@codyswann/lisa 2.195.4 → 2.195.7

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (809) hide show
  1. package/README.md +17 -3
  2. package/all/copy-contents/gitignore +10 -4
  3. package/dist/cli/print-update-warning.d.ts +1 -1
  4. package/dist/cli/print-update-warning.js +2 -2
  5. package/dist/cli/print-update-warning.js.map +1 -1
  6. package/dist/cli/update-check.d.ts +6 -0
  7. package/dist/cli/update-check.d.ts.map +1 -1
  8. package/dist/cli/update-check.js +3 -3
  9. package/dist/cli/update-check.js.map +1 -1
  10. package/dist/cli/update-cmd.d.ts +1 -1
  11. package/dist/cli/update-cmd.d.ts.map +1 -1
  12. package/dist/cli/update-cmd.js +8 -7
  13. package/dist/cli/update-cmd.js.map +1 -1
  14. package/dist/codex/hooks-installer.d.ts +4 -1
  15. package/dist/codex/hooks-installer.d.ts.map +1 -1
  16. package/dist/codex/hooks-installer.js +109 -30
  17. package/dist/codex/hooks-installer.js.map +1 -1
  18. package/dist/codex/mcp-installer.d.ts +22 -0
  19. package/dist/codex/mcp-installer.d.ts.map +1 -0
  20. package/dist/codex/mcp-installer.js +135 -0
  21. package/dist/codex/mcp-installer.js.map +1 -0
  22. package/dist/codex/plugin-marketplace-installer.d.ts +19 -13
  23. package/dist/codex/plugin-marketplace-installer.d.ts.map +1 -1
  24. package/dist/codex/plugin-marketplace-installer.js +69 -72
  25. package/dist/codex/plugin-marketplace-installer.js.map +1 -1
  26. package/dist/codex/project-hooks-cleanup.d.ts +12 -0
  27. package/dist/codex/project-hooks-cleanup.d.ts.map +1 -0
  28. package/dist/codex/project-hooks-cleanup.js +31 -0
  29. package/dist/codex/project-hooks-cleanup.js.map +1 -0
  30. package/dist/codex/project-overlay.d.ts +23 -0
  31. package/dist/codex/project-overlay.d.ts.map +1 -0
  32. package/dist/codex/project-overlay.js +64 -0
  33. package/dist/codex/project-overlay.js.map +1 -0
  34. package/dist/codex/scripts/inject-rules.sh +4 -0
  35. package/dist/codex/scripts/install-pkgs.sh +4 -0
  36. package/dist/codex/scripts/setup-jira-cli.sh +5 -1
  37. package/dist/codex/settings-installer.d.ts.map +1 -1
  38. package/dist/codex/settings-installer.js +16 -3
  39. package/dist/codex/settings-installer.js.map +1 -1
  40. package/dist/codex/skills-installer.d.ts +15 -19
  41. package/dist/codex/skills-installer.d.ts.map +1 -1
  42. package/dist/codex/skills-installer.js +47 -140
  43. package/dist/codex/skills-installer.js.map +1 -1
  44. package/dist/core/lisa-plugin-selection.d.ts +16 -0
  45. package/dist/core/lisa-plugin-selection.d.ts.map +1 -0
  46. package/dist/core/lisa-plugin-selection.js +59 -0
  47. package/dist/core/lisa-plugin-selection.js.map +1 -0
  48. package/dist/core/lisa-rules-mirror.d.ts +2 -1
  49. package/dist/core/lisa-rules-mirror.d.ts.map +1 -1
  50. package/dist/core/lisa-rules-mirror.js +19 -3
  51. package/dist/core/lisa-rules-mirror.js.map +1 -1
  52. package/dist/core/lisa-skill-sources.d.ts.map +1 -1
  53. package/dist/core/lisa-skill-sources.js +16 -1
  54. package/dist/core/lisa-skill-sources.js.map +1 -1
  55. package/dist/core/lisa.d.ts +4 -6
  56. package/dist/core/lisa.d.ts.map +1 -1
  57. package/dist/core/lisa.js +12 -38
  58. package/dist/core/lisa.js.map +1 -1
  59. package/dist/migrations/ensure-lisa-postinstall.d.ts.map +1 -1
  60. package/dist/migrations/ensure-lisa-postinstall.js +4 -3
  61. package/dist/migrations/ensure-lisa-postinstall.js.map +1 -1
  62. package/dist/opencode/plugin-templates/lisa-session-bootstrap.ts +2 -3
  63. package/expo/create-only/.github/workflows/deploy.yml +6 -6
  64. package/npm-package/create-only/.github/workflows/publish-to-npm.yml +2 -1
  65. package/package.json +2 -3
  66. package/plugins/lisa/.claude-plugin/plugin.json +1 -1
  67. package/plugins/lisa/.codex-plugin/plugin.json +2 -2
  68. package/plugins/lisa/.codex-plugin/skills/lisa-acceptance-criteria/SKILL.md +71 -0
  69. package/plugins/lisa/.codex-plugin/skills/lisa-acceptance-criteria/agents/openai.yaml +4 -0
  70. package/plugins/lisa/.codex-plugin/skills/lisa-agent-design-best-practices/SKILL.md +219 -0
  71. package/plugins/lisa/.codex-plugin/skills/lisa-agent-design-best-practices/agents/openai.yaml +4 -0
  72. package/plugins/lisa/.codex-plugin/skills/lisa-analyze-claude-remote/SKILL.md +429 -0
  73. package/plugins/lisa/.codex-plugin/skills/lisa-analyze-claude-remote/agents/openai.yaml +4 -0
  74. package/plugins/lisa/.codex-plugin/skills/lisa-atlassian-access/SKILL.md +361 -0
  75. package/plugins/lisa/.codex-plugin/skills/lisa-atlassian-access/agents/openai.yaml +4 -0
