@bitmagic/cli 0.1.64-dev.1 → 0.1.64-dev.11

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Files changed (151) hide show
  1. package/README.md +80 -5
  2. package/assets/blender-level/README.md +25 -0
  3. package/assets/blender-level/audit.py +232 -0
  4. package/assets/blender-level/bmlevel/__init__.py +294 -0
  5. package/assets/blender-level/bmlevel/core.py +438 -0
  6. package/assets/blender-level/bmlevel/scene_bpy.py +186 -0
  7. package/assets/blender-level/bmlevel/scene_null.py +44 -0
  8. package/assets/blender-level/example_level.py +80 -0
  9. package/assets/blender-level/find_blender.py +62 -0
  10. package/assets/blender-level/review.py +117 -0
  11. package/assets/blender-level/sync_world.py +85 -0
  12. package/assets/blender-level/tests/test_core.py +189 -0
  13. package/dist/assets/keep-glb.d.ts +20 -0
  14. package/dist/assets/keep-glb.js +45 -0
  15. package/dist/assets/keep-glb.js.map +1 -0
  16. package/dist/cli.d.ts +5 -0
  17. package/dist/cli.js +2 -0
  18. package/dist/cli.js.map +1 -1
  19. package/dist/commands/assets.d.ts +3 -0
  20. package/dist/commands/assets.js +33 -3
  21. package/dist/commands/assets.js.map +1 -1
  22. package/dist/commands/cover.js +7 -1
  23. package/dist/commands/cover.js.map +1 -1
  24. package/dist/commands/forge.d.ts +2 -0
  25. package/dist/commands/forge.js +76 -12
  26. package/dist/commands/forge.js.map +1 -1
  27. package/dist/commands/generate.d.ts +88 -1
  28. package/dist/commands/generate.js +400 -21
  29. package/dist/commands/generate.js.map +1 -1
  30. package/dist/commands/init.d.ts +11 -0
  31. package/dist/commands/init.js +33 -1
  32. package/dist/commands/init.js.map +1 -1
  33. package/dist/commands/judge.d.ts +0 -11
  34. package/dist/commands/judge.js +15 -2
  35. package/dist/commands/judge.js.map +1 -1
  36. package/dist/commands/levels.d.ts +1 -1
  37. package/dist/commands/levels.js +14 -3
  38. package/dist/commands/levels.js.map +1 -1
  39. package/dist/commands/reference.js +5 -1
  40. package/dist/commands/reference.js.map +1 -1
  41. package/dist/commands/reset-account.js +2 -11
  42. package/dist/commands/reset-account.js.map +1 -1
  43. package/dist/commands/tools.d.ts +1 -0
  44. package/dist/commands/tools.js +73 -0
  45. package/dist/commands/tools.js.map +1 -0
  46. package/dist/commands/trailer.js +18 -4
  47. package/dist/commands/trailer.js.map +1 -1
  48. package/dist/editor/asset-detail-panel.d.ts +8 -3
  49. package/dist/editor/asset-detail-panel.js +11 -1
  50. package/dist/editor/asset-detail-panel.js.map +1 -1
  51. package/dist/editor/hud-replay-page.js +317 -22
  52. package/dist/editor/hud-replay-page.js.map +1 -1
  53. package/dist/editor/shell-page.js +117 -7
  54. package/dist/editor/shell-page.js.map +1 -1
  55. package/dist/forge/apply-modifications.js +70 -2
  56. package/dist/forge/apply-modifications.js.map +1 -1
  57. package/dist/forge/progress.d.ts +10 -0
  58. package/dist/forge/progress.js +7 -6
  59. package/dist/forge/progress.js.map +1 -1
  60. package/dist/forge/run-pipeline.d.ts +8 -0
  61. package/dist/forge/run-pipeline.js +37 -2
  62. package/dist/forge/run-pipeline.js.map +1 -1
  63. package/dist/forge/stream.d.ts +7 -1
  64. package/dist/forge/stream.js +5 -2
  65. package/dist/forge/stream.js.map +1 -1
  66. package/dist/forge/two-d-gate.d.ts +82 -0
  67. package/dist/forge/two-d-gate.js +232 -0
  68. package/dist/forge/two-d-gate.js.map +1 -0
  69. package/dist/generate/animation-from-video.d.ts +11 -3
  70. package/dist/generate/animation-from-video.js +12 -2
  71. package/dist/generate/animation-from-video.js.map +1 -1
  72. package/dist/generate/model.d.ts +11 -0
  73. package/dist/generate/model.js +41 -1
  74. package/dist/generate/model.js.map +1 -1
  75. package/dist/generate/prop.d.ts +9 -0
  76. package/dist/generate/prop.js +59 -9
  77. package/dist/generate/prop.js.map +1 -1
  78. package/dist/generate/video-review.d.ts +28 -0
  79. package/dist/generate/video-review.js +120 -0
  80. package/dist/generate/video-review.js.map +1 -0
  81. package/dist/project/art-style.d.ts +34 -0
  82. package/dist/project/art-style.js +63 -0
  83. package/dist/project/art-style.js.map +1 -0
  84. package/dist/prompt.d.ts +9 -0
  85. package/dist/prompt.js +36 -0
  86. package/dist/prompt.js.map +1 -0
  87. package/dist/publish/bundle.d.ts +12 -0
  88. package/dist/publish/bundle.js +32 -0
  89. package/dist/publish/bundle.js.map +1 -1
  90. package/dist/render/qr-png.d.ts +6 -3
  91. package/dist/render/qr-png.js +8 -8
  92. package/dist/render/qr-png.js.map +1 -1
  93. package/dist/scaffold/blender-level-skill-files.d.ts +26 -0
  94. package/dist/scaffold/blender-level-skill-files.js +570 -0
  95. package/dist/scaffold/blender-level-skill-files.js.map +1 -0
  96. package/dist/scaffold/claude-settings.js +2 -0
  97. package/dist/scaffold/claude-settings.js.map +1 -1
  98. package/dist/scaffold/project-files.d.ts +2 -1
  99. package/dist/scaffold/project-files.js +125 -42
  100. package/dist/scaffold/project-files.js.map +1 -1
  101. package/dist/scaffold/project.d.ts +9 -0
  102. package/dist/scaffold/project.js +29 -3
  103. package/dist/scaffold/project.js.map +1 -1
  104. package/dist/scaffold/reference-guidance.d.ts +1 -1
  105. package/dist/scaffold/reference-guidance.js +2 -1
  106. package/dist/scaffold/reference-guidance.js.map +1 -1
  107. package/dist/scaffold/skill-files.js +3 -1
  108. package/dist/scaffold/skill-files.js.map +1 -1
  109. package/dist/scaffold/unity-skill-files.js +1 -2
  110. package/dist/scaffold/unity-skill-files.js.map +1 -1
  111. package/dist/tools/bundles.d.ts +21 -0
  112. package/dist/tools/bundles.js +67 -0
  113. package/dist/tools/bundles.js.map +1 -0
  114. package/dist/trailer/ffmpeg.d.ts +10 -0
  115. package/dist/trailer/ffmpeg.js +51 -6
  116. package/dist/trailer/ffmpeg.js.map +1 -1
  117. package/dist/trailer/hud-raster.d.ts +12 -12
  118. package/dist/trailer/hud-raster.js +85 -32
  119. package/dist/trailer/hud-raster.js.map +1 -1
  120. package/dist/trailer/hud-state.d.ts +75 -4
  121. package/dist/trailer/hud-state.js +132 -17
  122. package/dist/trailer/hud-state.js.map +1 -1
  123. package/dist/trailer/io.d.ts +2 -0
  124. package/dist/trailer/io.js +6 -1
  125. package/dist/trailer/io.js.map +1 -1
  126. package/dist/trailer/link.d.ts +1 -0
  127. package/dist/trailer/link.js +15 -0
  128. package/dist/trailer/link.js.map +1 -0
  129. package/dist/trailer/make.d.ts +2 -0
  130. package/dist/trailer/make.js +1 -0
  131. package/dist/trailer/make.js.map +1 -1
  132. package/dist/trailer/merge.js +32 -11
  133. package/dist/trailer/merge.js.map +1 -1
  134. package/dist/trailer/music-beats.js +4 -39
