@bitmagic/cli 0.1.65-dev.24 → 0.1.65-dev.3

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Files changed (71) hide show
  1. package/README.md +14 -137
  2. package/dist/assets/materials.d.ts +0 -9
  3. package/dist/assets/materials.js +2 -10
  4. package/dist/assets/materials.js.map +1 -1
  5. package/dist/cli.d.ts +0 -9
  6. package/dist/cli.js +0 -2
  7. package/dist/cli.js.map +1 -1
  8. package/dist/commands/forge.d.ts +0 -15
  9. package/dist/commands/forge.js +38 -143
  10. package/dist/commands/forge.js.map +1 -1
  11. package/dist/commands/generate.d.ts +13 -31
  12. package/dist/commands/generate.js +56 -48
  13. package/dist/commands/generate.js.map +1 -1
  14. package/dist/commands/trailer.js +1 -1
  15. package/dist/commands/trailer.js.map +1 -1
  16. package/dist/editor/animation-preview-page.js +1 -88
  17. package/dist/editor/animation-preview-page.js.map +1 -1
  18. package/dist/editor/asset-detail-panel.d.ts +2 -2
  19. package/dist/editor/asset-detail-panel.js +0 -21
  20. package/dist/editor/asset-detail-panel.js.map +1 -1
  21. package/dist/editor/asset-viewer.js +8 -31
  22. package/dist/editor/asset-viewer.js.map +1 -1
  23. package/dist/editor/shell-page.js +1 -63
  24. package/dist/editor/shell-page.js.map +1 -1
  25. package/dist/forge/run-pipeline.js +1 -5
  26. package/dist/forge/run-pipeline.js.map +1 -1
  27. package/dist/forge/stream.d.ts +1 -5
  28. package/dist/forge/stream.js +0 -4
  29. package/dist/forge/stream.js.map +1 -1
  30. package/dist/mobile/asset-hosts.d.ts +9 -7
  31. package/dist/mobile/asset-hosts.js +16 -7
  32. package/dist/mobile/asset-hosts.js.map +1 -1
  33. package/dist/scaffold/blender-level-skill-files.js +2 -3
  34. package/dist/scaffold/blender-level-skill-files.js.map +1 -1
  35. package/dist/scaffold/claude-settings.js +0 -4
  36. package/dist/scaffold/claude-settings.js.map +1 -1
  37. package/dist/scaffold/project-files.js +12 -18
  38. package/dist/scaffold/project-files.js.map +1 -1
  39. package/dist/scaffold/project.js +1 -4
  40. package/dist/scaffold/project.js.map +1 -1
  41. package/dist/scaffold/skill-files.d.ts +5 -32
  42. package/dist/scaffold/skill-files.js +63 -102
  43. package/dist/scaffold/skill-files.js.map +1 -1
  44. package/dist/telemetry/creator-prompt.d.ts +2 -18
  45. package/dist/telemetry/creator-prompt.js +3 -24
  46. package/dist/telemetry/creator-prompt.js.map +1 -1
  47. package/dist/telemetry/report.js +16 -31
  48. package/dist/telemetry/report.js.map +1 -1
  49. package/package.json +4 -4
  50. package/assets/skills/trailer-craft.md +0 -180
  51. package/dist/commands/character.d.ts +0 -18
  52. package/dist/commands/character.js +0 -268
  53. package/dist/commands/character.js.map +0 -1
  54. package/dist/forge/edit-target.d.ts +0 -30
  55. package/dist/forge/edit-target.js +0 -88
  56. package/dist/forge/edit-target.js.map +0 -1
  57. package/dist/forge/prune-store.d.ts +0 -46
  58. package/dist/forge/prune-store.js +0 -86
  59. package/dist/forge/prune-store.js.map +0 -1
  60. package/dist/forge/remote-store.d.ts +0 -36
  61. package/dist/forge/remote-store.js +0 -113
  62. package/dist/forge/remote-store.js.map +0 -1
  63. package/dist/generate/character-body.d.ts +0 -79
  64. package/dist/generate/character-body.js +0 -100
  65. package/dist/generate/character-body.js.map +0 -1
  66. package/dist/project/character-search.d.ts +0 -30
  67. package/dist/project/character-search.js +0 -82
  68. package/dist/project/character-search.js.map +0 -1
  69. package/dist/scaffold/asset-pipeline-skill-files.d.ts +0 -42
  70. package/dist/scaffold/asset-pipeline-skill-files.js +0 -207
  71. package/dist/scaffold/asset-pipeline-skill-files.js.map +0 -1
@@ -813,9 +813,9 @@ If you are unsure whether one is already running, \`bitmagic reload\` says so an
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  they stay current with it. Every one is plain markdown at
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  \`${PRIMARY_SKILLS_DIR}/<name>/SKILL.md\`, readable whether or not your harness loads skills by
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  itself: \`planning-a-game/\` (what to build first), \`finding-engine-apis/\` (engine docs),
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- \`generating-assets/\`, \`choosing-asset-pipelines/\`, \`working-with-the-creator/\`,
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- \`theming-the-hud/\`, \`publishing-a-game/\`, \`judging-quality/\`, \`checking-usage/\`,
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- \`making-a-trailer/\`, \`converting-unity-levels/\`, \`building-levels-in-blender/\`.${mirrorClause}
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+ \`generating-assets/\`, \`working-with-the-creator/\`, \`theming-the-hud/\`,
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+ \`publishing-a-game/\`, \`judging-quality/\`, \`checking-usage/\`, \`making-a-trailer/\`,
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+ \`converting-unity-levels/\`, \`building-levels-in-blender/\`.${mirrorClause}
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  \`upgrade\` rewrites every copy, so edits to them are lost; skills you add yourself are never
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  touched.
