@codyswann/lisa 2.189.22 → 2.190.0

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Files changed (77) hide show
  1. package/npm-package/package-lisa/package.lisa.json +1 -1
  2. package/package.json +1 -1
  3. package/plugins/lisa/.claude-plugin/plugin.json +1 -1
  4. package/plugins/lisa/.codex-plugin/plugin.json +1 -1
  5. package/plugins/lisa-agy/plugin.json +1 -1
  6. package/plugins/lisa-cdk/.claude-plugin/plugin.json +1 -1
  7. package/plugins/lisa-cdk/.codex-plugin/plugin.json +1 -1
  8. package/plugins/lisa-cdk-agy/plugin.json +1 -1
  9. package/plugins/lisa-cdk-copilot/.claude-plugin/plugin.json +1 -1
  10. package/plugins/lisa-cdk-cursor/.claude-plugin/plugin.json +1 -1
  11. package/plugins/lisa-copilot/.claude-plugin/plugin.json +1 -1
  12. package/plugins/lisa-cursor/.claude-plugin/plugin.json +1 -1
  13. package/plugins/lisa-expo/.claude-plugin/plugin.json +1 -1
  14. package/plugins/lisa-expo/.codex-plugin/plugin.json +1 -1
  15. package/plugins/lisa-expo-agy/plugin.json +1 -1
  16. package/plugins/lisa-expo-copilot/.claude-plugin/plugin.json +1 -1
  17. package/plugins/lisa-expo-cursor/.claude-plugin/plugin.json +1 -1
  18. package/plugins/lisa-harper-fabric/.claude-plugin/plugin.json +1 -1
  19. package/plugins/lisa-harper-fabric/.codex-plugin/plugin.json +1 -1
  20. package/plugins/lisa-harper-fabric-agy/plugin.json +1 -1
  21. package/plugins/lisa-harper-fabric-copilot/.claude-plugin/plugin.json +1 -1
  22. package/plugins/lisa-harper-fabric-cursor/.claude-plugin/plugin.json +1 -1
  23. package/plugins/lisa-nestjs/.claude-plugin/plugin.json +1 -1
  24. package/plugins/lisa-nestjs/.codex-plugin/plugin.json +1 -1
  25. package/plugins/lisa-nestjs-agy/plugin.json +1 -1
  26. package/plugins/lisa-nestjs-copilot/.claude-plugin/plugin.json +1 -1
  27. package/plugins/lisa-nestjs-cursor/.claude-plugin/plugin.json +1 -1
  28. package/plugins/lisa-openclaw/.claude-plugin/plugin.json +1 -1
  29. package/plugins/lisa-openclaw/.codex-plugin/plugin.json +1 -1
  30. package/plugins/lisa-openclaw-agy/plugin.json +1 -1
  31. package/plugins/lisa-openclaw-copilot/.claude-plugin/plugin.json +1 -1
  32. package/plugins/lisa-openclaw-cursor/.claude-plugin/plugin.json +1 -1
  33. package/plugins/lisa-phaser/.claude-plugin/plugin.json +1 -1
  34. package/plugins/lisa-phaser/.codex-plugin/plugin.json +1 -1
  35. package/plugins/lisa-phaser/agents/art-director.md +32 -2
  36. package/plugins/lisa-phaser/agents/audio-director.md +3 -1
  37. package/plugins/lisa-phaser/rules/phaser.md +12 -5
  38. package/plugins/lisa-phaser/skills/phaser-asset-pipeline/SKILL.md +94 -20
  39. package/plugins/lisa-phaser/skills/phaser-asset-sourcing/SKILL.md +151 -0
  40. package/plugins/lisa-phaser/skills/phaser-asset-sourcing/agents/openai.yaml +4 -0
  41. package/plugins/lisa-phaser-agy/agents/art-director.md +32 -2
  42. package/plugins/lisa-phaser-agy/agents/audio-director.md +3 -1
  43. package/plugins/lisa-phaser-agy/plugin.json +1 -1
  44. package/plugins/lisa-phaser-agy/skills/phaser-asset-pipeline/SKILL.md +94 -20
  45. package/plugins/lisa-phaser-agy/skills/phaser-asset-sourcing/SKILL.md +151 -0
  46. package/plugins/lisa-phaser-copilot/.claude-plugin/plugin.json +1 -1
  47. package/plugins/lisa-phaser-copilot/agents/art-director.agent.md +32 -2
  48. package/plugins/lisa-phaser-copilot/agents/audio-director.agent.md +3 -1
  49. package/plugins/lisa-phaser-copilot/rules/phaser.md +12 -5
  50. package/plugins/lisa-phaser-copilot/skills/phaser-asset-pipeline/SKILL.md +94 -20
  51. package/plugins/lisa-phaser-copilot/skills/phaser-asset-sourcing/SKILL.md +151 -0
  52. package/plugins/lisa-phaser-cursor/.claude-plugin/plugin.json +1 -1
  53. package/plugins/lisa-phaser-cursor/agents/art-director.md +32 -2
  54. package/plugins/lisa-phaser-cursor/agents/audio-director.md +3 -1
  55. package/plugins/lisa-phaser-cursor/rules/phaser.mdc +12 -5
  56. package/plugins/lisa-phaser-cursor/skills/phaser-asset-pipeline/SKILL.md +94 -20
  57. package/plugins/lisa-phaser-cursor/skills/phaser-asset-sourcing/SKILL.md +151 -0
  58. package/plugins/lisa-rails/.claude-plugin/plugin.json +1 -1
  59. package/plugins/lisa-rails/.codex-plugin/plugin.json +1 -1
  60. package/plugins/lisa-rails-agy/plugin.json +1 -1
  61. package/plugins/lisa-rails-copilot/.claude-plugin/plugin.json +1 -1
  62. package/plugins/lisa-rails-cursor/.claude-plugin/plugin.json +1 -1
  63. package/plugins/lisa-typescript/.claude-plugin/plugin.json +1 -1
  64. package/plugins/lisa-typescript/.codex-plugin/plugin.json +1 -1
  65. package/plugins/lisa-typescript-agy/plugin.json +1 -1
  66. package/plugins/lisa-typescript-copilot/.claude-plugin/plugin.json +1 -1
  67. package/plugins/lisa-typescript-cursor/.claude-plugin/plugin.json +1 -1
  68. package/plugins/lisa-wiki/.claude-plugin/plugin.json +1 -1
  69. package/plugins/lisa-wiki/.codex-plugin/plugin.json +1 -1
  70. package/plugins/lisa-wiki-agy/plugin.json +1 -1
  71. package/plugins/lisa-wiki-copilot/.claude-plugin/plugin.json +1 -1
  72. package/plugins/lisa-wiki-cursor/.claude-plugin/plugin.json +1 -1
  73. package/plugins/src/phaser/agents/art-director.md +32 -2
  74. package/plugins/src/phaser/agents/audio-director.md +3 -1
  75. package/plugins/src/phaser/rules/phaser.md +12 -5
  76. package/plugins/src/phaser/skills/phaser-asset-pipeline/SKILL.md +94 -20
  77. package/plugins/src/phaser/skills/phaser-asset-sourcing/SKILL.md +151 -0
@@ -1,27 +1,42 @@
1
1
  ---
2
2
  name: phaser-asset-pipeline
3
- description: This skill should be used when setting up or changing the build-time asset pipeline of a Phaser 4 game — packing raw art in assets/src into public/assets (free-tex-packer-core texture atlases, audiosprite audio sprites, BMFont bitmap fonts) and the codegen step that emits typed keys to src/assets.ts so a missing or renamed key is a compile error. Use it when adding source art, wiring packing into the build, regenerating typed keys, or eliminating raw string asset keys. Pairs with the official loading-assets skill, phaser-build-deploy, and phaser-services.
3
+ description: This skill should be used when setting up or changing the build-time asset pipeline of a Phaser 4 game — packing raw art in assets/src into public/assets (free-tex-packer-core texture atlases, audiosprite audio sprites, BMFont bitmap fonts) and the codegen step that emits typed keys to src/assets.ts so a missing or renamed key is a compile error. Use it when adding source art, wiring packing into the build, regenerating typed keys, or eliminating raw string asset keys. Assumes the raw art already exists — get it first via phaser-asset-sourcing (CC0 sourcing + license gate). Pairs with phaser-asset-sourcing, the official loading-assets skill, phaser-build-deploy, and phaser-services.
4
4
  ---
5
5
 
