@codyswann/lisa 4.74.9 → 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.
Files changed (799) hide show
  1. package/.claude-plugin/marketplace.json +60 -0
  2. package/dist/core/lisa-skill-sources.d.ts +3 -3
  3. package/dist/core/lisa-skill-sources.d.ts.map +1 -1
  4. package/dist/core/lisa-skill-sources.js +3 -2
  5. package/dist/core/lisa-skill-sources.js.map +1 -1
  6. package/dist/core/nightly-e2e-guard-behavior-certificate.js +2 -2
  7. package/dist/core/upstream-evidence-manifest.d.ts.map +1 -1
  8. package/dist/core/upstream-evidence-manifest.js +730 -5
  9. package/dist/core/upstream-evidence-manifest.js.map +1 -1
  10. package/package.json +4 -4
  11. package/plugins/lisa/.claude-plugin/plugin.json +1 -1
  12. package/plugins/lisa/.codex-plugin/plugin.json +1 -1
  13. package/plugins/lisa-agy/plugin.json +1 -1
  14. package/plugins/lisa-cdk/.claude-plugin/plugin.json +1 -1
  15. package/plugins/lisa-cdk/.codex-plugin/plugin.json +1 -1
  16. package/plugins/lisa-cdk-agy/plugin.json +1 -1
  17. package/plugins/lisa-cdk-copilot/.claude-plugin/plugin.json +1 -1
  18. package/plugins/lisa-cdk-cursor/.claude-plugin/plugin.json +1 -1
  19. package/plugins/lisa-cdk-devin/.claude-plugin/plugin.json +11 -0
  20. package/plugins/lisa-cdk-devin/.devin-plugin/plugin.json +8 -0
  21. package/plugins/lisa-cdk-devin/skills/setup-aws-accounts/SKILL.md +292 -0
  22. package/plugins/lisa-copilot/.claude-plugin/plugin.json +1 -1
  23. package/plugins/lisa-cursor/.claude-plugin/plugin.json +1 -1
  24. package/plugins/lisa-devin/.claude-plugin/plugin.json +8 -0
  25. package/plugins/lisa-devin/.devin-plugin/plugin.json +8 -0
  26. package/plugins/lisa-devin/.mcp.json +8 -0
  27. package/plugins/lisa-devin/agents/architecture-specialist.md +32 -0
  28. package/plugins/lisa-devin/agents/bug-fixer.md +43 -0
  29. package/plugins/lisa-devin/agents/builder.md +44 -0
  30. package/plugins/lisa-devin/agents/confluence-prd-intake.md +65 -0
  31. package/plugins/lisa-devin/agents/debug-specialist.md +34 -0
  32. package/plugins/lisa-devin/agents/eval-specialist.md +33 -0
  33. package/plugins/lisa-devin/agents/git-history-analyzer.md +183 -0
  34. package/plugins/lisa-devin/agents/github-agent.md +155 -0
  35. package/plugins/lisa-devin/agents/github-build-intake.md +64 -0
  36. package/plugins/lisa-devin/agents/github-prd-intake.md +66 -0
  37. package/plugins/lisa-devin/agents/jira-agent.md +135 -0
  38. package/plugins/lisa-devin/agents/jira-build-intake.md +64 -0
  39. package/plugins/lisa-devin/agents/learner.md +85 -0
  40. package/plugins/lisa-devin/agents/learning-judge.md +119 -0
  41. package/plugins/lisa-devin/agents/learnings-synthesizer.md +155 -0
  42. package/plugins/lisa-devin/agents/linear-agent.md +138 -0
  43. package/plugins/lisa-devin/agents/linear-build-intake.md +64 -0
  44. package/plugins/lisa-devin/agents/linear-prd-intake.md +66 -0
  45. package/plugins/lisa-devin/agents/notion-prd-intake.md +63 -0
  46. package/plugins/lisa-devin/agents/performance-specialist.md +26 -0
  47. package/plugins/lisa-devin/agents/pr-mining-specialist.md +85 -0
  48. package/plugins/lisa-devin/agents/product-specialist.md +30 -0
  49. package/plugins/lisa-devin/agents/quality-specialist.md +30 -0
  50. package/plugins/lisa-devin/agents/security-specialist.md +43 -0
  51. package/plugins/lisa-devin/agents/skill-evaluator.md +205 -0
  52. package/plugins/lisa-devin/agents/spec-conformance-specialist.md +56 -0
  53. package/plugins/lisa-devin/agents/test-specialist.md +32 -0
  54. package/plugins/lisa-devin/agents/tracker-mining-specialist.md +85 -0
  55. package/plugins/lisa-devin/agents/verification-specialist.md +145 -0
  56. package/plugins/lisa-devin/hooks/auto-update.mjs +824 -0
  57. package/plugins/lisa-devin/hooks/auto-update.sh +31 -0
  58. package/plugins/lisa-devin/hooks/block-blind-automerge.sh +1242 -0
  59. package/plugins/lisa-devin/hooks/block-direct-issue-create.sh +2603 -0
  60. package/plugins/lisa-devin/hooks/block-host-name-leak.mjs +412 -0
  61. package/plugins/lisa-devin/hooks/block-host-name-leak.sh +61 -0
  62. package/plugins/lisa-devin/hooks/block-instruction-file-edits.sh +207 -0
  63. package/plugins/lisa-devin/hooks/block-managed-file-edits.sh +1175 -0
  64. package/plugins/lisa-devin/hooks/block-no-verify.sh +2288 -0
  65. package/plugins/lisa-devin/hooks/block-shell-json-parsing.sh +263 -0
  66. package/plugins/lisa-devin/hooks/cleanup-stale-worktrees.sh +122 -0
  67. package/plugins/lisa-devin/hooks/devin-tool-name-shim.sh +30 -0
  68. package/plugins/lisa-devin/hooks/discharge-work-item-gates.sh +90 -0
  69. package/plugins/lisa-devin/hooks/enforce-verification-gate.sh +506 -0
  70. package/plugins/lisa-devin/hooks/enforcement-vintage-npm.mjs +320 -0
  71. package/plugins/lisa-devin/hooks/enforcement-vintage.mjs +472 -0
  72. package/plugins/lisa-devin/hooks/enforcement-vintage.sh +48 -0
  73. package/plugins/lisa-devin/hooks/failure-signature-index.mjs +717 -0