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  - \`.claude/settings.json\` — **Claude Code only, and yours**: seeded with one Stop hook that runs
@@ -1079,7 +1079,7 @@ bitmagic generate block-type --name mossy_brick --description "damp green moss o
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  bitmagic generate sound --prompt "heavy wooden door slamming" [--duration 3] [--loop]
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  bitmagic generate music --prompt "driving synthwave, no vocals" [--duration 30] [--instrumental] [--out bed.mp3 --no-world]
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  bitmagic generate image --name hero-portrait --prompt "..." [--width 512] [--height 512]
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- bitmagic character generate --name guard --prompt "..." [--apply-to-player] [--fresh] # or FREE off the shelf: character search --prompt "..." then character add --name guard --id <sid>
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+ bitmagic generate character --name guard --prompt "..." [--apply-to-player] [--no-library]
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  bitmagic generate animation --family gait --name LimpStride --based-on walk [--dial limpSide=right]
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  bitmagic generate animation --spec clip.json # melee and oneShot clips: a spec file
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  bitmagic generate video --prompt "the castle gates swing open" [--duration 5] [--image cover.png]
@@ -1087,7 +1087,7 @@ bitmagic generate model --prompt "a mossy stone arch" [--height 3]
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  bitmagic generate vehicle --prompt "a rusty orange pickup" | --preset VAN
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  \`\`\`
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- Run \`bitmagic generate <type> --help\` for the full flags of any one, or \`bitmagic character <verb> --help\` — characters are their own group, where \`generate\` costs sparks and \`search\`/\`add\` are free because they use the ready-made library instead of forging.
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+ Run \`bitmagic generate <type> --help\` for the full flags of any one.
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  **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.
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@@ -1103,8 +1103,8 @@ Two things before you use them:
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  Three lanes make a 3D object, and the wrong one wastes a generation: \`generate model\` mints a NEW
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  asset, \`generate prop --asset <id>\` UPGRADES a placeholder, \`assets add <file>\` uploads your own.
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  Splats, video and \`.vox\`/\`.fbx\` still need the web editor; never reference an asset you did not
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- make. Which lane fits which NEED — rough sparks and minutes, and when to ask first — is
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- \`${PRIMARY_SKILLS_DIR}/choosing-asset-pipelines/SKILL.md\`; flags, reference-image rules and refusals, \`${PRIMARY_SKILLS_DIR}/generating-assets/SKILL.md\`.
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+ make. \`${PRIMARY_SKILLS_DIR}/generating-assets/SKILL.md\` has the flags, the reference-image rules, what
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+ to do after a generation, and every way one refuses.
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  ## Forging a whole level
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@@ -1116,9 +1116,9 @@ This designs a scene, builds its geometry, bakes it to voxels and writes the fin
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  terrain, props, spawn points — into \`src/work/world.json\`. \`bitmagic levels list | add | rename
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  | set-start | remove\` manages them afterwards (free, local; \`set-start\` picks the boot level). Add
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  \`--city\`, \`--dungeon\`, \`--platformer\`, \`--freeform\` or \`--vessel\` (a ship as the level) — at most
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- one — for a different kind of place; omit them all for natural terrain. A place designed part by
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- part — an interior, a station, a stylised set — can instead be scripted in Blender: \`${PRIMARY_SKILLS_DIR}/building-levels-in-blender/SKILL.md\`,
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- whose first section says when that path is yours (a frontier model, Blender installable). All the level lanes side by side, with costs: \`${PRIMARY_SKILLS_DIR}/choosing-asset-pipelines/SKILL.md\`.
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+ one — for a different kind of place; omit them all for natural terrain. A place designed part by part — an interior, a station, a stylised set — can
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+ instead be built in Blender from a script: \`${PRIMARY_SKILLS_DIR}/building-levels-in-blender/SKILL.md\`,
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+ whose first section says when that path is yours (a frontier model, Blender installable).