  76. package/plugins/lisa/.codex-plugin/skills/lisa-atlassian-access/scripts/markdown-to-adf.mjs +214 -0
  77. package/plugins/lisa/.codex-plugin/skills/lisa-automation-status/SKILL.md +111 -0
  78. package/plugins/lisa/.codex-plugin/skills/lisa-automation-status/agents/openai.yaml +4 -0
  79. package/plugins/lisa/.codex-plugin/skills/lisa-bug-triage/SKILL.md +23 -0
  80. package/plugins/lisa/.codex-plugin/skills/lisa-bug-triage/agents/openai.yaml +4 -0
  81. package/plugins/lisa/.codex-plugin/skills/lisa-codebase-research/SKILL.md +87 -0
  82. package/plugins/lisa/.codex-plugin/skills/lisa-codebase-research/agents/openai.yaml +4 -0
  83. package/plugins/lisa/.codex-plugin/skills/lisa-codify-verification/SKILL.md +162 -0
  84. package/plugins/lisa/.codex-plugin/skills/lisa-codify-verification/agents/openai.yaml +4 -0
  85. package/plugins/lisa/.codex-plugin/skills/lisa-confluence-prd-intake/SKILL.md +417 -0
  86. package/plugins/lisa/.codex-plugin/skills/lisa-confluence-prd-intake/agents/openai.yaml +4 -0
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  88. package/plugins/lisa/.codex-plugin/skills/lisa-confluence-to-tracker/agents/openai.yaml +4 -0
  89. package/plugins/lisa/.codex-plugin/skills/lisa-confluence-write-prd/SKILL.md +109 -0
  90. package/plugins/lisa/.codex-plugin/skills/lisa-confluence-write-prd/agents/openai.yaml +4 -0
  91. package/plugins/lisa/.codex-plugin/skills/lisa-cross-pollinate/SKILL.md +175 -0
  92. package/plugins/lisa/.codex-plugin/skills/lisa-cross-pollinate/agents/openai.yaml +4 -0
  93. package/plugins/lisa/.codex-plugin/skills/lisa-debrief/SKILL.md +94 -0
  94. package/plugins/lisa/.codex-plugin/skills/lisa-debrief/agents/openai.yaml +4 -0
  95. package/plugins/lisa/.codex-plugin/skills/lisa-debrief-apply/SKILL.md +63 -0
  96. package/plugins/lisa/.codex-plugin/skills/lisa-debrief-apply/agents/openai.yaml +4 -0
  97. package/plugins/lisa/.codex-plugin/skills/lisa-doctor/SKILL.md +336 -0
  98. package/plugins/lisa/.codex-plugin/skills/lisa-doctor/agents/openai.yaml +4 -0
  99. package/plugins/lisa/.codex-plugin/skills/lisa-drive-pr-to-merge/SKILL.md +179 -0
  100. package/plugins/lisa/.codex-plugin/skills/lisa-drive-pr-to-merge/agents/openai.yaml +4 -0
  101. package/plugins/lisa/.codex-plugin/skills/lisa-epic-triage/SKILL.md +28 -0
  102. package/plugins/lisa/.codex-plugin/skills/lisa-epic-triage/agents/openai.yaml +4 -0
  103. package/plugins/lisa/.codex-plugin/skills/lisa-exploratory-qa/SKILL.md +91 -0
  104. package/plugins/lisa/.codex-plugin/skills/lisa-exploratory-qa/agents/openai.yaml +4 -0
  105. package/plugins/lisa/.codex-plugin/skills/lisa-fix-linter-error/SKILL.md +45 -0
  106. package/plugins/lisa/.codex-plugin/skills/lisa-fix-linter-error/agents/openai.yaml +4 -0
  107. package/plugins/lisa/.codex-plugin/skills/lisa-generate-claude-remote-build-script/SKILL.md +224 -0
  108. package/plugins/lisa/.codex-plugin/skills/lisa-generate-claude-remote-build-script/agents/openai.yaml +4 -0
  109. package/plugins/lisa/.codex-plugin/skills/lisa-git-commit/SKILL.md +48 -0
  110. package/plugins/lisa/.codex-plugin/skills/lisa-git-commit/agents/openai.yaml +4 -0
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  118. package/plugins/lisa/.codex-plugin/skills/lisa-github-build-intake/agents/openai.yaml +4 -0
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  120. package/plugins/lisa/.codex-plugin/skills/lisa-github-create/agents/openai.yaml +4 -0
  121. package/plugins/lisa/.codex-plugin/skills/lisa-github-evidence/SKILL.md +110 -0
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  126. package/plugins/lisa/.codex-plugin/skills/lisa-github-prd-intake/agents/openai.yaml +4 -0
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  128. package/plugins/lisa/.codex-plugin/skills/lisa-github-project-v2/agents/openai.yaml +4 -0
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  130. package/plugins/lisa/.codex-plugin/skills/lisa-github-read-issue/agents/openai.yaml +4 -0
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@@ -0,0 +1,89 @@
1
+ ---
2
+ name: phaser-project-structure
3
+ description: "creating, restructuring, or…"
4
+ ---
5
+
6
+ # Phaser 4 Project Structure
7
+
8
+ ## Overview
9
+
10
+ This stack targets **Phaser 4** (v4.2+, npm package `phaser@^4.2.0`), built
11
+ with **Vite + TypeScript** — the layout the official `phaserjs/template-vite-ts`
12
+ template and `npm create @phaserjs/game@latest` scaffold. Phaser 4 ships its own
13
+ type definitions (`types/phaser.d.ts`); do not add `@types/phaser`.
