@funpixel/tools 0.0.0-stage → 0.1.0
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- package/LICENSE +115 -0
- package/NOTICE +28 -0
- package/README.md +110 -2
- package/bench/LICENSE +674 -0
- package/bench/README.md +10 -0
- package/bench/entrypoint.py +94 -0
- package/bench/handlers/__init__.py +53 -0
- package/bench/handlers/apply_skin.py +192 -0
- package/bench/handlers/apply_texture.py +195 -0
- package/bench/handlers/audit_clips.py +351 -0
- package/bench/handlers/author_clips.py +297 -0
- package/bench/handlers/author_motion.py +298 -0
- package/bench/handlers/bake_emissive.py +136 -0
- package/bench/handlers/build_level.py +395 -0
- package/bench/handlers/decimate.py +220 -0
- package/bench/handlers/fit_rig.py +273 -0
- package/bench/handlers/fracture.py +233 -0
- package/bench/handlers/humanoid.py +119 -0
- package/bench/handlers/inspect.py +212 -0
- package/bench/handlers/level_check.py +68 -0
- package/bench/handlers/level_geo.py +150 -0
- package/bench/handlers/level_proof.py +117 -0
- package/bench/handlers/level_props.py +135 -0
- package/bench/handlers/lod.py +83 -0
- package/bench/handlers/merge_clips.py +122 -0
- package/bench/handlers/mirror_limb.py +336 -0
- package/bench/handlers/motion_specs.json +11 -0
- package/bench/handlers/normalize_materials.py +182 -0
- package/bench/handlers/normalize_transform.py +174 -0
- package/bench/handlers/prune_clips.py +141 -0
- package/bench/handlers/raster.py +98 -0
- package/bench/handlers/render.py +239 -0
- package/bench/handlers/render_views.py +101 -0
- package/bench/handlers/retarget_clips.py +185 -0
- package/bench/handlers/scene.py +311 -0
- package/bench/handlers/sheet.py +118 -0
- package/bench/handlers/texels.py +176 -0
- package/bench/handlers/views.py +232 -0
- package/dist/api/generated/openapi.js +1 -0
- package/dist/api/http.js +71 -0
- package/dist/api/jobs.js +94 -0
- package/dist/assets/bakeoff.js +61 -0
- package/dist/assets/counts.js +60 -0
- package/dist/assets/gen.js +230 -0
- package/dist/assets/lock.js +77 -0
- package/dist/assets/manifest.js +236 -0
- package/dist/assets/palette-fit.js +99 -0
- package/dist/assets/pixelart.js +192 -0
- package/dist/assets/pixels.js +131 -0
- package/dist/assets/plan.js +169 -0
- package/dist/assets/process.js +209 -0
- package/dist/assets/script.js +194 -0
- package/dist/assets/steps.js +294 -0
- package/dist/bin.js +8 -0
- package/dist/board/board.js +99 -0
- package/dist/cast/library.js +102 -0
- package/dist/cast/measure.js +222 -0
- package/dist/cli.js +2918 -0
- package/dist/clip/clip.js +83 -0
- package/dist/commands/account.js +158 -0
- package/dist/commands/assets-pixels.js +106 -0
- package/dist/commands/assets.js +473 -0
- package/dist/commands/beats.js +77 -0
- package/dist/commands/board.js +162 -0
- package/dist/commands/boxes.js +89 -0
- package/dist/commands/capture-all.js +92 -0
- package/dist/commands/cast.js +84 -0
- package/dist/commands/character.js +58 -0
- package/dist/commands/check.js +404 -0
- package/dist/commands/clip.js +112 -0
- package/dist/commands/compare-takes.js +204 -0
- package/dist/commands/compare-target.js +149 -0
- package/dist/commands/compare.js +117 -0
- package/dist/commands/compose-variations.js +202 -0
- package/dist/commands/compose.js +163 -0
- package/dist/commands/cut.js +13 -0
- package/dist/commands/decide.js +90 -0
- package/dist/commands/depth.js +171 -0
- package/dist/commands/dev.js +138 -0
- package/dist/commands/directions.js +106 -0
- package/dist/commands/doctor.js +281 -0
- package/dist/commands/export.js +88 -0
- package/dist/commands/feedback.js +496 -0
- package/dist/commands/feel.js +144 -0
- package/dist/commands/fidelity.js +95 -0
- package/dist/commands/find.js +116 -0
- package/dist/commands/firstlook.js +138 -0
- package/dist/commands/flow.js +600 -0
- package/dist/commands/framing.js +53 -0
- package/dist/commands/gdd.js +227 -0
- package/dist/commands/gen.js +512 -0
- package/dist/commands/greenlight.js +148 -0
- package/dist/commands/hook.js +171 -0
- package/dist/commands/init.js +234 -0
- package/dist/commands/inspect.js +161 -0
- package/dist/commands/job.js +41 -0
- package/dist/commands/jobs.js +87 -0
- package/dist/commands/journal.js +58 -0
- package/dist/commands/journey.js +228 -0
- package/dist/commands/judge.js +191 -0
- package/dist/commands/lanes.js +571 -0
- package/dist/commands/lessons.js +74 -0
- package/dist/commands/life.js +134 -0
- package/dist/commands/login.js +134 -0
- package/dist/commands/look-3d.js +105 -0
- package/dist/commands/look-fit.js +116 -0
- package/dist/commands/look-hud.js +180 -0
- package/dist/commands/look-read.js +162 -0
- package/dist/commands/look-sheet.js +152 -0
- package/dist/commands/look-theme.js +136 -0
- package/dist/commands/look.js +373 -0
- package/dist/commands/loop.js +112 -0
- package/dist/commands/loudness.js +69 -0
- package/dist/commands/mobile-qa.js +119 -0
- package/dist/commands/model.js +256 -0
- package/dist/commands/models.js +93 -0
- package/dist/commands/motion.js +305 -0
- package/dist/commands/next.js +72 -0
- package/dist/commands/note.js +294 -0
- package/dist/commands/optimize.js +212 -0
- package/dist/commands/owner.js +109 -0
- package/dist/commands/pack.js +66 -0
- package/dist/commands/parts.js +635 -0
- package/dist/commands/phone.js +398 -0
- package/dist/commands/pick.js +146 -0
- package/dist/commands/pitch.js +205 -0
- package/dist/commands/places.js +89 -0
- package/dist/commands/play.js +368 -0
- package/dist/commands/playable.js +51 -0
- package/dist/commands/playtest.js +262 -0
- package/dist/commands/profile.js +292 -0
- package/dist/commands/progress.js +537 -0
- package/dist/commands/publish.js +165 -0
- package/dist/commands/reach.js +72 -0
- package/dist/commands/reel.js +177 -0
- package/dist/commands/review.js +112 -0
- package/dist/commands/rooms.js +180 -0
- package/dist/commands/schema.js +29 -0
- package/dist/commands/score.js +326 -0
- package/dist/commands/serve.js +67 -0
- package/dist/commands/setup.js +254 -0
- package/dist/commands/sim.js +179 -0
- package/dist/commands/simulator.js +154 -0
- package/dist/commands/smoke-build.js +305 -0
- package/dist/commands/smoke.js +37 -0
- package/dist/commands/spec.js +114 -0
- package/dist/commands/store.js +154 -0
- package/dist/commands/test.js +104 -0
- package/dist/commands/trailer.js +255 -0
- package/dist/commands/unity-editor.js +322 -0
- package/dist/commands/unity-player.js +672 -0
- package/dist/commands/unity.js +198 -0
- package/dist/commands/upgrade.js +186 -0
- package/dist/commands/variety.js +108 -0
- package/dist/commands/verify.js +293 -0
- package/dist/commands/walk.js +449 -0
- package/dist/commands/widen.js +133 -0
- package/dist/commands/world.js +175 -0
- package/dist/commands/wow.js +143 -0
- package/dist/commands/zero.js +71 -0
- package/dist/compose/adsheet.js +61 -0
- package/dist/compose/contract.js +248 -0
- package/dist/compose/facts.js +81 -0
- package/dist/compose/hyperframes.js +102 -0
- package/dist/compose/page.js +216 -0
- package/dist/compose/probe.js +160 -0
- package/dist/compose/run.js +170 -0
- package/dist/compose/sheet.js +92 -0
- package/dist/compose/starters.js +247 -0
- package/dist/compose/variations.js +203 -0
- package/dist/criteria.js +35 -0
- package/dist/depth/experience.js +61 -0
- package/dist/depth/fill.js +102 -0
- package/dist/depth/inventory.js +161 -0
- package/dist/depth/pacing.js +173 -0
- package/dist/depth/story.js +97 -0
- package/dist/dev/devtools.js +119 -0
- package/dist/dev/hold.js +46 -0
- package/dist/dev/lan.js +15 -0
- package/dist/dev/open.js +30 -0
- package/dist/dev/qr.js +124 -0
- package/dist/devtools/LICENSES/pixi.js.LICENSE +21 -0
- package/dist/devtools/LICENSES/preact.LICENSE +21 -0
- package/dist/devtools/LICENSES/source-map-js.LICENSE +28 -0
- package/dist/devtools/LICENSES/three.LICENSE +21 -0
- package/dist/devtools/inspector/funpixel-inspector.pixi.min.js +1 -0
- package/dist/devtools/inspector/funpixel-inspector.threejs.min.js +1 -0
- package/dist/devtools/inspector/hooked-engines/pixi.min.js +8 -0
- package/dist/devtools/inspector/hooked-engines/preact.min.js +1 -0
- package/dist/devtools/inspector/hooked-engines/threejs.min.js +12 -0
- package/dist/devtools/kapture/funpixel-kapture.min.js +1 -0
- package/dist/devtools/profiler/funpixel-profiler.pixi.min.js +1 -0
- package/dist/devtools/profiler/funpixel-profiler.threejs.min.js +1 -0
- package/dist/direct/moves.js +234 -0
- package/dist/direct/read.js +59 -0
- package/dist/direct/round.js +80 -0
- package/dist/doctor/host.js +245 -0
- package/dist/doctor/unity-checks.js +380 -0
- package/dist/doctor/unity-history.js +605 -0
- package/dist/doctor/unity-host.js +160 -0
- package/dist/doctor/unity-import-rules.js +874 -0
- package/dist/doctor/unity-meta.js +225 -0
- package/dist/doctor/unity-project.js +297 -0
- package/dist/doctor/unity.js +171 -0
- package/dist/export/export.js +165 -0
- package/dist/export/metadata.js +25 -0
- package/dist/export/runtime.js +119 -0
- package/dist/export/scan.js +78 -0
- package/dist/export/select.js +193 -0
- package/dist/export/strip.js +42 -0