  135. package/dist/trailer/music-beats.js.map +1 -1
  136. package/dist/trailer/render.d.ts +2 -0
  137. package/dist/trailer/render.js +94 -48
  138. package/dist/trailer/render.js.map +1 -1
  139. package/dist/trailer/timeline-types.d.ts +19 -0
  140. package/dist/trailer/timeline-types.js +42 -2
  141. package/dist/trailer/timeline-types.js.map +1 -1
  142. package/dist/trailer/title-raster.js +2 -1
  143. package/dist/trailer/title-raster.js.map +1 -1
  144. package/dist/trailer/titles.js +6 -1
  145. package/dist/trailer/titles.js.map +1 -1
  146. package/dist/trailer/video-chain.d.ts +96 -8
  147. package/dist/trailer/video-chain.js +183 -0
  148. package/dist/trailer/video-chain.js.map +1 -1
  149. package/dist/verify/browser.js +4 -1
  150. package/dist/verify/browser.js.map +1 -1
  151. package/package.json +4 -4
@@ -1,4 +1,5 @@
1
1
  import { FAVICON_LINK_ID } from '@bitmagic/asset-core/favicon';
2
+ import { describeArtStyle } from '@bitmagic/asset-core/art-style';
2
3
  import { tsconfigPaths, importMapEntries, viteAliasEntries } from './aliases.js';
3
4
  import { currentPortLane } from '../port-lane.js';
4
5
  import { AGENTS_MD_REFERENCE_SECTION, GAME_DESIGN_REFERENCE_HINT, GENERATE_SKILL_REFERENCE_SECTION, PLANNING_SKILL_REFERENCE_STEP1, PLANNING_SKILL_REFERENCE_STEP4, } from './reference-guidance.js';
@@ -480,11 +481,71 @@ const stubCreatorHandlerPlugin = () => ({
480
481
  });
481
482
  `;
482
483
  }
484
+ /**
485
+ * The build-time Rapier flavor selector, emitted into BOTH vendored configs.
486
+ *
487
+ * A bundle ships exactly one physics engine, never both: each `-compat` package
488
+ * embeds its full WASM, so the unused one is dead megabytes. Which one is the
489
+ * ENGINE'S call — the config runs `src/work/game.json` through the engine's own
490
+ * rule, `engine/engine/physics/PhysicsModeRule.ts` (vendored with the engine;
491
+ * Vite bundles the config with esbuild, which resolves the TypeScript import),
492
+ * so the bundle can never disagree with the world the engine boots. `bitmagic
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+ * build/publish/ios` resolve the same rule ahead of time into
494
+ * BUNDLE_RAPIER_FLAVOR, which wins when set; an invalid value, or a game.json
495
+ * the config cannot read, fails the build. The stub is safe because no
496
+ * module-scope value usage of either Rapier import exists in the engine.
497
+ */
498
+ function renderRapierFlavorBlock() {
499
+ return `// Single-Rapier-flavor builds: this bundle ships exactly one physics engine (each -compat package
500
+ // embeds its full WASM — the unused one is dead megabytes). The flavor is the game's EFFECTIVE
501
+ // physics mode: src/work/game.json run through the engine's own rule, the same function the engine
502
+ // applies at boot, so the bundle can never disagree with the world the game runs. bitmagic
503
+ // build/publish/ios resolve it ahead of time into BUNDLE_RAPIER_FLAVOR, which wins when set. There
504
+ // is no dual-flavor build: a game.json this config cannot read fails the build. The stub is safe:
505
+ // the engine has no module-scope value usage of either Rapier import, and only ever init()s the
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+ // flavor it boots.
507
+ const RAPIER_PACKAGES = { '2d': '@dimforge/rapier2d-compat', '3d': '@dimforge/rapier3d-compat' };
508
+ function resolveRapierFlavor() {
509
+ const fromEnv = process.env.BUNDLE_RAPIER_FLAVOR || '';
510
+ if (fromEnv) {
511
+ if (fromEnv !== '2d' && fromEnv !== '3d') {
512
+ throw new Error("BUNDLE_RAPIER_FLAVOR must be '2d' or '3d' when set (got '" + fromEnv + "')");
513
+ }
514
+ return fromEnv;
515
+ }
516
+ let game;
517
+ try {
518
+ game = JSON.parse(fs.readFileSync('src/work/game.json', 'utf8'));
519
+ } catch (err) {
520
+ throw new Error('Cannot decide which physics engine to bundle: src/work/game.json is unreadable (' + err.message + ').');
521
+ }
522
+ const mode = game.physicsMode === '2d' || game.physicsMode === '3d' || game.physicsMode === 'none' ? game.physicsMode : undefined;
523
+ return rapierFlavorForPhysicsMode(effectivePhysicsMode(typeof game.gameGenre === 'string' ? game.gameGenre : '', mode, game.physics2d === true));
524
+ }
525
+ const rapierFlavor = resolveRapierFlavor();
526
+ const droppedRapier = RAPIER_PACKAGES[rapierFlavor === '2d' ? '3d' : '2d'];
527
+ // 'pre' is load-bearing: without it Vite's own resolver wins and the "dropped" package is
528
+ // INLINED from node_modules — WASM and all, ~2 MB heavier — with no error and no greppable
529
+ // package-name string. Same trap the creator-handler stub above documents.
530
+ const stubRapierPlugin = () => ({
531
+ name: 'stub-rapier-flavor',
532
+ enforce: 'pre',
533
+ resolveId(id) {
534
+ return id === droppedRapier ? '\\0rapier-flavor-stub' : null;
535
+ },
536
+ load(id) {
537
+ return id === '\\0rapier-flavor-stub' ? 'export default null;' : null;
538
+ }
539
+ });
540
+ `;
541
+ }
483
542
  /** Rollup's `external` predicate, indented to sit inside the generated `rollupOptions` block. */
484
543
  const PUBLISH_CONFIG_EXTERNAL_BLOCK = ` // Anything the CDN table resolves stays OUT of the bundle. Every other id — the 'engine/',
485
544
  // 'core/', 'work/' aliases above included — is bundled, which is what a single published
486
- // HTML file with no same-origin siblings requires.
487
- external: (id) => cdnUrl(id) !== undefined,`;
545
+ // HTML file with no same-origin siblings requires. The one exception: a dropped Rapier
546
+ // flavor must NOT go external (an external import would still fetch it at runtime) — it
547
+ // falls through to stubRapierPlugin and vanishes from the bundle entirely.
548
+ external: (id) => id !== droppedRapier && cdnUrl(id) !== undefined,`;
488
549
  /**
489
550
  * The counterpart note in the `--single-file` config, where there is no `external` at all.
490
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  *
@@ -525,8 +586,12 @@ const PUBLISH_CONFIG_PATHS_BLOCK = ` // Rewrite each externalized import
525
586
  */
526
587
  function renderPublishConfig(mode) {
527
588
  const cdn = mode === 'cdn';
528
- return `import { defineConfig } from 'vite';
589
+ return `import fs from 'fs';
590
+ import { defineConfig } from 'vite';
529
591
  import { viteSingleFile } from 'vite-plugin-singlefile';
592
+ // The engine's physics-mode rule, straight from the vendored engine source (see the Rapier
593
+ // flavor block below for why the bundle must use the engine's own rule and nothing else).
594
+ import { effectivePhysicsMode, rapierFlavorForPhysicsMode } from './engine/engine/physics/PhysicsModeRule.ts';
530
595
 
