@codyswann/lisa 4.74.8 → 4.75.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.claude-plugin/marketplace.json +60 -0
- package/all/copy-overwrite/scripts/lib/npm-update-cancel-origin.mjs +4 -2
- package/all/copy-overwrite/scripts/lib/npm-update-checkpoint-codec.mjs +141 -0
- package/all/copy-overwrite/scripts/lib/npm-update-checkpoint.mjs +162 -116
- package/all/copy-overwrite/scripts/lib/npm-update-helper-inventory.mjs +1 -0
- package/all/copy-overwrite/scripts/lib/npm-update-recovery.mjs +9 -60
- package/all/copy-overwrite/scripts/npm-updater-helper-graph.json +18 -6
- package/dist/core/lisa-owned-hash-ledger.d.ts.map +1 -1
- package/dist/core/lisa-owned-hash-ledger.js +20 -0
- package/dist/core/lisa-owned-hash-ledger.js.map +1 -1
- package/dist/core/lisa-skill-sources.d.ts +3 -3
- package/dist/core/lisa-skill-sources.d.ts.map +1 -1
- package/dist/core/lisa-skill-sources.js +3 -2
- package/dist/core/lisa-skill-sources.js.map +1 -1
- package/dist/core/nightly-e2e-guard-behavior-certificate.js +2 -2
- package/dist/core/upstream-evidence-manifest.d.ts.map +1 -1
- package/dist/core/upstream-evidence-manifest.js +739 -11
- package/dist/core/upstream-evidence-manifest.js.map +1 -1
- package/package.json +4 -4
- package/plugins/lisa/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa/.codex-plugin/plugin.json +1 -1
- package/plugins/lisa-agy/plugin.json +1 -1
- package/plugins/lisa-cdk/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-cdk/.codex-plugin/plugin.json +1 -1
- package/plugins/lisa-cdk-agy/plugin.json +1 -1
- package/plugins/lisa-cdk-copilot/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-cdk-cursor/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-cdk-devin/.claude-plugin/plugin.json +11 -0
- package/plugins/lisa-cdk-devin/.devin-plugin/plugin.json +8 -0
- package/plugins/lisa-cdk-devin/skills/setup-aws-accounts/SKILL.md +292 -0
- package/plugins/lisa-copilot/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-cursor/.claude-plugin/plugin.json +1 -1
- package/plugins/lisa-devin/.claude-plugin/plugin.json +8 -0
- package/plugins/lisa-devin/.devin-plugin/plugin.json +8 -0
- package/plugins/lisa-devin/.mcp.json +8 -0
- package/plugins/lisa-devin/agents/architecture-specialist.md +32 -0
- package/plugins/lisa-devin/agents/bug-fixer.md +43 -0
- package/plugins/lisa-devin/agents/builder.md +44 -0
- package/plugins/lisa-devin/agents/confluence-prd-intake.md +65 -0
- package/plugins/lisa-devin/agents/debug-specialist.md +34 -0
- package/plugins/lisa-devin/agents/eval-specialist.md +33 -0
- package/plugins/lisa-devin/agents/git-history-analyzer.md +183 -0
- package/plugins/lisa-devin/agents/github-agent.md +155 -0
- package/plugins/lisa-devin/agents/github-build-intake.md +64 -0
- package/plugins/lisa-devin/agents/github-prd-intake.md +66 -0
- package/plugins/lisa-devin/agents/jira-agent.md +135 -0
- package/plugins/lisa-devin/agents/jira-build-intake.md +64 -0
- package/plugins/lisa-devin/agents/learner.md +85 -0
- package/plugins/lisa-devin/agents/learning-judge.md +119 -0
- package/plugins/lisa-devin/agents/learnings-synthesizer.md +155 -0
- package/plugins/lisa-devin/agents/linear-agent.md +138 -0
- package/plugins/lisa-devin/agents/linear-build-intake.md +64 -0
- package/plugins/lisa-devin/agents/linear-prd-intake.md +66 -0
- package/plugins/lisa-devin/agents/notion-prd-intake.md +63 -0
- package/plugins/lisa-devin/agents/performance-specialist.md +26 -0
- package/plugins/lisa-devin/agents/pr-mining-specialist.md +85 -0
- package/plugins/lisa-devin/agents/product-specialist.md +30 -0
- package/plugins/lisa-devin/agents/quality-specialist.md +30 -0
- package/plugins/lisa-devin/agents/security-specialist.md +43 -0
- package/plugins/lisa-devin/agents/skill-evaluator.md +205 -0
- package/plugins/lisa-devin/agents/spec-conformance-specialist.md +56 -0
- package/plugins/lisa-devin/agents/test-specialist.md +32 -0
- package/plugins/lisa-devin/agents/tracker-mining-specialist.md +85 -0
- package/plugins/lisa-devin/agents/verification-specialist.md +145 -0
- package/plugins/lisa-devin/hooks/auto-update.mjs +824 -0
- package/plugins/lisa-devin/hooks/auto-update.sh +31 -0
- package/plugins/lisa-devin/hooks/block-blind-automerge.sh +1242 -0
- package/plugins/lisa-devin/hooks/block-direct-issue-create.sh +2603 -0
- package/plugins/lisa-devin/hooks/block-host-name-leak.mjs +412 -0
- package/plugins/lisa-devin/hooks/block-host-name-leak.sh +61 -0
- package/plugins/lisa-devin/hooks/block-instruction-file-edits.sh +207 -0
- package/plugins/lisa-devin/hooks/block-managed-file-edits.sh +1175 -0
- package/plugins/lisa-devin/hooks/block-no-verify.sh +2288 -0
- package/plugins/lisa-devin/hooks/block-shell-json-parsing.sh +263 -0
- package/plugins/lisa-devin/hooks/cleanup-stale-worktrees.sh +122 -0
- package/plugins/lisa-devin/hooks/devin-tool-name-shim.sh +30 -0
- package/plugins/lisa-devin/hooks/discharge-work-item-gates.sh +90 -0
- package/plugins/lisa-devin/hooks/enforce-verification-gate.sh +506 -0
- package/plugins/lisa-devin/hooks/enforcement-vintage-npm.mjs +320 -0
- package/plugins/lisa-devin/hooks/enforcement-vintage.mjs +472 -0
- package/plugins/lisa-devin/hooks/enforcement-vintage.sh +48 -0
- package/plugins/lisa-devin/hooks/failure-signature-index.mjs +717 -0
- package/plugins/lisa-devin/hooks/failure-signature-index.sh +26 -0
- package/plugins/lisa-devin/hooks/guard-dedupe.bash +374 -0
- package/plugins/lisa-devin/hooks/inject-resolved-config.mjs +903 -0
- package/plugins/lisa-devin/hooks/inject-resolved-config.sh +107 -0
- package/plugins/lisa-devin/hooks/inject-rules.sh +49 -0
- package/plugins/lisa-devin/hooks/install-pkgs.sh +84 -0
- package/plugins/lisa-devin/hooks/operational-hazards.mjs +736 -0
- package/plugins/lisa-devin/hooks/operational-hazards.sh +28 -0
- package/plugins/lisa-devin/hooks/parity-safety-net-heredoc.py +1004 -0
- package/plugins/lisa-devin/hooks/parity-safety-net.sh +3275 -0
- package/plugins/lisa-devin/hooks/secrets-preflight.sh +72 -0
- package/plugins/lisa-devin/hooks/setup-jira-cli.sh +205 -0
- package/plugins/lisa-devin/hooks/shell-write-nudge.sh +86 -0
- package/plugins/lisa-devin/hooks/sonar-secrets.sh +205 -0
- package/plugins/lisa-devin/hooks/threshold-ratchet-compare.mjs +518 -0
- package/plugins/lisa-devin/hooks/threshold-ratchet-families.mjs +543 -0
- package/plugins/lisa-devin/hooks/threshold-ratchet.mjs +568 -0
- package/plugins/lisa-devin/hooks/threshold-ratchet.sh +22 -0