14
+
15
+ ## Canonical layout
16
+
17
+ | Path | Role |
18
+ | --- | --- |
19
+ | `index.html` | Single page that loads `src/main.ts`; owns the game container div |
20
+ | `src/main.ts` | Game config + `new Phaser.Game(config)` — the only bootstrap file |
21
+ | `src/scenes/` | One scene class per file (`Boot.ts`, `Preloader.ts`, `MainMenu.ts`, `Game.ts`, …) |
22
+ | `src/logic/` | Pure TypeScript game logic — **no `phaser` imports** (testable) |
23
+ | `src/assets.ts` | Typed asset-key constants (texture, audio, anim, scene keys) |
24
+ | `public/assets/` | Static assets served by Vite (atlases, audio, packs) — never imported |
25
+ | `tests/` | Vitest unit tests for `src/logic/**` and pure helpers |
26
+ | `dist/` | Vite build output — generated, never edited or committed |
27
+
28
+ ## The game config
29
+
30
+ One config object in `src/main.ts`. The opinionated baseline:
31
+
32
+ ```ts
33
+ const config: Phaser.Types.Core.GameConfig = {
34
+ type: Phaser.AUTO, // WebGL; Canvas renderer is deprecated in v4
35
+ width: 1280,
36
+ height: 720,
37
+ parent: "game-container",
38
+ backgroundColor: "#028af8",
39
+ scale: {
40
+ mode: Phaser.Scale.FIT,
41
+ autoCenter: Phaser.Scale.CENTER_BOTH,
42
+ },
43
+ physics: {
44
+ default: "arcade",
45
+ arcade: { gravity: { x: 0, y: 0 }, debug: false }, // fixedStep defaults to true in v4 — keep it
46
+ },
47
+ scene: [Boot, Preloader, MainMenu, Game],
48
+ };
49
+ ```
50
+
51
+ v4-specific config facts:
52
+
53
+ - `roundPixels` now defaults to **`false`** (v3 defaulted true). Leave it — the
54
+ new default prevents flicker on rotated/scaled objects.
55
+ - Pixel-art games: `pixelArt: true` (nearest-neighbor + roundPixels), or the new
56
+ **`render.smoothPixelArt: true`** (WebGL-only) for pixel art that rotates or
57
+ scales smoothly. Pick one per project and record the choice.
58
+ - Custom render nodes register under `render.renderNodes` — see the official `filters-and-postfx` skill.
59
+ - `Phaser.HEADLESS` exists for logic-only boots (tests) — see [[phaser-testing]].
60
+
61
+ ## Scene flow
62
+
63
+ Four-stage boot, in order (see the official `scenes` skill for lifecycle detail):
64
+
65
+ 1. **Boot** — loads only the handful of assets the Preloader's loading screen
66
+ needs (logo, progress-bar art). No game assets here.
67
+ 2. **Preloader** — renders the loading UI and loads everything else, preferably
68
+ via a single asset-pack manifest (see the official `loading-assets` skill), then starts MainMenu.
69
+ 3. **MainMenu** — entry UI; starts Game.
70
+ 4. **Game** (+ overlay scenes like `HUD`, `Pause` run in parallel) — gameplay.
71
+
72
+ ## Project conventions
73
+
74
+ - All game code is TypeScript under `src/`; `bun run dev` (vite), `bun run build`
75
+ (vite build), `bun run preview` serve and package it.
76
+ - Scenes orchestrate; they do not contain algorithmic game logic. Rules
77
+ evaluation, procedural generation, scoring, pathfinding, and state machines
78
+ live in `src/logic/` as pure functions/classes so Vitest can run them without
79
+ a browser.
80
+ - Asset keys come from `src/assets.ts` constants — a typo in an inline string
81
+ key fails at runtime only; a typo in a constant fails at compile time.