6
6
  # Phaser 4 Asset Pipeline
7
7
 
8
+ ## Where the raw art comes from (read this first)
9
+
10
+ This skill **packs** raw art; it does not conjure it. The inputs under
11
+ `assets/src/**` are **real, licensed source art you sourced first** — they do not
12
+ magically pre-exist, and they are not procedural `generateTexture` rectangles.
13
+ Before you can pack anything, use **[[phaser-asset-sourcing]]**: it covers where
14
+ game art comes from (curated CC0 packs like Kenney and Ninja Adventure → deriving
15
+ CC0 art → asking the human), the strict CC0-or-equivalent license gate with
16
+ `assets/LICENSES.md` evidence, provenance via a committed ingest script, and why
17
+ `generateTexture` placeholders are tracked art debt rather than a finished state.
18
+ The rule of thumb: **source → `assets/src` → pack (this skill) → typed keys.**
19
+
8
20
  ## Overview
9
21
 
10
- Runtime assets are **generated, not hand-placed**. Raw source art lives in
11
- `assets/src/**` (PNGs, audio, font sources); a build step packs it into
12
- `public/assets/**` (atlases, audio sprites, bitmap fonts) and **codegens typed
13
- key constants into `src/assets.ts`**. The payoff: a missing or renamed asset is a
14
- **compile error**, not a green square or silent-missing audio at runtime. No raw
15
- string asset / scene / event keys anywhere they all come from the generated
16
- module (the official `loading-assets` skill covers loading those keys at runtime).
22
+ The pipeline turns committed source art into runtime form it is a build step,
23
+ not a substitute for having art. Raw source art lives in `assets/src/**` (PNGs,
24
+ audio, font sources); a build step packs it into `public/assets/**` (atlases,
25
+ audio sprites, bitmap fonts) and **codegens typed key constants into
26
+ `src/assets.ts`**. The payoff: a missing or renamed asset is a **compile error**,
27
+ not a green square or silent-missing audio at runtime. No raw string asset /
28
+ scene / event keys anywhere they all come from the generated module (the
29
+ official `loading-assets` skill covers loading those keys at runtime).
17
30
 