- package/plugins/lisa-devin/hooks/withdrawn-rulings.mjs +600 -0
- package/plugins/lisa-devin/hooks/withdrawn-rulings.sh +24 -0
- package/plugins/lisa-devin/hooks/worktree-binding-guard.mjs +1383 -0
- package/plugins/lisa-devin/hooks/worktree-binding-guard.sh +79 -0
- package/plugins/lisa-devin/hooks.json +247 -0
- package/plugins/lisa-devin/rules/eager/00-rule-index.md +82 -0
- package/plugins/lisa-devin/rules/eager/base-rules.md +85 -0
- package/plugins/lisa-devin/rules/eager/coding-philosophy.md +27 -0
- package/plugins/lisa-devin/rules/eager/config-resolution.md +37 -0
- package/plugins/lisa-devin/rules/eager/do-it-now.md +11 -0
- package/plugins/lisa-devin/rules/eager/empirical-inquiry.md +24 -0
- package/plugins/lisa-devin/rules/eager/falsifiable-checks.md +48 -0
- package/plugins/lisa-devin/rules/eager/history-audit.md +27 -0
- package/plugins/lisa-devin/rules/eager/integration-access-layer.md +19 -0
- package/plugins/lisa-devin/rules/eager/intent-routing.md +18 -0
- package/plugins/lisa-devin/rules/eager/learnings-ladder.md +18 -0
- package/plugins/lisa-devin/rules/eager/local-ci-first.md +15 -0
- package/plugins/lisa-devin/rules/eager/measurement-integrity.md +18 -0
- package/plugins/lisa-devin/rules/eager/never-name-a-downstream-project.md +9 -0
- package/plugins/lisa-devin/rules/eager/not-blocked-just-waiting.md +13 -0
- package/plugins/lisa-devin/rules/eager/operational-hazards.md +50 -0
- package/plugins/lisa-devin/rules/eager/report-actionability.md +26 -0
- package/plugins/lisa-devin/rules/eager/security-audit-handling.md +40 -0
- package/plugins/lisa-devin/rules/eager/session-status-updates.md +20 -0
- package/plugins/lisa-devin/rules/eager/settled-decisions.md +75 -0
- package/plugins/lisa-devin/rules/eager/stale-state-claims.md +26 -0
- package/plugins/lisa-devin/rules/eager/tool-access-gate.md +23 -0
- package/plugins/lisa-devin/rules/eager/tracked-work.md +9 -0
- package/plugins/lisa-devin/rules/eager/upstream-to-lisa.md +14 -0
- package/plugins/lisa-devin/rules/eager/verification.md +33 -0
- package/plugins/lisa-devin/rules/eager/wiki-knowledge-source.md +13 -0
- package/plugins/lisa-devin/rules/eager/withdrawn-rulings.md +102 -0
- package/plugins/lisa-devin/rules/reference/automation-runbook-contract.md +355 -0
- package/plugins/lisa-devin/rules/reference/base-rules.md +136 -0
- package/plugins/lisa-devin/rules/reference/bdd-e2e-coverage.md +301 -0
- package/plugins/lisa-devin/rules/reference/blocker-containment.md +165 -0
- package/plugins/lisa-devin/rules/reference/claim-archaeology.md +184 -0
- package/plugins/lisa-devin/rules/reference/claim-evidence-mapping.md +362 -0
- package/plugins/lisa-devin/rules/reference/claim-time-guards.md +135 -0
- package/plugins/lisa-devin/rules/reference/coding-philosophy.md +428 -0
- package/plugins/lisa-devin/rules/reference/config-resolution.md +1225 -0
- package/plugins/lisa-devin/rules/reference/control-reachability.md +166 -0
- package/plugins/lisa-devin/rules/reference/convergent-review.md +145 -0
- package/plugins/lisa-devin/rules/reference/credential-substrate-precedence.md +249 -0
- package/plugins/lisa-devin/rules/reference/dependency-decision-records.md +177 -0
- package/plugins/lisa-devin/rules/reference/dependency-internalization-kit.md +244 -0
- package/plugins/lisa-devin/rules/reference/dependency-trust-classes.md +291 -0
- package/plugins/lisa-devin/rules/reference/deployed-state-readback.md +142 -0
- package/plugins/lisa-devin/rules/reference/derived-branch-plan.md +214 -0
- package/plugins/lisa-devin/rules/reference/design-source-of-truth.md +260 -0
- package/plugins/lisa-devin/rules/reference/design-value-binding.md +311 -0
- package/plugins/lisa-devin/rules/reference/do-it-now.md +19 -0
- package/plugins/lisa-devin/rules/reference/documentation-source-paths.md +31 -0
- package/plugins/lisa-devin/rules/reference/empirical-inquiry.md +28 -0
- package/plugins/lisa-devin/rules/reference/factory-model.md +111 -0
- package/plugins/lisa-devin/rules/reference/falsifiable-checks.md +275 -0
- package/plugins/lisa-devin/rules/reference/history-audit.md +42 -0
- package/plugins/lisa-devin/rules/reference/integration-access-layer.md +89 -0
- package/plugins/lisa-devin/rules/reference/intent-routing.md +428 -0
- package/plugins/lisa-devin/rules/reference/leaf-only-lifecycle.md +227 -0
- package/plugins/lisa-devin/rules/reference/learnings-ladder.md +41 -0
- package/plugins/lisa-devin/rules/reference/local-ci-first.md +34 -0
- package/plugins/lisa-devin/rules/reference/measurement-integrity.md +119 -0
- package/plugins/lisa-devin/rules/reference/never-name-a-downstream-project.md +37 -0
- package/plugins/lisa-devin/rules/reference/not-blocked-just-waiting.md +41 -0
- package/plugins/lisa-devin/rules/reference/observability-audit.md +146 -0
- package/plugins/lisa-devin/rules/reference/operational-hazards.md +115 -0
- package/plugins/lisa-devin/rules/reference/prd-definition-of-ready.md +118 -0
- package/plugins/lisa-devin/rules/reference/prd-lifecycle-rollup.md +192 -0
- package/plugins/lisa-devin/rules/reference/pre-flight-autofill.md +250 -0
- package/plugins/lisa-devin/rules/reference/project-learnings.md +159 -0
- package/plugins/lisa-devin/rules/reference/promotion-contract.md +148 -0
- package/plugins/lisa-devin/rules/reference/readiness-rubric.md +242 -0
- package/plugins/lisa-devin/rules/reference/ready-role-filing.md +212 -0
- package/plugins/lisa-devin/rules/reference/rejection-detection.md +308 -0
- package/plugins/lisa-devin/rules/reference/repo-scope-split.md +119 -0
- package/plugins/lisa-devin/rules/reference/report-actionability.md +61 -0
- package/plugins/lisa-devin/rules/reference/reset-seed-coverage.md +286 -0
- package/plugins/lisa-devin/rules/reference/security-audit-handling.md +55 -0
- package/plugins/lisa-devin/rules/reference/session-status-updates.md +111 -0
- package/plugins/lisa-devin/rules/reference/settled-decisions.md +39 -0
- package/plugins/lisa-devin/rules/reference/stale-state-claims.md +88 -0
- package/plugins/lisa-devin/rules/reference/tool-access-gate.md +114 -0
- package/plugins/lisa-devin/rules/reference/tracked-work.md +49 -0
- package/plugins/lisa-devin/rules/reference/upstream-to-lisa.md +26 -0
- package/plugins/lisa-devin/rules/reference/usage-accounting.md +261 -0
- package/plugins/lisa-devin/rules/reference/verification.md +278 -0
- package/plugins/lisa-devin/rules/reference/wiki-knowledge-source.md +37 -0