82
+ - Determinism: seed `Phaser.Math.RND` (or a local `RandomDataGenerator`) from a
83
+ single place; never `Math.random()` in game code.
84
+
85
+ ## Verification
86
+
87
+ A structural change is verified when `bun run typecheck`, `bun run test`, and
88
+ `bun run build` pass AND the game boots: `bun run dev`, open the page, confirm
89
+ the canvas renders past the Preloader with no console errors.
@@ -0,0 +1,4 @@
1
+ display_name: "Phaser Project Structure"
2
+ short_description: "creating, restructuring, or…"
3
+ default_prompt:
4
+ - "Use $phaser-project-structure: creating, restructuring, or…."
@@ -0,0 +1,208 @@
1
+ ---
2
+ name: phaser-services
3
+ description: "wiring cross-cutting services…"
4
+ ---
5
+
6
+ # Phaser 4 Services and Shared State
7
+
8
+ ## Overview
9
+
10
+ Cross-cutting concerns — global state, app events, sound, input, save — live in
11
+ `src/services/**` as thin, typed singletons, **not** scattered through scenes.
12
+ Two rules anchor everything: state flows through a typed registry wrapper, and
13
+ app messaging flows through **one dedicated EventsCenter** that is never
14
+ `game.events`. Direct `localStorage` access outside `src/services/**` is
15
+ lint-banned — persistence goes through SaveService.
16
+
17
+ ## Global state: a typed wrapper over the registry
18
+
19
+ `this.registry` is a game-wide key/value `DataManager` shared across scenes. Raw
20
+ access is stringly-typed and untestable, so wrap it once:
21
+
22
+ ```ts
23
+ // src/services/state.ts
24
+ interface GameState { coins: number; level: number; muted: boolean; seed: number; }
25
+ const DEFAULTS: GameState = { coins: 0, level: 1, muted: false, seed: 0 };
26
+
27
+ export class GameStore {
28
+ constructor(private reg: Phaser.Data.DataManager) {
29
+ for (const k in DEFAULTS) if (!reg.has(k)) reg.set(k, (DEFAULTS as any)[k]);
30
+ }
31
+ get<K extends keyof GameState>(k: K): GameState[K] { return this.reg.get(k); }
32
+ set<K extends keyof GameState>(k: K, v: GameState[K]) { this.reg.set(k, v); }
33
+ onChange<K extends keyof GameState>(k: K, fn: (v: GameState[K]) => void) {
34
+ const h = (_p: unknown, key: string, v: GameState[K]) => { if (key === k) fn(v); };
35
+ this.reg.events.on(Phaser.Data.Events.CHANGE_DATA, h);
36
+ return () => this.reg.events.off(Phaser.Data.Events.CHANGE_DATA, h); // caller .off()s in shutdown
37
+ }
38
+ }
39
+ ```
40
+
41
+ Construct it once (in Boot) and read it via the registry. Keys are typed by
42
+ `GameState`, so a typo is a compile error. The registry holds *small* shared
43
+ state (settings, run seed, currency) — not GameObjects and not per-frame data.
44
+
45
+ ## The EventsCenter bus (never `game.events`)
46
+
47
+ App-level messaging ("enemy-died", "score-changed", "level-cleared") uses a
48
+ single dedicated emitter. Reusing `game.events` (the engine's own bus) is
49
+ lint-banned — it mixes your events with engine lifecycle events and is
50
+ impossible to fully tear down.
51
+
52
+ ```ts
53
+ // src/services/event-center.ts
54
+ export const EventCenter = new Phaser.Events.EventEmitter();
55
+
56
+ // typed key constants come from src/assets.ts (generated) — no raw strings
57
+ import { GameEvent } from "../assets";
58
+ EventCenter.emit(GameEvent.ScoreChanged, score);
59
+ ```
60
+
61
+ ## Listener discipline: every `.on()` has a matching `.off()`
62
+
63
+ This is the leak rule the `require-shutdown-cleanup` lint rule and the testing
64
+ leak gate ([[phaser-testing]]) enforce. **Any** external listener — `EventCenter`,
65
+ `this.input`, `this.scale`, `this.time`, `window`, the registry — must be removed
66
+ in the scene's `shutdown`. Listeners on the scene's own display objects die with
67
+ the scene; external ones do not, and they fire again (doubled) after a restart.
68
+
69
+ ```ts
70
+ export class Game extends Phaser.Scene {
71
+ private cleanups: Array<() => void> = [];
72
+
73
+ create() {
74
+ const onResize = (s: Phaser.Structs.Size) => this.layout(s.width, s.height);
75
+ this.scale.on(Phaser.Scale.Events.RESIZE, onResize);
76
+ this.cleanups.push(() => this.scale.off(Phaser.Scale.Events.RESIZE, onResize));
77
+
78
+ const onScore = (n: number) => this.hud.setScore(n);
79
+ EventCenter.on(GameEvent.ScoreChanged, onScore);
80
+ this.cleanups.push(() => EventCenter.off(GameEvent.ScoreChanged, onScore));
81
+
82
+ this.events.once(Phaser.Scenes.Events.SHUTDOWN, this.shutdown, this);
83
+ }
84
+
85
+ shutdown() { this.cleanups.forEach(fn => fn()); this.cleanups.length = 0; }
86
+ }
87
+ ```
88
+
89
+ Keeping the matching `.off()` next to each `.on()` (a `cleanups` array, or named
90
+ handler methods you remove in `shutdown`) is the pattern that survives the leak
91
+ gate. Prefer `.once()` where a listener should fire only once.