18
31
  ## Layout
19
32
 
20
33
  | Path | Role |
21
34
  | --- | --- |
22
- | `assets/src/sprites/**` | Raw individual PNGs — the art source of truth |
35
+ | `assets/src/sprites/**` | Raw individual PNGs — the art source of truth (sourced per [[phaser-asset-sourcing]]) |
23
36
  | `assets/src/audio/**` | Raw audio clips (wav/ogg sources) |
24
37
  | `assets/src/fonts/**` | Font sources for BMFont generation |
38
+ | `assets/LICENSES.md` | License evidence per source pack (CC0 quote + evidence URL) — see [[phaser-asset-sourcing]] |
39
+ | `scripts/ingest-assets.mjs` | The provenance record — how each frame was carved from its source pack into `assets/src` (re-runnable) |
25
40
  | `public/assets/**` | **Generated** packed output (atlases, audiosprites, fonts, `pack.json`) — git-ignored or committed as a build artifact |
26
41
  | `src/assets.ts` | **Generated** typed key constants — never edited by hand |
27
42
  | `scripts/pack-assets.mjs` | The pipeline driver (runs the three packers + codegen) |
@@ -43,16 +58,34 @@ const images = await Promise.all(
43
58
  })));
44
59
 
45
60
  const files = await packAsync(images, {
46
- textureName: "game", width: 2048, height: 2048,
47
- padding: 2, allowRotation: false, allowTrim: true,
48
- exporter: "JsonHash", removeFileExtension: true,
61
+ textureName: "game", width: 4096, height: 4096,
62
+ packer: "MaxRectsPacker", packerMethod: "Smart", // see gotcha below
63
+ padding: 2, extrude: 1, // 1px extrude kills bleeding at integer scales
64
+ allowRotation: false, allowTrim: false, // pixel-art-safe (see below)
65
+ detectIdentical: true,
66
+ exporter: "JsonHash", removeFileExtension: true, prependFolderName: true,
49
67
  });
50
68
  for (const f of files) await writeFile(`public/assets/atlases/${f.name}`, f.buffer ?? f.content);
51
69
  ```
52
70
 
53
71
  The frame names in the manifest become the atlas frame keys you reference as
54
72
  generated constants. Atlas everything that renders together — loose images break
55
- sprite batching (the official `loading-assets` skill).
73
+ sprite batching (the official `loading-assets` skill). Full-screen backdrops and
74
+ parallax layers are the exception: copy them verbatim into `public/assets/images`
75
+ and `load.image` them — they would bloat an atlas. Even this exception keeps the
76
+ no-raw-string promise: the codegen step emits one generated constant per copied
77
+ image (the `Img` record below), and the loader derives the file path from the
78
+ key in exactly one place — a call site never spells out a path string.
79
+
80
+ **Packer gotcha (verified in the reference implementation):** use
81
+ `packer: "MaxRectsPacker"` with `packerMethod: "Smart"`. The other packer methods
82
+ produce degenerate single-row *strip* atlases that waste enormous texture space
83
+ and can blow past the max texture size. **For pixel art**, set `allowTrim: false`
84
+ and `allowRotation: false`: trimming makes animation frames different sizes so
85
+ anchors swim between frames, and rotation makes Phaser frame-flipping non-trivial.
86
+ Add `extrude: 1` to stop edge bleeding when the game renders at integer scales.
87
+ Keep inputs **sorted** and emit **no timestamps** so the packed output is
88
+ deterministic and can be committed + `git diff --exit-code`-checked in CI.
56
89
 
57
90
  ## Step 2: audio sprites with audiosprite
58
91
 
@@ -90,10 +123,13 @@ the step that turns runtime failures into compile failures:
90
123
  const atlas = JSON.parse(await readFile("public/assets/atlases/game.json", "utf8"));
91
124
  const frames = Object.keys(atlas.frames); // raw keys, e.g. "player/idle"
92
125
  const sfx = Object.keys(JSON.parse(await readFile("public/assets/audio/sfx.json","utf8")).spritemap);
126
+ const images = (await readdir("public/assets/images", { recursive: true }))
127
+ .filter(f => f.endsWith(".png")).sort(); // standalone backdrops/parallax layers
93
128
 
94
129
  const out = `// AUTO-GENERATED by scripts/pack-assets.mjs — do not edit.
95
130
  export const Tex = { GameAtlas: "game" } as const;
96
131
  export const Frame = { ${frames.map(k => `${toIdent(k)}: "${k}"`).join(", ")} } as const;
132
+ export const Img = { ${images.map(p => `${toIdent(p)}: "img-${p.replace(/\.png$/u, "")}"`).join(", ")} } as const;
97
133
  export const Audio = { Sfx: "sfx" } as const;
98
134
  export const Sfx = { ${sfx.map(s => `${toIdent(s)}: "${s}"`).join(", ")} } as const;
99
135
  export const Font = { UI: "ui" } as const;
@@ -103,11 +139,20 @@ export const GameEvent = { ScoreChanged:"score-changed", EnemyDied:"enemy-died"
103
139
  await writeFile("src/assets.ts", out);
104
140
  ```
105
141
 