  74. package/plugins/lisa-devin/hooks/failure-signature-index.sh +26 -0
  75. package/plugins/lisa-devin/hooks/guard-dedupe.bash +374 -0
  76. package/plugins/lisa-devin/hooks/inject-resolved-config.mjs +903 -0
  77. package/plugins/lisa-devin/hooks/inject-resolved-config.sh +107 -0
  78. package/plugins/lisa-devin/hooks/inject-rules.sh +49 -0
  79. package/plugins/lisa-devin/hooks/install-pkgs.sh +84 -0
  80. package/plugins/lisa-devin/hooks/operational-hazards.mjs +736 -0
  81. package/plugins/lisa-devin/hooks/operational-hazards.sh +28 -0
  82. package/plugins/lisa-devin/hooks/parity-safety-net-heredoc.py +1004 -0
  83. package/plugins/lisa-devin/hooks/parity-safety-net.sh +3275 -0
  84. package/plugins/lisa-devin/hooks/secrets-preflight.sh +72 -0
  85. package/plugins/lisa-devin/hooks/setup-jira-cli.sh +205 -0
  86. package/plugins/lisa-devin/hooks/shell-write-nudge.sh +86 -0
  87. package/plugins/lisa-devin/hooks/sonar-secrets.sh +205 -0
  88. package/plugins/lisa-devin/hooks/threshold-ratchet-compare.mjs +518 -0
  89. package/plugins/lisa-devin/hooks/threshold-ratchet-families.mjs +543 -0
  90. package/plugins/lisa-devin/hooks/threshold-ratchet.mjs +568 -0
  91. package/plugins/lisa-devin/hooks/threshold-ratchet.sh +22 -0
  92. package/plugins/lisa-devin/hooks/withdrawn-rulings.mjs +600 -0
  93. package/plugins/lisa-devin/hooks/withdrawn-rulings.sh +24 -0
  94. package/plugins/lisa-devin/hooks/worktree-binding-guard.mjs +1383 -0
  95. package/plugins/lisa-devin/hooks/worktree-binding-guard.sh +79 -0
  96. package/plugins/lisa-devin/hooks.json +247 -0
  97. package/plugins/lisa-devin/rules/eager/00-rule-index.md +82 -0
  98. package/plugins/lisa-devin/rules/eager/base-rules.md +85 -0
  99. package/plugins/lisa-devin/rules/eager/coding-philosophy.md +27 -0
  100. package/plugins/lisa-devin/rules/eager/config-resolution.md +37 -0
  101. package/plugins/lisa-devin/rules/eager/do-it-now.md +11 -0
  102. package/plugins/lisa-devin/rules/eager/empirical-inquiry.md +24 -0
  103. package/plugins/lisa-devin/rules/eager/falsifiable-checks.md +48 -0
  104. package/plugins/lisa-devin/rules/eager/history-audit.md +27 -0
  105. package/plugins/lisa-devin/rules/eager/integration-access-layer.md +19 -0
  106. package/plugins/lisa-devin/rules/eager/intent-routing.md +18 -0
  107. package/plugins/lisa-devin/rules/eager/learnings-ladder.md +18 -0
  108. package/plugins/lisa-devin/rules/eager/local-ci-first.md +15 -0
  109. package/plugins/lisa-devin/rules/eager/measurement-integrity.md +18 -0
  110. package/plugins/lisa-devin/rules/eager/never-name-a-downstream-project.md +9 -0
  111. package/plugins/lisa-devin/rules/eager/not-blocked-just-waiting.md +13 -0
  112. package/plugins/lisa-devin/rules/eager/operational-hazards.md +50 -0
  113. package/plugins/lisa-devin/rules/eager/report-actionability.md +26 -0
  114. package/plugins/lisa-devin/rules/eager/security-audit-handling.md +40 -0
  115. package/plugins/lisa-devin/rules/eager/session-status-updates.md +20 -0
  116. package/plugins/lisa-devin/rules/eager/settled-decisions.md +75 -0
  117. package/plugins/lisa-devin/rules/eager/stale-state-claims.md +26 -0
  118. package/plugins/lisa-devin/rules/eager/tool-access-gate.md +23 -0
  119. package/plugins/lisa-devin/rules/eager/tracked-work.md +9 -0
  120. package/plugins/lisa-devin/rules/eager/upstream-to-lisa.md +14 -0
  121. package/plugins/lisa-devin/rules/eager/verification.md +33 -0
  122. package/plugins/lisa-devin/rules/eager/wiki-knowledge-source.md +13 -0
  123. package/plugins/lisa-devin/rules/eager/withdrawn-rulings.md +102 -0
  124. package/plugins/lisa-devin/rules/reference/automation-runbook-contract.md +355 -0
  125. package/plugins/lisa-devin/rules/reference/base-rules.md +136 -0
  126. package/plugins/lisa-devin/rules/reference/bdd-e2e-coverage.md +301 -0
  127. package/plugins/lisa-devin/rules/reference/blocker-containment.md +165 -0
  128. package/plugins/lisa-devin/rules/reference/claim-archaeology.md +184 -0
  129. package/plugins/lisa-devin/rules/reference/claim-evidence-mapping.md +362 -0
  130. package/plugins/lisa-devin/rules/reference/claim-time-guards.md +135 -0
  131. package/plugins/lisa-devin/rules/reference/coding-philosophy.md +428 -0
  132. package/plugins/lisa-devin/rules/reference/config-resolution.md +1225 -0
  133. package/plugins/lisa-devin/rules/reference/control-reachability.md +166 -0
  134. package/plugins/lisa-devin/rules/reference/convergent-review.md +145 -0
  135. package/plugins/lisa-devin/rules/reference/credential-substrate-precedence.md +249 -0
  136. package/plugins/lisa-devin/rules/reference/dependency-decision-records.md +177 -0
  137. package/plugins/lisa-devin/rules/reference/dependency-internalization-kit.md +244 -0
  138. package/plugins/lisa-devin/rules/reference/dependency-trust-classes.md +291 -0
  139. package/plugins/lisa-devin/rules/reference/deployed-state-readback.md +142 -0