531
596
  // Aliases mirror vite.config.js's, deliberately NOT wrapped in path.resolve(): every target here
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  // already starts with '/', which Vite resolves as project-root-relative in both serve and build
@@ -538,7 +603,8 @@ import { viteSingleFile } from 'vite-plugin-singlefile';
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  // since Rollup then just treats the unmatched id as an unresolved bare specifier and fails the
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  // build. Verified against a real \`vite build\` before trusting the plain-string form.
540
605
 
541
- ${cdn ? renderCdnModuleTable() : ''}${renderCreatorHandlerStub()}
606
+ ${cdn ? renderCdnModuleTable() : ''}${renderRapierFlavorBlock()}
607
+ ${renderCreatorHandlerStub()}
542
608
  // Editing-only asset fields must not ship inside published game data: the
543
609
  // source recording behind a video-to-motion clip is the creator's webcam
544
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  // footage. The list mirrors EDITING_ONLY_ASSET_FIELDS in @bitmagic/asset-core
@@ -603,7 +669,7 @@ ${cdn ? PUBLISH_CONFIG_PATHS_BLOCK : ''} // A licence obligation, not dec
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  },
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  },
605
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  },
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- plugins: [stubCreatorHandlerPlugin(), stripEditingOnlyWorldFieldsPlugin(), viteSingleFile()],
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+ plugins: [stubCreatorHandlerPlugin(), stripEditingOnlyWorldFieldsPlugin(), stubRapierPlugin(), viteSingleFile()],
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  });
608
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  `;
609
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  }
@@ -749,7 +815,7 @@ If you are unsure whether one is already running, \`bitmagic reload\` says so an
749
815
  itself: \`planning-a-game/\` (what to build first), \`finding-engine-apis/\` (engine docs),
750
816
  \`generating-assets/\`, \`working-with-the-creator/\`, \`theming-the-hud/\`,
751
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  \`publishing-a-game/\`, \`judging-quality/\`, \`checking-usage/\`, \`making-a-trailer/\`,
752
- \`converting-unity-levels/\`.${mirrorClause}
818
+ \`converting-unity-levels/\`, \`building-levels-in-blender/\`.${mirrorClause}
753
819
  \`upgrade\` rewrites every copy, so edits to them are lost; skills you add yourself are never
754
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  touched.
755
821
  - \`.claude/settings.json\` — **Claude Code only, and yours**: seeded with one Stop hook that runs
@@ -1048,29 +1114,29 @@ bitmagic forge --prompt "a ruined desert temple with a central courtyard"
1048
1114
 
1049
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  This designs a scene, builds its geometry, bakes it to voxels and writes the finished level —
1050
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  terrain, props, spawn points — into \`src/work/world.json\`. \`bitmagic levels list | add | rename
1051
- | set-start | remove\` manages them afterwards (free, local); \`set-start\` is how you change which
1052
- level the game boots into, and it moves the legacy mirror fields with it. Add \`--city\`, \`--dungeon\`,
1053
- \`--platformer\` or \`--freeform\` (at most one) for a different kind of place; omit them all for
1054
- natural terrain.
1117
+ | set-start | remove\` manages them afterwards (free, local; \`set-start\` picks the boot level). Add
1118
+ \`--city\`, \`--dungeon\`, \`--platformer\` or \`--freeform\` (at most one) for a different kind of
1119
+ place; omit them all for natural terrain. A place designed part by part — an interior, a station, a stylised set — can
1120
+ instead be built in Blender from a script: \`${PRIMARY_SKILLS_DIR}/building-levels-in-blender/SKILL.md\`,
1121
+ whose first section says when that path is yours (a frontier model, Blender installable).
1122
+
1123
+ **Art style is a declared switch.** \`"artStyle": "low-poly"\` in \`src/work/game.json\` (or
1124
+ \`bitmagic init --art-style low-poly\`) makes a Blender level a low-poly GAME: \`cover\`/\`reference\`
1125
+ prompt for low-poly, \`assets add\` and \`generate model|prop|character\` keep meshes instead of
1126
+ voxelizing, the engine drops its voxel lighting/bloom, \`judge\` knows the medium. Set it before the first cover.
1055
1127
 
1056
1128
  Four things worth knowing:
1057
1129
 
1058
- 1. **It is slow.** A forge runs for many minutes — the level bake alone can take twenty. That is a
1059
- planning fact, not a reason to avoid it: plan the run, start it, and do something else while it
1060
- works. Progress is printed throughout, the bake included.
1061
- 2. **It needs Google Chrome installed.** The bake runs in a real headless browser, because
1062
- voxelizing is the engine's own code. The command builds and serves the project itself, so you
1063
- do not need \`bitmagic dev\` running and it will not collide with one that is.
1064
- 3. **It rewrites large parts of \`world.json\`** (assets, environmentObjects, the level registry,
1065
- spawn points), so re-read the file afterwards if you were editing it. It also drops a
1066
- \`forged-heightfield.json\` beside it, which later placements use to sit objects on the terrain.
1067
- 4. **Resume rather than re-run.** The command prints a job id, \`world.json\` only ever changes on
1068
- the final step, and every failure says whether it did and whether
1069
- \`bitmagic forge --resume <jobId>\` is worth it — which is twenty minutes you do not spend again.
1070
-
1071
- Afterwards actually walk the level in the dev view — one that loads is not necessarily one you can
1072
- move through. (You should already have \`bitmagic dev\` running; a forge takes twenty minutes, and
1073
- its progress shows there.)
1130
+ 1. **It is slow.** A forge runs for many minutes — the level bake alone can take twenty. Plan the
1131
+ run, start it, and do something else while it works; progress is printed throughout.
1132
+ 2. **It needs Google Chrome installed.** The bake runs in a real headless browser (voxelizing is
1133
+ engine code). It serves the project itself — no \`bitmagic dev\` needed, no collision with one.
1134
+ 3. **It rewrites large parts of \`world.json\`** (assets, objects, levels, spawns) — re-read it after.
1135
+ 4. **Resume rather than re-run.** It prints a job id, \`world.json\` only changes on the final step,
1136
+ and every failure says whether \`bitmagic forge --resume <jobId>\` is worth it — twenty minutes saved.
1137
+
1138
+ Afterwards actually walk the level in the dev view (already running, with the forge's progress in
1139
+ it) — one that loads is not necessarily one you can move through.
1074
1140
 