- package/dist/feedback/ab.js +95 -0
- package/dist/feedback/auto.js +44 -0
- package/dist/feedback/learn.js +255 -0
- package/dist/feedback/measure.js +49 -0
- package/dist/feedback/page.js +66 -0
- package/dist/feel/feedback.js +85 -0
- package/dist/feel/judge.js +420 -0
- package/dist/feel/run.js +185 -0
- package/dist/feel/spec.js +124 -0
- package/dist/feel/sweep.js +156 -0
- package/dist/fidelity/consistency.js +205 -0
- package/dist/fidelity/match.js +675 -0
- package/dist/fidelity/run.js +107 -0
- package/dist/find/keywords.js +97 -0
- package/dist/find/names.js +45 -0
- package/dist/find/route.js +59 -0
- package/dist/firstlook/quality.js +261 -0
- package/dist/firstlook/render.js +111 -0
- package/dist/firstlook/set.js +218 -0
- package/dist/flow/flow.js +455 -0
- package/dist/flow/look.js +139 -0
- package/dist/frame/behaviour.js +53 -0
- package/dist/frame/clock.js +117 -0
- package/dist/frame/contract.js +111 -0
- package/dist/frame/genre.js +65 -0
- package/dist/frame/idle.js +58 -0
- package/dist/frame/opening.js +171 -0
- package/dist/frames/loop.js +52 -0
- package/dist/frames/sheet.js +69 -0
- package/dist/gdd/book.js +483 -0
- package/dist/gdd/chapters.js +71 -0
- package/dist/gdd/design.js +135 -0
- package/dist/gdd/doc.js +32 -0
- package/dist/gdd/levelmap.js +428 -0
- package/dist/gdd/measures.js +477 -0
- package/dist/gdd/page.js +111 -0
- package/dist/gdd/rubric.js +250 -0
- package/dist/gdd/size.js +83 -0
- package/dist/gdd/tiers.js +148 -0
- package/dist/gdd/world.js +98 -0
- package/dist/gdd/worth.js +507 -0
- package/dist/gen/kinds.js +451 -0
- package/dist/gen/local/doctor.js +25 -0
- package/dist/gen/local/index.js +3 -0
- package/dist/gen/local/kokoro.js +334 -0
- package/dist/gen/local/master.js +248 -0
- package/dist/gen/local/provider.js +65 -0
- package/dist/gen/local/voice-rules.js +156 -0
- package/dist/gen/models.generated.js +469 -0
- package/dist/gen/models.js +53 -0
- package/dist/gen/prompt-lint.js +35 -0
- package/dist/gen/record.js +73 -0
- package/dist/gen/save.js +101 -0
- package/dist/gen/title.js +55 -0
- package/dist/gen/unity.js +334 -0
- package/dist/goals/goals.js +204 -0
- package/dist/goals/run.js +90 -0
- package/dist/greenlight/ambition.js +42 -0
- package/dist/greenlight/bible.js +138 -0
- package/dist/greenlight/lock.js +48 -0
- package/dist/greenlight/match.js +19 -0
- package/dist/greenlight/md.js +82 -0
- package/dist/greenlight/page.js +100 -0
- package/dist/greenlight/pitches.js +66 -0
- package/dist/greenlight/worth.js +90 -0
- package/dist/guidance.js +24 -0
- package/dist/init/bare.js +114 -0
- package/dist/init/git.js +56 -0
- package/dist/init/starter.js +166 -0
- package/dist/init/starters.js +179 -0
- package/dist/inspect/describe.js +125 -0
- package/dist/inspect/devserver.js +40 -0
- package/dist/journey/diff.js +74 -0
- package/dist/journey/from-round.js +44 -0
- package/dist/journey/record.js +76 -0
- package/dist/journey/run.js +139 -0
- package/dist/journey/script.js +223 -0
- package/dist/judge/common.js +60 -0
- package/dist/judge/identity.js +68 -0
- package/dist/judge/sources.js +37 -0
- package/dist/judge/structure.js +59 -0
- package/dist/keys/device.js +145 -0
- package/dist/keys/store.js +167 -0
- package/dist/lanes/fence.js +108 -0
- package/dist/lanes/gate.js +123 -0
- package/dist/lanes/lanes.js +355 -0
- package/dist/lanes/union.js +62 -0
- package/dist/lanes/where.js +49 -0
- package/dist/lessons/motifs.js +97 -0
- package/dist/lessons/store.js +56 -0
- package/dist/look/anim.js +206 -0
- package/dist/look/boxes.js +209 -0
- package/dist/look/dressing.js +24 -0
- package/dist/look/feedback.js +50 -0
- package/dist/look/fit.js +123 -0
- package/dist/look/held.js +92 -0
- package/dist/look/hook.js +169 -0
- package/dist/look/hud.js +189 -0
- package/dist/look/image-io.js +50 -0
- package/dist/look/life.js +96 -0
- package/dist/look/light.js +42 -0
- package/dist/look/look.js +85 -0
- package/dist/look/loops.js +108 -0
- package/dist/look/made-of.js +242 -0
- package/dist/look/moments.js +32 -0
- package/dist/look/motion.js +44 -0
- package/dist/look/phone-play.js +142 -0
- package/dist/look/player.js +32 -0
- package/dist/look/png.js +117 -0
- package/dist/look/readability.js +100 -0
- package/dist/look/roles.js +109 -0
- package/dist/look/sheet.js +104 -0
- package/dist/look/theme.js +278 -0
- package/dist/look/touch.js +129 -0
- package/dist/look/ui-style.js +102 -0
- package/dist/machine/procs.js +117 -0
- package/dist/managed.js +15 -0
- package/dist/mcp/hosted.js +174 -0
- package/dist/mcp/models.generated.js +538 -0
- package/dist/mcp/models.js +35 -0
- package/dist/mcp/server.js +329 -0
- package/dist/memory/decisions.js +138 -0
- package/dist/memory/journal.js +108 -0
- package/dist/model/bench.js +83 -0
- package/dist/model/blender.js +106 -0
- package/dist/model/clips.js +34 -0
- package/dist/model/finalize.js +33 -0
- package/dist/motion/checks.js +173 -0
- package/dist/motion/contract.js +177 -0
- package/dist/motion/encode.js +37 -0
- package/dist/motion/render.js +167 -0
- package/dist/motion/starter.js +54 -0
- package/dist/optimize/check.js +29 -0
- package/dist/optimize/helper.js +80 -0
- package/dist/owner/bar.js +285 -0
- package/dist/owner/match.js +105 -0
- package/dist/pack/build.js +97 -0
- package/dist/pack/deps.js +28 -0
- package/dist/pack/leaks.js +77 -0
- package/dist/pack/limits.js +51 -0
- package/dist/pack/report.js +35 -0
- package/dist/phone/baguette.js +139 -0
- package/dist/phone/listen.js +65 -0
- package/dist/pipeline/pipeline.js +929 -0
- package/dist/plan/actions.js +18 -0
- package/dist/plan/notes.js +15 -0
- package/dist/play/clock.js +40 -0
- package/dist/play/condition.js +45 -0
- package/dist/play/frames.js +60 -0
- package/dist/play/input.js +118 -0
- package/dist/play/pointer.js +21 -0
- package/dist/play/report.js +124 -0
- package/dist/play/server.js +274 -0
- package/dist/play/session.js +231 -0
- package/dist/play/steps.js +192 -0
- package/dist/playable/build.js +90 -0
- package/dist/playable/cta.js +88 -0
- package/dist/playable/networks.js +33 -0
- package/dist/playable/scan.js +46 -0
- package/dist/playtest/after-round.js +60 -0
- package/dist/playtest/assemble.js +168 -0
- package/dist/playtest/experience-run.js +69 -0
- package/dist/playtest/experience.js +77 -0
- package/dist/playtest/facts.js +90 -0
- package/dist/playtest/fidelity.js +179 -0
- package/dist/playtest/history.js +115 -0
- package/dist/playtest/hits.js +48 -0
- package/dist/playtest/hosted.js +98 -0
- package/dist/playtest/keep.js +110 -0
- package/dist/playtest/ledger.js +77 -0
- package/dist/playtest/length.js +113 -0
- package/dist/playtest/measure.js +181 -0
- package/dist/playtest/mobile-qa.js +391 -0
- package/dist/playtest/mockups.js +198 -0
- package/dist/playtest/moments.js +28 -0
- package/dist/playtest/prepare.js +162 -0
- package/dist/playtest/rank.js +184 -0
- package/dist/playtest/report.js +209 -0
- package/dist/playtest/route.js +139 -0
- package/dist/playtest/seats.js +128 -0
- package/dist/playtest/sheet.js +38 -0
- package/dist/playtest/stop.js +54 -0
- package/dist/playtest/stuck.js +47 -0
- package/dist/production/contract.js +61 -0
- package/dist/production/mirror.js +96 -0
- package/dist/production/tier.js +66 -0
- package/dist/profile/compare.js +171 -0
- package/dist/progress/answers.js +35 -0
- package/dist/progress/holds.js +106 -0
- package/dist/progress/notify.js +25 -0
- package/dist/progress/progress.js +300 -0
- package/dist/publish/build.js +54 -0
- package/dist/publish/folder.js +106 -0
- package/dist/publish/funpixel.js +96 -0
- package/dist/publish/hosts.js +48 -0
- package/dist/reach/envelope.js +111 -0
- package/dist/reach/load.js +84 -0
- package/dist/reach/side.js +320 -0
- package/dist/reach/spec3d.js +338 -0
- package/dist/reach/tiles.js +163 -0
- package/dist/reel/encode.js +34 -0
- package/dist/reel/tour.js +81 -0
- package/dist/relay/bots.js +62 -0
- package/dist/relay/bridge.js +54 -0
- package/dist/relay/local.js +82 -0
- package/dist/relay/redis.js +40 -0
- package/dist/review/audio.js +72 -0
- package/dist/review/ledger.js +60 -0
- package/dist/review/media.js +114 -0
- package/dist/review/model.js +348 -0
- package/dist/review/picture.js +113 -0
- package/dist/review/specs.js +134 -0
- package/dist/review/video.js +248 -0
- package/dist/schema/game.js +308 -0
- package/dist/score/comfort.js +79 -0
- package/dist/score/light.js +62 -0
- package/dist/score/measure.js +386 -0
- package/dist/score/vision.js +59 -0
- package/dist/serve/webgl.js +415 -0
- package/dist/setup/lsp.js +42 -0
- package/dist/sim/curve.js +122 -0
- package/dist/sim/judge.js +240 -0
- package/dist/sim/skeleton.js +65 -0
- package/dist/simulator/lease.js +159 -0
- package/dist/simulator/orient.js +57 -0
- package/dist/simulator/screen.js +113 -0
- package/dist/simulator/simctl.js +79 -0
- package/dist/smoke/art.js +20 -0
- package/dist/smoke/checks.js +165 -0
- package/dist/smoke/logic.js +73 -0
- package/dist/smoke/orphans.js +78 -0
- package/dist/smoke/palette.js +16 -0