- package/plugins/lisa-devin/rules/reference/withdrawn-rulings.md +148 -0
- package/plugins/lisa-devin/rules/reference/work-item-definition-of-ready.md +177 -0
- package/plugins/lisa-devin/rules/reference/work-item-trailer-definition.md +129 -0
- package/plugins/lisa-devin/scripts/automation-run-record.mjs +678 -0
- package/plugins/lisa-devin/scripts/automation-status-claude-adapter.mjs +804 -0
- package/plugins/lisa-devin/scripts/automation-status-codex-adapter.mjs +1081 -0
- package/plugins/lisa-devin/scripts/automation-status-contract-drift.mjs +392 -0
- package/plugins/lisa-devin/scripts/automation-status-expected-fleet.mjs +508 -0
- package/plugins/lisa-devin/scripts/automation-status-report.mjs +200 -0
- package/plugins/lisa-devin/scripts/automation-status-run-history.mjs +216 -0
- package/plugins/lisa-devin/scripts/automation-status-unrecorded-runs.mjs +127 -0
- package/plugins/lisa-devin/scripts/blocker-edge-resolution.mjs +150 -0
- package/plugins/lisa-devin/scripts/cross-pollinate.mjs +763 -0
- package/plugins/lisa-devin/scripts/design-bindings-probe.mjs +713 -0
- package/plugins/lisa-devin/scripts/design-intake-gate.mjs +470 -0
- package/plugins/lisa-devin/scripts/design-source-gate.mjs +610 -0
- package/plugins/lisa-devin/scripts/design-variable-ids.mjs +567 -0
- package/plugins/lisa-devin/scripts/doctor-report.mjs +635 -0
- package/plugins/lisa-devin/scripts/install-remote-agent-aws.mjs +443 -0
- package/plugins/lisa-devin/scripts/intake-blocker-reprobe.mjs +1065 -0
- package/plugins/lisa-devin/scripts/intake-prework-denominator.mjs +249 -0
- package/plugins/lisa-devin/scripts/lifecycle-label-trust.mjs +593 -0
- package/plugins/lisa-devin/scripts/linear-state-write-target.mjs +362 -0
- package/plugins/lisa-devin/scripts/plugin-sync-explain.mjs +654 -0
- package/plugins/lisa-devin/scripts/pr-arming-sweep.mjs +561 -0
- package/plugins/lisa-devin/scripts/project-ideation-idempotency-harness.mjs +338 -0
- package/plugins/lisa-devin/scripts/qa-signal-lifecycle.mjs +523 -0
- package/plugins/lisa-devin/scripts/queue-contract-resolution.mjs +583 -0
- package/plugins/lisa-devin/scripts/queue-health-classification.mjs +157 -0
- package/plugins/lisa-devin/scripts/queue-status-build-readers.mjs +561 -0
- package/plugins/lisa-devin/scripts/queue-status-prd-readers.mjs +452 -0
- package/plugins/lisa-devin/scripts/remote-agent-aws-setup.sh +677 -0
- package/plugins/lisa-devin/scripts/repo-scope-vocabulary-audit.mjs +458 -0
- package/plugins/lisa-devin/scripts/resolve-lifecycle-role.mjs +347 -0
- package/plugins/lisa-devin/scripts/rollup-blocker-classification.mjs +616 -0
- package/plugins/lisa-devin/scripts/scoping-label-audit.mjs +474 -0
- package/plugins/lisa-devin/skills/lisa-acceptance-criteria/SKILL.md +73 -0
- package/plugins/lisa-devin/skills/lisa-agent-design-best-practices/SKILL.md +242 -0
- package/plugins/lisa-devin/skills/lisa-agent-ready/SKILL.md +271 -0
- package/plugins/lisa-devin/skills/lisa-analyze-claude-remote/SKILL.md +434 -0
- package/plugins/lisa-devin/skills/lisa-atlassian-access/SKILL.md +469 -0
- package/plugins/lisa-devin/skills/lisa-atlassian-access/scripts/markdown-to-adf.mjs +236 -0
- package/plugins/lisa-devin/skills/lisa-attribute-failure/SKILL.md +142 -0
- package/plugins/lisa-devin/skills/lisa-automation-status/SKILL.md +149 -0
- package/plugins/lisa-devin/skills/lisa-bug-triage/SKILL.md +23 -0
- package/plugins/lisa-devin/skills/lisa-capability-drift/SKILL.md +71 -0
- package/plugins/lisa-devin/skills/lisa-codebase-research/SKILL.md +87 -0
- package/plugins/lisa-devin/skills/lisa-codify-verification/SKILL.md +213 -0
- package/plugins/lisa-devin/skills/lisa-confluence-prd-intake/SKILL.md +417 -0
- package/plugins/lisa-devin/skills/lisa-confluence-to-tracker/SKILL.md +469 -0
- package/plugins/lisa-devin/skills/lisa-confluence-write-prd/SKILL.md +111 -0
- package/plugins/lisa-devin/skills/lisa-cross-pollinate/SKILL.md +175 -0
- package/plugins/lisa-devin/skills/lisa-debrief/SKILL.md +96 -0
- package/plugins/lisa-devin/skills/lisa-debrief-apply/SKILL.md +106 -0
- package/plugins/lisa-devin/skills/lisa-delivery-effectiveness/SKILL.md +62 -0
- package/plugins/lisa-devin/skills/lisa-design-intake/SKILL.md +198 -0
- package/plugins/lisa-devin/skills/lisa-detect-tooling/SKILL.md +110 -0
- package/plugins/lisa-devin/skills/lisa-detect-tooling/scripts/commands.mjs +479 -0
- package/plugins/lisa-devin/skills/lisa-detect-tooling/scripts/detect-tooling.mjs +658 -0
- package/plugins/lisa-devin/skills/lisa-doctor/SKILL.md +743 -0
- package/plugins/lisa-devin/skills/lisa-drive-pr-to-merge/SKILL.md +1587 -0
- package/plugins/lisa-devin/skills/lisa-epic-triage/SKILL.md +28 -0
- package/plugins/lisa-devin/skills/lisa-evaluation-suite/SKILL.md +63 -0
- package/plugins/lisa-devin/skills/lisa-exploratory-qa/SKILL.md +185 -0
- package/plugins/lisa-devin/skills/lisa-fix-linter-error/SKILL.md +45 -0
- package/plugins/lisa-devin/skills/lisa-generate-claude-remote-build-script/SKILL.md +235 -0
- package/plugins/lisa-devin/skills/lisa-git-commit/SKILL.md +53 -0
- package/plugins/lisa-devin/skills/lisa-git-prune/SKILL.md +35 -0
- package/plugins/lisa-devin/skills/lisa-git-submit-pr/SKILL.md +170 -0
- package/plugins/lisa-devin/skills/lisa-github-add-journey/SKILL.md +118 -0
- package/plugins/lisa-devin/skills/lisa-github-build-intake/SKILL.md +745 -0
- package/plugins/lisa-devin/skills/lisa-github-claim/SKILL.md +27 -0
- package/plugins/lisa-devin/skills/lisa-github-create/SKILL.md +105 -0
- package/plugins/lisa-devin/skills/lisa-github-evidence/SKILL.md +120 -0
- package/plugins/lisa-devin/skills/lisa-github-journey/SKILL.md +134 -0
- package/plugins/lisa-devin/skills/lisa-github-prd-intake/SKILL.md +424 -0
- package/plugins/lisa-devin/skills/lisa-github-project-v2/SKILL.md +227 -0
- package/plugins/lisa-devin/skills/lisa-github-read-issue/SKILL.md +305 -0
- package/plugins/lisa-devin/skills/lisa-github-sync/SKILL.md +201 -0
- package/plugins/lisa-devin/skills/lisa-github-to-tracker/SKILL.md +456 -0
- package/plugins/lisa-devin/skills/lisa-github-validate-issue/SKILL.md +598 -0
- package/plugins/lisa-devin/skills/lisa-github-verify/SKILL.md +60 -0
- package/plugins/lisa-devin/skills/lisa-github-write-issue/SKILL.md +531 -0
- package/plugins/lisa-devin/skills/lisa-github-write-prd/SKILL.md +156 -0
- package/plugins/lisa-devin/skills/lisa-health/SKILL.md +142 -0
- package/plugins/lisa-devin/skills/lisa-health-drift-cron/SKILL.md +80 -0