1075
1141
  ${renderCliUpdateSection(environment)}
1076
1142
  `;
@@ -1152,6 +1218,7 @@ the engine, already wired** — and hand-building a worse version of it is the m
1152
1218
  | Animals, snakes, fish, birds, dragons | Procedural creature systems | \`animal-instructions.md\`, \`snake-instructions.md\` |
1153
1219
  | Score, timers, health bars, game-over and win screens | HUD + end-game systems | \`HUD_ELEMENTS.md\`, \`end-game.md\` |
1154
1220
  | A start screen — cover image, title, Play-button label | Start-screen system | \`START_SCREEN.md\` |
1221
+ | An opening cutscene or any full-screen video | \`engine.playVideo()\` fullscreen overlay | \`video-cutscenes.md\` |
1155
1222
  | Collectibles, pickups, checkpoints, markers | Dedicated systems | \`collectible-objects.md\`, \`markers-system.md\` |
1156
1223
  | Doors, locked doors and their keys | \`worldProfileData.doors[]\` + \`keyItems[]\` | \`doors-and-locks.md\` |
1157
1224
  | Moving platforms, elevators, crushers, conveyors, spinners | \`mechanisms[]\` in world.json | \`moving-platforms.md\` |
@@ -1207,7 +1274,8 @@ player to move) either builds no player controller (the \`no-character\` templat
1207
1274
  - Controls: every action as desktop key + phone button, bound in one call
1208
1275
  - Engine systems: one line each, naming the doc — \`engine/agent-docs/…\`
1209
1276
  - Assets to generate: name them. A skybox and the cover usually earn their place in slice 1.
1210
- - Level: procedural baseline terrain, unless the terrain IS the mechanic
1277
+ - Art style: voxel (the default) or low-poly — \`artStyle\` in \`src/work/game.json\`; decided before the first cover
1278
+ - Level: procedural baseline terrain, unless the terrain IS the mechanic (forge — or Blender, if that skill's gate passes)
1211
1279
 
1212
1280
  ## Deferred — the backlog
1213
1281
  Numbered, roughly best-first. Everything the design implies that slice 1 does not do.
@@ -1244,7 +1312,10 @@ ${PLANNING_SKILL_REFERENCE_STEP4}4. \`bitmagic cover\` — **now**, not later. I
1244
1312
  so it sets how long the human waits for slice 1. It belongs in slice 1 for a game that cannot be
1245
1313
  played without its shape — skiing, racing on a real circuit, open-world driving, an enclosed dungeon
1246
1314
  interior. For everything else the baseline's procedural voxel terrain is a fine slice-1 world and the
1247
- forge is backlog item 1, run once the loop is proven.
1315
+ forge is backlog item 1, run once the loop is proven. A designed place — an interior, a station, a
1316
+ stylised set the creator has a picture of — has a second route, building it in Blender from a
1317
+ script (\`${PRIMARY_SKILLS_DIR}/building-levels-in-blender/SKILL.md\`, gated on the model and on
1318
+ Blender being available). That route is a low-poly game: set \`artStyle: "low-poly"\` in game.json first.
1248
1319
 
1249
1320
  ## Step 5 — hand it back
1250
1321
 
@@ -1339,6 +1410,7 @@ tier 2.
1339
1410
  | HUD elements — bars, scores, counters, timers | \`HUD_ELEMENTS.md\` |
1340
1411
  | HUD visual style and themes | \`HUD_STYLE_GUIDE.md\`, \`HUD_THEMES.md\` |
1341
1412
  | Start screen — cover image, title, Play-button label | \`START_SCREEN.md\` |
1413
+ | An opening cutscene or any full-screen video — \`engine.playVideo\` | \`video-cutscenes.md\` |
1342
1414
  | Collectibles and interactables | \`collectible-objects.md\` |
1343
1415
  | Placed scenery / \`environmentObjects\` — gameplay near props, harvesting, occupancy | \`environment-objects.md\` |
1344
1416
  | Doors, locked gates, keycards | \`doors-and-locks.md\` |
@@ -1372,7 +1444,7 @@ tier 2.
1372
1444
  | Multiple levels, level select, switching worlds at runtime | \`level-system.md\` |
1373
1445
  | Skyboxes | \`skybox-system.md\` |
1374
1446
  | Weather and snow | \`weather-snow.md\` |
1375
- | 2D side-on physics games | \`physics2d-genre.md\` |
1447
+ | 2D side-view games — the forged strip level, its \`worldForgerSideon\` contract, collect/respawn/goal wiring | \`sideon-forged-levels.md\` |
1376
1448
 
1377
1449
  \`engine/agent-docs/samples/\` holds compile-checked reference implementations — a doc that cites
1378
1450
  \`samples/raycast-ground-check\` means \`engine/agent-docs/samples/raycast-ground-check.ts\`, and it
@@ -1484,17 +1556,21 @@ clip, because it is solved locally rather than generated by a model.
1484
1556
 
1485
1557
  \`model\` is the one to reach for when the game needs an object that does not exist yet — a new
1486
1558
  asset from a sentence. It needs Chrome and a free port between 3000 and 3199, because only the
1487
- engine can voxelize. \`--height\` scales it (interiors fill solid below 6 m and stay hollow above,
1488
- so a building is not baked as a solid block), and \`--name\` sets what game code places by. Do not
1489
- confuse it with \`prop\`, which REPLACES an existing placeholder and changes every instance already
1490
- placed.
1559
+ engine can voxelize (a low-poly project keeps the mesh instead — no browser). \`--height\` scales
1560
+ it (interiors fill solid below 6 m and stay hollow above, so a building is not baked as a solid
1561
+ block), and \`--name\` sets what game code places by. Do not confuse it with \`prop\`, which
1562
+ REPLACES an existing placeholder and changes every instance already placed.
1491
1563
 
1492
1564
  \`video\` makes a short clip for a cutscene. It is the one asset the game does not draw: the row it
1493
1565
  writes is played as a fullscreen overlay by \`engine.playVideo("<asset id>")\`, which resolves when
1494
1566
  the clip ends or the player skips it — so it belongs at a story beat, not in the world. Give it
1495
1567
  \`--name\` and that name is what the code calls. A prompt alone generates in well under a minute;
1496
1568
  \`--image <png>\` animates a still you already have (a cover, a reference) but takes a few minutes,
1497
- and the clip comes back in the image's shape rather than 16:9.
1569
+ and the clip comes back in the image's shape rather than 16:9. The command leaves 8 frames of it
1570
+ tiled in \`.bitmagic/videos/<asset id>.png\` — READ that image before wiring the clip up, and read
1571
+ the line saying whether it has an audio track, because a silent cutscene needs a music bed under
1572
+ it. Call \`playVideo\` from the Play click or later, never before: without a prior user gesture the
1573
+ browser blocks autoplay and the clip silently does not run. See \`video-cutscenes.md\`.
1498
1574
 