92
+
93
+ ## SoundService — audio unlock on first gesture
94
+
95
+ Web Audio starts **suspended** until a user gesture; sound played before then is
96
+ silently dropped ("works on my machine, silent on the phone"). Centralize the
97
+ unlock and all playback:
98
+
99
+ ```ts
100
+ // src/services/sound-service.ts
101
+ export class SoundService {
102
+ private unlocked = false;
103
+ constructor(private sound: Phaser.Sound.BaseSoundManager, private store: GameStore) {}
104
+
105
+ attachUnlock(scene: Phaser.Scene) {
106
+ if (this.unlocked) return;
107
+ scene.input.once(Phaser.Input.Events.POINTER_DOWN, () => this.resume());
108
+ // Phaser also fires its own unlock; resume() is idempotent
109
+ this.sound.once(Phaser.Sound.Events.UNLOCKED, () => this.resume());
110
+ }
111
+ private resume() { if ((this.sound as any).context?.state === "suspended") (this.sound as any).context.resume(); this.unlocked = true; }
112
+ play(key: string, cfg?: Phaser.Types.Sound.SoundConfig) { if (!this.store.get("muted")) this.sound.play(key, cfg); }
113
+ }
114
+ ```
115
+
116
+ Scenes call `soundService.play(Sfx.Jump)` — never `this.sound.play("jump")`.
117
+ Sound keys are generated constants ([[phaser-asset-pipeline]]).
118
+
119
+ ## InputService — semantic actions, not raw keys
120
+
121
+ Scenes should ask "is *jump* down?", not "is the spacebar down?". A semantic
122
+ layer makes rebinding, gamepads, and touch swap in without touching game code,
123
+ and keeps replays deterministic (record actions, not hardware).
124
+
125
+ ```ts
126
+ // src/services/input-service.ts
127
+ export type Action = "left" | "right" | "jump" | "fire" | "pause";
128
+
129
+ export class InputService {
130
+ private down = new Set<Action>();
131
+ private bindings: Record<number, Action> = {};
132
+ constructor(kb: Phaser.Input.Keyboard.KeyboardPlugin) {
133
+ this.bindings[Phaser.Input.Keyboard.KeyCodes.LEFT] = "left";
134
+ this.bindings[Phaser.Input.Keyboard.KeyCodes.SPACE] = "jump";
135
+ kb.on("keydown", (e: KeyboardEvent) => { const a = this.bindings[e.keyCode]; if (a) this.down.add(a); });
136
+ kb.on("keyup", (e: KeyboardEvent) => { const a = this.bindings[e.keyCode]; if (a) this.down.delete(a); });
137
+ }
138
+ isDown(a: Action) { return this.down.has(a); }
139
+ snapshot(): readonly Action[] { return [...this.down]; } // for replay capture
140
+ }
141
+ ```
142
+
143
+ `update()` reads `input.isDown("jump")` and forwards the action set to pure logic
144
+ in `src/logic/**`. (Register/remove the keyboard listeners with the same on/off
145
+ discipline above.)
146
+
147
+ ## SaveService — versioned localStorage with a migration chain
148
+
149
+ Raw `localStorage` outside `src/services/**` is lint-banned. Saves carry a schema
150
+ `VERSION`; on load, unknown-but-older saves run forward through a migration chain,
151
+ so an old player's data is never silently lost or crash-loaded.
152
+
153
+ ```ts
154
+ // src/services/save-service.ts
155
+ const KEY = "save:v"; const VERSION = 3;
156
+ interface SaveV3 { version: 3; coins: number; unlocked: string[]; settings: { muted: boolean } }
157
+
158
+ const migrations: Record<number, (s: any) => any> = {
159
+ 1: s => ({ ...s, unlocked: [], version: 2 }), // v1 -> v2
160
+ 2: s => ({ ...s, settings: { muted: false }, version: 3 }), // v2 -> v3
161
+ };
162
+
163
+ export class SaveService {
164
+ load(): SaveV3 {
165
+ const raw = localStorage.getItem(KEY); // only legal localStorage access lives here
166
+ if (!raw) return this.fresh();
167
+ try {
168
+ let s = JSON.parse(raw);
169
+ while (s.version < VERSION) s = migrations[s.version](s);
170
+ return s as SaveV3;
171
+ } catch { return this.fresh(); } // corrupt save -> fresh, never crash
172
+ }
173
+ save(s: SaveV3) { localStorage.setItem(KEY, JSON.stringify({ ...s, version: VERSION })); }
174
+ private fresh(): SaveV3 { return { version: VERSION, coins: 0, unlocked: [], settings: { muted: false } }; }
175
+ }
176
+ ```
177
+
178
+ Bump `VERSION` and add the `n -> n+1` migration whenever the shape changes; never
179
+ mutate the read path to "just handle" an old shape inline.