106
- Scenes import `Tex`, `Frame`, `Sfx`, `Font`, `SceneKeys`, `GameEvent` — never an
107
- inline string. Rename art, re-run the pipeline, and every now-stale reference
108
- fails `bun run typecheck` immediately. (Scene/event keys are kept in the same
109
- generated module so they share the no-raw-string discipline; edit them via the
110
- codegen template, not by hand.)
142
+ Scenes import `Tex`, `Frame`, `Img`, `Sfx`, `Font`, `SceneKeys`, `GameEvent` —
143
+ never an inline string. Rename art, re-run the pipeline, and every now-stale
144
+ reference fails `bun run typecheck` immediately. (Scene/event keys are kept in
145
+ the same generated module so they share the no-raw-string discipline; edit them
146
+ via the codegen template, not by hand.)
147
+
148
+ **Animation keys are the one deliberately hand-authored layer.** Codegen cannot
149
+ know how frames group into cycles, so animation keys live in a hand-written
150
+ `as const` record (e.g. `AnimKeys` / `FxAnims`) whose frame sequences are built
151
+ from the generated `Frame` constants — and the contract test below proves every
152
+ frame those definitions reference exists in the committed atlases. The typed-key
153
+ guarantee is therefore: **generated** constants for textures, frames, images,
154
+ audio, and fonts; **hand-authored typed constants + contract-test coverage** for
155
+ animation keys. Nothing is a raw inline string either way.
111
156
 
112
157
  ## Step 5: wire into the build
113
158
 
@@ -133,8 +178,37 @@ generated files for immutable caching ([[phaser-build-deploy]]).
133
178
  - `assets/src/**` is the source of truth; `public/assets/**` and `src/assets.ts`
134
179
  are generated — treat them as build output (re-runnable, not hand-edited).
135
180
  - One atlas per render group, one audiosprite per SFX set, BMFont for hot text.
136
- - A contract test asserts every constant in `src/assets.ts` resolves to an entry
137
- in the generated `pack.json`/manifests ([[phaser-testing]]).
181
+ - A **contract test** asserts every frame name the game *derives by convention*
182
+ (e.g. `battlerWalkFrame(ref, dir, n)`, FX-strip frame lists, per-speaker
183
+ portrait keys) resolves to a real entry in the committed atlas JSON under
184
+ `public/assets`. The other constants in `src/assets.ts` (`SceneKeys`,
185
+ `GameEvent`, `Font`, `Audio`, standalone `Img` entries) are plain generated
186
+ literals already enforced by TypeScript at every use site, so they don't need
187
+ a runtime check — only names built at runtime from a pattern can go stale
188
+ silently without one. This keeps that narrower guarantee honest: a renamed or
189
+ missing frame fails a headless Vitest assertion instead of rendering a silent
190
+ black square. The test reads the packed JSON directly — zero Phaser
191
+ ([[phaser-testing]]):
192
+
193
+ ```ts
194
+ const frames = new Set(Object.keys(
195
+ JSON.parse(readFileSync("public/assets/atlases/battlers.json", "utf8")).frames));
196
+ for (const ref of BATTLER_REFS)
197
+ for (const dir of DIRS) {
198
+ expect(frames).toContain(battlerIdleFrame(ref, dir));
199
+ expect(frames).toContain(battlerAttackFrame(ref, dir));
200
+ for (let n = 0; n < WALK_FRAME_COUNT; n++)
201
+ expect(frames).toContain(battlerWalkFrame(ref, dir, n));
202
+ }
203
+ // ...and one loop per remaining derived family (FX-strip frame lists,
204
+ // per-speaker portrait keys, …) — the test is only done when EVERY name the
205
+ // game can derive at runtime has been asserted against the committed atlas.
206
+ ```
207
+
208
+ - Ship a `--check` mode on the pack script: it re-packs into a temp staging area
209
+ and exits non-zero if any committed output under `public/assets` — atlases,
210
+ standalone images, audio, fonts alike — or `src/assets.ts` is stale, so CI
211
+ proves the committed artifacts (and every generated key they back) are current.
138
212
  - The generated `src/assets.ts` is the single source of asset/scene/event keys —
139
213
  the no-raw-string-keys rule depends on it existing.
140
214
 