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  **Art style is a declared switch.** \`"artStyle": "low-poly"\` in \`src/work/game.json\` (or
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  \`bitmagic init --art-style low-poly\`) makes a Blender level a low-poly GAME: \`cover\`/\`reference\`
@@ -1190,7 +1190,6 @@ ${PLANNING_SKILL_REFERENCE_STEP1}If the idea names a genre, read its recipe **be
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  | soccer, football, kick a ball, penalty shootout, free kick | \`engine/agent-docs/mechanic-soccer.md\` |
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  | ski, skiing, snowboard, downhill, slope, piste, slalom, carve | \`engine/agent-docs/mechanic-skiing.md\` |
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  | boat race, jet ski, wave race, speedboat, powerboat, watercraft, regatta | \`engine/agent-docs/mechanic-boat-racing.md\` |
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- | galleon, pirate ship, sailing ship, longship, voyage, at the helm, steer the ship | \`engine/agent-docs/mechanic-sailing.md\` |
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  For the shape of the PLACE the game happens in, also read the matching
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  \`engine/agent-docs/archetype-*.md\` — \`arena\`, \`castle\`, \`city\`, \`dungeon\`, \`racetrack\`,
@@ -1228,7 +1227,6 @@ the engine, already wired** — and hand-building a worse version of it is the m
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  | Mining, chopping, digging | \`PlayerToolSystem\` + auto-wired block mining | \`voxel-mining.md\` |
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  | Skiing or snowboarding | A full descent motor, enabled by one world.json flag | \`mechanic-skiing.md\` |
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  | Boat racing on open water | An animated stylized ocean, a hull that rides it, AI rivals and buoy gates | \`mechanic-boat-racing.md\` |
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- | A ship that sails while the player walks its deck | \`engine/sailing/\`: a moving sea, wake, swell, a heavy-ship helm and a horizon that swings with it — the forged hull never moves | \`mechanic-sailing.md\` |
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  | Save points, checkpoints, persistence | Persistence system | \`persistence-system.md\` |
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  | Multiple levels or arenas | \`levels[]\` registry + \`engine.loadLevel()\` | \`level-system.md\` |
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  | Voice input, speaking to NPCs | \`engine.enablePushToTalk()\` | \`voice-input.md\` |
@@ -1318,8 +1316,6 @@ forge is backlog item 1, run once the loop is proven. A designed place — an in
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  stylised set the creator has a picture of — has a second route, building it in Blender from a
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  script (\`${PRIMARY_SKILLS_DIR}/building-levels-in-blender/SKILL.md\`, gated on the model and on
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  Blender being available). That route is a low-poly game: set \`artStyle: "low-poly"\` in game.json first.
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- The level lanes and every other asset lane side by side, with costs and when to ask the creator:
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- \`${PRIMARY_SKILLS_DIR}/choosing-asset-pipelines/SKILL.md\`.
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  ## Step 5 — hand it back
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@@ -1539,15 +1535,13 @@ The \`bitmagic\` CLI generates content directly into this project. Eleven types
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  | \`bitmagic generate sound --prompt "..."\` | a sound effect | \`assets[]\` |
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  | \`bitmagic generate music --prompt "..." [--duration 30]\` | a music track (loops by default; billed per second) | \`assets[]\` (or a file with \`--out <mp3> --no-world\`) |
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  | \`bitmagic generate image --name <id> --prompt "..."\` | a 2D image | \`assets[]\` |
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- | \`bitmagic character generate --name <id> --prompt "..."\` | a rigged character; substitutes a close-enough ready-made one when the library has it (\`--fresh\` always forges). \`character search --prompt "..."\` then \`character add --name <id> --id <sid>\` instead is **free** and never forges — prefer it when any plausible body will do | \`assets[]\` |
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+ | \`bitmagic generate character --name <id> --prompt "..."\` | a rigged character (a close-enough ready-made one when the library has it, in seconds; \`--no-library\` always makes a new one) | \`assets[]\` |
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  | \`bitmagic generate animation --family gait ...\` or \`--spec <file>\` | an animation clip | \`assets[]\` |
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  | \`bitmagic generate video --prompt "..." [--duration 5] [--image <png>]\` | a short 720p clip for a cutscene (billed per second) | \`assets[]\`, played with \`engine.playVideo("<id>")\` |
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  | \`bitmagic generate model --prompt "..."\` | a new 3D model | \`assets[]\` |
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  | \`bitmagic generate vehicle --prompt "..."\` | a drivable vehicle | \`assets[]\` |
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- \`--help\` on any subcommand lists its full flags. Which of these — or a forge, a Blender build, a
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- built-in, or a file of the creator's own — fits a given need, with rough sparks and minutes:
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- \`${PRIMARY_SKILLS_DIR}/choosing-asset-pipelines/SKILL.md\`.
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+ \`--help\` on any subcommand lists its full flags.
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  **Every \`bitmagic\` command takes \`--original-prompt "<the creator's request, verbatim>"\` —
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  always pass it**, on the everyday loop (\`build\`, \`verify\`, \`dev\`, \`reload\`, \`publish\`) as much as
@@ -1 +1 @@
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- 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@@ -3,8 +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 { renderCreatorCollaborationSkill, renderPublishingSkill, renderKiroSteering, renderSkillsReadme, renderTrailerSkill, renderTrailerCraftReference, } from './skill-files.js';
7
- import { renderAssetPipelinesSkill } from './asset-pipeline-skill-files.js';
6
+ import { renderCreatorCollaborationSkill, renderPublishingSkill, renderKiroSteering, renderSkillsReadme, renderTrailerSkill, } from './skill-files.js';
8
7
  import { renderUnityLevelsSkill, renderUnityLevelsTrapsReference, renderUnityLevelsFbxReference, renderUnityLevelsPhysicsReference, renderUnityLevelsVerificationReference, } from './unity-skill-files.js';
9
8
  import { renderBlenderLevelsSkill, renderBlenderConventionsReference, renderBlenderAuditsReference, renderBlenderPassesReference, renderBlenderEngineHandoffReference, } from './blender-level-skill-files.js';
10
9
  import { ALWAYS_AGENTS, dedupeAgents, skillDirsFor } from './agent-targets.js';
@@ -164,14 +163,12 @@ export function writeProjectFile(root, relativePath, contents) {
164
163
  export const SHIPPED_SKILLS = [
165
164
  ['README.md', renderSkillsReadme],
166
165
  ['generating-assets/SKILL.md', renderGenerateSkill],
167
- ['choosing-asset-pipelines/SKILL.md', renderAssetPipelinesSkill],
168
166
  ['planning-a-game/SKILL.md', renderPlanningSkill],
169
167
  ['finding-engine-apis/SKILL.md', renderEngineApiSkill],
170
168
  ['checking-usage/SKILL.md', renderUsageSkill],
171
169
  ['judging-quality/SKILL.md', renderJudgeSkill],
172
170
  ['theming-the-hud/SKILL.md', renderThemingSkill],
173
171
  ['making-a-trailer/SKILL.md', renderTrailerSkill],
174
- ['making-a-trailer/references/trailer-craft.md', renderTrailerCraftReference],
175
172
  ['publishing-a-game/SKILL.md', renderPublishingSkill],
176
173
  ['working-with-the-creator/SKILL.md', renderCreatorCollaborationSkill],
177
174
  ['converting-unity-levels/SKILL.md', renderUnityLevelsSkill],
@@ -1 +1 @@
1
- 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@@ -11,14 +11,6 @@
11
11
  * `project-files.test.ts` enforces the frontmatter (name == directory) and that AGENTS.md names
12
12
  * every shipped skill. The same template-literal rule applies: the markdown is full of backticks,
13
13
  * so every one inside is escaped as \` and the test checks the rendered output.