  140. package/plugins/lisa-devin/rules/reference/derived-branch-plan.md +214 -0
  141. package/plugins/lisa-devin/rules/reference/design-source-of-truth.md +260 -0
  142. package/plugins/lisa-devin/rules/reference/design-value-binding.md +311 -0
  143. package/plugins/lisa-devin/rules/reference/do-it-now.md +19 -0
  144. package/plugins/lisa-devin/rules/reference/documentation-source-paths.md +31 -0
  145. package/plugins/lisa-devin/rules/reference/empirical-inquiry.md +28 -0
  146. package/plugins/lisa-devin/rules/reference/factory-model.md +111 -0
  147. package/plugins/lisa-devin/rules/reference/falsifiable-checks.md +275 -0
  148. package/plugins/lisa-devin/rules/reference/history-audit.md +42 -0
  149. package/plugins/lisa-devin/rules/reference/integration-access-layer.md +89 -0
  150. package/plugins/lisa-devin/rules/reference/intent-routing.md +428 -0
  151. package/plugins/lisa-devin/rules/reference/leaf-only-lifecycle.md +227 -0
  152. package/plugins/lisa-devin/rules/reference/learnings-ladder.md +41 -0
  153. package/plugins/lisa-devin/rules/reference/local-ci-first.md +34 -0
  154. package/plugins/lisa-devin/rules/reference/measurement-integrity.md +119 -0
  155. package/plugins/lisa-devin/rules/reference/never-name-a-downstream-project.md +37 -0
  156. package/plugins/lisa-devin/rules/reference/not-blocked-just-waiting.md +41 -0
  157. package/plugins/lisa-devin/rules/reference/observability-audit.md +146 -0
  158. package/plugins/lisa-devin/rules/reference/operational-hazards.md +115 -0
  159. package/plugins/lisa-devin/rules/reference/prd-definition-of-ready.md +118 -0
  160. package/plugins/lisa-devin/rules/reference/prd-lifecycle-rollup.md +192 -0
  161. package/plugins/lisa-devin/rules/reference/pre-flight-autofill.md +250 -0
  162. package/plugins/lisa-devin/rules/reference/project-learnings.md +159 -0
  163. package/plugins/lisa-devin/rules/reference/promotion-contract.md +148 -0
  164. package/plugins/lisa-devin/rules/reference/readiness-rubric.md +242 -0
  165. package/plugins/lisa-devin/rules/reference/ready-role-filing.md +212 -0
  166. package/plugins/lisa-devin/rules/reference/rejection-detection.md +308 -0
  167. package/plugins/lisa-devin/rules/reference/repo-scope-split.md +119 -0
  168. package/plugins/lisa-devin/rules/reference/report-actionability.md +61 -0
  169. package/plugins/lisa-devin/rules/reference/reset-seed-coverage.md +286 -0
  170. package/plugins/lisa-devin/rules/reference/security-audit-handling.md +55 -0
  171. package/plugins/lisa-devin/rules/reference/session-status-updates.md +111 -0
  172. package/plugins/lisa-devin/rules/reference/settled-decisions.md +39 -0
  173. package/plugins/lisa-devin/rules/reference/stale-state-claims.md +88 -0
  174. package/plugins/lisa-devin/rules/reference/tool-access-gate.md +114 -0
  175. package/plugins/lisa-devin/rules/reference/tracked-work.md +49 -0
  176. package/plugins/lisa-devin/rules/reference/upstream-to-lisa.md +26 -0
  177. package/plugins/lisa-devin/rules/reference/usage-accounting.md +261 -0
  178. package/plugins/lisa-devin/rules/reference/verification.md +278 -0
  179. package/plugins/lisa-devin/rules/reference/wiki-knowledge-source.md +37 -0
  180. package/plugins/lisa-devin/rules/reference/withdrawn-rulings.md +148 -0
  181. package/plugins/lisa-devin/rules/reference/work-item-definition-of-ready.md +177 -0
  182. package/plugins/lisa-devin/rules/reference/work-item-trailer-definition.md +129 -0
  183. package/plugins/lisa-devin/scripts/automation-run-record.mjs +678 -0
  184. package/plugins/lisa-devin/scripts/automation-status-claude-adapter.mjs +804 -0
  185. package/plugins/lisa-devin/scripts/automation-status-codex-adapter.mjs +1081 -0
  186. package/plugins/lisa-devin/scripts/automation-status-contract-drift.mjs +392 -0
  187. package/plugins/lisa-devin/scripts/automation-status-expected-fleet.mjs +508 -0
  188. package/plugins/lisa-devin/scripts/automation-status-report.mjs +200 -0
  189. package/plugins/lisa-devin/scripts/automation-status-run-history.mjs +216 -0
  190. package/plugins/lisa-devin/scripts/automation-status-unrecorded-runs.mjs +127 -0
  191. package/plugins/lisa-devin/scripts/blocker-edge-resolution.mjs +150 -0
  192. package/plugins/lisa-devin/scripts/cross-pollinate.mjs +763 -0
  193. package/plugins/lisa-devin/scripts/design-bindings-probe.mjs +713 -0
  194. package/plugins/lisa-devin/scripts/design-intake-gate.mjs +470 -0
  195. package/plugins/lisa-devin/scripts/design-source-gate.mjs +610 -0
  196. package/plugins/lisa-devin/scripts/design-variable-ids.mjs +567 -0
  197. package/plugins/lisa-devin/scripts/doctor-report.mjs +635 -0
  198. package/plugins/lisa-devin/scripts/install-remote-agent-aws.mjs +443 -0
  199. package/plugins/lisa-devin/scripts/intake-blocker-reprobe.mjs +1065 -0
  200. package/plugins/lisa-devin/scripts/intake-prework-denominator.mjs +249 -0
  201. package/plugins/lisa-devin/scripts/lifecycle-label-trust.mjs +593 -0