@@ -0,0 +1,151 @@
1
+ ---
2
+ name: phaser-asset-sourcing
3
+ description: This skill should be used when a Phaser 4 game needs actual art or audio and none exists yet — deciding WHERE game art comes from before it can be packed. Covers the priority order (curated CC0 packs → deriving/editing CC0 art → asking the human for bespoke/paid work), the strict license gate (CC0-or-equivalent only, recorded with an exact license quote + evidence URL in assets/LICENSES.md), the provenance requirement (a committed ingest script or committed raw sources), why procedural generateTexture placeholders are tracked art debt and never a best practice, and the expectation that characters ship real idle+walk animation. Use it BEFORE phaser-asset-pipeline (which only packs art that already exists). Pairs with phaser-asset-pipeline, the official animations skill, and the art-director / audio-director personas.
4
+ ---
5
+
6
+ # Phaser 4 Asset Sourcing
7
+
8
+ ## Why this skill exists
9
+
10
+ The `phaser-asset-pipeline` skill is **packing-only**: it assumes raw art already
11
+ sits in `assets/src` and turns it into atlases + typed keys. It never says where
12
+ that art comes from. Left to fill the gap, agents reach for the path of least
13
+ resistance — `this.add.graphics().generateTexture(...)` white rectangles — and
14
+ ship a wireframe that *typechecks and boots* but looks like programmer art.
15
+
16
+ **Procedural placeholders are art debt, not an art strategy.** A shipped game
17
+ needs real, licensed, cohesive assets. This skill is the missing step: how to
18
+ **get** the art before you pack it. Read it *before* `phaser-asset-pipeline`.
19
+
20
+ ## The sourcing decision, in priority order
21
+
22
+ Work top-down. Only fall to the next tier when the one above genuinely can't
23
+ serve the need.
24
+
25
+ ### 1. Curated CC0 sources (default — reach here first)
26
+
27
+ Real, cohesive, commercially-usable art exists for free under CC0. These are the
28
+ recommended starting points; all are CC0 or CC0-equivalent (verify per pack —
29
+ see the license gate below):
30
+
31
+ - **[Kenney.nl](https://kenney.nl/assets)** — hundreds of packs (top-down,
32
+ platformer, UI, tiles, isometric, audio), **all CC0**. The single best
33
+ first stop for cohesive, atlas-friendly art.
34
+ - **Pixel-boy & AAA — [Ninja Adventure Asset Pack](https://pixel-boy.itch.io/ninja-adventure-asset-pack)**
35
+ — a full CC0 JRPG kit: characters with directional idle/walk/attack strips,
36
+ monsters, tilesets, UI, portraits, FX, and music. Ideal for top-down /
37
+ RPG-shaped games (this is what the reference implementation uses).
38
+ - **ansimuz (Luis Zuno) — [CC0 packs](https://ansimuz.itch.io/)** — parallax
39
+ backdrops, environments, effects. Check each pack's license: the base packs
40
+ are typically CC0; some have paid add-ons that are **not**.
41
+ - **[OpenGameArt.org](https://opengameart.org/)**, **filtered to CC0**
42
+ (`CC0` in the license facet). Great breadth; licenses are per-submission, so
43
+ you MUST verify each asset individually — OGA also hosts CC-BY, CC-BY-SA, and
44
+ GPL art that the license gate rejects.
45
+ - **[itch.io](https://itch.io/game-assets/assets-cc0)** game assets filtered to
46
+ the CC0 license.
47
+
48
+ Prefer one or two packs with a shared visual language over a magpie mix — a
49
+ single Kenney pack reads more cohesive than ten sources stitched together (the
50
+ art-director persona will flag the mismatch otherwise).
51
+
52
+ ### 2. Deriving / editing CC0 art (allowed freely)
53
+
54
+ CC0 waives all rights, so you may recolor, crop, re-slice, retag, upscale
55
+ (nearest-neighbor for pixel art), and recombine freely. This is usually how a
56
+ pack becomes *this game's* assets: slice a sprite sheet into per-frame PNGs,
57
+ rename frames to your content refs, restitch strips. Record exactly how in the
58
+ ingest script (below) so the derivation is reproducible.
59
+
60
+ ### 3. Ask the human (bespoke quality, paid tools, commissioning)
61
+
62
+ When the art bible demands a bespoke look no CC0 pack delivers — a signature
63
+ character, a specific illustrated style, licensed audio — **stop and ask the
64
+ human**. Do not silently downgrade to placeholders and do not buy/commission on
65
+ your own. Surface the decision:
66
+
67
+ > "The art direction calls for `<X>`. No CC0 source covers it. Options: (a) adapt
68
+ > the closest CC0 pack `<Y>` and accept the style delta, (b) you provide/approve
69
+ > a paid pack or commission, (c) ship a tracked `generateTexture` placeholder
70
+ > against issue `#NNN` until real art lands. Which?"
71
+
72
+ Paid assets, CC-BY with attribution, or any non-CC0 license are allowed **only
73
+ with explicit human approval**, recorded in `assets/LICENSES.md` with the terms.
74
+
75
+ ## Hard rules
76
+
77
+ ### License gate — CC0 or equivalent only
78
+
79
+ - **Accept**: CC0 1.0, public domain dedication, or an explicit "use freely in
80
+ commercial games, no attribution required" grant equivalent to CC0.
81
+ - **Reject** (unless the human explicitly approves and the terms are recorded):
82
+ CC-BY (attribution burden), CC-BY-SA / GPL (copyleft — forces your project's
83
+ license), CC-NC (no commercial), "free for personal use", and anything
84
+ unlicensed or license-unknown.
85
+ - For **every** pack, record in `assets/LICENSES.md`: the pack name, author,
86
+ source URL, the exact license, a **verbatim license quote**, and the
87
+ **evidence URL** where that quote lives (the itch page, the in-pack
88
+ `LICENSE.txt`, the OGA submission). "It looked free" is not evidence.
89
+
90
+ ```md
91
+ | Pack | Author | Source | License | Evidence |
92
+ |------|--------|--------|---------|----------|
93
+ | Ninja Adventure – Asset Pack | Pixel-boy & AAA | https://pixel-boy.itch.io/ninja-adventure-asset-pack | CC0 1.0 | In-pack `LICENSE.txt` (full CC0 text); itch page "Creative Commons Zero v1.0 Universal" |
94
+ ```
95
+
96
+ ### Provenance — the source must be reproducible
97
+
98
+ The packs themselves are often large and need not be committed, but **how you
99
+ got from a pack to `assets/src` must be**. Two acceptable patterns:
100
+
101
+ - **Committed ingest script** (`scripts/ingest-assets.mjs`) that records, per
102
+ frame, which pack / file / cell it came from and re-slices deterministically.
103
+ Re-running it against a fresh download reproduces `assets/src` byte-for-byte.
104
+ This is the provenance record — it documents the source layout (e.g. "Ninja
105
+ Adventure character `Idle.png` is 64×16 = 4 direction cells; `Walk.png` is
106
+ 64×64 = 4 direction columns × 4 walk rows") and doubles as the derivation log.
107
+ - **Committed raw sources** under `assets/src` directly, when the art is small,
108
+ hand-authored, or already per-frame.
109
+
110
+ Either way: `assets/LICENSES.md` + a reproducible path from source to
111
+ `assets/src`. Adding art from a **new** source requires both, every time.
112
+
113
+ ### Procedural `generateTexture` placeholders are TRACKED ART DEBT
114
+
115
+ A scene MAY ship `generateTexture` / `graphics`-drawn placeholder art **only**