1499
1575
  \`vehicle\` is the one that needs more than a prompt to be useful. It creates a NEW asset (it does
1500
1576
  not upgrade an existing one), it needs Chrome and a free port between 3000 and 3199 because only
@@ -1575,8 +1651,8 @@ explicitly. You never need to guess whether a failed generation half-applied.
1575
1651
  Not a generation, but the same registry: \`bitmagic assets add <file>\` uploads a \`.glb\`
1576
1652
  (voxelized in a headless browser — Chrome and a free port in 3000–3199, like \`vehicle\`), a
1577
1653
  \`.vxl\`, an image (\`.png/.jpg/.webp\`), audio (\`.opus/.ogg/.m4a/.mp3\`) or a config \`.json\`
1578
- into \`assets[]\` and prints the id. \`--keep-glb\` registers a \`.glb\` as a polygon mesh instead;
1579
- \`--voxel-size\`, \`--height\` and \`--hollow\` tune the bake. It costs no sparks. \`bitmagic
1654
+ into \`assets[]\` and prints the id. \`--keep-glb\` registers a \`.glb\` as a polygon mesh instead (a
1655
+ low-poly project's default); \`--voxel-size\`, \`--height\`, \`--hollow\` tune the bake. No sparks. \`bitmagic
1580
1656
  assets list\` shows what is there; \`bitmagic assets remove <id>\` takes one out of \`world.json\`
1581
1657
  (the file stays in storage) and refuses while something in \`world.json\` still references it.
1582
1658
 
@@ -1720,7 +1796,8 @@ dimension gaining a point is worth 0.25 overall, and you are entitled to see it.
1720
1796
  What it is **not** is a target. There is no score at which a game is done, and two things will not
1721
1797
  move it however many rounds you spend:
1722
1798
 
1723
- - **Your art style.** Declare it under \`## Art direction\` in \`GAME-DESIGN.md\` and the judge
1799
+ - **Your art style.** Declare it under \`## Art direction\` in \`GAME-DESIGN.md\` (with \`artStyle\`
1800
+ in game.json as the fallback the judge reads when the heading is missing) and the judge
1724
1801
  grades craft within that medium. If it is still calling your voxel characters blocky, that
1725
1802
  heading is missing or empty — fix the document, not the game.
1726
1803
  - **Matters of taste.** When the remaining findings are things a reasonable person could disagree
@@ -1751,8 +1828,17 @@ style or taste, say so to the creator and move on. That is a finished frame, not
1751
1828
  * more to an image model than how the input mapping works — but nothing enforces them: the whole
1752
1829
  * file is read as prose.
1753
1830
  */
1754
- export function renderGameDesignMd(idea) {
1831
+ export function renderGameDesignMd(idea, artStyle) {
1755
1832
  const pitch = idea?.trim();
1833
+ // Declared at init: the medium is known, so the heading the judge reads is written from the
1834
+ // start — the creator adds the palette and mood. Undeclared: the prompt text, exactly as before.
1835
+ const artDirection = artStyle === undefined
1836
+ ? `The medium and style you chose, in a sentence or two — voxel, low-poly, flat colour, pixel art.
1837
+ \`bitmagic judge\` reads THIS heading to know what is intentional: state it here and the judge
1838
+ grades craft within your style instead of reporting the style itself as a defect. Without it, a
1839
+ voxel game gets told its characters are blocky.`
1840
+ : `${describeArtStyle(artStyle)} (declared as \`artStyle\` in \`src/work/game.json\`.) Add the
1841
+ palette, mood and the references you are drawing from; \`bitmagic judge\` reads this heading.`;
1756
1842
  return `# Game design
1757
1843
 
1758
1844
  ${pitch
@@ -1775,10 +1861,7 @@ ${GAME_DESIGN_REFERENCE_HINT}
1775
1861
 
1776
1862
  ## Art direction
1777
1863
 
1778
- The medium and style you chose, in a sentence or two — voxel, low-poly, flat colour, pixel art.
1779
- \`bitmagic judge\` reads THIS heading to know what is intentional: state it here and the judge
1780
- grades craft within your style instead of reporting the style itself as a defect. Without it, a
1781
- voxel game gets told its characters are blocky.
1864
+ ${artDirection}
1782
1865
 