  202. package/plugins/lisa-devin/scripts/linear-state-write-target.mjs +362 -0
  203. package/plugins/lisa-devin/scripts/plugin-sync-explain.mjs +654 -0
  204. package/plugins/lisa-devin/scripts/pr-arming-sweep.mjs +561 -0
  205. package/plugins/lisa-devin/scripts/project-ideation-idempotency-harness.mjs +338 -0
  206. package/plugins/lisa-devin/scripts/qa-signal-lifecycle.mjs +523 -0
  207. package/plugins/lisa-devin/scripts/queue-contract-resolution.mjs +583 -0
  208. package/plugins/lisa-devin/scripts/queue-health-classification.mjs +157 -0
  209. package/plugins/lisa-devin/scripts/queue-status-build-readers.mjs +561 -0
  210. package/plugins/lisa-devin/scripts/queue-status-prd-readers.mjs +452 -0
  211. package/plugins/lisa-devin/scripts/remote-agent-aws-setup.sh +677 -0
  212. package/plugins/lisa-devin/scripts/repo-scope-vocabulary-audit.mjs +458 -0
  213. package/plugins/lisa-devin/scripts/resolve-lifecycle-role.mjs +347 -0
  214. package/plugins/lisa-devin/scripts/rollup-blocker-classification.mjs +616 -0
  215. package/plugins/lisa-devin/scripts/scoping-label-audit.mjs +474 -0
  216. package/plugins/lisa-devin/skills/lisa-acceptance-criteria/SKILL.md +73 -0
  217. package/plugins/lisa-devin/skills/lisa-agent-design-best-practices/SKILL.md +242 -0
  218. package/plugins/lisa-devin/skills/lisa-agent-ready/SKILL.md +271 -0
  219. package/plugins/lisa-devin/skills/lisa-analyze-claude-remote/SKILL.md +434 -0
  220. package/plugins/lisa-devin/skills/lisa-atlassian-access/SKILL.md +469 -0
  221. package/plugins/lisa-devin/skills/lisa-atlassian-access/scripts/markdown-to-adf.mjs +236 -0
  222. package/plugins/lisa-devin/skills/lisa-attribute-failure/SKILL.md +142 -0
  223. package/plugins/lisa-devin/skills/lisa-automation-status/SKILL.md +149 -0
  224. package/plugins/lisa-devin/skills/lisa-bug-triage/SKILL.md +23 -0
  225. package/plugins/lisa-devin/skills/lisa-capability-drift/SKILL.md +71 -0
  226. package/plugins/lisa-devin/skills/lisa-codebase-research/SKILL.md +87 -0
  227. package/plugins/lisa-devin/skills/lisa-codify-verification/SKILL.md +213 -0
  228. package/plugins/lisa-devin/skills/lisa-confluence-prd-intake/SKILL.md +417 -0
  229. package/plugins/lisa-devin/skills/lisa-confluence-to-tracker/SKILL.md +469 -0
  230. package/plugins/lisa-devin/skills/lisa-confluence-write-prd/SKILL.md +111 -0
  231. package/plugins/lisa-devin/skills/lisa-cross-pollinate/SKILL.md +175 -0
  232. package/plugins/lisa-devin/skills/lisa-debrief/SKILL.md +96 -0
  233. package/plugins/lisa-devin/skills/lisa-debrief-apply/SKILL.md +106 -0
  234. package/plugins/lisa-devin/skills/lisa-delivery-effectiveness/SKILL.md +62 -0
  235. package/plugins/lisa-devin/skills/lisa-design-intake/SKILL.md +198 -0
  236. package/plugins/lisa-devin/skills/lisa-detect-tooling/SKILL.md +110 -0
  237. package/plugins/lisa-devin/skills/lisa-detect-tooling/scripts/commands.mjs +479 -0
  238. package/plugins/lisa-devin/skills/lisa-detect-tooling/scripts/detect-tooling.mjs +658 -0
  239. package/plugins/lisa-devin/skills/lisa-doctor/SKILL.md +743 -0
  240. package/plugins/lisa-devin/skills/lisa-drive-pr-to-merge/SKILL.md +1587 -0
  241. package/plugins/lisa-devin/skills/lisa-epic-triage/SKILL.md +28 -0
  242. package/plugins/lisa-devin/skills/lisa-evaluation-suite/SKILL.md +63 -0
  243. package/plugins/lisa-devin/skills/lisa-exploratory-qa/SKILL.md +185 -0
  244. package/plugins/lisa-devin/skills/lisa-fix-linter-error/SKILL.md +45 -0
  245. package/plugins/lisa-devin/skills/lisa-generate-claude-remote-build-script/SKILL.md +235 -0
  246. package/plugins/lisa-devin/skills/lisa-git-commit/SKILL.md +53 -0
  247. package/plugins/lisa-devin/skills/lisa-git-prune/SKILL.md +35 -0
  248. package/plugins/lisa-devin/skills/lisa-git-submit-pr/SKILL.md +170 -0
  249. package/plugins/lisa-devin/skills/lisa-github-add-journey/SKILL.md +118 -0
  250. package/plugins/lisa-devin/skills/lisa-github-build-intake/SKILL.md +745 -0
  251. package/plugins/lisa-devin/skills/lisa-github-claim/SKILL.md +27 -0
  252. package/plugins/lisa-devin/skills/lisa-github-create/SKILL.md +105 -0
  253. package/plugins/lisa-devin/skills/lisa-github-evidence/SKILL.md +120 -0
  254. package/plugins/lisa-devin/skills/lisa-github-journey/SKILL.md +134 -0
  255. package/plugins/lisa-devin/skills/lisa-github-prd-intake/SKILL.md +424 -0
  256. package/plugins/lisa-devin/skills/lisa-github-project-v2/SKILL.md +227 -0
  257. package/plugins/lisa-devin/skills/lisa-github-read-issue/SKILL.md +305 -0
  258. package/plugins/lisa-devin/skills/lisa-github-sync/SKILL.md +201 -0
  259. package/plugins/lisa-devin/skills/lisa-github-to-tracker/SKILL.md +456 -0
  260. package/plugins/lisa-devin/skills/lisa-github-validate-issue/SKILL.md +598 -0
  261. package/plugins/lisa-devin/skills/lisa-github-verify/SKILL.md +60 -0
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@@ -0,0 +1,135 @@
1
+ ---
2
+ name: phaser-accessibility
3
+ 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.