14
- *
15
- * One renderer here breaks the template-literal rule on purpose: `renderTrailerCraftReference`
16
- * reads `assets/skills/trailer-craft.md`, because that file is the SOURCE OF TRUTH for trailer
17
- * craft in two places at once — the skill scaffolded into a creator's project, and the monorepo's
18
- * own `make-trailer` skill, which symlinks to the same file. Craft is the half of trailer guidance
19
- * that is not about commands, so both readers need all of it and neither owns it; a second copy
20
- * would drift the moment either was edited, and the drift is silent (both files still look like
21
- * guidance). A shipped asset is the only shape that lets a symlink do the sharing.
22
14
  */
23
15
  import type { SkillRenderContext } from './project-files.js';
24
16
  /**
@@ -48,32 +40,13 @@ export declare function renderSkillsReadme({ skillsDir, skillDirs }: SkillRender
48
40
  * `<skills dir>/making-a-trailer/SKILL.md` — the whole trailer flow, and the craft that makes a
49
41
  * cut watchable.
50
42
  *
51
- * Two kinds of knowledge live here on purpose, and they are split across two files. The FLOW
52
- * (record → make → look → publish) is plain command routing an agent could read off \`--help\`,
53
- * and it is what SKILL.md carries. The CRAFT — ordering, pacing, the five variety axes, the
54
- * selection rules earlier trailer reviews paid for — is not derivable from any command, and
55
- * without it the agent's "tuning" is random; it lives in \`references/trailer-craft.md\`
56
- * (\`renderTrailerCraftReference\`) because it is longer than the flow and read once per trailer
57
- * rather than once per command. The tuning table at the end is the part the creator actually
58
- * experiences: a prompt in, a shots.json edit out, one command to see it.
43
+ * Two kinds of knowledge live here on purpose. The FLOW (record → make → look → publish) is plain
44
+ * command routing an agent could read off \`--help\`. The CRAFT — ordering, pacing, the five variety
45
+ * axes, the selection rules the repo's own trailer reviews paid for — is not derivable from any
46
+ * command, and without it the agent's "tuning" is random. The tuning table at the end is the part
47
+ * the creator actually experiences: a prompt in, a shots.json edit out, one command to see it.
59
48
  */
60
49
  export declare function renderTrailerSkill(): string;
61
- /**
62
- * `<skills dir>/making-a-trailer/references/trailer-craft.md` — the only shipped skill file that is
63
- * read from disk rather than written as a template literal.
64
- *
65
- * It is a shipped asset (`assets/skills/`, listed in package.json's `files`) because two skills
66
- * need the same bytes: this one, and the monorepo's own `.claude/skills/make-trailer/`, whose copy
67
- * is a SYMLINK to the asset. Trailer craft is editing knowledge — it says nothing about the CLI, so
68
- * neither reader owns it and neither can be given an abridgement without going stale against the
69
- * other. The same reasoning as the repo's `.agents/skills -> ../.claude/skills` link: a link is not
70
- * a copy, so there is nothing to keep in step and no check to forget to run.
71
- *
72
- * Resolved from this module's own location the way `defaultTitleFont` resolves the bundled font:
73
- * `../../assets/` is the same hop from `src/scaffold/` and from `dist/scaffold/`, so it works run
74
- * from source and from an installed package alike.
75
- */
76
- export declare function renderTrailerCraftReference(): string;
77
50
  /**
78
51
  * `<skills dir>/publishing-a-game/SKILL.md` — the whole ship-it path, and every way it refuses.
79
52
  *
@@ -11,17 +11,7 @@
11
11
  * `project-files.test.ts` enforces the frontmatter (name == directory) and that AGENTS.md names
12
12
  * every shipped skill. The same template-literal rule applies: the markdown is full of backticks,
13
13
  * so every one inside is escaped as \` and the test checks the rendered output.
14
- *
15
- * One renderer here breaks the template-literal rule on purpose: `renderTrailerCraftReference`
16
- * reads `assets/skills/trailer-craft.md`, because that file is the SOURCE OF TRUTH for trailer
17
- * craft in two places at once — the skill scaffolded into a creator's project, and the monorepo's
18
- * own `make-trailer` skill, which symlinks to the same file. Craft is the half of trailer guidance
19
- * that is not about commands, so both readers need all of it and neither owns it; a second copy
20
- * would drift the moment either was edited, and the drift is silent (both files still look like
21
- * guidance). A shipped asset is the only shape that lets a symlink do the sharing.