- package/dist/smoke/sources.js +36 -0
- package/dist/sound/beats.js +95 -0
- package/dist/sound/loudness.js +94 -0
- package/dist/spec/extract.js +123 -0
- package/dist/spec/lint.js +261 -0
- package/dist/spec/presets.js +30 -0
- package/dist/spec/rooms.js +188 -0
- package/dist/spec/scaffold.js +457 -0
- package/dist/spec/sections.js +16 -0
- package/dist/spec/tunables.js +74 -0
- package/dist/stage/harnessignore.js +90 -0
- package/dist/stage/stage.js +57 -0
- package/dist/stage/tar.js +41 -0
- package/dist/status/board.js +172 -0
- package/dist/status/file.js +112 -0
- package/dist/status/inbox.js +55 -0
- package/dist/status/status.js +311 -0
- package/dist/store/answers.js +47 -0
- package/dist/store/doctor.js +120 -0
- package/dist/store/images.js +65 -0
- package/dist/store/init.js +101 -0
- package/dist/store/lint.js +392 -0
- package/dist/store/plan.js +133 -0
- package/dist/store/sdks.js +107 -0
- package/dist/studio/forks.js +93 -0
- package/dist/studio/pitch.js +294 -0
- package/dist/studio/widen.js +212 -0
- package/dist/suite/node-run.js +81 -0
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# Probes: bots on your own rules
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A playtest finds a degenerate line late, after art and juice are built around it. A probe finds it
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in seconds: five simple players over 100 seeds each, on the engine-free rules, with no browser.
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Each is an option with its reason; none is a gate. `npx @funpixel/tools sim` runs
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`test/probes.ts` and reads what it prints. A `funtools init` game has both files: `src/probe-kit.ts`
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(`cohort`, `stageMoment`, `replayTo`, `timeline`) and `test/probes.ts` wired to the demo round.
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**The rules and their probe are one piece.** When you replace the demo's rules, rewrite
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`test/probes.ts` in the same step: its game (`newRun`, `step`, `outcome`, `progress`, and `level`
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when the game has levels) and its five players. Of eight GDK games only one had a probe that ran
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on its own rules; the others measured nothing, or the demo. Set the seconds per run past the length
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the game means to have, so a good run can end on its own.
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## The five players, and what each one caught
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| Role | Plays | Finds | Where it came from |
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|---|---|---|---|
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| `idle` | never presses | standing still wins, or waves clear themselves | Gesundheit: the blind phone player idled ~12 s reading the screen and wave 3 cleared itself; `idle-probe.ts` then measured it on 40 seeds per wave |
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| `naive` | steers straight at the nearest target, human-slow | no skill ceiling: the objective set holds no challenge | Research 19 §15 lesson 9: if a naive steer-to-marker bot clears everything, the design note says so on purpose |
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| `taught` | does exactly what the tutorial teaches, with ~0.2 s reaction | a tutorial that teaches a losing line; a mechanic that hurts the player who uses it | Gesundheit `core-metrics.ts`: "tap a bug, wait for the wedge to go white, slip sideways out"; it measured how often the bee was safe from its own chain and whether the chain's reward reached it |
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| `skilled` | the sharp line, fast | exploits, and whether a win is reachable at all | every bar game's balance bot |
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| `novice` | slow, hesitates, one press in five wrong, only what a player sees | onboarding: does a newcomer reach the first success? | Gesundheit `novice.ts`: frozen policy and policy hash, 100 fixed seeds plus 100 held out, deaths by cause |
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| `middle` (optional) | SOME of what is taught (leans and rests, never takes cover) | a difficulty cliff: half the lesson loses like none of it | Blue Freight r4: the careless and the careful bots, nothing between |
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Each player sees only what a player could see: positions, marks, the HUD, never the rules'
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private state. A policy that clones the run or simulates seconds ahead (Blue Freight r4's sharp bot:
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`glare()` looked 4–7 s ahead) is not a person at any rate: say so with `foresight: '<what it
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knows>'` on the policy, and sim does not count its wins as a careful player's at a human pace. Freeze the novice (its code, its seeds) before tuning, or the floor moves with
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the balance.
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## What `sim` reports
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- **warn**: standing still wins or gets half as far as the sharp bot; the taught line does worse
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than the naive one, or wins under half its seeds when the sharp bot wins (r4: 4/20 is not "the
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lesson pays"); only a policy with `foresight` wins at a human pace; the novice reaches the first success on fewer than 80 of 100 seeds (the
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floor in the skill; name your own first success in `ProbeGame.firstSuccess`); a `broken()` check
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failed (NaN, off the map, inside a wall), with the seed and time to replay.
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- **note**: no skill ceiling. The naive player wins as often, and as fast, as the sharp one; or
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wins as often and skill shows only as time. Fine for a toy, a relaxed game or a race against
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the clock: say so in the design note. Otherwise give the verb something to master: a risk that
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pays (Gesundheit's chain that reaches the bee), a line to read, a combo that holds.
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- **length**: how long the sharp bot's run lasts (with its spread over seeds, and the second it
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reached each level when `level(run)` is given) against 15 minutes (funpixel.json
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`play_min_minutes` moves it) and the design doc's `Play length:` line. Under it is a warn: a game
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is at least 15 minutes of real play by a first-time player; a smaller scope is a choice the
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play-length line states "on purpose". A probe that stops runs before the bar says so instead of guessing.
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- **ending**: `ended(run)` on the game names the ending (the last content reached, an end screen; a
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won outcome counts too), and the cohort reports `ended` (seeds) and `endedAt` (the mean second)
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apart from losses. A skilled run that never ends warns "no ending reached in 900 s" (content that
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loops, as Riad Rush's three mazes did); an endless score attack says "on purpose" on its line.
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- **curve** (with `level(run)`): clear rate, loss rate and time per level for each player. A flat
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level, a wall, a run nothing loses and a missing ramp are named ([escalation.md](escalation.md)).
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A human-rate twin of the sharp player (`humanRate(skilled, game.dt, { rest: 0 })` from `src/probe-human.ts`, 12 decisions a
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second with 200 ms to react) shows a wall only a 60 Hz bot gets past; without one the human rate is
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"not measured". When the design doc's content list names more areas, levels or waves than the
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skilled bot reaches (half or fewer), that is a warn.
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- **bot broken**: the sharp bot made no progress, or a naive or idle player gets clearly further.