116
+ when it is tracked by a linked art-debt issue. It is never the finished state,
117
+ and it is never described as a best practice. In particular:
118
+
119
+ - **Never** write comments like "zero binary assets, zero licensing risk" as if
120
+ placeholders were the goal. They are a temporary stand-in, and that framing is
121
+ exactly what produced wireframe games.
122
+ - Keep a visible ledger of the debt (e.g. a `LEGACY_GENERATED_TEXTURE_KEYS` map
123
+ in the pack script, or a checklist in the issue) and delete each entry the
124
+ moment the real asset lands.
125
+ - The art-director persona treats a placeholder-only scene as a **blocking**
126
+ finding (see its review checklist).
127
+
128
+ ### Characters get real animation
129
+
130
+ Static single-frame sprites are a placeholder smell. A character/creature ships
131
+ at minimum an **idle** and a **walk** cycle; most CC0 character packs already
132
+ provide directional idle/walk/attack strips, so there is no excuse to ship a
133
+ frozen frame. Name frames so the pipeline and the official **`animations`**
134
+ skill can build the animation from them (e.g. `<ref>/walk-<dir>-<n>`), and drive
135
+ them with `anims.create` / `anims.play`, not a static texture. The asset-pipeline
136
+ skill covers frame naming; the official `animations` skill covers playback.
137
+
138
+ ## Verification
139
+
140
+ - Every entry in `assets/LICENSES.md` is CC0-or-equivalent (or human-approved
141
+ with terms recorded) and carries a verbatim quote + evidence URL.
142
+ - `assets/src` is reproducible from a committed ingest script or is itself
143
+ committed raw source.
144
+ - No scene ships `generateTexture` placeholder art without a linked art-debt
145
+ issue; the debt ledger matches reality.
146
+ - Characters render with a playing idle/walk animation, not a static frame —
147
+ confirm in the **real browser** (the art-director persona reviews rendered
148
+ screenshots, not code).
149
+
150
+ Once the art exists in `assets/src`, hand off to **`phaser-asset-pipeline`** to
151
+ pack it and codegen the typed keys.
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "lisa-rails",
3
- "version": "2.189.22",
3
+ "version": "2.190.0",
4
4
  "description": "Ruby on Rails-specific hooks — RuboCop linting/formatting and ast-grep scanning on edit",
5
5
  "author": {
6
6
  "name": "Cody Swann"
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "lisa-rails",
3
- "version": "2.189.22",
3
+ "version": "2.190.0",
4
4
  "description": "Ruby on Rails-specific skills and hooks for RuboCop and ast-grep scanning on edit.",
5
5
  "author": {
6
6
  "name": "Cody Swann"
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "lisa-rails",
3
- "version": "2.189.22",
3
+ "version": "2.190.0",
4
4
  "description": "Ruby on Rails-specific hooks — RuboCop linting/formatting and ast-grep scanning on edit",
5
5
  "author": {
6
6
  "name": "Cody Swann"
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "lisa-rails",
3
- "version": "2.189.22",
3
+ "version": "2.190.0",
4
4
  "description": "Ruby on Rails-specific hooks — RuboCop linting/formatting and ast-grep scanning on edit",
5
5
  "author": {
6
6
  "name": "Cody Swann"
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "lisa-rails",
3
- "version": "2.189.22",
3
+ "version": "2.190.0",
4
4
  "description": "Ruby on Rails-specific hooks — RuboCop linting/formatting and ast-grep scanning on edit",
5
5
  "author": {
6
6
  "name": "Cody Swann"
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "lisa-typescript",
3
- "version": "2.189.22",
3
+ "version": "2.190.0",
4
4
  "description": "TypeScript-specific hooks — Prettier formatting, ESLint linting, ast-grep scanning, and error-suppression blocking on edit",
5
5
  "author": {
6
6
  "name": "Cody Swann"
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "lisa-typescript",
3
- "version": "2.189.22",
3
+ "version": "2.190.0",
4
4
  "description": "TypeScript-specific hooks for formatting, linting, and ast-grep scanning on edit.",
5
5
  "author": {
6
6
  "name": "Cody Swann"
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "lisa-typescript",
3
- "version": "2.189.22",
3
+ "version": "2.190.0",
4
4
  "description": "TypeScript-specific hooks — Prettier formatting, ESLint linting, ast-grep scanning, and error-suppression blocking on edit",
5
5
  "author": {
6
6
  "name": "Cody Swann"
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "lisa-typescript",
3
- "version": "2.189.22",
3
+ "version": "2.190.0",
4
4
  "description": "TypeScript-specific hooks — Prettier formatting, ESLint linting, ast-grep scanning, and error-suppression blocking on edit",
5
5
  "author": {
6
6
  "name": "Cody Swann"
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "lisa-typescript",
3
- "version": "2.189.22",
3
+ "version": "2.190.0",
4
4
  "description": "TypeScript-specific hooks — Prettier formatting, ESLint linting, ast-grep scanning, and error-suppression blocking on edit",
5
5
  "author": {
6
6
  "name": "Cody Swann"
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "lisa-wiki",
3
- "version": "2.189.22",
3
+ "version": "2.190.0",
4
4
  "description": "LLM Wiki — a distributable, git-native markdown knowledge base for Claude Code and Codex",
5
5
  "author": {
6
6
  "name": "Cody Swann"
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "lisa-wiki",
3
- "version": "2.189.22",
3
+ "version": "2.190.0",
4
4
  "description": "Distributable LLM Wiki kernel — ingest, query, lint, and maintain a git-native markdown knowledge base across Claude and Codex.",
5
5
  "author": {
6
6
  "name": "Cody Swann"
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "lisa-wiki",
3
- "version": "2.189.22",
3
+ "version": "2.190.0",
4
4
  "description": "LLM Wiki — a distributable, git-native markdown knowledge base for Claude Code and Codex",
5
5
  "author": {
6
6
  "name": "Cody Swann"
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "lisa-wiki",
3
- "version": "2.189.22",
3
+ "version": "2.190.0",
4
4
  "description": "LLM Wiki — a distributable, git-native markdown knowledge base for Claude Code and Codex",
5
5
  "author": {
6
6
  "name": "Cody Swann"
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "lisa-wiki",
3
- "version": "2.189.22",
3
+ "version": "2.190.0",
4
4
  "description": "LLM Wiki — a distributable, git-native markdown knowledge base for Claude Code and Codex",
5
5
  "author": {
6
6
  "name": "Cody Swann"
@@ -1,12 +1,35 @@
1
1
  ---
2
2
  name: art-director
3
- description: Art director persona agent (opt-in). Critiques visual cohesion, style-guide adherence, readability, and the art-pipeline implications for a Phaser game against the project's art direction. Reviews visual design, not engine code.
3
+ description: Art director persona agent (opt-in). Critiques visual cohesion, style-guide adherence, readability, and the art-pipeline implications for a Phaser game against the project's art direction. Demands real rendered art (not placeholders) and reviews rendered screenshots of the live game. Reviews visual design, not engine code.
4
+ skills:
5
+ - phaser-asset-sourcing
4
6
  ---
5
7
 