22
14
  */
23
- import fs from 'node:fs';
24
- import { fileURLToPath } from 'node:url';
25
15
  import { describeSkillsDir } from './agent-targets.js';
26
16
  /**
27
17
  * `.kiro/steering/bitmagic.md` — Kiro's startup instructions, and the only per-agent extra file
@@ -85,10 +75,10 @@ See \`AGENTS.md\` at the project root for the guidance an agent should read befo
85
75
  ${alsoWritten}
86
76
  ## Which of these are yours
87
77
 
88
- \`planning-a-game/\`, \`finding-engine-apis/\`, \`generating-assets/\`, \`choosing-asset-pipelines/\`,
89
- \`checking-usage/\`, \`judging-quality/\`, \`theming-the-hud/\`, \`making-a-trailer/\`,
90
- \`publishing-a-game/\`, \`working-with-the-creator/\`, \`converting-unity-levels/\`,
91
- \`building-levels-in-blender/\` — and this README — are shipped by the Bitmagic CLI and **re-rendered by \`bitmagic upgrade\`**. They
78
+ \`planning-a-game/\`, \`finding-engine-apis/\`, \`generating-assets/\`, \`checking-usage/\`,
79
+ \`judging-quality/\`, \`theming-the-hud/\`, \`making-a-trailer/\`, \`publishing-a-game/\`,
80
+ \`working-with-the-creator/\`, \`converting-unity-levels/\`, \`building-levels-in-blender/\` — and
81
+ this README — are shipped by the Bitmagic CLI and **re-rendered by \`bitmagic upgrade\`**. They
92
82
  describe what the CLI and the engine can do, so they have to stay current with both; edits to them
93
83
  are lost on the next upgrade.
94
84
 
@@ -97,7 +87,6 @@ are lost on the next upgrade.
97
87
  | \`planning-a-game/\` | starting a game, a genre, or anything touching more than one gameplay feature — scoping the first playable slice and writing \`mechanics-plan.md\` |
98
88
  | \`finding-engine-apis/\` | you need an engine API and do not know its name or signature, or \`bitmagic check\` cannot resolve a symbol |
99
89
  | \`generating-assets/\` | the game needs a skybox, a background, a custom block type, sound, music, image, character, animation or vehicle |
100
- | \`choosing-asset-pipelines/\` | deciding HOW to make something — which command, skill, file or free built-in fits a level, character, prop, vehicle, weapon, sky, block, image, animation, audio or cutscene need, roughly what it costs in sparks and minutes, and when to ask the creator before an expensive one |
101
90
  | \`checking-usage/\` | asked what sparks were spent on, how much Pro allowance is left, or whether there is enough left to keep generating |
102
91
  | \`judging-quality/\` | a milestone is done and the game deserves an independent quality verdict — \`bitmagic judge\` |
103
92
  | \`theming-the-hud/\` | any ask about the game's LOOK — colors, fonts, rounder/sharper, outlines, glow, glossy, mobile-button styling |
@@ -116,14 +105,11 @@ in \`AGENTS.md\` — both are left alone.
116
105
  * `<skills dir>/making-a-trailer/SKILL.md` — the whole trailer flow, and the craft that makes a
117
106
  * cut watchable.
118
107
  *
119
- * Two kinds of knowledge live here on purpose, and they are split across two files. The FLOW
120
- * (record → make → look → publish) is plain command routing an agent could read off \`--help\`,
121
- * and it is what SKILL.md carries. The CRAFT — ordering, pacing, the five variety axes, the
122
- * selection rules earlier trailer reviews paid for — is not derivable from any command, and
123
- * without it the agent's "tuning" is random; it lives in \`references/trailer-craft.md\`
124
- * (\`renderTrailerCraftReference\`) because it is longer than the flow and read once per trailer
125
- * rather than once per command. The tuning table at the end is the part the creator actually
126
- * experiences: a prompt in, a shots.json edit out, one command to see it.
108
+ * Two kinds of knowledge live here on purpose. The FLOW (record → make → look → publish) is plain
109
+ * command routing an agent could read off \`--help\`. The CRAFT — ordering, pacing, the five variety
110
+ * axes, the selection rules the repo's own trailer reviews paid for — is not derivable from any
111
+ * command, and without it the agent's "tuning" is random. The tuning table at the end is the part
112
+ * the creator actually experiences: a prompt in, a shots.json edit out, one command to see it.
127
113
  */
128
114
  export function renderTrailerSkill() {
129
115
  return `---
@@ -142,43 +128,19 @@ and running one command again.
142
128
 
143
129
  1. **Have \`bitmagic dev\` running** (it is the sink the recorder streams frames to, and the HUD
144
130
  replay for \`--ui\`). ffmpeg and Google Chrome must be installed; the commands say so if not.
145
- 2. **Record — played footage, a fly-through, or both.** Decide this BEFORE you ask anyone to play:
146
-
147
- \`\`\`
148
- bitmagic trailer record --seconds 60 # they play
149
- bitmagic trailer record --flythrough trailer/flythrough.json # nobody plays
150
- \`\`\`
151
-
152
- **Played footage** is the bulk of any trailer — it is the only thing that shows what the game
153
- does. \`record\` opens Chrome on the dev view, waits for the creator to press Play, starts the
154
- recorder for them, stops after 60 s (or when they press F9), and prints the recording directory.