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- **human-win** names the policy that won at a human pace (`sharp@12hz (the sharp policy …)`), and
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the taught policy's own count beside it when it trails.
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- **middle**: with a `middle` policy, one that loses like the naive player while the careful one wins
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is a difficulty cliff (a note); without one, and with careless and careful far apart, it is "not
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measured". Add one: `{ name: 'middle', role: 'middle', says: 'leans and rests, never takes cover',
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make }` in `test/probes.ts`.
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The bot is measured then, not the game: fix it before reading the ceiling, length or moments.
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- **depth**: for the sharp and the novice player, how long a run lasts and what happens per minute
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(the events your `step` returns, by type), the two numbers [depth.md](depth.md) asks for. A
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novice whose runs mostly end lost inside a minute is a note: in most genres that is a demo, not a
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run. Count what the player causes or answers (eats, pickups, near misses, decisions) as events.
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- **not measured**: a player you did not write. It is never a pass.
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A game made before the probes (or whose rules moved to `src/sim/`) has no `test/probes.ts`;
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`funtools upgrade` leaves a skeleton on the game's own rules module beside it as
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`test/probes.ts.funtools-new` (it names what the rules export and marks the five places to fill).
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Copy it and fill them (vite-style imports without `.ts` resolve under `sim`): that is the whole
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wiring, and it replaces a hand-written bot script. A probe still importing the demo's names says
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so when `sim` runs it; `--timeout` gives a campaign probe more than 300 s, and anything the probe
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prints to stderr is shown.
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The worst case matters, not the average (Iron Line's playtest tracked the deepest overlap and
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the longest stuck time over 240 s of AI against AI). What should not happen at all goes in `broken()`.
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83
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## Stage the signature moment from the rules
|
|
84
|
+
|
|
85
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+
Critics judge stills, and a moment view that fakes its payoff shows a frame play cannot reach.
|
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|
+
`stageMoment(game, skilled, { seeds, at: [6, 8, 10, 12], window: 6, score })` plays each seed to
|
|
87
|
+
each start time, then scores the events in the window after (Gesundheit's `moment.ts`: the longest
|
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88
|
+
real chain within 6 s). `sim` prints the best seed and time. The moment view replays it through
|
|
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+
the rules:
|
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+
|
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```ts
|
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const views = {
|
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moment: { moment: true, enter: () => { session.run = replayTo(game, skilled, 23, 8); go('playing'); } },
|
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+
};
|
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95
|
+
```
|
|
96
|
+
|
|
97
|
+
`capture` then shoots a payoff the game really reaches, and a later rules change that breaks the
|
|
98
|
+
moment shows up as a lower score in `sim`, not as a stale picture.
|
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99
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+
|
|
100
|
+
## Numbers from Gesundheit (its own probes, 100 seeds unless named)
|
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+
|
|
102
|
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- Idle: the blind phone player idled about 12 s and wave 3 cleared itself. On today's rules an
|
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idle bee clears 0 of 40 seeds in every combat wave and lives 17 to 28 s (`idle-probe.ts`, 29 Sep).
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- Taught, before and after one creator session's rules change: chains the bee survived 19.1% →
|
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+
92.5%; chains whose reward reached the bee 2.3% → 99% (`metrics-before.json`,
|
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+
`metrics-after.json`). The tuning could not quietly make the taught line worse.
|
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- Novice (frozen policy): through practice and the first combat wave alive and scoring, 32 → 97 of
|
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+
100 seeds over the same change.
|
|
109
|
+
|
|
110
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+
## Music that follows play
|
|
111
|
+
|
|
112
|
+
`timeline(game, skilled, seed, seconds, 0.5, (run, events) => ({ threats: …, ...musicMix(run) }))`
|
|
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|
+
samples the game's own mix while a bot plays. Declare what each layer follows,
|
|
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|
+
`{ name: 'wave 3', follow: [{ layer: 'swarm', driver: 'threats' }], rows }`, and `sim` says whether
|
|
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|
+
the layer moved and how closely (skill `funpixel-audio`, references/adaptive-music.md).
|
|
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+
|
|
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|
+
## What the rules alone cannot show
|
|
118
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+
|
|
119
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+
Probes play the rules with no renderer and no clock a player watches, so they cannot say how long a
|
|
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|
+
tell shows on screen, whether a hit holds a readable beat, how fast control comes back or whether an
|
|
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|
+
actor changes pose by state. `funtools feel` measures those in the built page from `__FPX_STATE__`
|
|
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|
+
while a script plays the real controls (skill `funpixel-game-feel`, `references/measure.md`).
|
|
@@ -0,0 +1,108 @@
|
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1
|
+
# Game logic in a Unity game
|
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2
|
+
|
|
3
|
+
Rules kept in plain C#, outside the engine, can be tested in seconds and played by bots thousands
|
|
4
|
+
of times. That only helps when the tests and bots see what a player sees. Pocket Crew's first
|
|
5
|
+
TestFlight build drew every moving platform frozen after the first level behind 1,118 green
|
|
6
|
+
tests, and Porcelain Panic was tuned twice against bots that aimed worse than a person, who then
|
|
7
|
+
cleared level 62 in one shot.
|
|
8
|
+
|
|
9
|
+
## Tools
|
|
10
|
+
|
|
11
|
+
Not shipped by the kit: the Unity starter, these Code-stage checks and the studio scripts they were
|
|
12
|
+
learned with (`unity_check.py` among them) are proposed. "Partial" below means a version exists in one
|
|
13
|
+
studio's games, not in the kit. Until the starter ships, run what exists: `dotnet test` on an
|
|
14
|
+
engine-free core (seconds, many agents at once), Unity's own test runner for the rest
|
|
15
|
+
(`funtools unity run -- -nographics -runTests -testPlatform EditMode -testResults results.xml`,
|
|
16
|
+
or `-testPlatform PlayMode` for tests that need a running scene, as Floe Jam's `FloeJam.PlayTests` do,
|
|
17
|
+
queued one run per project across agents, and never with `-quit`: the test runner exits by itself), and each check below as an ordinary test in your own project.
|
|
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|
+
|
|
19
|
+
| Check | Pass | Status and tool |
|
|
20
|
+
|---|---|---|
|
|
21
|
+
| `compile_fast` | 0 errors, about 2 s | proposed (a studio script, not in the kit); until then `dotnet build` on the core |
|
|
22
|
+
| `core_tests` | 0 failures, count ≥ baseline, csproj tracked | partial: a `CoreTests~` project; count and csproj checks proposed |
|
|
23
|
+
| `core_engine_free` | no `UnityEngine` in Core | partial: compiler-enforced, no lint guards the flag |
|
|
24
|
+
| `determinism_lint` | 0 uses of `Math.Round`, `List.Sort`, `Mathf.*` and similar outside the JS-math shims | proposed |
|
|
25
|
+
| `web_goldens` | 0 diffs against web traces | partial: Hot Gates |
|
|
26
|
+
| `rules_guard` | `Rules.Mobile` with fix flags off equals `Rules.WebParity` | partial: branches |
|
|
27
|
+
| `alloc_quiet` | 0 B per warm sim step | partial: an allocation test in one game |
|
|
28
|
+
| `balance_gate` | every character 40–60% at every AI level, N ≥ 200 per pairing | partial: Dawg Ball, one level only |
|
|
29
|
+
| `difficulty_bots` | sharp bot ≥ 2 shots past onboarding; noisy bot ≥ 75% clears per section | partial: Porcelain Panic |
|
|
30
|
+
| `softlock_bot` | 0 states with no valid action | partial: Dead Letter level tests |
|
|
31
|
+
| `economy_pacing` | time to finish in band; offline pay ≤ next purchase | partial: Noodle Nights, Dawg Ball |
|
|
32
|
+
| `physics_fuzz` | 0 inside-solid, tunnel, NaN or stuck | partial: Pocket Crew |
|
|
33
|
+
|
|
34
|
+
`Rules` flags are default-off switches in the Core for experiments and mobile fixes. The report
|
|
35
|
+
defines `Rules.WebParity` and `Rules.Mobile` only through `rules_guard`.
|
|
36
|
+
|
|
37
|
+
## Procedure
|
|
38
|
+
|
|
39
|
+
1. Put the rules in `Scripts/Core` with an asmdef set to `noEngineReferences: true`. Unity allows
|
|
40
|
+
one Editor per project, so agents cannot run Unity tests in parallel; plain .NET tests they
|
|
41
|
+
can.
|
|
42
|
+
2. Keep numbers in `Scripts/Core/Config.cs`, and each experiment as a default-off `Rules` flag so
|
|
43
|
+
it runs headless. There is no live tuning: a number changes only with a build.
|
|
44
|
+
3. After each change build the core, then run its tests from the game's `CoreTests~` folder:
|
|
45
|
+
`dotnet test` (Unity ships a `dotnet` inside the Editor, under `Contents/Resources/Scripting/DotNetSdk/`,
|
|
46
|
+
if none is on the PATH).
|
|
47
|
+
4. Pick how levels are made:
|
|
48
|
+
|
|
49
|
+
| Pattern | Proof | Game |
|
|
50
|
+
|---|---|---|
|
|
51
|
+
| Generated, solvable by construction | a solver test | Koi Out: 600 levels by reverse removal, 29 tests |
|
|
52
|
+
| Generated, fitted to a bot | budgets fitted to sharp-bot shots, then capped from human play | Porcelain Panic |
|
|
53
|
+
| Data from the web build | level laws as tests | every port |
|
|
54
|
+
|
|
55
|
+
Level laws are properties held as tests. Pocket Crew's: widest gap, dock distance, player at
|
|
56
|
+
least 9% of screen height, every attack at least 0.6 s after its tell, plus a journey bot
|
|
57
|
+
that frees all crew on 5 seeds.