6
8
  # Art Director Persona Agent
7
9
 
8
10
  You are the game's art director. You guard visual cohesion and make sure everything on screen reads and belongs together. You are a **critic**; you do not produce final art or write code.
9
11
 
12
+ ## Review the RENDERED game, not the code
13
+
14
+ Your review is worthless if you only read source. **Look at the actual pixels**:
15
+ run the game (`bun run dev`) and capture rendered screenshots of each scene at
16
+ gameplay resolution (a Playwright screenshot, or ask for them). Critique what is
17
+ on screen, not what the code claims will be on screen. If you cannot see rendered
18
+ output, say so and treat the review as blocked — do not sign off from code alone.
19
+
20
+ ## Placeholder art is a BLOCKING finding
21
+
22
+ Programmer-art placeholders — `generateTexture` rectangles, solid-color fills,
23
+ untextured shapes standing in for characters/props/UI — are a **top-severity,
24
+ blocking** result, not a stylistic nit. A scene rendered in placeholders is not
25
+ "on style," it is **unfinished**. Flag every placeholder-only scene explicitly,
26
+ point the team at **`phaser-asset-sourcing`** (route real, properly-licensed art
27
+ through the pipeline), and require a linked art-debt issue for any placeholder that must
28
+ ship temporarily. Never accept "zero binary assets / zero licensing risk" as a
29
+ virtue — that framing is how the game ended up as wireframes. Characters must
30
+ render with a **playing idle/walk animation**; a frozen single frame is a
31
+ placeholder smell, flag it.
32
+
10
33
  ## Source of Truth — the style guide is binding
11
34
 
