\`cover\` writes its own prompt from \`GAME-DESIGN.md\` rather than taking one, and it
|
|
1597
|
-
|
|
1598
|
-
|
|
1473
|
+
\`cover\` writes its own prompt from \`GAME-DESIGN.md\` rather than taking one, and re-running it on
|
|
1474
|
+
an unchanged design generates nothing — it just reports the cover you already have. Rewrite the
|
|
1475
|
+
design and run it again, or pass \`--force\`, when the game has moved on from its artwork. It
|
|
1476
|
+
writes \`world.json\`, so it invalidates a passing verify: run it before \`bitmagic verify\`, never
|
|
1477
|
+
between verifying and publishing. See AGENTS.md for why it is worth running before you start
|
|
1478
|
+
implementing rather than after.
|
|
1599
1479
|
|
|
1600
1480
|
${GENERATE_SKILL_REFERENCE_SECTION}## Before generating
|
|
1601
1481
|
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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{"version":3,"file":"project-files.js","sourceRoot":"","sources":["../../src/scaffold/project-files.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,eAAe,EAAE,MAAM,8BAA8B,CAAC;AAE/D,OAAO,EAAE,aAAa,EAAE,gBAAgB,EAAE,gBAAgB,EAAE,MAAM,cAAc,CAAC;AACjF,OAAO,EAAE,eAAe,EAAE,MAAM,iBAAiB,CAAC;AAClD,OAAO,EACL,2BAA2B,EAC3B,0BAA0B,EAC1B,gCAAgC,EAChC,8BAA8B,EAC9B,8BAA8B,GAC/B,MAAM,yBAAyB,CAAC;AAKjC;;;;;;;;;;;;;;;;;GAiBG;AACH,MAAM,CAAC,MAAM,uBAAuB,GAAG;;;;;;;;;;;;;;;;;;IAkBnC,CAAC;AAEL;;;;;;;GAOG;AACH,MAAM,CAAC,MAAM,YAAY,GAAG;IAC1B,2BAA2B,EAAE,SAAS;IACtC,2BAA2B,EAAE,SAAS;IACtC,kBAAkB,EAAE,QAAQ;IAC5B,MAAM,EAAE,QAAQ;IAChB,OAAO,EAAE,SAAS;IAClB,kCAAkC,EAAE,QAAQ;IAC5C,KAAK,EAAE,SAAS;IAChB,KAAK,EAAE,UAAU;IACjB,4FAA4F;IAC5F,6FAA6F;IAC7F,4CAA4C;CACZ,CAAC;AAEnC,MAAM,CAAC,MAAM,gBAAgB,GAA2B;IACtD,aAAa,EAAE,UAAU;IACzB,cAAc,EAAE,UAAU;IAC1B,8FAA8F;IAC9F,cAAc,EAAE,QAAQ;IACxB,4FAA4F;IAC5F,mFAAmF;IACnF,eAAe,EAAE,SAAS;IAC1B,UAAU,EAAE,QAAQ;IACpB,IAAI,EAAE,QAAQ;IACd,wBAAwB,EAAE,QAAQ;CACnC,CAAC;AAEF,qEAAqE;AACrE,SAAS,aAAa,CAAC,IAA+B;IACpD,OAAO,YAAY,CAAC,IAAI,CAAC,CAAC,OAAO,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC;AAC/C,CAAC;AAED;;;;;GAKG;AACH,SAAS,MAAM,CAAC,IAA+B;IAC7C,OAAO,kBAAkB,IAAI,IAAI,aAAa,CAAC,IAAI,CAAC,EAAE,CAAC;AACzD,CAAC;AAED;;;;;GAKG;AACH,MAAM,SAAS,GAAG,MAAM,CAAC,OAAO,CAAC,CAAC;AAElC;;;GAGG;AACH,MAAM,kBAAkB,GAAG,yBAAyB,aAAa,CAAC,OAAO,CAAC,EAAE,CAAC;AAE7E;;;;GAIG;AACH,MAAM,YAAY,GAAG,GAAG,SAAS,SAAS,CAAC;AAE3C;;;;;;;;;GASG;AACH,MAAM,UAAU,GAAG;IACjB,uBAAuB;IACvB,eAAe,YAAY,IAAI;IAC/B,6BAA6B,SAAS,2CAA2C;IACjF,yBAAyB,SAAS,uCAAuC;IACzE,2BAA2B,SAAS,wCAAwC;CAC7E,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;AAEX;;;;;GAKG;AACH,MAAM,CAAC,MAAM,WAAW,GAA2B;IACjD,2FAA2F;IAC3F,4FAA4F;IAC5F,4FAA4F;IAC5F,KAAK,EAAE,UAAU;IACjB,cAAc,EAAE,YAAY;IAC5B,WAAW,EAAE,GAAG,SAAS,MAAM;IAC/B,2FAA2F;IAC3F,6FAA6F;IAC7F,+FAA+F;IAC/F,4FAA4F;IAC5F,6FAA6F;IAC7F,6FAA6F;IAC7F,eAAe,EAAE,GAAG,kBAAkB,UAAU;IAChD,qBAAqB,EAAE,GAAG,kBAAkB,gBAAgB;IAC5D,QAAQ,EAAE,GAAG,SAAS,GAAG;IACzB,2BAA2B,EAAE,MAAM,CAAC,2BAA2B,CAAC;IAChE,2BAA2B,EAAE,MAAM,CAAC,2BAA2B,CAAC;IAChE,OAAO,EAAE,MAAM,CAAC,SAAS,CAAC;IAC1B,kCAAkC,EAAE,MAAM,CAAC,kCAAkC,CAAC;IAC9E,kBAAkB,EAAE,MAAM,CAAC,kBAAkB,CAAC;IAC9C,MAAM,EAAE,MAAM,CAAC,QAAQ,CAAC;CACzB,CAAC;AAEF,sFAAsF;AACtF,SAAS,UAAU,CAAC,KAAc;IAChC,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,IAAI,EAAE,CAAC,CAAC,IAAI,CAAC;AAC/C,CAAC;AAED,MAAM,UAAU,iBAAiB,CAAC,IAAY;IAC5C,OAAO,UAAU,CAAC;QAChB,IAAI;QACJ,OAAO,EAAE,OAAO;QAChB,OAAO,EAAE,IAAI;QACb,IAAI,EAAE,QAAQ;QACd,OAAO,EAAE;YACP,KAAK,EAAE,KAAK;YACZ,KAAK,EAAE,cAAc;YACrB,GAAG,EAAE,MAAM;SACZ;QACD,YAAY,EAAE,YAAY;QAC1B,eAAe,EAAE,gBAAgB;QACjC,2FAA2F;QAC3F,8FAA8F;QAC9F,6FAA6F;QAC7F,qFAAqF;QACrF,EAAE;QACF,8EAA8E;QAC9E,2FAA2F;QAC3F,yFAAyF;QACzF,IAAI,EAAE,EAAE,wBAAwB,EAAE,CAAC,SAAS,CAAC,EAAE;KAChD,CAAC,CAAC;AACL,CAAC;AAED,MAAM,UAAU,cAAc;IAC5B,OAAO,UAAU,CAAC;QAChB,eAAe,EAAE;YACf,MAAM,EAAE,QAAQ;YAChB,MAAM,EAAE,QAAQ;YAChB,GAAG,EAAE,CAAC,QAAQ,EAAE,KAAK,CAAC;YACtB,OAAO,EAAE,GAAG;YACZ,MAAM,EAAE,MAAM;YACd,OAAO,EAAE,GAAG;YACZ,KAAK,EAAE,aAAa,EAAE;YACtB,gBAAgB,EAAE,SAAS;YAC3B,MAAM,EAAE,IAAI;YACZ,wBAAwB,EAAE,IAAI;YAC9B,0BAA0B,EAAE,KAAK;YACjC,oBAAoB,EAAE,IAAI;YAC1B,eAAe,EAAE,IAAI;YACrB,eAAe,EAAE,OAAO;YACxB,YAAY,EAAE,IAAI;YAClB,eAAe,EAAE,IAAI;YACrB,4BAA4B,EAAE,IAAI;YAClC,gCAAgC,EAAE,IAAI;YACtC,aAAa,EAAE,IAAI;YACnB,iBAAiB,EAAE,IAAI;YACvB,SAAS,EAAE,IAAI;YACf,wFAAwF;YACxF,yFAAyF;YACzF,wFAAwF;YACxF,0FAA0F;YAC1F,sFAAsF;YACtF,yFAAyF;YACzF,gFAAgF;YAChF,KAAK,EAAE,CAAC,eAAe,CAAC;YACxB,SAAS,EAAE,CAAC,cAAc,EAAE,qBAAqB,EAAE,wCAAwC,CAAC;SAC7F;QACD,OAAO,EAAE,CAAC,UAAU,EAAE,aAAa,CAAC;QACpC,uFAAuF;QACvF,uFAAuF;QACvF,oFAAoF;QACpF,wFAAwF;QACxF,wDAAwD;QACxD,OAAO,EAAE;YACP,cAAc;YACd,MAAM;YACN,qBAAqB;YACrB,0BAA0B;YAC1B,kBAAkB;YAClB,uBAAuB;YACvB,oBAAoB;YACpB,2FAA2F;YAC3F,6FAA6F;YAC7F,2FAA2F;YAC3F,2FAA2F;YAC3F,gEAAgE;YAChE,wBAAwB;SACzB;KACF,CAAC,CAAC;AACL,CAAC;AAED;;;;;;;;;GASG;AACH,MAAM,gBAAgB,GACpB,iGAAiG;IACjG,+FAA+F;IAC/F,+FAA+F;IAC/F,gGAAgG;IAChG,gGAAgG;IAChG,gGAAgG;IAChG,gGAAgG;IAChG,uEAAuE,CAAC;AAE1E,MAAM,UAAU,eAAe;IAC7B,MAAM,YAAY,GAAG,gBAAgB,EAAE,CAAC;IACxC,MAAM,OAAO,GAAG,EAAE,GAAG,WAAW,EAAE,GAAG,YAAY,EAAE,CAAC;IACpD,6FAA6F;IAC7F,yFAAyF;IACzF,MAAM,gBAAgB,GAAG,GAAG,YAAY,CAAC,SAAS,CAAC,iBAAiB,CAAC;IACrE,0FAA0F;IAC1F,0FAA0F;IAC1F,wFAAwF;IACxF,2FAA2F;IAC3F,mDAAmD;IACnD,OAAO;;;;;;gBAMO,eAAe,uCAAuC,gBAAgB;;;;;;;;;;;;;;;;;;;;;EAqBpF,IAAI,CAAC,SAAS,CAAC,EAAE,OAAO,EAAE,EAAE,IAAI,EAAE,CAAC,CAAC,CAAC,OAAO,CAAC,KAAK,EAAE,MAAM,CAAC;;;iCAG5B,gBAAgB;;;CAGhD,CAAC;AACF,CAAC;AAED;;;;;GAKG;AACH,SAAS,kBAAkB;IACzB,OAAO,MAAM,CAAC,OAAO,CAAC,gBAAgB,EAAE,CAAC;SACtC,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,MAAM,CAAC,EAAE,EAAE,CAAC,UAAU,GAAG,OAAO,MAAM,GAAG,CAAC;SACrD,IAAI,CAAC,KAAK,CAAC,CAAC;AACjB,CAAC;AAED,MAAM,UAAU,gBAAgB;IAC9B,OAAO;;;;;;;;;;;EAWP,kBAAkB,EAAE;;;;;;;CAOrB,CAAC;AACF,CAAC;AAED;;;;;;;;;;;;;;GAcG;AACH,MAAM,CAAC,MAAM,mBAAmB,GAAwB,IAAI,GAAG,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC;AAE5E;;;;;;;;;;;;;;;GAeG;AACH,MAAM,UAAU,sBAAsB;IACpC,OAAO,MAAM,CAAC,OAAO,CAAC,WAAW,CAAC,CAAC,MAAM,CACvC,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,EAAE,EAAE,CAAC,CAAC,mBAAmB,CAAC,GAAG,CAAC,GAAG,CAAC,IAAI,sBAAsB,CAAC,IAAI,CAAC,GAAG,CAAC,CAClF,CAAC;AACJ,CAAC;AAED;;;;;;;;;;GA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|
package/dist/scaffold/project.js
CHANGED
|
@@ -3,7 +3,7 @@ import * as path from 'path';
|
|
|
3
3
|
import { CliError } from '../errors.js';
|
|
4
4
|
import { aliasSourceDir } from './aliases.js';
|
|
5
5
|
import { renderPackageJson, renderTsconfig, renderIndexHtml, renderViteConfig, renderVitePublishConfig, renderVitePublishStandaloneConfig, renderGitignore, renderBitmagicJson, renderAgentsMd, renderGameDesignMd, renderClaudeMd, renderJudgeSkill, renderThemingSkill, renderGenerateSkill, renderPlanningSkill, renderEngineApiSkill, renderUsageSkill, } from './project-files.js';
|
|
6
|
-
import { renderSkillsReadme, renderTrailerSkill } from './skill-files.js';
|
|
6
|
+
import { renderCreatorCollaborationSkill, renderPublishingSkill, renderSkillsReadme, renderTrailerSkill, } from './skill-files.js';
|
|
7
7
|
import { hashAgentsMd } from './agents-md.js';
|
|
8
8
|
import { CLAUDE_SETTINGS_FILE, renderClaudeSettings } from './claude-settings.js';
|
|
9
9
|
/**
|
|
@@ -165,6 +165,8 @@ export const PLATFORM_GENERATED_FILES = [
|
|
|
165
165
|
['.claude/skills/judging-quality/SKILL.md', renderJudgeSkill],
|
|
166
166
|
['.claude/skills/theming-the-hud/SKILL.md', renderThemingSkill],
|
|
167
167
|
['.claude/skills/making-a-trailer/SKILL.md', renderTrailerSkill],
|
|
168
|
+
['.claude/skills/publishing-a-game/SKILL.md', renderPublishingSkill],
|
|
169
|
+
['.claude/skills/working-with-the-creator/SKILL.md', renderCreatorCollaborationSkill],
|
|
168
170
|
];
|
|
169
171
|
/**
|
|
170
172
|
* Every template the downloaded bundle carries, in index order.
|