|
|
58
|
+
5. Set difficulty with two bots and a person. A sharp bot plays like a sharp player and gives
|
|
59
|
+
the floor; a noisy bot gives the clear rate; the cap comes from a person playing. Porcelain
|
|
60
|
+
Panic ended at budget = bot estimate × 0.5, capped at 10 balls (one room) and 14 (two).
|
|
61
|
+
6. Gate balance at every AI level, on unseen seeds, one change at a time. Four matches per
|
|
62
|
+
pairing is ±5 points of noise, so use 200. Run the sweep before building art for a rule
|
|
63
|
+
change: Dawg Ball built two rounds of goal art first.
|
|
64
|
+
7. Judge a power-up with paired seeds at large N. Pass: the holder's goal delta is under 0.3
|
|
65
|
+
either way (2,400 pairs, about 10 minutes, in Dawg Ball).
|
|
66
|
+
8. Simulate the economy with offline earnings and a spend-everything bot.
|
|
67
|
+
9. Hold the warm sim step at 0 B of garbage with a test: a 40-robot chain went from 4 KB to 0 B
|
|
68
|
+
(game not in the report), and Hot Gates holds 0 B over 600 frames.
|
|
69
|
+
10. Fuzz physics per level: a short fuzz every run, a deep fuzz before TestFlight.
|
|
70
|
+
11. Test levels the way players reach them: enter each as a second or later level through Next,
|
|
71
|
+
Continue or Restart (the check `entry_path`, proposed).
|
|
72
|
+
12. Run each new regression test against the parent commit, where it must fail. A Dawg Ball
|
|
73
|
+
cheat test passed on the old server too.
|
|
74
|
+
13. Play by hand through remote input after the bots pass. Bots miss readability: hand play in
|
|
75
|
+
Pocket Crew found fans that looked walkable.
|
|
76
|
+
14. Test the save: migration from every earlier format and corruption (the games test 12 kinds of
|
|
77
|
+
bad JSON). Unity's NUnit is old (no `Assert.Multiple`, no `Does.Contain` on an enum), so write
|
|
78
|
+
those tests for the plain .NET project or keep to the old asserts.
|
|
79
|
+
15. Treat a hit you are measuring against as a reference, not a target: measure it frame by frame
|
|
80
|
+
(the owner's recording at `ffmpeg -vf fps=1`, contact sheets, a timed log) before copying a
|
|
81
|
+
number. Dawg Ball's ball was 40% too big and play 1.6× faster than Head Ball 2's; a taller goal
|
|
82
|
+
to match it added 15–20% goals and was rejected ("if it makes scoring too easy, don't"). A tempo
|
|
83
|
+
of 0.75 matched its 10.5 goals per 90 s.
|
|
84
|
+
|
|
85
|
+
## Worked example
|
|
86
|
+
|
|
87
|
+
Dawg Ball's balance gate (a three.js port with several characters and AI levels):
|
|
88
|
+
1. A narrower pitch with ground goals looked fine at the "good" AI level.
|
|
89
|
+
2. At the Alpha level it spread 33–68%.
|
|
90
|
+
3. The dead end cost about 220,000 simulated matches.
|
|
91
|
+
4. The gate that held: 13,200 matches, 200 per pairing, one change at a time.
|
|
92
|
+
5. Final: every character at 41–56% at every AI level, inside the 40–60% pass band.
|
|
93
|
+
|
|
94
|
+
## Common mistakes
|
|
95
|
+
|
|
96
|
+
- Tuning against a weak bot: Porcelain Panic's random-aim bot won 90–100% everywhere, and its
|
|
97
|
+
"human-style" bot left 33 balls on level 72. Two redesigns in two days.
|
|
98
|
+
- Calibrating at one AI level: a Dawg Ball head then spread 15–76% at Alpha.
|
|
99
|
+
- Leaving offline pay out of the economy sim: Noodle Nights paid about $50K for two hours away
|
|
100
|
+
at minute 5, about the price of the whole city. Offline pay is now ≤ the next pad's cost, and
|
|
101
|
+
cost growth 1.12 gives a 162-minute city.
|
|
102
|
+
- A bot that takes only legal actions: it missed food picked up with nowhere to deliver it
|
|
103
|
+
(reported with Noodle Nights).
|
|
104
|
+
- Starting every level fresh at boot: Pocket Crew's movers drew frozen in every level after the
|
|
105
|
+
first; the audit's frozen count went 219 → 0 once fixed.
|
|
106
|
+
- Skipping the physics fuzz: Pocket Crew had 1,988 respawns inside solid geometry on 24 of 26
|
|
107
|
+
levels.
|
|
108
|
+
- A test that never asserts: Dawg Ball's "always ends with a winner" did not.
|
|
@@ -0,0 +1,118 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: funpixel-game-spine
|
|
3
|
+
description: Use when writing or restructuring a game's code (loop, screens, input, resize, camera, Pixi or Three) or changing an existing game, importing from @funpixel/sdk (signatures, or a type error naming an SDK symbol), or going multiplayer (co-op, versus, rooms, invite codes, a friend from their own house). Covers one loop and clock, one input path, change classes, the relay and performance (a low fps on a phone).
|
|
4
|
+
---
|
|
5
|
+
|
|
6
|
+
# The game's spine
|
|
7
|
+
|
|
8
|
+
Great feel sits on a spine nobody notices: one clock, one input path, one screen state, so a
|
|
9
|
+
changed jump number is felt the same minute on a phone and a desktop. What a weak spine does
|
|
10
|
+
quietly: a game 60 times too fast, a control dead on phones, mirrored steering, a performance fix
|
|
11
|
+
that deletes the art.
|
|
12
|
+
|
|
13
|
+
## Tools
|
|
14
|
+
|
|
15
|
+
- `build` and `preview` build on the platform; `screenshot` shows a screen at a chosen viewport.
|
|
16
|
+
- Multiplayer: `publish_game` puts it where the relay is; locally `npx @funpixel/tools dev --relay`
|
|
17
|
+
and `verify --players 2`.
|
|
18
|
+
- Local: `npx @funpixel/tools dev`, `doctor` (the platform's static rules, no browser), `verify`.
|
|
19
|
+
|
|
20
|
+
## Layout
|
|
21
|
+
|
|
22
|
+
```
|
|
23
|
+
index.html viewport meta with viewport-fit=cover; one #app element
|
|
24
|
+
src/main.tsx Preact: screens, HUD, menus (automatic JSX: a manual `import { h }` breaks the build)
|
|
25
|
+
src/game.ts startGame(): the renderer, the one loop, the __FPX_* hooks
|
|
26
|
+
src/sim/ the rules, with no engine or DOM imports (skill funpixel-game-logic)
|
|
27
|
+
src/input.ts one function per player action; keys, touch and checks call it
|
|
28
|
+
public/assets/ generated and optimized assets, referenced as /assets/<name>
|
|
29
|
+
funpixel.json metadata and checks
|
|
30
|
+
```
|
|
31
|
+
The platform builds with its own
|
|
32
|
+
`tsconfig.json` and `vite.config.ts`, so edits to them and Vite plugins never reach its build; it
|
|
33
|
+
bundles ESM packages, and a CDN script is a runtime fetch the build cannot see.
|
|
34
|
+
|
|
35
|
+
## What holds a game together
|
|
36
|
+
|
|
37
|
+
1. **One loop, one clock.** Everything advances from one `update(dt)` with dt in seconds, clamped:
|
|
38
|
+
`dt = Math.min(dt, 0.1)`. A backgrounded tab or a slow first load hands you one enormous frame.
|
|
39
|
+
Physics that must feel identical everywhere (jumps, projectiles) runs at a fixed step through an
|
|
40
|
+
accumulator. Pause on `visibilitychange`, and on `blur` clear held keys and pointers, because
|
|
41
|
+
their release events never arrive. Stepping this loop by hand replays a recorded run frame by
|
|
42
|
+
frame ([references/replay.md](references/replay.md)).
|
|
43
|
+
2. **One input path.** Each action is one function. The key handler, the on-screen button (marked
|
|
44
|
+
`data-fpx-touch="<Key>"`) and `__FPX_VERBS__` all call it, so a passing check means the real
|
|
45
|
+
control works. Use `addEventListener`; assigning `onpointerdown` twice silently kills the first
|
|
46
|
+
control. Read taps on `pointerdown` and act the same frame.
|
|
47
|
+
3. **One screen state.** A single `screen` value (`title`, `playing`, `paused`, `gameover`, …)
|
|
48
|
+
drives both the Preact screens and the loop, and `__FPX_STATE__()` returns it (optional feel
|
|
49
|
+
fields such as `hero`, `threats`, `dead`: skill `funpixel-game-feel`, `references/measure.md`). Each
|
|
50
|
+
`__FPX_VIEWS__` entry's `enter()` calls the same setter. Mark the title's start control
|
|
51
|
+
`data-fpx-start` (skill `funpixel-verify`).