180
+
181
+ ## Errors and telemetry
182
+
183
+ A vendor-neutral telemetry/analytics abstraction (`src/services/telemetry.ts`)
184
+ exposes `track(event, props)` and `captureError(err, ctx)` behind a stable
185
+ interface so the concrete sink (PostHog, Sentry, none) swaps without touching
186
+ game code. Wire Phaser's error surfaces to it — `window.onerror`, the loader's
187
+ `FILE_LOAD_ERROR`, and `try/catch` around scene transitions all route to
188
+ `captureError`. Strings shown to players come from the i18n catalog
189
+ ([[phaser-i18n]]), never hardcoded.
190
+
191
+ ## Project conventions
192
+
193
+ - Services live in `src/services/**`; that directory is the **only** place raw
194
+ `localStorage` is permitted.
195
+ - One EventsCenter instance, exported once; never `game.events` for app events.
196
+ - Every external `.on()` is paired with an `.off()` removed in `shutdown` (lint:
197
+ `require-shutdown-cleanup`; verified by the leak gate in [[phaser-testing]]).
198
+ - Service logic that is pure (migrations, action mapping, mute gating) belongs in
199
+ or beside `src/logic/**` so Vitest covers it.
200
+
201
+ ## Verification
202
+
203
+ Services are verified by the runtime gates: the leak gate ([[phaser-testing]])
204
+ proves listeners are removed (start/stop a scene N times, counts return to
205
+ baseline); a SaveService unit test feeds each old version through the migration
206
+ chain and asserts the current shape; and on a real phone, the first tap unlocks
207
+ audio (sound plays) — confirm before committing.
208
+ </content>
@@ -0,0 +1,4 @@
1
+ display_name: "Phaser Services"
2
+ short_description: "wiring cross-cutting services…"
3
+ default_prompt:
4
+ - "Use $phaser-services: wiring cross-cutting services…."
@@ -0,0 +1,192 @@
1
+ ---
2
+ name: phaser-testing
3
+ description: "writing or designing tests for…"
4
+ ---
5
+
6
+ # Phaser 4 Testing
7
+
8
+ ## Overview
9
+
10
+ Games are testable when the game is not welded to the engine. The stack's test
11
+ pyramid, bottom-up:
12
+
13
+ 1. **Vitest unit tests** over `src/logic/**` — the bulk of coverage.
14
+ 2. **Manifest/contract tests** — cheap structural checks (asset packs, scene
15
+ keys, anim definitions).
16
+ 3. **Headless integration** (sparingly) — `Phaser.HEADLESS` for things that
17
+ genuinely need the engine loop.
18
+ 4. **Playwright smoke** — the game boots in a real browser, renders past the
19
+ Preloader, no console errors.
20
+ 5. **CI runtime gates** — scenes/entities are excluded from unit coverage and
21
+ instead verified by deterministic runtime gates: boot smoke, allocation/perf
22
+ budget, leak gate, determinism gate, visual regression, bundle-size budget.
23
+
24
+ There is no official Phaser testing harness — this layering IS the strategy. The
25
+ dividing line: pure logic is unit-tested; everything that needs the engine is a
26
+ runtime gate, never a brittle unit test that mocks the world.
27
+
28
+ ## Layer 1: pure logic under Vitest (the rule that makes it possible)
29
+
30
+ `src/logic/**` contains game rules as plain TypeScript with **no `phaser`
31
+ imports**: damage calculation, wave spawning schedules, inventory, scoring,
32
+ state machines, procedural generation. Scenes call logic; logic never touches
33
+ GameObjects.
34
+
35
+ ```ts
36
+ // src/logic/score.ts
37
+ export function comboMultiplier(streak: number): number { … }
38
+
39
+ // tests/logic/score.test.ts — plain vitest, node environment, no browser
40
+ import { comboMultiplier } from "../../src/logic/score";
41
+ it("caps the combo multiplier at 8x", () => {
42
+ expect(comboMultiplier(999)).toBe(8);
43
+ });
44
+ ```
45
+
46
+ Determinism makes this work for anything random: logic takes a
47
+ `Phaser.Math.RandomDataGenerator`-compatible interface (or just a `() => number`)
48
+ as a parameter, production passes the seeded RND, tests pass a fixed sequence.
49
+
50
+ If a piece of "logic" can't be tested without constructing a Scene, that is a
51
+ design smell — extract the rule from the scene first, then test it.
52
+
53
+ ## Layer 2: contract tests
54
+
55
+ Cheap tests that catch the silent runtime failures Phaser is famous for:
56
+
57
+ - **Asset coverage**: every key constant in `src/assets.ts` appears in
58
+ `public/assets/pack.json` (and optionally vice versa). A missing pack entry
59
+ otherwise ships as a green-square texture (the official `loading-assets` skill).
60
+ - **Scene registry**: every `SceneKeys` constant has a scene class registered in
61
+ the game config's `scene` array.