155
- Ask them to PLAY WELL — the trailer is only as good as the footage: overtakes, jumps, kills,
156
- close calls, a finish. \`--seconds\` is wall-clock; the recording counts FRAMES at 60 fps, and the
157
- game runs as fast as the machine encodes them — on a machine capturing at 30 fps, 60 s of play
158
- becomes 30 s of footage (the command reports both). After stop the frames are extracted from the
159
- capture; the command waits for that. Aim for about 3x the trailer length: a 30 s trailer wants
160
- 90 s of footage, so \`--seconds 120\` or two sittings.
161
-
162
- **A fly-through needs nobody.** \`--flythrough\` clicks through the menu and Play itself, then
163
- glides the camera along an authored path WHILE THE GAME RUNS — traffic drives, animations play,
164
- physics ticks — and stops at the last marker. It is the whole trailer flow with no human in it,
165
- so reach for it when the creator is not around, when you are working on your own, or when they
166
- would rather not be filmed playing badly.
167
-
168
- **Offer it even when there IS gameplay.** A chase camera almost never gives you the two shots
169
- the craft doc asks for by name — a composed cold open and one calm wide breath before the end —
170
- and a fly-through costs the creator nothing. Record a short one as well and join the two:
171
-
172
- \`\`\`
173
- bitmagic trailer merge <gameplay-dir> <flythrough-dir> --out <dir>
174
- \`\`\`
175
-
176
- \`merge\` is how two sittings become one cuttable recording, and it does not care how the
177
- footage was made — only that the runs share a resolution and post-processing state. So the cut
178
- can pull an establishing shot from the fly-through and everything else from play.
179
- Tell the creator the offer in one line ("I can also fly a camera through the level for the
180
- opening shot — you don't have to do anything"), and write the path yourself from the level you
181
- built: \`world.json\` has the coordinates.
131
+ 2. **Record.** \`bitmagic trailer record --seconds 60\` opens Chrome on the dev view, waits for the
132
+ creator to press Play, starts the recorder for them, stops after 60 s (or when they press F9),
133
+ and prints the recording directory. Ask the creator to PLAY WELL — the trailer is only as good
134
+ as the footage: overtakes, jumps, kills, close calls, a finish. \`--seconds\` is wall-clock; the
135
+ recording counts FRAMES at 60 fps, and the game runs as fast as the machine encodes them — on a
136
+ machine capturing at 30 fps, 60 s of play becomes 30 s of footage (the command reports both).
137
+ After stop the frames are extracted from the capture; the command waits for that. Aim for
138
+ footage of about 3x the trailer length: a 30 s trailer wants
139
+ 90 s of footage, so \`--seconds 120\` or two sittings. Two sittings?
140
+ \`bitmagic trailer merge <dirA> <dirB> --out <dir>\`.
141
+ No human available: author \`trailer/flythrough.json\` (below) and
142
+ \`bitmagic trailer record --flythrough trailer/flythrough.json\` records a camera path with
143
+ nobody playing — scenery trailers, world reveals.
182
144
  3. **Make.** \`bitmagic trailer make --music-prompt "<style that fits the game>" --title "<name>"\`
183
145
  analyzes the recording, generates a music bed (sparks — say so to the creator; \`--music <file>\`
184
146
  uses their own track, \`--no-music\` skips it), writes a first cut to \`trailer/shots.json\`,
@@ -201,7 +163,7 @@ cut before delivering.
201
163
  | File | What it is |
202
164
  |---|---|
203
165
  | \`trailer/shots.json\` | **The cut.** Committed. Your edits live here; \`make\` re-cuts from it every run. |
204
- | \`trailer/flythrough.json\` | A camera path you author. Committed. Records with nobody playing — the whole trailer, or just the opening shot. |
166
+ | \`trailer/flythrough.json\` | Optional camera path for a no-human recording. |
205
167
  | \`.bitmagic/trailer/recordings/<name>/\` | A recording: \`<name>_%06d.png\` at 60 fps + \`timeline.json\` (events, sounds, HUD). |
206
168
  | \`.bitmagic/trailer/<name>/analysis.json\` | Scored highlight windows: \`startFrame\`, \`endFrame\`, \`score\`, event digests (\`"f3121 explosion i0.9"\`), \`sheet\`. |
207
169
  | \`.bitmagic/trailer/<name>/sheets/\` | Contact sheets, one per window — read these. |
@@ -238,26 +200,46 @@ seconds or \`"last-clip"\` for the end card. \`bitmagic trailer cut\` turns this
238
200
 
239
201
  Positions are world units (\`engine/agent-docs/coordinate-system.md\`); \`timestamp\` is seconds,
240
202
  ascending from 0; \`lookAt\` (or an Euler \`rotation\`) per marker. The camera glides through the
241
- markers and the recording stops at the last one (600 s is the ceiling).
242
-
243
- You write this file — take the coordinates from the level you built, in \`world.json\`. Aim the
244
- first marker at whatever makes the game recognisable, keep the camera moving slowly and in one
245
- direction per leg (a drifting push or a slow arc reads as deliberate; a whip-pan reads as a
246
- mistake), and give each leg several seconds. Six markers over 20 s is plenty for the two or three
247
- shots a cut will actually use — you are recording candidate footage, not the trailer.