|
|
52
|
+
4. **Resize once, through the SDK.** `setupGameResize((w, h) => …)` after the renderer exists:
|
|
53
|
+
inside Funpixel the size can arrive as a Studio message, which `resizeTo: window` and a `resize`
|
|
54
|
+
listener miss, and two resizers fight. Size the canvas by CSS (`width: 100%`), not by
|
|
55
|
+
inline pixels, so fullscreen and the visual viewport cannot leave a dead band.
|
|
56
|
+
5. **The camera is the last place a control can flip.** Pressing right should move the subject
|
|
57
|
+
right on screen. A failing sign lives in the camera basis or the input mapping; negating a state
|
|
58
|
+
field fixes the picture and breaks the rules and checks that read it. Recipes: [references/camera.md](references/camera.md).
|
|
59
|
+
6. **Engine contracts.** Pixi and Three each have traps that build and fail silently:
|
|
60
|
+
[references/pixi.md](references/pixi.md), [references/three.md](references/three.md).
|
|
61
|
+
7. **Keep the look, cut the cost**.
|
|
62
|
+
Pool what spawns, atlas sprites, instance repeats, cap the pixel ratio (2 in 2D, 1.5 in 3D):
|
|
63
|
+
each keeps what a frame shows. Judge a change on the same named scene and seed, before and after:
|
|
64
|
+
draw calls, triangles and texture memory (`npx @funpixel/tools scene --view <name>`), frame
|
|
65
|
+
p50/p95, the load size, and a capture. Headless frame times are not a phone. If only a visible cut
|
|
66
|
+
would help, report the number and let the creator choose
|
|
67
|
+
([references/performance.md](references/performance.md)).
|
|
68
|
+
|
|
69
|
+
## The SDK and multiplayer
|
|
70
|
+
|
|
71
|
+
No model was trained on `@funpixel/sdk`, so a guessed name costs a build, and a guess that
|
|
72
|
+
type-checks can do nothing at runtime: look it up in [references/sdk.md](references/sdk.md) or
|
|
73
|
+
`node_modules/@funpixel/sdk/dist/*.d.ts`, never cast it. Pin it exactly (`"0.6.0"`). The six worth
|
|
74
|
+
using: `setupGameResize` from `@funpixel/sdk` (the only root export), `AudioEngine` from
|
|
75
|
+
`@funpixel/sdk/audio`, `SaveManager` from `@funpixel/sdk/save`, `initLiveParams` from
|
|
76
|
+
`@funpixel/sdk/liveParams`, `safeArea` from `@funpixel/sdk/device`, and `Room`, `getGameKey`,
|
|
77
|
+
`RoomError` from `@funpixel/sdk/multiplayer`. The relay is a forwarder: the first player is the
|
|
78
|
+
host and owns what accumulates (`provideState`), every send echoes to its sender, the roster
|
|
79
|
+
includes you, and a solo branch is what verify sees
|
|
80
|
+
([references/multiplayer.md](references/multiplayer.md)).
|
|
81
|
+
|
|
82
|
+
## Changing an existing game
|
|
83
|
+
|
|
84
|
+
Naming the class of a change before touching code keeps it the size the person asked for (change
|
|
85
|
+
classes from Claude Code Game Studios):
|
|
86
|
+
|
|
87
|
+
| Class | Example | Do |
|
|
88
|
+
|---|---|---|
|
|
89
|
+
| Tuning | "jump higher" | Change one number; quote old and new; re-verify |
|
|
90
|
+
| Tweak | "coins should magnetise" | Quote the old rule, state the new one, change one system |
|
|
91
|
+
| Addition | "add a dash" | One new verb: its input, state field, check; backlog anything else |
|
|
92
|
+
| New system | "add a shop" | Treat as a new slice: note, check, verify (skill `funpixel-gdd`) |
|
|
93
|
+
| Refactor | "split `game.ts`" | Nothing a player sees changes: same views, run and tests before and after ([references/replay.md](references/replay.md)) |
|
|
94
|
+
|
|
95
|
+
A request that crosses systems is two requests. Verify after each; green on the requested change
|
|
96
|
+
is a natural place to hand back.
|
|
97
|
+
|
|
98
|
+
## Worked example
|
|
99
|
+
|
|
100
|
+
"The ship should drift after I let go." Class: tweak. Old rule: velocity is zero when no key is
|
|
101
|
+
held; new rule: it decays by `exp(-3 * dt)`. One line in `src/sim/ship.ts`'s `step(dt)`; input,
|
|
102
|
+
rendering and hooks unchanged. New check: `{ "mechanic": "ship drifts after release", "verb":
|
|
103
|
+
"thrust", "field": "vx", "expect": "changed", "trace": 30 }`. Verify exits 0: stop, and hand back
|
|
104
|
+
"the ship now drifts for about a second after you let go".
|
|
105
|
+
|
|
106
|
+
## Common mistakes
|
|
107
|
+
|
|
108
|
+
- Pixi `ticker.deltaTime` used as seconds: it is frames, so the game runs about 60 times too fast
|
|
109
|
+
or slow.
|
|
110
|
+
- A second `requestAnimationFrame` loop for a menu or a network pause: two clocks, doubled speed.
|
|
111
|
+
- Touch buttons that call different code from the keys: the check passes, the phone fails.
|
|
112
|
+
- A camera shake written into the followed position: the follow logic and the checks read a moving
|
|
113
|
+
target. Shake a render offset.
|
|
114
|
+
- Deleting shaders or post-processing because a headless run was slow.
|
|
115
|
+
- Growing `game.ts` into the whole game, or `as any` over an SDK name error.
|
|
116
|
+
|
|
117
|
+
Where this comes from: change classes adapted from Claude Code Game Studios (MIT;
|
|
118
|
+
`THIRD_PARTY_NOTICES.md`); the rest is ours.
|
|
@@ -0,0 +1,94 @@
|
|
|
1
|
+
# The camera
|
|
2
|
+
|
|
3
|
+
The camera is the game's cinematographer: it decides what the player sees coming, how fast the
|
|
4
|
+
world feels and where the drama lands. Choose it for the feeling you want, then make it steady.
|
|
5
|
+
|
|
6
|
+
## What great cameras do
|
|
7
|
+
|
|
8
|
+
- **Celeste** keeps most of its screens still: one room, framed whole, so every hazard is visible
|
|
9
|
+
before the first jump. A still camera says "this is a puzzle you can read".
|
|
10
|
+
- **Hollow Knight** and most metroidvanias follow loosely, leading in the direction of travel and
|
|
11
|
+
holding still inside a dead zone, so small steps do not rock the world.
|
|
12
|
+
- **Hades** uses one fixed isometric angle and composes every room for it; the camera never asks
|
|
13
|
+
the player to manage it.
|
|
14
|
+
- **Mario Kart** sits low behind the kart and keeps it near the bottom of the frame, so the road
|
|
15
|
+
ahead fills the screen and the track rushes at you.
|
|
16
|
+
- **Monument Valley** uses an orthographic view on purpose: without perspective, its impossible
|
|
17
|
+
geometry can connect.
|
|
18
|
+
- **Vlambeer's shooters** (Nuclear Throne) are known for a camera that leans toward the aim and
|
|
19
|
+
shakes on heavy shots, with a player setting for how much, so the action feels loud without losing
|
|
20
|
+
the player.
|
|
21
|
+
|
|
22
|
+
Questions worth answering in the GDD: how far ahead the player needs to see, whether the camera
|
|
23
|
+
moves at all, where it goes at the big moment (a push in, a hold, a slow-down), and what it does on
|
|
24
|
+
a phone held upright.
|
|
25
|
+
|
|
26
|
+
## 2D follow with a dead zone and look-ahead
|
|
27
|
+
|
|
28
|
+
The player roams a box in the middle of the screen; the camera moves only when they leave it, aims
|
|
29
|
+
a little ahead of their motion, and eases with a time constant so it feels the same at any frame rate.
|
|
30
|
+
|
|
31
|
+
```ts
|
|
32
|
+
type Cam = { x: number; y: number };
|
|
33
|
+
const cam: Cam = { x: 0, y: 0 };
|
|
34
|
+
const box = { halfW: 0.12, halfH: 0.15 }; // fractions of the screen
|
|
35
|
+
const LEAD = 80; // px ahead of the motion
|
|
36
|
+
const EASE = 8; // higher follows tighter
|
|
37
|
+
|
|
38
|
+
const clamp = (v: number, lo: number, hi: number) => Math.min(hi, Math.max(lo, v));
|
|
39
|
+
function outside(delta: number, half: number) {
|
|
40
|
+
return Math.abs(delta) <= half ? 0 : delta - Math.sign(delta) * half;
|
|
41
|
+
}
|
|
42
|
+
|
|
43
|
+
export function followCamera(dt: number, hero: { x: number; y: number; vx: number }, w: number, h: number) {
|
|
44
|
+
const aimX = hero.x + LEAD * Math.sign(hero.vx);
|
|
45
|
+
const pull = 1 - Math.exp(-EASE * dt);
|
|
46
|
+
cam.x += outside(aimX - cam.x, box.halfW * w) * pull;
|
|
47
|
+
cam.y += outside(hero.y - cam.y, box.halfH * h) * pull;
|
|
48
|
+
cam.x = clamp(cam.x, level.left + w / 2, level.right - w / 2); // never show past the level
|
|
49
|
+
world.position.set(Math.round(w / 2 - cam.x), Math.round(h / 2 - cam.y)); // whole pixels, no shimmer
|
|
50
|
+
}
|
|
51
|
+
```
|
|
52
|
+
|
|
53
|
+
## 3D chase
|
|
54
|
+
|
|
55
|
+
An offset behind and above the target, turned with it, eased the same way. The offset's sign
|
|
56
|
+
depends on which way your model faces.