1783
1866
  ## Win / lose
1784
1867
 
@@ -1 +1 @@
1
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@@ -1,3 +1,4 @@
1
+ import type { ArtStyle } from '@bitmagic/asset-core/art-style';
1
2
  import { type ProjectMetadata, type SkillRenderer } from './project-files.js';
2
3
  import { type AgentId } from './agent-targets.js';
3
4
  export interface TemplateEntry {
@@ -172,6 +173,12 @@ export interface ScaffoldOptions {
172
173
  projectName: string;
173
174
  /** `bitmagic init --idea`, seeding GAME-DESIGN.md's Pitch. Absent leaves the skeleton empty. */
174
175
  idea?: string;
176
+ /**
177
+ * `bitmagic init --art-style`: stamped into `src/work/game.json` and pre-filled under
178
+ * GAME-DESIGN.md's Art direction. Absent writes nothing, so a voxel project's game.json is the
179
+ * template's own — the field's absence means voxel everywhere it is read.
180
+ */
181
+ artStyle?: ArtStyle;
175
182
  }
176
183
  /**
177
184
  * Puts the platform's own code into the project: the vendored `engine/` tree and the service
@@ -189,6 +196,8 @@ export interface ProjectFileOptions {
189
196
  projectName: string;
190
197
  /** `bitmagic init --idea`, seeding GAME-DESIGN.md's Pitch. Ignored when `gameDesign` is 'keep'. */
191
198
  idea?: string;
199
+ /** Pre-fills GAME-DESIGN.md's Art direction. Ignored when `gameDesign` is 'keep'. */
200
+ artStyle?: ArtStyle;
192
201
  /**
193
202
  * Whether to write GAME-DESIGN.md at all.
194
203
  *
@@ -5,6 +5,7 @@ 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
6
  import { renderCreatorCollaborationSkill, renderPublishingSkill, renderKiroSteering, renderSkillsReadme, renderTrailerSkill, } from './skill-files.js';
7
7
  import { renderUnityLevelsSkill, renderUnityLevelsTrapsReference, renderUnityLevelsFbxReference, renderUnityLevelsPhysicsReference, renderUnityLevelsVerificationReference, } from './unity-skill-files.js';
8
+ import { renderBlenderLevelsSkill, renderBlenderConventionsReference, renderBlenderAuditsReference, renderBlenderPassesReference, renderBlenderEngineHandoffReference, } from './blender-level-skill-files.js';
8
9
  import { ALWAYS_AGENTS, dedupeAgents, skillDirsFor } from './agent-targets.js';
9
10
  import { hashAgentsMd } from './agents-md.js';
10
11
  import { CLAUDE_SETTINGS_FILE, renderClaudeSettings } from './claude-settings.js';
@@ -175,6 +176,11 @@ export const SHIPPED_SKILLS = [
175
176
  ['converting-unity-levels/references/fbx-conversion.md', renderUnityLevelsFbxReference],
176
177
  ['converting-unity-levels/references/physics-and-shadows.md', renderUnityLevelsPhysicsReference],
177
178
  ['converting-unity-levels/references/verification.md', renderUnityLevelsVerificationReference],
179
+ ['building-levels-in-blender/SKILL.md', renderBlenderLevelsSkill],
180
+ ['building-levels-in-blender/references/blender-conventions.md', renderBlenderConventionsReference],
181
+ ['building-levels-in-blender/references/audits-and-review.md', renderBlenderAuditsReference],
182
+ ['building-levels-in-blender/references/level-design-passes.md', renderBlenderPassesReference],
183
+ ['building-levels-in-blender/references/engine-handoff.md', renderBlenderEngineHandoffReference],
178
184
  ];
179
185
  /**
180
186
  * Files a particular agent needs that are not skills, written only for a project that named it.
@@ -303,7 +309,7 @@ export function vendorEngine(extractedEngineDir, targetDir) {
303
309
  * argued on that constant.
304
310
  */
305
311
  export function writeProjectFiles(options) {
306
- const { targetDir, metadata, projectName, idea, gameDesign = 'render' } = options;
312
+ const { targetDir, metadata, projectName, idea, artStyle, gameDesign = 'render' } = options;
307
313
  // The project's own declaration, so `bitmagic.json` and the file set on disk cannot disagree.
308
314
  const agents = metadata.agents ?? ALWAYS_AGENTS;
309
315
  // Stamped as it is written, so a later `bitmagic upgrade` can tell whether the creator has
@@ -320,7 +326,7 @@ export function writeProjectFiles(options) {
320
326
  // Creator-owned from here on (see PLATFORM_GENERATED_FILES): the agent rewrites it as the
321
327
  // game takes shape, and `bitmagic cover` reads whatever it says at the time.
322
328
  ...(gameDesign === 'render'
323
- ? [['GAME-DESIGN.md', renderGameDesignMd(idea)]]
329
+ ? [['GAME-DESIGN.md', renderGameDesignMd(idea, artStyle)]]
324
330
  : []),
325
331
  ['CLAUDE.md', renderClaudeMd()],
326
332
  ['.gitignore', renderGitignore()],
@@ -334,7 +340,7 @@ export function writeProjectFiles(options) {
334
340
  }
335
341
  }
336
342
  export function scaffoldProject(options) {
337
- const { targetDir, extractedEngineDir, templatesDir, template, metadata, projectName, idea } = options;
343
+ const { targetDir, extractedEngineDir, templatesDir, template, metadata, projectName, idea, artStyle } = options;
338
344
  vendorEngine(extractedEngineDir, targetDir);
339
345
  // The game: the genre baseline, then the template overlaid on top. Contents are copied, not
340
346
  // the directory itself — a nested src/work/<genre>/ would break every relative import in
@@ -355,11 +361,31 @@ export function scaffoldProject(options) {
355
361
  if (fs.existsSync(overlayDir)) {
356
362
  copyContents(overlayDir, srcDir);
357
363
  }
364
+ if (artStyle !== undefined)
365
+ stampArtStyle(srcDir, artStyle);
358
366
  writeProjectFiles({
359
367
  targetDir,
360
368
  metadata,
361
369
  projectName,
362
370
  ...(idea !== undefined ? { idea } : {}),
371
+ ...(artStyle !== undefined ? { artStyle } : {}),
363
372
  });
364
373
  }
374
+ /**
375
+ * Write `artStyle` into the copied template's game.json, beside the metadata the template
376
+ * carries. A re-serialize of the whole document rather than a text patch: the template's own
377
+ * formatting is two-space JSON already, so the file the creator sees is unchanged apart from the
378
+ * one added line.
379
+ */
380
+ function stampArtStyle(srcDir, artStyle) {
381
+ const gamePath = path.join(srcDir, 'game.json');
382
+ if (!fs.existsSync(gamePath)) {
383
+ throw new CliError(`The template has no ${gamePath}, so --art-style has nowhere to be written.`);
384
+ }
385
+ const parsed = JSON.parse(fs.readFileSync(gamePath, 'utf-8'));
386
+ if (typeof parsed !== 'object' || parsed === null || Array.isArray(parsed)) {
387
+ throw new CliError(`${gamePath} is not a JSON object, so --art-style cannot be written into it.`);
388
+ }
389
+ fs.writeFileSync(gamePath, `${JSON.stringify({ ...parsed, artStyle }, null, 2)}\n`);
390
+ }
365
391
  //# sourceMappingURL=project.js.map
@@ -1 +1 @@
1
- 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1
+ 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@@ -9,7 +9,7 @@
9
9
  * markdown, so backticks are escaped exactly as project-files.ts escapes them.
10
10
  */
11
11
  /** The `## Reference image` section of the scaffolded AGENTS.md, placed before the cover section. */
12
- export declare const AGENTS_MD_REFERENCE_SECTION = "## Reference image \u2014 offer it when the idea has a strong setting\n\nWhen the idea names a **place or a look** \u2014 a tropical island, a neon city \u2014 offer to make a\nconcept image of the world before generating anything else:\n\n```\nbitmagic reference make # a candidate lands in .bitmagic/reference/\nbitmagic reference make --from <id> --prompt \"same island, but at dusk\"\nbitmagic reference accept <id> # the human's call, never yours\n```\n\nShow the human each image file and let THEM iterate and accept. Once accepted, it is the default\nstyle reference for `generate skybox|background|block-type|image`, `bitmagic cover` and\n`bitmagic forge` (whose designer literally sees the picture) \u2014 one look across the whole game;\n`--no-reference` exempts a call, and a picture the human hands you for ONE request rides that\ncall as `--reference-image <file>` instead. Accepting prints a durable URL: paste it into\n`GAME-DESIGN.md`'s world/look section, since `.bitmagic/` is not committed and\n`bitmagic reference accept <url>` is how a fresh clone gets it back. Details are in\n`.agents/skills/generating-assets/SKILL.md`; skip the offer when the idea has no visual identity\nyet.\n\n";
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+ export declare const AGENTS_MD_REFERENCE_SECTION = "## Reference image \u2014 offer it when the idea has a strong setting\n\nWhen the idea names a **place or a look** \u2014 a tropical island, a neon city \u2014 offer to make a\nconcept image of the world before generating anything else:\n\n```\nbitmagic reference make # a candidate lands in .bitmagic/reference/\nbitmagic reference make --from <id> --prompt \"same island, but at dusk\"\nbitmagic reference accept <id> # the human's call, never yours\n```\n\nThe prompt follows game.json's `artStyle`, so declare the medium first. Show the human each image\nfile and let THEM iterate and accept. Once accepted, it is the default\nstyle reference for `generate skybox|background|block-type|image`, `bitmagic cover` and\n`bitmagic forge` (whose designer literally sees the picture) \u2014 one look across the whole game;\n`--no-reference` exempts a call, and a picture the human hands you for ONE request rides that\ncall as `--reference-image <file>` instead. Accepting prints a durable URL: paste it into\n`GAME-DESIGN.md`'s world/look section, since `.bitmagic/` is not committed and\n`bitmagic reference accept <url>` is how a fresh clone gets it back. Details are in\n`.agents/skills/generating-assets/SKILL.md`; skip the offer when the idea has no visual identity\nyet.\n\n";
13
13
  /** The planning skill's step-1 paragraph on offering a reference image. */
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  export declare const PLANNING_SKILL_REFERENCE_STEP1 = "If the idea describes a **place** \u2014 an island, a city, a specific look \u2014 offer a reference image\nbefore anything else is generated: `bitmagic reference make`, show the human the file it prints,\niterate with `--from <id>`, and run `accept` only when they choose one. Every skybox, block,\ncover and forge after that inherits the accepted image, so it is worth settling first \u2014 and worth\nskipping when the idea has no visual identity yet.\n\n";
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  /** The planning skill's step-4 list entry (rendered between the design-doc and cover steps). */
@@ -21,7 +21,8 @@ bitmagic reference make --from <id> --prompt "same island, but at dusk"
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  bitmagic reference accept <id> # the human's call, never yours
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  \`\`\`
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- Show the human each image file and let THEM iterate and accept. Once accepted, it is the default
24
+ The prompt follows game.json's \`artStyle\`, so declare the medium first. Show the human each image
25
+ file and let THEM iterate and accept. Once accepted, it is the default
25
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  style reference for \`generate skybox|background|block-type|image\`, \`bitmagic cover\` and
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  \`bitmagic forge\` (whose designer literally sees the picture) — one look across the whole game;
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  \`--no-reference\` exempts a call, and a picture the human hands you for ONE request rides that
@@ -1 +1 @@
1
- {"version":3,"file":"reference-guidance.js","sourceRoot":"","sources":["../../src/scaffold/reference-guidance.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,OAAO,EAAE,kBAAkB,EAAE,MAAM,oBAAoB,CAAC;AAExD,qGAAqG;AACrG,MAAM,CAAC,MAAM,2BAA2B,GAAG;;;;;;;;;;;;;;;;;;IAkBvC,kBAAkB;;;CAGrB,CAAC;AAEF,2EAA2E;AAC3E,MAAM,CAAC,MAAM,8BAA8B,GAAG;;;;;;CAM7C,CAAC;AAEF,gGAAgG;AAChG,MAAM,CAAC,MAAM,8BAA8B,GAAG;;CAE7C,CAAC;AAEF,4EAA4E;AAC5E,MAAM,CAAC,MAAM,gCAAgC,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8B/C,CAAC;AAEF,4EAA4E;AAC5E,MAAM,CAAC,MAAM,0BAA0B,GACrC,6HAA6H,CAAC"}
1
+ {"version":3,"file":"reference-guidance.js","sourceRoot":"","sources":["../../src/scaffold/reference-guidance.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,OAAO,EAAE,kBAAkB,EAAE,MAAM,oBAAoB,CAAC;AAExD,qGAAqG;AACrG,MAAM,CAAC,MAAM,2BAA2B,GAAG;;;;;;;;;;;;;;;;;;;IAmBvC,kBAAkB;;;CAGrB,CAAC;AAEF,2EAA2E;AAC3E,MAAM,CAAC,MAAM,8BAA8B,GAAG;;;;;;CAM7C,CAAC;AAEF,gGAAgG;AAChG,MAAM,CAAC,MAAM,8BAA8B,GAAG;;CAE7C,CAAC;AAEF,4EAA4E;AAC5E,MAAM,CAAC,MAAM,gCAAgC,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8B/C,CAAC;AAEF,4EAA4E;AAC5E,MAAM,CAAC,MAAM,0BAA0B,GACrC,6HAA6H,CAAC"}
@@ -77,7 +77,7 @@ ${alsoWritten}
77
77
 