- package/plugins/lisa-devin/skills/lisa-implement/SKILL.md +372 -0
- package/plugins/lisa-devin/skills/lisa-improve-code-complexity/SKILL.md +44 -0
- package/plugins/lisa-devin/skills/lisa-improve-harness/SKILL.md +487 -0
- package/plugins/lisa-devin/skills/lisa-improve-max-lines/SKILL.md +45 -0
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- package/plugins/lisa-wiki-devin/skills/lisa-wiki-connector-notion/SKILL.md +25 -0
- package/plugins/lisa-wiki-devin/skills/lisa-wiki-connector-roles/SKILL.md +22 -0
- package/plugins/lisa-wiki-devin/skills/lisa-wiki-connector-slack/SKILL.md +30 -0
- package/plugins/lisa-wiki-devin/skills/lisa-wiki-connector-web/SKILL.md +23 -0
- package/plugins/lisa-wiki-devin/skills/lisa-wiki-doctor/SKILL.md +47 -0
- package/plugins/lisa-wiki-devin/skills/lisa-wiki-ingest/SKILL.md +106 -0
- package/plugins/lisa-wiki-devin/skills/lisa-wiki-lint/SKILL.md +32 -0
- package/plugins/lisa-wiki-devin/skills/lisa-wiki-migrate/SKILL.md +43 -0
- package/plugins/lisa-wiki-devin/skills/lisa-wiki-onboard-me/SKILL.md +33 -0
- package/plugins/lisa-wiki-devin/skills/lisa-wiki-query/SKILL.md +40 -0
- package/plugins/lisa-wiki-devin/skills/lisa-wiki-setup/SKILL.md +75 -0
- package/plugins/lisa-wiki-devin/skills/lisa-wiki-setup-automations/SKILL.md +83 -0
- package/plugins/lisa-wiki-devin/skills/lisa-wiki-status/SKILL.md +47 -0
- package/plugins/lisa-wiki-devin/skills/lisa-wiki-tear-down-automations/SKILL.md +34 -0
- package/plugins/lisa-wiki-devin/skills/lisa-wiki-usage/SKILL.md +50 -0
- package/plugins/lisa-wiki-devin/templates/agents/role-agent.claude.md +16 -0
- package/plugins/lisa-wiki-devin/templates/agents/role-agent.codex.toml +15 -0
- package/plugins/lisa-wiki-devin/templates/index.md +17 -0
- package/plugins/lisa-wiki-devin/templates/llm-wiki-contract.md +72 -0
- package/plugins/lisa-wiki-devin/templates/log.md +8 -0
- package/plugins/lisa-wiki-devin/templates/page-types/architecture.md +18 -0
- package/plugins/lisa-wiki-devin/templates/page-types/concept.md +18 -0
- package/plugins/lisa-wiki-devin/templates/page-types/decision.md +18 -0
- package/plugins/lisa-wiki-devin/templates/page-types/entity.md +19 -0
- package/plugins/lisa-wiki-devin/templates/page-types/open-question.md +18 -0
- package/plugins/lisa-wiki-devin/templates/page-types/playbook.md +18 -0
- package/plugins/lisa-wiki-devin/templates/page-types/project.md +19 -0
- package/plugins/lisa-wiki-devin/templates/page-types/requirement.md +19 -0
- package/plugins/lisa-wiki-devin/templates/page-types/staff.md +26 -0
- package/plugins/lisa-wiki-devin/templates/start-here.md +24 -0
- package/plugins/lisa-wiki-devin/templates/state-readme.md +20 -0
- package/plugins/lisa-wiki-devin/templates/wrapper-gitignore.txt +19 -0
- package/scripts/build-plugins.sh +2 -2
- package/scripts/deployed-guard-advice.mjs +1 -0
- package/scripts/generate-devin-plugin-artifacts.mjs +263 -0
- package/scripts/lib/hook-registration-audit.mjs +3 -1
- package/scripts/lib/per-agent-hook-filter.mjs +174 -5
- package/scripts/lib/plugin-rule-citations.mjs +2 -2
- package/scripts/two-channel-couplings.json +1 -1
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---
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name: phaser-accessibility
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description: This skill should be used when making a Phaser 4 game accessible — honoring prefers-reduced-motion, pausing on window/tab blur, keyboard navigation and visible focus for menus, colorblind-safe palettes, and a screen-reader live region that announces game state through the DOM. Use it when building menus, settings, HUD, or any player-facing UI, or when an accessibility requirement comes up. Pairs with phaser-services, phaser-i18n, and the official scenes skill.
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---
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# Phaser 4 Accessibility
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## Overview
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The canvas is opaque to assistive tech, so accessibility is something you build
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in, not get for free. Five pillars carry most of the value: respect
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`prefers-reduced-motion`, pause when the window loses focus, make menus fully
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keyboard-navigable with visible focus, use colorblind-safe palettes, and mirror
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game state into a DOM **live region** for screen readers. These wire through the
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shared services ([[phaser-services]]) and use translated strings ([[phaser-i18n]]).
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## prefers-reduced-motion
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Read the media query once and gate non-essential motion (screen shake, parallax,
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big tweens, particle bursts) behind it. Reduced motion means "convey the same
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information with less movement", not "remove feedback".
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```ts
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// src/services/a11y.ts
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export const reduceMotion = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
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// in a scene
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if (!reduceMotion) this.cameras.main.shake(120, 0.004);
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this.tweens.add({ targets: panel, alpha: 1, duration: reduceMotion ? 0 : 250 });
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```
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Expose it as a togglable setting too (some players want it on regardless of OS),
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stored via SaveService ([[phaser-services]]).
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## Pause on blur
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A game that keeps running while the tab is hidden drains battery, desyncs audio,
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and is hostile to players who switch away. Phaser already exposes blur/focus