12
35
  - `wiki/design/art-direction.md` — the visual style guide: palette, shape language, lighting, scale, mood. Treat it as binding.
@@ -31,7 +54,12 @@ If `art-direction.md` is absent, critique against general visual-cohesion and re
31
54
  ## Art Direction Review
32
55
 
33
56
  ### Verdict
34
- [ON STYLE / NEEDS REVISION / OFF MODEL] — one sentence
57
+ [ON STYLE / NEEDS REVISION / OFF MODEL / PLACEHOLDER-BLOCKED] — one sentence
58
+ (use PLACEHOLDER-BLOCKED whenever any reviewed scene renders in placeholder art)
59
+
60
+ ### Rendered evidence
61
+ - [screenshots reviewed, per scene — or "BLOCKED: no rendered output available"]
62
+ - Placeholder/`generateTexture` art present? [list scenes] → art-debt issue linked? [#NNN / NO]
35
63
 
36
64
  ### Style-guide check
37
65
  - Palette: ... | Shape language: ... | Lighting/mood: ... | Scale/proportion: ...
@@ -53,6 +81,8 @@ If `art-direction.md` is absent, critique against general visual-cohesion and re
53
81
 
54
82
  ## Rules
55
83
 
84
+ - Review rendered screenshots of the live game, not source code; block the review if you cannot see rendered output.
85
+ - Treat placeholder-only / `generateTexture` art as a top-severity blocking finding; point at `phaser-asset-sourcing` and require a linked art-debt issue for anything shipping temporarily.
56
86
  - Hold every asset to the documented style guide; cite the guideline you're applying.
57
87
  - Judge cohesion and readability first — a beautiful asset that doesn't belong is a failure.
58
88
  - Always check the asset *in context* (next to existing art, at gameplay scale), not in isolation.
@@ -33,7 +33,8 @@ If `audio-direction.md` is absent, critique against general game-audio principle
33
33
  ## Audio Direction Review
34
34
 
35
35
  ### Verdict
36
- [ON STYLE / NEEDS WORK / SILENT GAPS] — one sentence
36
+ [ON STYLE / NEEDS WORK / SILENT GAPS / PLACEHOLDER-BLOCKED] — one sentence
37
+ (use PLACEHOLDER-BLOCKED when the game ships beeps/temp audio with no tracked debt)
37
38
 
38
39
  ### Audio identity check
39
40
  - Musical fit: ... | SFX language: ... | Mix priorities: ...
@@ -57,6 +58,7 @@ If `audio-direction.md` is absent, critique against general game-audio principle
57
58
  ## Rules
58
59
 
59
60
  - Map feedback coverage first — every meaningful action should be audible; flag silent state changes at top severity.
61
+ - Treat temp/placeholder audio (synth beeps, un-sourced SFX) as tracked debt: acceptable only with a linked audio-debt issue, never as the finished mix; real audio must be sourced (CC0 or human-approved) and run through the audiosprite pipeline. Never frame "no audio assets" as zero-risk best practice.
60
62
  - Judge the mix by whether critical cues survive over music and ambience.
61
63
  - Tie issues to feedback clarity, mood, or fatigue, citing the audio-direction guideline you're applying.
62
64
  - Respect the baked audio pipeline and the mobile audio-unlock-on-first-gesture constraint; flag anything that breaks them.
@@ -55,11 +55,18 @@ tools for scenes/assets/tilemaps) is defined for this project type but
55
55
  and create no objects/tweens/timers inside `update()`**; atlas everything; use
56
56
  `BitmapText` for high-churn text; use `SpriteGPULayer` / `TilemapGPULayer` for
57
57
  mass rendering. See the official `game-object-components` skill.
58
- 7. **Baked-in asset pipeline.** Raw art in `assets/src` is packed at build time
59
- (free-tex-packer-core atlases, audiosprite, BMFont) into `public/assets`, and
60
- a codegen step emits typed keys to `src/assets.ts` so a missing or renamed key
61
- is a **compile error**. No raw string asset / scene / event keys anywhere.
62
- See `phaser-asset-pipeline`.
58
+ 7. **Baked-in asset pipeline with REAL art.** Raw art in `assets/src` is packed
59
+ at build time (free-tex-packer-core atlases, audiosprite, BMFont) into
60
+ `public/assets`, and a codegen step emits typed keys to `src/assets.ts` so a
61
+ missing or renamed key is a **compile error**. No raw string asset / scene /
62
+ event keys anywhere. The art itself must be **real and licensed** — sourced
63
+ per `phaser-asset-sourcing` (CC0-or-equivalent only, with an exact license
64
+ quote + evidence URL in `assets/LICENSES.md` and committed provenance).
65
+ Procedural `generateTexture` placeholders are **tracked art debt**: a scene
66
+ may ship them **only** with a linked art-debt issue, never as the finished
67
+ state and never described as "zero-asset best practice." Characters ship real
68
+ idle+walk animation, not static frames. See `phaser-asset-sourcing` and
69
+ `phaser-asset-pipeline`.
63
70
  8. **PWA on by default** via `vite-plugin-pwa` (`registerType: "autoUpdate"`,
64
71
  `globPatterns` extended to cover game assets). See `phaser-build-deploy`.
65
72
  9. **Cross-cutting services are scaffolded** in `src/services/**`: SoundService