4
+ ---
5
+
6
+ # Phaser 4 Accessibility
7
+
8
+ ## Overview
9
+
10
+ The canvas is opaque to assistive tech, so accessibility is something you build
11
+ in, not get for free. Five pillars carry most of the value: respect
12
+ `prefers-reduced-motion`, pause when the window loses focus, make menus fully
13
+ keyboard-navigable with visible focus, use colorblind-safe palettes, and mirror
14
+ game state into a DOM **live region** for screen readers. These wire through the
15
+ shared services ([[phaser-services]]) and use translated strings ([[phaser-i18n]]).
16
+
17
+ ## prefers-reduced-motion
18
+
19
+ Read the media query once and gate non-essential motion (screen shake, parallax,
20
+ big tweens, particle bursts) behind it. Reduced motion means "convey the same
21
+ information with less movement", not "remove feedback".
22
+
23
+ ```ts
24
+ // src/services/a11y.ts
25
+ export const reduceMotion = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
26
+
27
+ // in a scene
28
+ if (!reduceMotion) this.cameras.main.shake(120, 0.004);
29
+ this.tweens.add({ targets: panel, alpha: 1, duration: reduceMotion ? 0 : 250 });
30
+ ```
31
+
32
+ Expose it as a togglable setting too (some players want it on regardless of OS),
33
+ stored via SaveService ([[phaser-services]]).
34
+
35
+ ## Pause on blur
36
+
37
+ A game that keeps running while the tab is hidden drains battery, desyncs audio,
38
+ and is hostile to players who switch away. Phaser already exposes blur/focus
39
+ events — pause the loop and audio, resume on focus.
40
+
41
+ ```ts
42
+ this.game.events.on(Phaser.Core.Events.BLUR, () => { this.scene.pause(); this.sound.pauseAll(); });
43
+ this.game.events.on(Phaser.Core.Events.FOCUS, () => { this.scene.resume(); this.sound.resumeAll(); });
44
+ ```
45
+
46
+ Set `Phaser.Types.Core.GameConfig.autoFocus` and `disableContextMenu` as needed.
47
+ (These are listeners — remove them in `shutdown` per the on/off discipline in
48
+ [[phaser-services]].) For competitive/timed play, pausing on blur is also the
49
+ fair behavior.
50
+
51
+ ## Keyboard navigation and visible focus
52
+
53
+ Every menu must be operable without a pointer: arrow keys / Tab move focus, Enter
54
+ or Space activates, Escape backs out. Keep a focus index over a typed list of
55
+ items and render an unmistakable focus indicator (outline/scale, not color alone).
56
+
57
+ ```ts
58
+ private items: MenuItem[] = [];
59
+ private focus = 0;
60
+
61
+ private move(delta: number) {
62
+ this.items[this.focus].setFocused(false);
63
+ this.focus = Phaser.Math.Wrap(this.focus + delta, 0, this.items.length);
64
+ this.items[this.focus].setFocused(true); // visible outline + announce
65
+ this.announce(this.items[this.focus].label);
66
+ }
67
+ create() {
68
+ this.input.keyboard!.on("keydown-DOWN", () => this.move(1));
69
+ this.input.keyboard!.on("keydown-UP", () => this.move(-1));
70
+ this.input.keyboard!.on("keydown-ENTER",() => this.items[this.focus].activate());
71
+ }
72
+ ```
73
+
74
+ Use the semantic InputService actions ([[phaser-services]]) so the same bindings
75
+ serve gamepad and touch. Never rely on hover-only affordances.
76
+
77
+ ## Colorblind-safe palettes
78
+
79
+ Never encode meaning in hue alone — pair every color cue with a shape, icon,
80
+ label, or pattern (red enemy *and* a spike icon; green/red status *and* a check/x).
81
+ Choose palettes that stay distinguishable across deuteranopia/protanopia
82
+ /tritanopia, and offer a colorblind palette option in settings.
83
+
84
+ ```ts
85
+ // src/logic/palette.ts — pure, testable, no phaser import
86
+ export const palettes = {
87
+ default: { ally: 0x2e7d32, enemy: 0xc62828, neutral: 0xf9a825 },
88
+ deuter: { ally: 0x0072b2, enemy: 0xd55e00, neutral: 0xf0e442 }, // Okabe–Ito, CB-safe
89
+ } as const;
90
+ ```
91
+
92
+ Keep palette selection in `src/logic/**` so contrast/choice logic is unit-tested,
93
+ and store the player's choice via SaveService.
94
+
95
+ ## Screen-reader live region
96
+
97
+ Mirror important state changes into an ARIA live region in the DOM (outside the
98
+ canvas) so screen readers announce them. One polite region for status, one
99
+ assertive for urgent events.
100
+
101
+ ```html
102
+ <!-- index.html, alongside the game container -->
103
+ <div id="sr-status" aria-live="polite" class="sr-only"></div>
104
+ <div id="sr-alert" aria-live="assertive" class="sr-only"></div>
105
+ ```
106
+
107
+ ```ts
108
+ // src/services/a11y.ts
109
+ const status = document.getElementById("sr-status")!;
110
+ export function announce(msg: string, urgent = false) {
111
+ const el = urgent ? document.getElementById("sr-alert")! : status;
112
+ el.textContent = ""; el.textContent = msg; // clear+set so identical repeats re-announce
113
+ }
114
+ ```
115
+
116
+ Announce menu focus, score milestones, level changes, and game-over. Messages
117
+ come from the i18n catalog ([[phaser-i18n]]) — never hardcoded — and `.sr-only`
118
+ keeps the region visually hidden but readable by AT.