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events — pause the loop and audio, resume on focus.
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```ts
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this.game.events.on(Phaser.Core.Events.BLUR, () => { this.scene.pause(); this.sound.pauseAll(); });
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this.game.events.on(Phaser.Core.Events.FOCUS, () => { this.scene.resume(); this.sound.resumeAll(); });
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```
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Set `Phaser.Types.Core.GameConfig.autoFocus` and `disableContextMenu` as needed.
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(These are listeners — remove them in `shutdown` per the on/off discipline in
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[[phaser-services]].) For competitive/timed play, pausing on blur is also the
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fair behavior.
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## Keyboard navigation and visible focus
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Every menu must be operable without a pointer: arrow keys / Tab move focus, Enter
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or Space activates, Escape backs out. Keep a focus index over a typed list of
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items and render an unmistakable focus indicator (outline/scale, not color alone).
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```ts
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private items: MenuItem[] = [];
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private focus = 0;
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private move(delta: number) {
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this.items[this.focus].setFocused(false);
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this.focus = Phaser.Math.Wrap(this.focus + delta, 0, this.items.length);
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this.items[this.focus].setFocused(true); // visible outline + announce
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this.announce(this.items[this.focus].label);
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}
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create() {
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this.input.keyboard!.on("keydown-DOWN", () => this.move(1));
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this.input.keyboard!.on("keydown-UP", () => this.move(-1));
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this.input.keyboard!.on("keydown-ENTER",() => this.items[this.focus].activate());
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}
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```
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Use the semantic InputService actions ([[phaser-services]]) so the same bindings
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serve gamepad and touch. Never rely on hover-only affordances.
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## Colorblind-safe palettes
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Never encode meaning in hue alone — pair every color cue with a shape, icon,
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label, or pattern (red enemy *and* a spike icon; green/red status *and* a check/x).
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Choose palettes that stay distinguishable across deuteranopia/protanopia
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/tritanopia, and offer a colorblind palette option in settings.
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```ts
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// src/logic/palette.ts — pure, testable, no phaser import
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export const palettes = {
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default: { ally: 0x2e7d32, enemy: 0xc62828, neutral: 0xf9a825 },
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deuter: { ally: 0x0072b2, enemy: 0xd55e00, neutral: 0xf0e442 }, // Okabe–Ito, CB-safe
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} as const;
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```
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Keep palette selection in `src/logic/**` so contrast/choice logic is unit-tested,
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and store the player's choice via SaveService.
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## Screen-reader live region
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Mirror important state changes into an ARIA live region in the DOM (outside the
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canvas) so screen readers announce them. One polite region for status, one
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assertive for urgent events.
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```html
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<!-- index.html, alongside the game container -->
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<div id="sr-status" aria-live="polite" class="sr-only"></div>
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<div id="sr-alert" aria-live="assertive" class="sr-only"></div>
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```
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```ts
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// src/services/a11y.ts
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const status = document.getElementById("sr-status")!;
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export function announce(msg: string, urgent = false) {
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const el = urgent ? document.getElementById("sr-alert")! : status;
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el.textContent = ""; el.textContent = msg; // clear+set so identical repeats re-announce
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}
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```
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Announce menu focus, score milestones, level changes, and game-over. Messages
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come from the i18n catalog ([[phaser-i18n]]) — never hardcoded — and `.sr-only`
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keeps the region visually hidden but readable by AT.