248
-
249
- ## Craft — read \`references/trailer-craft.md\` before touching the cut
250
-
251
- Everything about WHICH moments and in what order lives in
252
- \`references/trailer-craft.md\`, next to this file: the Genre → Hook → Anchors → Content ordering,
253
- laying the timeline out as a skeleton before hunting footage, pacing and shot length, the five
254
- variety axes, the rules for on-screen text, a section-by-section structure template, and the
255
- selection rules earlier trailers already paid for (never slow motion; a high \`impactSpeed\` is
256
- usually a car dead against a wall; low speed can BE the drama; menus need \`"ui": false\`).
257
-
258
- Read it in full the first time you cut a trailer for this game. The tool finds candidate windows
259
- and snaps cuts to the beat — it has no opinion about any of the above, so without that file your
260
- "tuning" is random.
203
+ markers and the recording stops at the last one.
204
+
205
+ ## Craft — read before touching the cut
206
+
207
+ **Order: Genre → Hook → Anchors → Content.** The first 1–2 shots must say what kind of game this
208
+ is. The hook — the thing only this game has — lands inside the first third. The middle holds the
209
+ anchors people expect from the genre; breadth (levels, modes) comes last.
210
+
211
+ **Skeleton first, footage last.** Cold open → introduction → escalation → climax → one breath →
212
+ end card. Reserve the end card (2–3 s, one card) before anything else, then find the ONE clip
213
+ that proves each beat — not "fifteen great clips", which drifts toward sameness.
214
+
215
+ **Pacing.** Shots run 1.5–3 s for arcade action, with a few longer holds where one continuous
216
+ action is the payoff. Vary lengths (2, 3, 4, 6 beats); do not cut on every beat — let a musical
217
+ hit land on an in-clip impact sometimes. Build to a peak, then a calmer wider shot, then build
218
+ again. 30–45 s total. More cutting is not better editing: if one take shows the whole stunt,
219
+ keep the take.
220
+
221
+ **Variety, five axes** — audit the labels in shots.json top to bottom, repetition shows in text
222
+ before you ever re-watch: content (different actions, escalate rather than repeat), composition
223
+ (camera distance and framing), energy (intense vs quiet), pacing (section tempo), shot length.
224
+ **Rule of three**: never more than three similar things in a row, and max three of any shot
225
+ type in the whole cut.
226
+
227
+ **Text.** End card only, unless the footage cannot say it. ≤ 6 words, evocative verbs, sounds
228
+ like this game and no other. Banned: quantities ("5 unique levels"), genre stacks, verb lists
229
+ ("Race! Drift! Win!"), stock phrases ("Get ready…", "…like never before"). Cards get their own
230
+ beat — never over action.
231
+
232
+ ## Selection rules this project already paid for
233
+
234
+ - **Never slow motion.** On gameplay footage it reads as a low framerate. \`speed\` is 1.0.
235
+ - **Numbers are not interest.** A high \`impactSpeed\` is often a car dead against a wall — the
236
+ worst clip. A crash earns its slot only if things visibly break and motion continues.
237
+ - **Low speed can BE the drama.** Wheelspin recoveries, plowing back onto the track, being
238
+ overtaken while struggling — often the best clips, and they score near zero.
239
+ - **"Some shots of X" means a few.** One standing start is an opener; five is a broken trailer.
240
+ - **Menu and selection screens need \`"ui": false\`** — the HUD replay paints the race HUD over them.
241
+ - **Verify on pixels.** Sheets and stills, every candidate. Then render — iterating is minutes and
242
+ revisions are kept, so render rather than debate.
261
243
 
262
244
  ## Tuning from prompts
263
245
 
@@ -272,8 +254,6 @@ The creator talks; you edit \`trailer/shots.json\`, run \`bitmagic trailer make\
272
254
  | "show the menu / the map / the start" | add ONE shot from the recording's opening with \`"ui": false\` |
273
255
  | "put the title at the end" / "change the tagline" | \`titles: [{ "at": "last-clip", "text": "…", "sub": "…", "style": "card" }]\` |
274
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 |
275
- | "show more of the world / the level", "a wider shot", "an establishing shot" | record a fly-through, \`merge\` it with the gameplay recording, and take the cold open (and the breath) from it |
276
- | "I can't play right now", "you do it", nobody available | \`record --flythrough\` — it clicks Play itself and needs no one |
277
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 |
278
258
  | "no HUD" / "show the HUD" | drop or add \`--ui\` (per shot: \`"ui": false\`) |
279
259
  | "the HUD stutters" / "smoother HUD" | raise \`--ui-keyframe-rate\` on \`make\` or \`render\` (default 30/s; 0 = every change) |
@@ -285,25 +265,6 @@ Then: **quota check** the labels (rule of three, one standing start), render, ex
285
265
  from the changed region, compare with the previous \`-rN\`, deliver the URL.
286
266
  `;
287
267
  }
288
- /**
289
- * `<skills dir>/making-a-trailer/references/trailer-craft.md` — the only shipped skill file that is
290
- * read from disk rather than written as a template literal.
291
- *
292
- * It is a shipped asset (`assets/skills/`, listed in package.json's `files`) because two skills
293
- * need the same bytes: this one, and the monorepo's own `.claude/skills/make-trailer/`, whose copy
294
- * is a SYMLINK to the asset. Trailer craft is editing knowledge — it says nothing about the CLI, so
295
- * neither reader owns it and neither can be given an abridgement without going stale against the
296
- * other. The same reasoning as the repo's `.agents/skills -> ../.claude/skills` link: a link is not
297
- * a copy, so there is nothing to keep in step and no check to forget to run.