119
+
120
+ ## Project conventions
121
+
122
+ - A11y plumbing lives in `src/services/a11y.ts`; palette/choice logic lives in
123
+ `src/logic/**` (unit-tested).
124
+ - Accessibility settings (reduced motion, colorblind palette) persist via
125
+ SaveService and apply on boot ([[phaser-services]]).
126
+ - All announced/visible text comes from the i18n catalog ([[phaser-i18n]]).
127
+
128
+ ## Verification
129
+
130
+ Verified by manual passes that double as runtime checks: tab through every menu
131
+ with the pointer unplugged and confirm visible focus + activation; set the OS to
132
+ reduce-motion and confirm shake/parallax stop while feedback remains; blur the
133
+ tab and confirm the game pauses and audio stops; and run a screen reader (VoiceOver
134
+ /NVDA) to confirm the live region announces menu focus and game state.
135
+ </content>
@@ -0,0 +1,222 @@
1
+ ---
2
+ name: phaser-asset-pipeline
3
+ description: This skill should be used when setting up or changing the build-time asset pipeline of a Phaser 4 game — packing raw art in assets/src into public/assets (free-tex-packer-core texture atlases, audiosprite audio sprites, BMFont bitmap fonts) and the codegen step that emits typed keys to src/assets.ts so a missing or renamed key is a compile error. Use it when adding source art, wiring packing into the build, regenerating typed keys, or eliminating raw string asset keys. Assumes the raw art already exists — get it first via phaser-asset-sourcing (CC0 sourcing + license gate). Pairs with phaser-asset-sourcing, the official loading-assets skill, phaser-build-deploy, and phaser-services.
4
+ ---
5
+
6
+ # Phaser 4 Asset Pipeline
7
+
8
+ ## Where the raw art comes from (read this first)
9
+
10
+ This skill **packs** raw art; it does not conjure it. The inputs under
11
+ `assets/src/**` are **real, licensed source art you sourced first** — they do not
12
+ magically pre-exist, and they are not procedural `generateTexture` rectangles.
13
+ Before you can pack anything, use **[[phaser-asset-sourcing]]**: it covers where
14
+ game art comes from (curated CC0 packs like Kenney and Ninja Adventure → deriving
15
+ CC0 art → asking the human), the strict CC0-or-equivalent license gate with
16
+ `assets/LICENSES.md` evidence, provenance via a committed ingest script, and why
17
+ `generateTexture` placeholders are tracked art debt rather than a finished state.
18
+ The rule of thumb: **source → `assets/src` → pack (this skill) → typed keys.**
19
+
20
+ ## Overview
21
+
22
+ The pipeline turns committed source art into runtime form — it is a build step,
23
+ not a substitute for having art. Raw source art lives in `assets/src/**` (PNGs,
24
+ audio, font sources); a build step packs it into `public/assets/**` (atlases,
25
+ audio sprites, bitmap fonts) and **codegens typed key constants into
26
+ `src/assets.ts`**. The payoff: a missing or renamed asset is a **compile error**,
27
+ not a green square or silent-missing audio at runtime. No raw string asset /
28
+ scene / event keys anywhere — they all come from the generated module (the
29
+ official `loading-assets` skill covers loading those keys at runtime).
30
+
31
+ ## Layout
32
+
33
+ | Path | Role |
34
+ | --- | --- |
35
+ | `assets/src/sprites/**` | Raw individual PNGs — the art source of truth (sourced per [[phaser-asset-sourcing]]) |
36
+ | `assets/src/audio/**` | Raw audio clips (wav/ogg sources) |
37
+ | `assets/src/fonts/**` | Font sources for BMFont generation |
38
+ | `assets/LICENSES.md` | License evidence per source pack (CC0 quote + evidence URL) — see [[phaser-asset-sourcing]] |
39
+ | `scripts/ingest-assets.mjs` | The provenance record — how each frame was carved from its source pack into `assets/src` (re-runnable) |
40
+ | `public/assets/**` | **Generated** packed output (atlases, audiosprites, fonts, `pack.json`) — git-ignored or committed as a build artifact |
41
+ | `src/assets.ts` | **Generated** typed key constants — never edited by hand |
42
+ | `scripts/pack-assets.mjs` | The pipeline driver (runs the three packers + codegen) |
43
+
44
+ ## Step 1: texture atlases with free-tex-packer-core
45
+
46
+ `free-tex-packer-core` packs many PNGs into atlas pages plus a JSON manifest, in
47
+ a Node script (no GUI, runs in CI):
48
+
49
+ ```js
50
+ // scripts/pack-assets.mjs (excerpt)
51
+ import { packAsync } from "free-tex-packer-core";
52
+ import { glob } from "glob";
53
+ import { readFile, writeFile } from "node:fs/promises";
54
+
55
+ const images = await Promise.all(
56
+ (await glob("assets/src/sprites/**/*.png")).map(async p => ({
57
+ path: p.replace("assets/src/sprites/", ""), contents: await readFile(p),
58
+ })));
59
+
60
+ const files = await packAsync(images, {
61
+ textureName: "game", width: 4096, height: 4096,
62
+ packer: "MaxRectsPacker", packerMethod: "Smart", // see gotcha below
63
+ padding: 2, extrude: 1, // 1px extrude kills bleeding at integer scales
64
+ allowRotation: false, allowTrim: false, // pixel-art-safe (see below)
65
+ detectIdentical: true,
66
+ exporter: "JsonHash", removeFileExtension: true, prependFolderName: true,
67
+ });
68
+ for (const f of files) await writeFile(`public/assets/atlases/${f.name}`, f.buffer ?? f.content);
69
+ ```
70
+
71
+ The frame names in the manifest become the atlas frame keys you reference as
72
+ generated constants. Atlas everything that renders together — loose images break
73
+ sprite batching (the official `loading-assets` skill). Full-screen backdrops and
74
+ parallax layers are the exception: copy them verbatim into `public/assets/images`
75
+ and `load.image` them — they would bloat an atlas. Even this exception keeps the
76
+ no-raw-string promise: the codegen step emits one generated constant per copied
77
+ image (the `Img` record below), and the loader derives the file path from the
78
+ key in exactly one place — a call site never spells out a path string.