78
78
  \`planning-a-game/\`, \`finding-engine-apis/\`, \`generating-assets/\`, \`checking-usage/\`,
79
79
  \`judging-quality/\`, \`theming-the-hud/\`, \`making-a-trailer/\`, \`publishing-a-game/\`,
80
- \`working-with-the-creator/\`, \`converting-unity-levels/\` — and
80
+ \`working-with-the-creator/\`, \`converting-unity-levels/\`, \`building-levels-in-blender/\` — and
81
81
  this README — are shipped by the Bitmagic CLI and **re-rendered by \`bitmagic upgrade\`**. They
82
82
  describe what the CLI and the engine can do, so they have to stay current with both; edits to them
83
83
  are lost on the next upgrade.
@@ -94,6 +94,7 @@ are lost on the next upgrade.
94
94
  | \`publishing-a-game/\` | shipping the game to bitmagic.ai — the verify gate, public vs private, thumbnails, category tags, and every way \`bitmagic publish\` can refuse |
95
95
  | \`working-with-the-creator/\` | they are editing alongside you — gizmo drags into \`world.json\`, a pasted frame from their game, \`.bitmagic/edit/events.jsonl\`, their phone |
96
96
  | \`converting-unity-levels/\` | a creator wants a Unity scene or game ported, replicated or "brought over" — reusing its prefabs, FBX models and colliders — or a converted level has pieces rotated, mis-scaled, walls that do not collide, an empty corner |
97
+ | \`building-levels-in-blender/\` | a hand-designed low-poly world — an interior, a station, a stylised set, "not voxels", "in Blender" — built from a Python script into one GLB the engine's MeshLevel loads, and the \`artStyle: "low-poly"\` switch in game.json that makes the cover, asset and judge defaults follow; or such a level has walls you fall through, doors that do not open, z-fighting, an empty world after publish. Its first section says when the path is yours |
97
98
 