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## Project conventions
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- A11y plumbing lives in `src/services/a11y.ts`; palette/choice logic lives in
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`src/logic/**` (unit-tested).
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- Accessibility settings (reduced motion, colorblind palette) persist via
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SaveService and apply on boot ([[phaser-services]]).
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- All announced/visible text comes from the i18n catalog ([[phaser-i18n]]).
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## Verification
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Verified by manual passes that double as runtime checks: tab through every menu
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with the pointer unplugged and confirm visible focus + activation; set the OS to
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reduce-motion and confirm shake/parallax stop while feedback remains; blur the
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tab and confirm the game pauses and audio stops; and run a screen reader (VoiceOver
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/NVDA) to confirm the live region announces menu focus and game state.
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</content>
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---
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name: phaser-asset-pipeline
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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.
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---
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# Phaser 4 Asset Pipeline
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## Where the raw art comes from (read this first)
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This skill **packs** raw art; it does not conjure it. The inputs under
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`assets/src/**` are **real, licensed source art you sourced first** — they do not
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magically pre-exist, and they are not procedural `generateTexture` rectangles.
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Before you can pack anything, use **[[phaser-asset-sourcing]]**: it covers where
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game art comes from (curated CC0 packs like Kenney and Ninja Adventure → deriving
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CC0 art → asking the human), the strict CC0-or-equivalent license gate with
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`assets/LICENSES.md` evidence, provenance via a committed ingest script, and why
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`generateTexture` placeholders are tracked art debt rather than a finished state.
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The rule of thumb: **source → `assets/src` → pack (this skill) → typed keys.**
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## Overview
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The pipeline turns committed source art into runtime form — it is a build step,
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not a substitute for having art. Raw source art lives in `assets/src/**` (PNGs,
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audio, font sources); a build step packs it into `public/assets/**` (atlases,
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audio sprites, bitmap fonts) and **codegens typed key constants into
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`src/assets.ts`**. The payoff: a missing or renamed asset is a **compile error**,
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not a green square or silent-missing audio at runtime. No raw string asset /
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scene / event keys anywhere — they all come from the generated module (the
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official `loading-assets` skill covers loading those keys at runtime).
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## Layout
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| Path | Role |
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| --- | --- |
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| `assets/src/sprites/**` | Raw individual PNGs — the art source of truth (sourced per [[phaser-asset-sourcing]]) |
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| `assets/src/audio/**` | Raw audio clips (wav/ogg sources) |
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| `assets/src/fonts/**` | Font sources for BMFont generation |
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| `assets/LICENSES.md` | License evidence per source pack (CC0 quote + evidence URL) — see [[phaser-asset-sourcing]] |
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| `scripts/ingest-assets.mjs` | The provenance record — how each frame was carved from its source pack into `assets/src` (re-runnable) |
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| `public/assets/**` | **Generated** packed output (atlases, audiosprites, fonts, `pack.json`) — git-ignored or committed as a build artifact |
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| `src/assets.ts` | **Generated** typed key constants — never edited by hand |
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| `scripts/pack-assets.mjs` | The pipeline driver (runs the three packers + codegen) |
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## Step 1: texture atlases with free-tex-packer-core
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`free-tex-packer-core` packs many PNGs into atlas pages plus a JSON manifest, in
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a Node script (no GUI, runs in CI):
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```js
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// scripts/pack-assets.mjs (excerpt)
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import { packAsync } from "free-tex-packer-core";
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import { glob } from "glob";
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import { readFile, writeFile } from "node:fs/promises";
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const images = await Promise.all(
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(await glob("assets/src/sprites/**/*.png")).map(async p => ({
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path: p.replace("assets/src/sprites/", ""), contents: await readFile(p),
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})));
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const files = await packAsync(images, {
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textureName: "game", width: 4096, height: 4096,
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packer: "MaxRectsPacker", packerMethod: "Smart", // see gotcha below
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padding: 2, extrude: 1, // 1px extrude kills bleeding at integer scales
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allowRotation: false, allowTrim: false, // pixel-art-safe (see below)
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detectIdentical: true,
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exporter: "JsonHash", removeFileExtension: true, prependFolderName: true,
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});
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for (const f of files) await writeFile(`public/assets/atlases/${f.name}`, f.buffer ?? f.content);
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```
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The frame names in the manifest become the atlas frame keys you reference as
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generated constants. Atlas everything that renders together — loose images break
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sprite batching (the official `loading-assets` skill). Full-screen backdrops and
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parallax layers are the exception: copy them verbatim into `public/assets/images`
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and `load.image` them — they would bloat an atlas. Even this exception keeps the
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no-raw-string promise: the codegen step emits one generated constant per copied
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image (the `Img` record below), and the loader derives the file path from the
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key in exactly one place — a call site never spells out a path string.
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**Packer gotcha (verified in the reference implementation):** use
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`packer: "MaxRectsPacker"` with `packerMethod: "Smart"`. The other packer methods
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produce degenerate single-row *strip* atlases that waste enormous texture space
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and can blow past the max texture size. **For pixel art**, set `allowTrim: false`
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and `allowRotation: false`: trimming makes animation frames different sizes so
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anchors swim between frames, and rotation makes Phaser frame-flipping non-trivial.
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Add `extrude: 1` to stop edge bleeding when the game renders at integer scales.
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Keep inputs **sorted** and emit **no timestamps** so the packed output is
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deterministic and can be committed + `git diff --exit-code`-checked in CI.