79
+
80
+ **Packer gotcha (verified in the reference implementation):** use
81
+ `packer: "MaxRectsPacker"` with `packerMethod: "Smart"`. The other packer methods
82
+ produce degenerate single-row *strip* atlases that waste enormous texture space
83
+ and can blow past the max texture size. **For pixel art**, set `allowTrim: false`
84
+ and `allowRotation: false`: trimming makes animation frames different sizes so
85
+ anchors swim between frames, and rotation makes Phaser frame-flipping non-trivial.
86
+ Add `extrude: 1` to stop edge bleeding when the game renders at integer scales.
87
+ Keep inputs **sorted** and emit **no timestamps** so the packed output is
88
+ deterministic and can be committed + `git diff --exit-code`-checked in CI.
89
+
90
+ ## Step 2: audio sprites with audiosprite
91
+
92
+ `audiosprite` concatenates short SFX into one file (in multiple codecs) plus a
93
+ JSON map of `{ start, end }` per clip — one request, one decode, instead of dozens:
94
+
95
+ ```jsonc
96
+ // package.json script
97
+ "pack:audio": "audiosprite --output public/assets/audio/sfx --export ogg,m4a --format howler2 assets/src/audio/*.wav"
98
+ ```
99
+
100
+ Provide at least two codecs (`ogg` + `m4a`) so every browser can play one. Load
101
+ with `this.load.audioSprite(Audio.Sfx, "audio/sfx.json")` and play by sprite key.
102
+
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
111
+ "pack:font": "msdf-bmfont -o public/assets/fonts/ui --font-size 42 --texture-size 1024 1024 assets/src/fonts/ui.ttf"
112
+ ```
113
+
114
+ Load with `this.load.bitmapFont(Font.UI, "fonts/ui.png", "fonts/ui.fnt")`.
115
+
116
+ ## Step 4: codegen typed keys into `src/assets.ts`
117
+
118
+ After packing, walk the generated manifests and emit `as const` key maps. This is
119
+ the step that turns runtime failures into compile failures:
120
+
121
+ ```js
122
+ // scripts/pack-assets.mjs (codegen excerpt)
123
+ const atlas = JSON.parse(await readFile("public/assets/atlases/game.json", "utf8"));
124
+ const frames = Object.keys(atlas.frames); // raw keys, e.g. "player/idle"
125
+ const sfx = Object.keys(JSON.parse(await readFile("public/assets/audio/sfx.json","utf8")).spritemap);
126
+ const images = (await readdir("public/assets/images", { recursive: true }))
127
+ .filter(f => f.endsWith(".png")).sort(); // standalone backdrops/parallax layers
128
+
129
+ const out = `// AUTO-GENERATED by scripts/pack-assets.mjs — do not edit.
130
+ export const Tex = { GameAtlas: "game" } as const;
131
+ export const Frame = { ${frames.map(k => `${toIdent(k)}: "${k}"`).join(", ")} } as const;
132
+ export const Img = { ${images.map(p => `${toIdent(p)}: "img-${p.replace(/\.png$/u, "")}"`).join(", ")} } as const;
133
+ export const Audio = { Sfx: "sfx" } as const;
134
+ export const Sfx = { ${sfx.map(s => `${toIdent(s)}: "${s}"`).join(", ")} } as const;
135
+ export const Font = { UI: "ui" } as const;
136
+ export const SceneKeys = { Boot:"Boot", Preloader:"Preloader", MainMenu:"MainMenu", Game:"Game" } as const;
137
+ export const GameEvent = { ScoreChanged:"score-changed", EnemyDied:"enemy-died" } as const;
138
+ `;
139
+ await writeFile("src/assets.ts", out);
140
+ ```
141
+
142
+ Scenes import `Tex`, `Frame`, `Img`, `Sfx`, `Font`, `SceneKeys`, `GameEvent` —
143
+ never an inline string. Rename art, re-run the pipeline, and every now-stale
144
+ reference fails `bun run typecheck` immediately. (Scene/event keys are kept in
145
+ the same generated module so they share the no-raw-string discipline; edit them
146
+ via the codegen template, not by hand.)
147
+
148
+ **Animation keys are the one deliberately hand-authored layer.** Codegen cannot
149
+ know how frames group into cycles, so animation keys live in a hand-written
150
+ `as const` record (e.g. `AnimKeys` / `FxAnims`) whose frame sequences are built
151
+ from the generated `Frame` constants — and the contract test below proves every
152
+ frame those definitions reference exists in the committed atlases. The typed-key
153
+ guarantee is therefore: **generated** constants for textures, frames, images,
154
+ audio, and fonts; **hand-authored typed constants + contract-test coverage** for
155
+ animation keys. Nothing is a raw inline string either way.
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
143
+ committed raw source.
144
+ - No scene ships `generateTexture` placeholder art without a linked art-debt
145
+ issue; the debt ledger matches reality.
146
+ - Characters render with a playing idle/walk animation, not a static frame —
147
+ confirm in the **real browser** (the art-director persona reviews rendered
148
+ screenshots, not code).
149
+
150
+ Once the art exists in `assets/src`, hand off to **`phaser-asset-pipeline`** to
151
+ pack it and codegen the typed keys.
@@ -0,0 +1,153 @@
1
+ ---
2
+ name: phaser-build-deploy
3
+ 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.
4
+ ---
5
+
6
+ # Phaser 4 Build and Deploy
7
+
8
+ ## Overview
9
+
10
+ The game ships as static files built by **Vite** (with TypeScript 6, `phaser`
11
+ pinned `^4.2.0`). A good prod build does four things: split the large `phaser`
12
+ vendor chunk so app code can change without re-downloading the engine, minify
13
+ hard, content-hash everything for immutable caching, and register a PWA service
14
+ worker that precaches game assets. A bundle-size budget keeps the result honest.
15
+ The asset pipeline ([[phaser-asset-pipeline]]) runs first; this skill packages
16
+ its output.