62
+ - These are plain Vitest tests reading JSON/TS — no Phaser instance needed.
63
+
64
+ ## Layer 3: booting Phaser in tests (use sparingly)
65
+
66
+ `Phaser.HEADLESS` (renderer type 3) boots a Game without creating a canvas or
67
+ WebGL context — but Phaser still expects DOM-ish globals, so it needs a
68
+ browser-like environment (jsdom/happy-dom) and careful teardown
69
+ (`game.destroy(true)`). Reserve headless boots for integration tests of things
70
+ that genuinely need the engine loop (scene transitions, timer events). Most of
71
+ what people reach for headless to test belongs in Layer 1 instead.
72
+
73
+ ## Layer 4: Playwright smoke
74
+
75
+ The non-negotiable end of the pyramid — proof the game runs:
76
+
77
+ ```ts
78
+ test("game boots and renders", async ({ page }) => {
79
+ const errors: string[] = [];
80
+ page.on("pageerror", e => errors.push(e.message));
81
+ await page.goto("/");
82
+ const canvas = page.locator("canvas");
83
+ await expect(canvas).toBeVisible();
84
+ // Past the Preloader: poll a window hook the game sets, e.g. in MainMenu.create()
85
+ await page.waitForFunction(() => (window as never as { __sceneReady?: string }).__sceneReady === "MainMenu");
86
+ expect(errors).toEqual([]);
87
+ await expect(page).toHaveScreenshot("boot.png", { maxDiffPixelRatio: 0.02 });
88
+ });
89
+ ```
90
+
91
+ Convention: scenes set `window.__sceneReady = key` in `create()` (dev/test
92
+ builds) so tests await real readiness instead of sleeping. Run against
93
+ `bun run dev` (or `vite preview` in CI).
94
+
95
+ ## Layer 5: CI runtime gates (how scenes get verified)
96
+
97
+ Scenes and entities are deliberately **excluded from unit coverage** — mocking
98
+ the engine to "unit test" a scene tests the mock. Instead, CI runs a set of
99
+ deterministic gates against a real (or headless) game. Each gate fails the build
100
+ on regression; together they are the contract that the engine-coupled layer
101
+ keeps working.
102
+
103
+ **Boot smoke** — the Playwright test above, hardened: page error listener, wait
104
+ for `__sceneReady`, assert zero console errors. This is the floor.
105
+
106
+ **Allocation / perf budget** — run the game for N frames and assert the frame
107
+ budget and heap growth. Per-frame allocation is what the `no-allocation-in-update`
108
+ and `no-create-in-update` lint rules forbid statically; this gate catches what
109
+ slips through dynamically.
110
+
111
+ ```ts
112
+ test("steady-state frames stay within budget", async ({ page }) => {
113
+ await page.goto("/"); await bootTo(page, "Game");
114
+ const stats = await page.evaluate(async () => {
115
+ const g = (window as any).__game as Phaser.Game;
116
+ const frames: number[] = []; let last = performance.now();
117
+ for (let i = 0; i < 600; i++) { await new Promise(r => g.events.once("postrender", r)); const n = performance.now(); frames.push(n - last); last = n; }
118
+ return { p95: frames.sort((a,b)=>a-b)[Math.floor(frames.length*0.95)], heap: (performance as any).memory?.usedJSHeapSize };
119
+ });
120
+ expect(stats.p95).toBeLessThan(20); // ~50fps floor on CI hardware
121
+ });
122
+ ```
123
+
124
+ **Leak gate** — start and stop a scene N times and assert that texture count,
125
+ event-listener count, active tweens, and timers all return to baseline. This is
126
+ the runtime enforcement of the `require-shutdown-cleanup` rule and the
127
+ on/off-discipline in [[phaser-services]].
128
+
129
+ ```ts
130
+ test("scene start/stop leaves no leaks", async ({ page }) => {
131
+ await page.goto("/"); await bootTo(page, "MainMenu");
132
+ const before = await page.evaluate(() => (window as any).__game.textures.getTextureKeys().length);
133
+ for (let i = 0; i < 20; i++) await page.evaluate(async () => {
134
+ const g = (window as any).__game as Phaser.Game; g.scene.start("Game");
135
+ await new Promise(r => setTimeout(r, 50)); g.scene.stop("Game");
136
+ await new Promise(r => setTimeout(r, 50));
137
+ });
138
+ const after = await page.evaluate(() => (window as any).__game.textures.getTextureKeys().length);
139
+ expect(after).toBeLessThanOrEqual(before); // no per-cycle texture growth
140
+ });
141
+ ```
142
+
143
+ **Determinism gate** — boot twice with the same seed, drive the same inputs, and
144
+ assert an identical state hash. Logic exposes a serializable snapshot; the gate
145
+ hashes it. Same seed → same hash, always. This is the runtime backstop for the
146
+ no-`Math.random()`/`Date.now()`/`performance.now()` rules ([[phaser-services]]).