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## Step 2: audio sprites with audiosprite
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`audiosprite` concatenates short SFX into one file (in multiple codecs) plus a
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JSON map of `{ start, end }` per clip — one request, one decode, instead of dozens:
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```jsonc
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// package.json script
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"pack:audio": "audiosprite --output public/assets/audio/sfx --export ogg,m4a --format howler2 assets/src/audio/*.wav"
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```
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Provide at least two codecs (`ogg` + `m4a`) so every browser can play one. Load
|
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|
+
with `this.load.audioSprite(Audio.Sfx, "audio/sfx.json")` and play by sprite key.
|
|
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|
+
|
|
103
|
+
## Step 3: bitmap fonts with BMFont
|
|
104
|
+
|
|
105
|
+
`BitmapText` is the performant choice for high-churn text (scores, timers) —
|
|
106
|
+
the official `loading-assets` skill / [[phaser-i18n]]. Generate the `.fnt` (XML/JSON) + PNG page
|
|
107
|
+
from a font source with a BMFont tool (`msdf-bmfont-xml` or the `bmfont` CLI) in
|
|
108
|
+
the same script:
|
|
109
|
+
|
|
110
|
+
```jsonc
|
|
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|
+
"pack:font": "msdf-bmfont -o public/assets/fonts/ui --font-size 42 --texture-size 1024 1024 assets/src/fonts/ui.ttf"
|
|
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|
+
```
|
|
113
|
+
|
|
114
|
+
Load with `this.load.bitmapFont(Font.UI, "fonts/ui.png", "fonts/ui.fnt")`.
|
|
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|
+
|
|
116
|
+
## Step 4: codegen typed keys into `src/assets.ts`
|
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|
+
|
|
118
|
+
After packing, walk the generated manifests and emit `as const` key maps. This is
|
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|
+
the step that turns runtime failures into compile failures:
|
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|
+
|
|
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|
+
```js
|
|
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|
+
// scripts/pack-assets.mjs (codegen excerpt)
|
|
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|
+
const atlas = JSON.parse(await readFile("public/assets/atlases/game.json", "utf8"));
|
|
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|
+
const frames = Object.keys(atlas.frames); // raw keys, e.g. "player/idle"
|
|
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|
+
const sfx = Object.keys(JSON.parse(await readFile("public/assets/audio/sfx.json","utf8")).spritemap);
|
|
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|
+
const images = (await readdir("public/assets/images", { recursive: true }))
|
|
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|
+
.filter(f => f.endsWith(".png")).sort(); // standalone backdrops/parallax layers
|
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|
+
|
|
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|
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const out = `// AUTO-GENERATED by scripts/pack-assets.mjs — do not edit.
|
|
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|
+
export const Tex = { GameAtlas: "game" } as const;
|
|
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|
+
export const Frame = { ${frames.map(k => `${toIdent(k)}: "${k}"`).join(", ")} } as const;
|
|
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|
+
export const Img = { ${images.map(p => `${toIdent(p)}: "img-${p.replace(/\.png$/u, "")}"`).join(", ")} } as const;
|
|
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|
+
export const Audio = { Sfx: "sfx" } as const;
|
|
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|
+
export const Sfx = { ${sfx.map(s => `${toIdent(s)}: "${s}"`).join(", ")} } as const;
|
|
135
|
+
export const Font = { UI: "ui" } as const;
|
|
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|
+
export const SceneKeys = { Boot:"Boot", Preloader:"Preloader", MainMenu:"MainMenu", Game:"Game" } as const;
|
|
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|
+
export const GameEvent = { ScoreChanged:"score-changed", EnemyDied:"enemy-died" } as const;
|
|
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|
+
`;
|
|
139
|
+
await writeFile("src/assets.ts", out);
|
|
140
|
+
```
|
|
141
|
+
|
|
142
|
+
Scenes import `Tex`, `Frame`, `Img`, `Sfx`, `Font`, `SceneKeys`, `GameEvent` —
|
|
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|
+
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.
|
|
156
|
+
|
|
157
|
+
## Step 5: wire into the build
|
|
158
|
+
|
|
159
|
+
The pipeline runs before dev and before build so generated output is never stale:
|
|
160
|
+
|
|
161
|
+
```jsonc
|
|
162
|
+
// package.json
|
|
163
|
+
"scripts": {
|
|
164
|
+
"assets": "node scripts/pack-assets.mjs",
|
|
165
|
+
"predev": "bun run assets",
|
|
166
|
+
"prebuild": "bun run assets",
|
|
167
|
+
"dev": "vite",
|
|
168
|
+
"build": "vite build"
|
|
169
|
+
}
|
|
170
|
+
```
|
|
171
|
+
|
|
172
|
+
For fast iteration, a `--watch` mode on the pack script re-packs changed source
|
|
173
|
+
art. In CI the pack step runs once before `vite build`; the build then hashes the
|
|
174
|
+
generated files for immutable caching ([[phaser-build-deploy]]).
|
|
175
|
+
|
|
176
|
+
## Project conventions
|
|
177
|
+
|
|
178
|
+
- `assets/src/**` is the source of truth; `public/assets/**` and `src/assets.ts`
|
|
179
|
+
are generated — treat them as build output (re-runnable, not hand-edited).
|
|
180
|
+
- One atlas per render group, one audiosprite per SFX set, BMFont for hot text.
|
|
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.
|
|
212
|
+
- The generated `src/assets.ts` is the single source of asset/scene/event keys —
|
|
213
|
+
the no-raw-string-keys rule depends on it existing.
|
|
214
|
+
|
|
215
|
+
## Verification
|
|
216
|
+
|
|
217
|
+
The pipeline is verified by deleting a source PNG and re-running `bun run assets`:
|
|
218
|
+
the corresponding generated constant disappears and `bun run typecheck` fails at
|
|
219
|
+
every use site (proving keys are compile-checked). Then boot the game and confirm
|
|
220
|
+
the atlas/audiosprite/font load with no `FILE_LOAD_ERROR` and render/play
|
|
221
|
+
correctly.
|
|
222
|
+
</content>
|
|
@@ -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
|
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committed raw source.
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- No scene ships `generateTexture` placeholder art without a linked art-debt
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issue; the debt ledger matches reality.
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confirm in the **real browser** (the art-director persona reviews rendered
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screenshots, not code).
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Once the art exists in `assets/src`, hand off to **`phaser-asset-pipeline`** to
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pack it and codegen the typed keys.
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---
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name: phaser-build-deploy
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description: This skill should be used when configuring the production build or deploying a Phaser 4 game — the Vite prod config (manualChunks to split the phaser vendor chunk, terser two-pass minification), content-hashed assets with immutable caching, the base path per host, vite-plugin-pwa (autoUpdate + globPatterns covering game assets), a bundle-size budget, and static hosting. Use it when setting up the build, fixing caching/base-path issues, adding the PWA, or enforcing bundle size. Pairs with phaser-asset-pipeline, phaser-project-structure, and phaser-testing.
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---
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# Phaser 4 Build and Deploy
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## Overview
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The game ships as static files built by **Vite** (with TypeScript 6, `phaser`
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pinned `^4.2.0`). A good prod build does four things: split the large `phaser`
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vendor chunk so app code can change without re-downloading the engine, minify
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hard, content-hash everything for immutable caching, and register a PWA service
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worker that precaches game assets. A bundle-size budget keeps the result honest.
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The asset pipeline ([[phaser-asset-pipeline]]) runs first; this skill packages
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its output.