17
+
18
+ ## Vite production config
19
+
20
+ ```ts
21
+ // vite.config.ts
22
+ import { defineConfig } from "vite";
23
+ import { VitePWA } from "vite-plugin-pwa";
24
+
25
+ export default defineConfig({
26
+ base: process.env.BASE_PATH ?? "/", // "/" for root domains, "/repo/" for project pages
27
+ build: {
28
+ target: "es2022",
29
+ assetsInlineLimit: 0, // never inline game assets — keep them cacheable files
30
+ minify: "terser",
31
+ terserOptions: { compress: { passes: 2, drop_console: true }, format: { comments: false } },
32
+ rollupOptions: {
33
+ output: {
34
+ // Vite 8's rolldown bundler requires the FUNCTION form (the object form
35
+ // `{ phaser: ["phaser"] }` throws "manualChunks is not a function").
36
+ manualChunks: id =>
37
+ id.includes("node_modules/phaser") ? "phaser" : undefined,
38
+ entryFileNames: "assets/[name]-[hash].js", // content hash on everything
39
+ chunkFileNames: "assets/[name]-[hash].js",
40
+ assetFileNames: "assets/[name]-[hash][extname]",
41
+ },
42
+ },
43
+ },
44
+ });
45
+ ```
46
+
47
+ The `manualChunks` function is the single highest-value line: Phaser is hundreds
48
+ of KB and rarely changes, so isolating it means a gameplay tweak only busts the
49
+ small app chunk. Use the **function** form — Vite 8 ships the rolldown bundler,
50
+ which requires it (the classic object form throws `manualChunks is not a
51
+ function`). Two-pass terser squeezes meaningfully more than one.
52
+
53
+ ## Asset hashing and immutable caching
54
+
55
+ Every emitted file carries a content hash, so it can be cached forever and a
56
+ change produces a new filename (cache-busted automatically):
57
+
58
+ ```
59
+ /assets/index-3f2a.js Cache-Control: public, max-age=31536000, immutable
60
+ /assets/phaser-9b1c.js Cache-Control: public, max-age=31536000, immutable
61
+ /index.html Cache-Control: no-cache (must revalidate to pick up new hashes)
62
+ ```
63
+
64
+ `index.html` is the only file served `no-cache` — it points at the hashed assets,
65
+ so revalidating it is enough to roll the whole app forward. Game assets under
66
+ `public/assets/**` ([[phaser-asset-pipeline]]) are hashed by the PWA precache
67
+ manifest below even though Vite copies them verbatim.
68
+
69
+ ## Base path per host
70
+
71
+ `base` must match where the game is served:
72
+
73
+ - Root domain / custom domain → `base: "/"`.
74
+ - GitHub Pages project site → `base: "/<repo>/"`.
75
+ - Subpath behind a reverse proxy → that subpath.
76
+
77
+ A wrong `base` is the classic "works on `bun run dev`, blank canvas on deploy"
78
+ bug — assets 404 because the URLs are absolute to the wrong root. Drive it from an
79
+ env var so the same build config serves every host.
80
+
81
+ ## PWA: vite-plugin-pwa (on by default)
82
+
83
+ The PWA is on by default: install-to-home-screen, offline play, and auto-update.
84
+ `registerType: "autoUpdate"` ships new versions without a manual prompt; the
85
+ critical part is extending `globPatterns` to precache **game assets** (atlases,
86
+ audio sprites, fonts) — the Workbox default only catches JS/CSS/HTML and would
87
+ leave a "installed but can't load its art offline" game.
88
+
89
+ ```ts
90
+ VitePWA({
91
+ registerType: "autoUpdate",
92
+ includeAssets: ["favicon.svg"],
93
+ workbox: {
94
+ globPatterns: ["**/*.{js,css,html,png,jpg,svg,webp,woff2,json,fnt,mp3,m4a,ogg}"],
95
+ // critically include packed game assets:
96
+ globDirectory: "dist",
97
+ additionalManifestEntries: [], // or widen globPatterns to assets/**/*.{png,json,fnt,ogg,m4a}
98
+ maximumFileSizeToCacheInBytes: 8 * 1024 * 1024, // raise above default 2MB for atlas pages
99
+ },
100
+ manifest: { name: "Game", short_name: "Game", display: "fullscreen", orientation: "landscape",
101
+ background_color: "#000000", theme_color: "#000000", icons: [/* 192/512 */] },
102
+ })
103
+ ```
104
+
105
+ Set `maximumFileSizeToCacheInBytes` above the default 2 MB or large atlas pages
106
+ silently fall out of the precache.
107
+
108
+ ## Bundle-size budget
109
+
110
+ A byte budget, checked after `bun run build`, fails the PR when a stray dependency
111
+ or an un-split engine chunk bloats the download. This is the same budget the
112
+ bundle-size gate in [[phaser-testing]] enforces in CI.
113
+
114
+ ```jsonc
115
+ // size-limit config (or a custom post-build check)
116
+ [
117
+ { "name": "app", "path": "dist/assets/index-*.js", "limit": "60 kB" },
118
+ { "name": "phaser", "path": "dist/assets/phaser-*.js", "limit": "400 kB" }
119
+ ]
120
+ ```
121
+
122
+ Separate budgets per chunk catch the right regressions: app growth from your code
123
+ vs. an accidental second copy of a big dependency landing in the phaser chunk.
124
+
125
+ ## Static deploy
126
+
127
+ Output is plain static files in `dist/` — host on any static CDN (GitHub Pages,
128
+ Netlify, Cloudflare Pages, S3+CloudFront). Requirements: serve over HTTPS (PWA +
129
+ Web Audio expect a secure context), set the cache headers above (immutable for
130
+ hashed assets, no-cache for `index.html`), and for client-routed builds add an
131
+ SPA fallback to `index.html`. Build with the host's base path:
132
+
133
+ ```bash
134
+ 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.
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
147
+
148
+ Verified by `bun run build` succeeding under the size budget, then `bun run
149
+ preview` (served at the deploy `base`) booting the game with no 404s and no
150
+ console errors. Confirm the PWA registers (Application → Service Workers), load
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>