147
+
148
+ ```ts
149
+ const run = (seed: number) => page.evaluate(s => (window as any).__sim(s, REPLAY), seed);
150
+ expect(hash(await run(1234))).toBe(hash(await run(1234)));
151
+ ```
152
+
153
+ **Deterministic visual regression** — `toHaveScreenshot` under **software GL**
154
+ (`--use-gl=swiftshader`), a **frozen frame** (pause the loop / step a fixed
155
+ number of ticks at a fixed delta), and **masked dynamic regions** (timers,
156
+ particles). Without all three, screenshots flake. Pin Playwright's browser and
157
+ OS in CI so the baseline is stable.
158
+
159
+ ```ts
160
+ await page.evaluate(() => { const g=(window as any).__game; g.loop.sleep(); g.step(0,16.6); });
161
+ await expect(page).toHaveScreenshot("game.png", { mask: [page.locator("#timer")], maxDiffPixelRatio: 0.01 });
162
+ ```
163
+
164
+ **Bundle-size budget** — assert the built bundle stays under a byte budget so a
165
+ stray dependency or an un-split `phaser` chunk fails the PR. Wire it to the prod
166
+ build's `manualChunks` split ([[phaser-build-deploy]]).
167
+
168
+ ```jsonc
169
+ // size-limit / custom check after `bun run build`
170
+ [{ "path": "dist/assets/index-*.js", "limit": "60 kB" },
171
+ { "path": "dist/assets/phaser-*.js", "limit": "400 kB" }]
172
+ ```
173
+
174
+ ## Project conventions
175
+
176
+ - `bun run test` = Vitest (layers 1–2, coverage-gated **over `src/logic/**`
177
+ only** — scenes/entities are out of scope here). The layer-5 gates run as their
178
+ own CI jobs against a built `vite preview` (and a headless boot for the
179
+ determinism gate).
180
+ - Build pins are part of the contract: `phaser ^4.2.0`, Vite, TypeScript 6.
181
+ - Tests never assert on private scene fields; they assert on logic outputs
182
+ (layer 1), observable behavior (layer 4), or the runtime invariants the gates
183
+ measure (layer 5).
184
+
185
+ ## Verification
186
+
187
+ The testing setup itself is verified when `bun run test` passes with coverage
188
+ over `src/logic/**`, the Playwright smoke fails when you deliberately break boot
189
+ (rename a pack file), and each layer-5 gate fails on its targeted regression —
190
+ leak gate when a listener loses its `.off()`, determinism gate when a
191
+ `Math.random()` sneaks in, visual gate when the frame changes. A gate that
192
+ can't fail is decoration.
@@ -0,0 +1,4 @@
1
+ display_name: "Phaser Testing"
2
+ short_description: "writing or designing tests for…"
3
+ default_prompt:
4
+ - "Use $phaser-testing: writing or designing tests for…."
@@ -3,7 +3,7 @@
3
3
  # into Claude context at session/subagent start.
4
4
  set -euo pipefail
5
5
 
6
- ROOT="${CLAUDE_PLUGIN_ROOT:-${CODEX_PLUGIN_ROOT:-$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)}}"
6
+ ROOT="${CLAUDE_PLUGIN_ROOT:-${PLUGIN_ROOT:-${CODEX_PLUGIN_ROOT:-$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)}}}"
7
7
  RULES_DIR="$ROOT/rules"
8
8
 
9
9
  [ -d "$RULES_DIR" ] || exit 0
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "lisa-phaser",
3
- "version": "2.195.4",
3
+ "version": "2.195.7",
4
4
  "description": "Phaser 4 game-development rules for TypeScript projects",
5
5
  "author": {
6
6
  "name": "Cody Swann"
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "lisa-phaser",
3
- "version": "2.195.4",
3
+ "version": "2.195.7",
4
4
  "description": "Phaser 4 game-development rules for TypeScript projects",
5
5
  "author": {
6
6
  "name": "Cody Swann"
@@ -3,7 +3,7 @@
3
3
  # into Claude context at session/subagent start.
4
4
  set -euo pipefail
5
5
 
6
- ROOT="${CLAUDE_PLUGIN_ROOT:-${CODEX_PLUGIN_ROOT:-$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)}}"
6
+ ROOT="${CLAUDE_PLUGIN_ROOT:-${PLUGIN_ROOT:-${CODEX_PLUGIN_ROOT:-$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)}}}"
7
7
  RULES_DIR="$ROOT/rules"
8
8
 
9
9
  [ -d "$RULES_DIR" ] || exit 0
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "lisa-phaser",
3
- "version": "2.195.4",
3
+ "version": "2.195.7",
4
4
  "description": "Phaser 4 game-development rules for TypeScript projects",
5
5
  "author": {
6
6
  "name": "Cody Swann"
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "lisa-rails",
3
- "version": "2.195.4",
3
+ "version": "2.195.7",
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": "2.195.4",
3
+ "version": "2.195.7",
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"
@@ -14,7 +14,7 @@
14
14
  "dependencies": [
15
15
  "lisa"
16
16
  ],
17
- "skills": "./skills/",
17
+ "skills": "./.codex-plugin/skills/",
18
18
  "hooks": "./.codex-plugin/hooks.json",
19
19
  "interface": {
20
20
  "displayName": "Lisa Rails",