98
99
  Every other directory here is yours. \`upgrade\` never opens a skill it does not ship, and never
99
100
  deletes anything under a skills directory. Put project-specific guidance in a skill of your own, or
@@ -255,6 +256,7 @@ The creator talks; you edit \`trailer/shots.json\`, run \`bitmagic trailer make\
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256
  | "add a title at the start" | a \`title\`-style cue at \`at: 0\` for ~2.5 s, and make the first shot calm enough to read over |
256
257
  | "different music", "more epic / chill" | \`--music-prompt\` with the new direction (spends sparks), or \`--music <file>\`; shots keep their beat counts and re-snap |
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  | "no HUD" / "show the HUD" | drop or add \`--ui\` (per shot: \`"ui": false\`) |
259
+ | "the HUD stutters" / "smoother HUD" | raise \`--ui-keyframe-rate\` on \`make\` or \`render\` (default 30/s; 0 = every change) |
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  | "shorter / longer" | \`--seconds N\` only matters for a fresh auto cut (\`--reset-shots\`); otherwise add or remove shots |
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  | "start over" | \`bitmagic trailer make --reset-shots\` |
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  | "use the other recording" | \`--recording <dir>\`; shots.json from another recording is kept beside a fresh cut |
@@ -1 +1 @@
1
- {"version":3,"file":"skill-files.js","sourceRoot":"","sources":["../../src/scaffold/skill-files.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAEH,OAAO,EAAE,iBAAiB,EAAE,MAAM,oBAAoB,CAAC;AAGvD;;;;;;;;;;;;;;;;GAgBG;AACH,MAAM,UAAU,kBAAkB;IAChC,OAAO;;;;;;;;;;;;;;;;;;CAkBR,CAAC;AACF,CAAC;AAED;;;GAGG;AACH,MAAM,UAAU,kBAAkB,CAAC,EAAE,SAAS,EAAE,SAAS,EAAsB;IAC7E,2FAA2F;IAC3F,6EAA6E;IAC7E,MAAM,QAAQ,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,KAAK,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG,GAAG,GAAG,IAAI,CAAC,CAAC;IAC7F,6FAA6F;IAC7F,0EAA0E;IAC1E,MAAM,WAAW,GACf,QAAQ,CAAC,MAAM,KAAK,CAAC;QACnB,CAAC,CAAC,EAAE;QACJ,CAAC,CAAC,8FAA8F;YAC9F,mEAAmE;YACnE,QAAQ,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,KAAK,GAAG,EAAE,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC;YAC5C,iFAAiF,CAAC;IAExF,OAAO;;sBAEa,SAAS,SAAS,iBAAiB,CAAC,SAAS,CAAC;;;EAGlE,WAAW;;;;;;;;;;;;;;;;;;;;;;;;;;CA0BZ,CAAC;AACF,CAAC;AAED;;;;;;;;;GASG;AACH,MAAM,UAAU,kBAAkB;IAChC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsJR,CAAC;AACF,CAAC;AAED;;;;;;;;;;GAUG;AACH,MAAM,UAAU,qBAAqB;IACnC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8GR,CAAC;AACF,CAAC;AAED;;;;;;;;;GASG;AACH,MAAM,UAAU,+BAA+B;IAC7C,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkER,CAAC;AACF,CAAC"}
1
+ {"version":3,"file":"skill-files.js","sourceRoot":"","sources":["../../src/scaffold/skill-files.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAEH,OAAO,EAAE,iBAAiB,EAAE,MAAM,oBAAoB,CAAC;AAGvD;;;;;;;;;;;;;;;;GAgBG;AACH,MAAM,UAAU,kBAAkB;IAChC,OAAO;;;;;;;;;;;;;;;;;;CAkBR,CAAC;AACF,CAAC;AAED;;;GAGG;AACH,MAAM,UAAU,kBAAkB,CAAC,EAAE,SAAS,EAAE,SAAS,EAAsB;IAC7E,2FAA2F;IAC3F,6EAA6E;IAC7E,MAAM,QAAQ,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,KAAK,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG,GAAG,GAAG,IAAI,CAAC,CAAC;IAC7F,6FAA6F;IAC7F,0EAA0E;IAC1E,MAAM,WAAW,GACf,QAAQ,CAAC,MAAM,KAAK,CAAC;QACnB,CAAC,CAAC,EAAE;QACJ,CAAC,CAAC,8FAA8F;YAC9F,mEAAmE;YACnE,QAAQ,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,KAAK,GAAG,EAAE,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC;YAC5C,iFAAiF,CAAC;IAExF,OAAO;;sBAEa,SAAS,SAAS,iBAAiB,CAAC,SAAS,CAAC;;;EAGlE,WAAW;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2BZ,CAAC;AACF,CAAC;AAED;;;;;;;;;GASG;AACH,MAAM,UAAU,kBAAkB;IAChC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuJR,CAAC;AACF,CAAC;AAED;;;;;;;;;;GAUG;AACH,MAAM,UAAU,qBAAqB;IACnC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8GR,CAAC;AACF,CAAC;AAED;;;;;;;;;GASG;AACH,MAAM,UAAU,+BAA+B;IAC7C,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkER,CAAC;AACF,CAAC"}
@@ -63,8 +63,7 @@ The conversion scripts ship inside the Bitmagic CLI package, under \`assets/unit
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63
  them into \`tools/\` of the game project once:
64
64
 
65
65
  \`\`\`
66
- CLI_ROOT="$(cd "$(dirname "$(readlink -f "$(which bitmagic)")")/.." && pwd)"
67
- mkdir -p tools && cp "$CLI_ROOT"/assets/unity-import/*.py "$CLI_ROOT"/assets/unity-import/*.json tools/
66
+ bitmagic tools install unity-import
68
67
  \`\`\`
69
68
 
70
69
  They need Python 3, Blender 4.x
@@ -1 +1 @@
1
- {"version":3,"file":"unity-skill-files.js","sourceRoot":"","sources":["../../src/scaffold/unity-skill-files.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;GAoBG;AAEH,MAAM,UAAU,sBAAsB;IACpC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgLR,CAAC;AACF,CAAC;AAED,6EAA6E;AAC7E,MAAM,UAAU,+BAA+B;IAC7C,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgDR,CAAC;AACF,CAAC;AAED,0EAA0E;AAC1E,MAAM,UAAU,6BAA6B;IAC3C,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2ER,CAAC;AACF,CAAC;AAED,+EAA+E;AAC/E,MAAM,UAAU,iCAAiC;IAC/C,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoER,CAAC;AACF,CAAC;AAED,wEAAwE;AACxE,MAAM,UAAU,sCAAsC;IACpD,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkER,CAAC;AACF,CAAC"}
1
+ {"version":3,"file":"unity-skill-files.js","sourceRoot":"","sources":["../../src/scaffold/unity-skill-files.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;GAoBG;AAEH,MAAM,UAAU,sBAAsB;IACpC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+KR,CAAC;AACF,CAAC;AAED,6EAA6E;AAC7E,MAAM,UAAU,+BAA+B;IAC7C,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgDR,CAAC;AACF,CAAC;AAED,0EAA0E;AAC1E,MAAM,UAAU,6BAA6B;IAC3C,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2ER,CAAC;AACF,CAAC;AAED,+EAA+E;AAC/E,MAAM,UAAU,iCAAiC;IAC/C,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoER,CAAC;AACF,CAAC;AAED,wEAAwE;AACxE,MAAM,UAAU,sCAAsC;IACpD,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkER,CAAC;AACF,CAAC"}
@@ -0,0 +1,21 @@
1
+ export interface ToolBundle {
2
+ /** `assets/<name>` in the package. */
3
+ name: string;
4
+ /** Where the copy lands, relative to the project root. */
5
+ target: string;
6
+ /** Only files matching one of these extensions are copied (`null` = everything, recursively). */
7
+ extensions: readonly string[] | null;
8
+ /** The skill that uses it, for the listing. */
9
+ skill: string;
10
+ }
11
+ export declare const TOOL_BUNDLES: readonly ToolBundle[];
12
+ /** `assets/` of this package, from both `dist/tools/` and `src/tools/`. */
13
+ export declare function packageAssetsDir(): string;
14
+ export declare function findBundle(name: string): ToolBundle;
15
+ export interface PlannedCopy {
16
+ from: string;
17
+ to: string;
18
+ }
19
+ /** Every file the install would write, relative paths resolved against `assetsDir` and `projectRoot`. */
20
+ export declare function planBundleCopy(bundle: ToolBundle, assetsDir: string, projectRoot: string): Promise<PlannedCopy[]>;
21
+ export declare function copyBundle(copies: readonly PlannedCopy[]): Promise<void>;