|
|
57
|
+
|
|
58
|
+
```ts
|
|
59
|
+
const OFFSET = new THREE.Vector3(0, 2.2, 6); // behind a model whose nose points along -Z
|
|
60
|
+
const LOOK = new THREE.Vector3(0, 1, 0);
|
|
61
|
+
const want = new THREE.Vector3();
|
|
62
|
+
|
|
63
|
+
export function chaseCamera(dt: number, target: THREE.Object3D) {
|
|
64
|
+
want.copy(OFFSET).applyQuaternion(target.quaternion).add(target.position);
|
|
65
|
+
camera.position.lerp(want, 1 - Math.exp(-5 * dt));
|
|
66
|
+
camera.lookAt(want.copy(target.position).add(LOOK));
|
|
67
|
+
}
|
|
68
|
+
```
|
|
69
|
+
|
|
70
|
+
Speed feel is a camera job too: widen `camera.fov` a few degrees with speed (call
|
|
71
|
+
`updateProjectionMatrix()` after) and pull the offset back slightly.
|
|
72
|
+
|
|
73
|
+
## Shake that stays readable
|
|
74
|
+
|
|
75
|
+
Keep a `trauma` value from 0 to 1: add to it on impact, let it fall by about 1.5 a second, and
|
|
76
|
+
offset the drawn camera by `trauma² × max × noise(time)`. Squaring keeps small hits subtle and big
|
|
77
|
+
ones loud. A cap near 12 px in 2D (about 0.3 units in 3D) keeps the player readable. The HUD does
|
|
78
|
+
not shake, and flashes belong to the thing that was hit, not the whole frame.
|
|
79
|
+
|
|
80
|
+
## Tap to world
|
|
81
|
+
|
|
82
|
+
2D: `worldPoint = (tap - world.position) / world.scale`. 3D: `raycaster.setFromCamera(ndc, camera)`
|
|
83
|
+
with `ndc.x = (x / width) * 2 - 1` and `ndc.y = -(y / height) * 2 + 1`, in CSS pixels rather than the
|
|
84
|
+
canvas's backing-store pixels.
|
|
85
|
+
|
|
86
|
+
## Checks that keep a camera honest
|
|
87
|
+
|
|
88
|
+
- **The sign.** Pressing right moves the subject right on screen; jump moves it up (screen y grows
|
|
89
|
+
downward). A chase offset on the wrong side of the model mirrors X, and a racer ships with inverted
|
|
90
|
+
steering. After any camera change, press the real key once and read the projected position; verify
|
|
91
|
+
does this through the live camera. A quick basis test: nudge the target's x by 1 and it should move
|
|
92
|
+
right on screen. Fix the offset, the model's facing or the input mapping, never a state field.
|
|
93
|
+
- **Shake on the draw, not the follow.** Add shake where the camera draws, never to the position it
|
|
94
|
+
follows, so the follow logic and the checks read a steady camera.
|
|
@@ -0,0 +1,101 @@
|
|
|
1
|
+
# Multiplayer on the Funpixel relay
|
|
2
|
+
|
|
3
|
+
The best multiplayer moments are other people: a friend's cursor on a shared canvas, a rival
|
|
4
|
+
passing on the last lap, a room code shouted across a sofa. The relay is a forwarder with no state
|
|
5
|
+
or authority; the first player in a room is the host and owns the world (`Room`, from
|
|
6
|
+
`@funpixel/sdk/multiplayer`). Silent failures: a frozen twin of your avatar, a host nobody can hit,
|
|
7
|
+
a late joiner in an empty world, a "private" room strangers enter. The connection is platform fact;
|
|
8
|
+
the rest is what our multiplayer games learned (research 08).
|
|
9
|
+
|
|
10
|
+
## Tools
|
|
11
|
+
|
|
12
|
+
- `build`, `preview` and `publish_game` put the game where the relay is reachable; `probe` checks
|
|
13
|
+
its solo branch the same way as any game.
|
|
14
|
+
- Local: `npx @funpixel/tools dev --relay` runs the game with a local relay; two tabs of
|
|
15
|
+
`/__funpixel/play` meet in the game's dev room, and `--bots 3` seats three headless players
|
|
16
|
+
(pressing your `__FPX_VERBS__`). `npx @funpixel/tools verify --players 2` checks it headless:
|
|
17
|
+
both join, the guest sees the host act, a late joiner gets the state, the room survives the host
|
|
18
|
+
leaving. Both need the `funpixel-relay` binary and a Redis.
|
|
19
|
+
|
|
20
|
+
## The connection
|
|
21
|
+
|
|
22
|
+
1. `import { Room, getGameKey, RoomError } from '@funpixel/sdk/multiplayer'`. The relay admits only
|
|
23
|
+
a one-use ticket the platform posts into the game's frame, which the SDK asks for, and it speaks
|
|
24
|
+
JSON in text frames; a raw WebSocket, WebRTC or a token of your own is refused (a security fact:
|
|
25
|
+
tickets are how the relay knows who may enter a room).
|
|
26
|
+
2. `Room.autoJoin(getGameKey(), { game: '<slug>', maxPlayers })` joins; the relay refuses
|
|
27
|
+
`Room.connect` for games. A `try/catch` around it keeps Play alive: `e.code === 'ROOM_FULL'` is
|
|
28
|
+
worth saying; anything else can start the solo game with a toast. An unhandled rejection
|
|
29
|
+
leaves a dead Play button.
|
|
30
|
+
3. `maxPlayers` comes from the design (2 duel, 4 co-op, 8 arena, at most 16). The first join fixes
|
|
31
|
+
a room's capacity for as long as the room lives, so changing the number later affects new rooms
|
|
32
|
+
only. Full rooms spill into overflow rooms, which splits the crowd.
|
|
33
|
+
|
|
34
|
+
It connects inside a Funpixel host (the Studio preview, the published player) or on `localhost`
|
|
35
|
+
under `funtools dev --relay`; anywhere else there is no ticket. The platform's checker has no relay
|
|
36
|
+
either, so a solo branch is what verify and the reviewers see: without one, a game is judged on
|
|
37
|
+
its failure screen.
|
|
38
|
+
|
|
39
|
+
## What our multiplayer games learned
|
|
40
|
+
|
|
41
|
+
4. **Host owns what accumulates.** Boards, scores, placed blocks: the host registers
|
|
42
|
+
`room.provideState(() => world)` and every client applies `room.onState(s => …)`. `sync` sends
|
|
43
|
+
only changes made after a player joined, so without a snapshot a late joiner starts blank.
|
|
44
|
+
5. **Your own echo, one way.** `room.send` and `room.sendBuffered` are delivered to everyone in the room,
|
|
45
|
+
the sender included, with `peerId === room.playerId`. Pick one: apply your own action at once and
|
|
46
|
+
skip your own echo, or apply it only when the echo arrives. Both double-applies it; neither made
|
|
47
|
+
Rush Arena's host immortal, because hits addressed to itself were never applied (research 08).
|
|
48
|
+
`room.sync` does not echo. An event aimed at a player (a hit), keyed by the target's id, is applied
|
|
49
|
+
wherever that state lives, the host's own included.
|
|
50
|
+
6. **The roster includes you.** `room.players` lists every player, you among them. When spawning
|
|
51
|
+
peers already in the room, skip `room.playerId`, or a frozen twin of your avatar stands at the
|
|
52
|
+
spawn and counts as alive.
|
|
53
|
+
7. **Rate (a relay fact).** 60 messages a second per player; the rest are dropped. Per-frame data
|
|
54
|
+
fits `room.sync(key, getter)` (sampled at 20 Hz, change only) or `sendBuffered`; `send` suits
|
|
55
|
+
discrete events. A send from `pointermove` or the render loop runs into the cap within a second.
|
|
56
|
+
8. **Payloads are plain objects** (the wire is JSON). A number arrives as `{ value }`, an array as
|
|
57
|
+
index-keyed fields. Names starting with `_` are the SDK's.
|
|
58
|
+
9. **Smooth remote values.** They arrive at 20 Hz and render at 60: store a target and ease toward
|
|
59
|
+
it in `update(dt)`, `x += (tx - x) * (1 - Math.exp(-rate * dt))`.
|
|
60
|
+
10. **Reconnects and host migration.** The SDK reconnects by itself (up to four tries) and replaces
|
|
61
|
+
the roster without join or leave events; a new host re-registers `provideState` from its local
|
|
62
|
+
mirror. The handlers, `SUPERSEDED` and the Rejoin button are in
|
|
63
|
+
[room-api.md](room-api.md#reconnects-and-host-migration).
|
|
64
|
+
|
|
65
|
+
The full API surface and five worked patterns are in [room-api.md](room-api.md)
|
|
66
|
+
and [patterns.md](patterns.md). Room modes (a lobby, invite codes, or drop-in
|
|
67
|
+
with no rooms at all) are in [room-modes.md](room-modes.md).
|
|
68
|
+
|
|
69
|
+
## Testing it
|
|
70
|
+
|
|
71
|
+
- Solo branch: `funtools verify` as usual; `__FPX_VIEWS__.playing` lets it reach play.