298
- *
299
- * Resolved from this module's own location the way `defaultTitleFont` resolves the bundled font:
300
- * `../../assets/` is the same hop from `src/scaffold/` and from `dist/scaffold/`, so it works run
301
- * from source and from an installed package alike.
302
- */
303
- export function renderTrailerCraftReference() {
304
- const source = fileURLToPath(new URL('../../assets/skills/trailer-craft.md', import.meta.url));
305
- return fs.readFileSync(source, 'utf-8');
306
- }
307
268
  /**
308
269
  * `<skills dir>/publishing-a-game/SKILL.md` — the whole ship-it path, and every way it refuses.
309
270
  *
@@ -1 +1 @@
1
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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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+HR,CAAC;AACF,CAAC;AAED;;;;;;;;;GASG;AACH,MAAM,UAAU,+BAA+B;IAC7C,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkER,CAAC;AACF,CAAC"}
@@ -40,9 +40,8 @@ export declare function creatorPromptField(override?: unknown): {
40
40
  /** `body` plus the creator's own words, when the flag was given and telemetry is on. */
41
41
  export declare function withParent(body: Record<string, unknown>): Record<string, unknown>;
42
42
  /**
43
- * The creator's ask as an opaque, stable dedupe key — what a game's "Built with N prompts" is
44
- * counted on, so the COUNT never depends on storing anybody's words. (The beacon also carries the
45
- * words themselves in {@link creatorAskText}, for a channel that shows them and stores nothing.)
43
+ * The creator's ask as an opaque, stable dedupe key — what the command beacon sends so
44
+ * api-server can count "prompts this game was built with" without ever being told the text.
46
45
  *
47
46
  * The CLI is the ONLY producer of this value. api-server stores it and compares it to other
48
47
  * values from this same function; it never recomputes one from text, so the two sides cannot
@@ -57,18 +56,3 @@ export declare function withParent(body: Record<string, unknown>): Record<string
57
56
  * `--original-prompt` produces — the count is a floor, never an overcount.
58
57
  */
59
58
  export declare function creatorAskDigest(override?: unknown): string | undefined;
60
- /**
61
- * The creator's ask as TEXT, bounded for a wire that has a body limit.
62
- *
63
- * The beacon carries this so the live-prompts Slack channel can show what an
64
- * agent is being asked for on the commands that send no prompt anywhere else —
65
- * `build`, `verify`, `dev`, `reload`, `publish` — which are most of what
66
- * building a GDK project consists of. api-server posts it and never stores it:
67
- * the count still runs on {@link creatorAskDigest}, and no prompt text reaches
68
- * Postgres.
69
- *
70
- * Capped by the same rule the digest hashes under, so the two always describe
71
- * the same words. `DO_NOT_TRACK` drops it upstream in `beginCommand`, like
72
- * every other field here.
73
- */
74
- export declare function creatorAskText(override?: unknown): string | undefined;
@@ -52,9 +52,8 @@ export function withParent(body) {
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  return 'creatorPrompt' in field ? { ...body, ...field } : body;
53
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  }
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  /**
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- * The creator's ask as an opaque, stable dedupe key — what a game's "Built with N prompts" is
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- * counted on, so the COUNT never depends on storing anybody's words. (The beacon also carries the
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- * words themselves in {@link creatorAskText}, for a channel that shows them and stores nothing.)
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+ * The creator's ask as an opaque, stable dedupe key — what the command beacon sends so
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+ * api-server can count "prompts this game was built with" without ever being told the text.
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  *
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  * The CLI is the ONLY producer of this value. api-server stores it and compares it to other
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  * values from this same function; it never recomputes one from text, so the two sides cannot
@@ -69,29 +68,9 @@ export function withParent(body) {
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  * `--original-prompt` produces — the count is a floor, never an overcount.
70
69
  */
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  export function creatorAskDigest(override) {
72
- const text = creatorAskText(override);
73
- if (text === undefined)
74
- return undefined;
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- return createHash('sha256').update(text).digest('hex').slice(0, 16);
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- }
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- /**
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- * The creator's ask as TEXT, bounded for a wire that has a body limit.
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- *
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- * The beacon carries this so the live-prompts Slack channel can show what an
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- * agent is being asked for on the commands that send no prompt anywhere else —
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- * `build`, `verify`, `dev`, `reload`, `publish` — which are most of what
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- * building a GDK project consists of. api-server posts it and never stores it:
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- * the count still runs on {@link creatorAskDigest}, and no prompt text reaches
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- * Postgres.
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- *
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- * Capped by the same rule the digest hashes under, so the two always describe
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- * the same words. `DO_NOT_TRACK` drops it upstream in `beginCommand`, like
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- * every other field here.
90
- */
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- export function creatorAskText(override) {
92
71
  const field = creatorPromptField(override);
93
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  if (!('creatorPrompt' in field))
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  return undefined;
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- return field.creatorPrompt.slice(0, MAX_ASK_CHARS);
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+ return createHash('sha256').update(field.creatorPrompt.slice(0, MAX_ASK_CHARS)).digest('hex').slice(0, 16);
96
75
  }
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  //# sourceMappingURL=creator-prompt.js.map