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## Vite production config
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```ts
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// vite.config.ts
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import { defineConfig } from "vite";
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import { VitePWA } from "vite-plugin-pwa";
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export default defineConfig({
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base: process.env.BASE_PATH ?? "/", // "/" for root domains, "/repo/" for project pages
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build: {
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target: "es2022",
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assetsInlineLimit: 0, // never inline game assets — keep them cacheable files
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minify: "terser",
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terserOptions: { compress: { passes: 2, drop_console: true }, format: { comments: false } },
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rollupOptions: {
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output: {
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// Vite 8's rolldown bundler requires the FUNCTION form (the object form
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// `{ phaser: ["phaser"] }` throws "manualChunks is not a function").
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manualChunks: id =>
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id.includes("node_modules/phaser") ? "phaser" : undefined,
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entryFileNames: "assets/[name]-[hash].js", // content hash on everything
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chunkFileNames: "assets/[name]-[hash].js",
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assetFileNames: "assets/[name]-[hash][extname]",
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},
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},
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},
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});
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```
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The `manualChunks` function is the single highest-value line: Phaser is hundreds
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of KB and rarely changes, so isolating it means a gameplay tweak only busts the
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small app chunk. Use the **function** form — Vite 8 ships the rolldown bundler,
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which requires it (the classic object form throws `manualChunks is not a
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function`). Two-pass terser squeezes meaningfully more than one.
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## Asset hashing and immutable caching
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Every emitted file carries a content hash, so it can be cached forever and a
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change produces a new filename (cache-busted automatically):
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```
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/assets/index-3f2a.js Cache-Control: public, max-age=31536000, immutable
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/assets/phaser-9b1c.js Cache-Control: public, max-age=31536000, immutable
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/index.html Cache-Control: no-cache (must revalidate to pick up new hashes)
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```
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`index.html` is the only file served `no-cache` — it points at the hashed assets,
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so revalidating it is enough to roll the whole app forward. Game assets under
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`public/assets/**` ([[phaser-asset-pipeline]]) are hashed by the PWA precache
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manifest below even though Vite copies them verbatim.
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## Base path per host
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`base` must match where the game is served:
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- Root domain / custom domain → `base: "/"`.
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- GitHub Pages project site → `base: "/<repo>/"`.
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- Subpath behind a reverse proxy → that subpath.
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A wrong `base` is the classic "works on `bun run dev`, blank canvas on deploy"
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bug — assets 404 because the URLs are absolute to the wrong root. Drive it from an
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env var so the same build config serves every host.
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## PWA: vite-plugin-pwa (on by default)
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The PWA is on by default: install-to-home-screen, offline play, and auto-update.
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`registerType: "autoUpdate"` ships new versions without a manual prompt; the
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critical part is extending `globPatterns` to precache **game assets** (atlases,
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audio sprites, fonts) — the Workbox default only catches JS/CSS/HTML and would
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leave a "installed but can't load its art offline" game.
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```ts
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VitePWA({
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registerType: "autoUpdate",
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includeAssets: ["favicon.svg"],
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workbox: {
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globPatterns: ["**/*.{js,css,html,png,jpg,svg,webp,woff2,json,fnt,mp3,m4a,ogg}"],
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// critically include packed game assets:
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globDirectory: "dist",
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additionalManifestEntries: [], // or widen globPatterns to assets/**/*.{png,json,fnt,ogg,m4a}
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maximumFileSizeToCacheInBytes: 8 * 1024 * 1024, // raise above default 2MB for atlas pages
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},
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manifest: { name: "Game", short_name: "Game", display: "fullscreen", orientation: "landscape",
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background_color: "#000000", theme_color: "#000000", icons: [/* 192/512 */] },
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})
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```
|
|
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+
|
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Set `maximumFileSizeToCacheInBytes` above the default 2 MB or large atlas pages
|
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silently fall out of the precache.
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+
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## Bundle-size budget
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109
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|
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110
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A byte budget, checked after `bun run build`, fails the PR when a stray dependency
|
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111
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or an un-split engine chunk bloats the download. This is the same budget the
|
|
112
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+
bundle-size gate in [[phaser-testing]] enforces in CI.
|
|
113
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+
|
|
114
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+
```jsonc
|
|
115
|
+
// size-limit config (or a custom post-build check)
|
|
116
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+
[
|
|
117
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{ "name": "app", "path": "dist/assets/index-*.js", "limit": "60 kB" },
|
|
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{ "name": "phaser", "path": "dist/assets/phaser-*.js", "limit": "400 kB" }
|
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+
]
|
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+
```
|
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121
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+
|
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122
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Separate budgets per chunk catch the right regressions: app growth from your code
|
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123
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+
vs. an accidental second copy of a big dependency landing in the phaser chunk.
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+
|
|
125
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+
## Static deploy
|
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126
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+
|
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127
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Output is plain static files in `dist/` — host on any static CDN (GitHub Pages,
|
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Netlify, Cloudflare Pages, S3+CloudFront). Requirements: serve over HTTPS (PWA +
|
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Web Audio expect a secure context), set the cache headers above (immutable for
|
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+
hashed assets, no-cache for `index.html`), and for client-routed builds add an
|
|
131
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SPA fallback to `index.html`. Build with the host's base path:
|
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+
|
|
133
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```bash
|
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134
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BASE_PATH=/my-game/ bun run build # then publish dist/
|
|
135
|
+
```
|
|
136
|
+
|
|
137
|
+
## Project conventions
|
|
138
|
+
|
|
139
|
+
- Run the asset pipeline before the build (`prebuild`) so `public/assets/**` and
|
|
140
|
+
`src/assets.ts` are current ([[phaser-asset-pipeline]]).
|
|
141
|
+
- `phaser` is always its own manualChunk; never let it merge into the app chunk.
|
|
142
|
+
- `base` comes from an env var, never hardcoded to one host.
|
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143
|
+
- The bundle-size budget is committed and CI-gated ([[phaser-testing]]).
|
|
144
|
+
- Build pins: `phaser ^4.2.0`, Vite, TypeScript 6.
|
|
145
|
+
|
|
146
|
+
## Verification
|
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147
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+
|
|
148
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Verified by `bun run build` succeeding under the size budget, then `bun run
|
|
149
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preview` (served at the deploy `base`) booting the game with no 404s and no
|
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150
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console errors. Confirm the PWA registers (Application → Service Workers), load
|
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151
|
+
once online then go offline and reload to confirm assets are precached, and
|
|
152
|
+
confirm a redeploy auto-updates clients without a manual cache clear.
|
|
153
|
+
</content>
|