|
|
72
|
+
- Two players: `funtools verify --players 2` locally (the host acts through `__FPX_VERBS__`, and
|
|
73
|
+
what the guest sees is read from `__FPX_STATE__`). On the platform, build (`build` then
|
|
74
|
+
`preview`, or publish a draft) and join from two accounts or devices: two tabs of one account
|
|
75
|
+
replace each other (`SUPERSEDED`).
|
|
76
|
+
- A ticket mint or relay stub of your own maps the platform's auth into the game, so it stays out
|
|
77
|
+
of what ships (our games' mint servers had to be kept out by hand, research 08).
|
|
78
|
+
`funtools dev --relay` is the local one, and it mints only dev tickets, for this machine.
|
|
79
|
+
|
|
80
|
+
## Worked example
|
|
81
|
+
|
|
82
|
+
A two-player tank duel:
|
|
83
|
+
1. Title button "Roll out" calls `Room.autoJoin(getGameKey(), { game: 'tank-duel', maxPlayers: 2 })`;
|
|
84
|
+
the catch starts a bot duel with the toast "Playing offline".
|
|
85
|
+
2. Each tank syncs its own `{ x, y, angle }` with `room.sync('tank', …)`; peers ease toward it.
|
|
86
|
+
3. Firing: the shooter draws its shell at once and sends `fire`; the handler returns early when
|
|
87
|
+
`peerId === room.playerId`.
|
|
88
|
+
4. Hits: the host resolves them and sends `hit` with `{ target, hp }`. Every client, the host
|
|
89
|
+
included, applies it from the echo, so the host's own tank can be hit.
|
|
90
|
+
5. `provideState` returns both tanks' `hp` and the round; a player who reconnects mid-round gets it.
|
|
91
|
+
6. Verify passes on the offline bot duel; two accounts on the published draft confirm the duel.
|
|
92
|
+
|
|
93
|
+
## Common mistakes
|
|
94
|
+
|
|
95
|
+
- Spawning a peer for every roster entry, yourself included: a frozen twin.
|
|
96
|
+
- Skipping every own echo, including events that change your own state: an immortal host.
|
|
97
|
+
- Promising a private room. Invite codes bring a friend into this game's rooms; they do not keep
|
|
98
|
+
strangers out.
|
|
99
|
+
- A lobby whose offline branch is a dead card: verify and every reviewer see only that card.
|
|
100
|
+
- Assigning remote positions directly: visible stepping at 20 Hz.
|
|
101
|
+
- Reading `maxPlayers` changes as a fix for crowded rooms: existing rooms keep their capacity.
|
|
@@ -0,0 +1,103 @@
|
|
|
1
|
+
# Five patterns
|
|
2
|
+
|
|
3
|
+
Each is complete against the API in [room-api.md](room-api.md), with the audit fixes applied: the
|
|
4
|
+
roster includes you, `send` echoes, reconnects replace the roster silently, and a promoted host
|
|
5
|
+
re-registers everything the old host owned.
|
|
6
|
+
|
|
7
|
+
## Shared canvas (state that accumulates)
|
|
8
|
+
|
|
9
|
+
```ts
|
|
10
|
+
let strokes: { x: number; y: number; by: string }[] = [];
|
|
11
|
+
const room = await Room.autoJoin(getGameKey(), { game: 'paint', maxPlayers: 8 });
|
|
12
|
+
|
|
13
|
+
onPointerMove((pt) => {
|
|
14
|
+
const s = { ...pt, by: room.playerId };
|
|
15
|
+
strokes.push(s); draw(s); // own input applied at once…
|
|
16
|
+
room.sendBuffered('stroke', s);
|
|
17
|
+
});
|
|
18
|
+
room.on('stroke', (peerId, s) => {
|
|
19
|
+
if (peerId === room.playerId) return; // …so its echo is skipped
|
|
20
|
+
strokes.push(s as typeof strokes[number]); draw(s);
|
|
21
|
+
});
|
|
22
|
+
room.provideState(() => ({ strokes })); // the host answers late joiners
|
|
23
|
+
room.onState((st) => { strokes = (st as { strokes: typeof strokes }).strokes; redrawAll(strokes); });
|
|
24
|
+
```
|
|
25
|
+
|
|
26
|
+
## Host-authoritative score
|
|
27
|
+
|
|
28
|
+
```ts
|
|
29
|
+
let scores: Record<string, number> = {};
|
|
30
|
+
const registerHost = () => {
|
|
31
|
+
room.sync('scores', () => scores); // only the host broadcasts
|
|
32
|
+
room.provideState(() => ({ scores }));
|
|
33
|
+
};
|
|
34
|
+
if (room.isHost) registerHost();
|
|
35
|
+
room.onSync('scores', (_id, v) => { scores = v as typeof scores; renderScores(scores); });
|
|
36
|
+
room.onState((st) => { scores = (st as { scores: typeof scores }).scores; renderScores(scores); });
|
|
37
|
+
room.onHostChange((_id, youAreHost) => { if (youAreHost) registerHost(); }); // re-register after migration
|
|
38
|
+
|
|
39
|
+
function onGoal(scorer: string) {
|
|
40
|
+
if (!room.isHost) return;
|
|
41
|
+
scores[scorer] = (scores[scorer] ?? 0) + 1; // the 20 Hz sync picks it up
|
|
42
|
+
}
|
|
43
|
+
```
|
|
44
|
+
|
|
45
|
+
## Hits the host resolves (and can take)
|
|
46
|
+
|
|
47
|
+
```ts
|
|
48
|
+
room.on('hit', (_peerId, d) => {
|
|
49
|
+
const { target, hp } = d as { target: string; hp: number };
|
|
50
|
+
tanks.get(target)!.hp = hp; // applied from the echo on every client, the host included
|
|
51
|
+
});
|
|
52
|
+
function hostResolvesHit(target: string, damage: number) {
|
|
53
|
+
if (!room.isHost) return;
|
|
54
|
+
const hp = Math.max(0, tanks.get(target)!.hp - damage);
|
|
55
|
+
room.send('hit', { target, hp }); // do not also set hp here: the echo does it
|
|
56
|
+
}
|
|
57
|
+
```
|
|
58
|
+
|
|
59
|
+
## Turns
|
|
60
|
+
|
|
61
|
+
```ts
|
|
62
|
+
let turn: string | null = null;
|
|
63
|
+
room.on('turn', (_id, d) => { turn = (d as { playerId: string }).playerId; renderTurn(turn); });
|
|
64
|
+
room.on('move', (peerId, move) => {
|
|
65
|
+
if (peerId !== room.playerId) applyMove(peerId, move);
|
|
66
|
+
if (room.isHost) advanceTurn(); // the host alone decides who is next
|
|
67
|
+
});
|
|
68
|
+
function submitMove(move: Move) {
|
|
69
|
+
if (turn !== room.playerId) return;
|
|
70
|
+
applyMove(room.playerId, move);
|
|
71
|
+
room.send('move', move);
|
|
72
|
+
}
|
|
73
|
+
function advanceTurn() {
|
|
74
|
+
const ids = [...room.players.keys()]; // includes the host itself
|
|
75
|
+
const next = ids[(ids.indexOf(turn ?? ids[0]) + 1) % ids.length];
|
|
76
|
+
room.send('turn', { playerId: next });
|
|
77
|
+
}
|
|
78
|
+
```
|
|
79
|
+
|
|
80
|
+
## Reconnect and presence
|
|
81
|
+
|
|
82
|
+
```ts
|
|
83
|
+
const peers = new Map<string, Peer>();
|
|
84
|
+
const reconcile = () => {
|
|
85
|
+
for (const id of [...peers.keys()]) if (!room.players.has(id)) { peers.get(id)!.destroy(); peers.delete(id); }
|
|
86
|
+
for (const p of room.players.values()) if (p.id !== room.playerId && !peers.has(p.id)) peers.set(p.id, spawnPeer(p));
|
|
87
|
+
};
|
|
88
|
+
reconcile(); // peers already in the room, never yourself
|
|
89
|
+
room.onPlayerJoin((p) => { if (p.id !== room.playerId && !peers.has(p.id)) peers.set(p.id, spawnPeer(p)); });
|
|
90
|
+
room.onPlayerLeave(({ id }) => { peers.get(id)?.destroy(); peers.delete(id); });
|
|
91
|
+
|
|
92
|
+
let paused = false; // read inside the game's own update(dt); no second loop
|
|
93
|
+
room.onDisconnect(() => { paused = true; showBadge('Reconnecting…'); });
|
|
94
|
+
room.onReconnect(() => { paused = false; hideBadge(); reconcile(); }); // the roster was replaced silently
|
|
95
|
+
room.onReconnectFailed(() => showConnectionLost());
|
|
96
|
+
room.onError((code) => { if (code === 'SUPERSEDED') { room.leave(); showRejoin(); } });
|
|
97
|
+
```
|
|
98
|
+
|
|
99
|
+
## Testing in the dev room
|
|
100
|
+
|
|
101
|
+
Under `npx @funpixel/tools dev --relay` a full reload waits while two or more pages are in the room
|
|
102
|
+
(two tabs, or you and the bots), so saving a file never ends the match you are testing; it goes out as
|
|
103
|
+
soon as the room empties, or after ten minutes. `--no-hold` sends every reload at once.
|