@funpixel/tools 0.0.0-stage → 0.1.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/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 +2917 -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 +589 -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 +55 -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 +330 -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
- package/dist/suite/test-types.js +71 -0
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- package/templates/three/src/character.ts +65 -0
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- package/templates/three-world/src/palette.ts +21 -0
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// Drive the game to a NAMED state through its own hooks and hold it there for
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// the picture (plan m10 `capture_view`, and each view `audit_screens` measures):
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// enter the __FPX_VIEWS__ entry, press the __FPX_VERBS__ asked for in order,
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// let it run for hold_ms, then (freeze) stop the animation loop and CSS
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// animations so the frame taken next is the state read here.
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//
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// Part of @funpixel/verify: one function expression of one argument, loaded by
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// the edge's game tools (include_str!, through funpixel-browser's Evaluate) and
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// by local `funtools capture` / `audit-screens`. See mechanic_check.js for the
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// calling convention.
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//
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// a = { view: string | null, verbs: string[], verb_gap_ms, hold_ms, freeze, safe?, settle_ms? }
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// view null = only list what is declared. enter() gets 3 s and each verb
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// 1.5 s (a promise past that is left running), so the hosted call stays
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// inside funpixel-browser's 30 s per call
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// safe = the phone insets to emulate: absent = the phone's own (a page opened
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// with funpixel_touch=1: portrait 47/0/34/0, landscape 0/47/21/47 as
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// top/right/bottom/left, the numbers layout.js is given), false = none
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// settle_ms = when the page carries the Kapture driver (libs/funpixel-kapture,
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// the Studio's capture driver), wait up to this long after the hold, before
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// the freeze, for its settle: two rendered frames with no image or font
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// loading. Absent or 0 = no wait (the hosted callers pass none)
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//
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// The phone's safe area is EMULATED before the view is entered, for every look
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// but a bare listing (view null, no hold, no freeze): headless Chromium reports
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// every env(safe-area-inset-*) as 0, so a game that pads with env() hugged the
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// edge in the picture while audit-screens measured it against a notch (two
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// games). The page's env(safe-area-inset-*) now resolves to the insets,
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// in its stylesheets, its inline styles and those it adds later, and a resize
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// is sent so a game that reads them again lays out again. capture and
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// audit-screens (local and hosted) share this one emulation.
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//
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// Answers JSON:
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// declared — the page has __FPX_VIEWS__
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// views — [{ name, motion, moment }] in declaration order (moment: the
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// view stages a signature moment, HOOKS.md; callers shoot a burst)
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// view — the view asked for; entered — its enter() ran and did not throw
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// verbs — the verbs pressed; missing — asked for and not declared
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// state — __FPX_STATE__() after the hold (null when not declared)
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// frozen — the loop was stopped for the picture (held: the clock stands still)
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// held — the page runs on the held clock (step_clock.js): every wait
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// above was that much game time, in fixed frames
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// safe_area — the insets env(safe-area-inset-*) reports now, or null (none emulated)
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// settle — null when not asked or the page has no Kapture driver (not
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// observed); else { settled, pendingImages, pendingFonts,
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// rafAlive, errors } — errors the driver trapped since enter()
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// error — why it did not enter, or what threw
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async (a) => {
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// Under the held clock (step_clock.js) every wait here is game time: the clock moves by it.
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const C = typeof window.__FPX_STEP_CLOCK__ === 'object' && window.__FPX_STEP_CLOCK__ && window.__FPX_STEP_CLOCK__.held === true ? window.__FPX_STEP_CLOCK__ : null;
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const sleep = C ? (ms) => C.sleep(ms) : (ms) => new Promise((r) => setTimeout(r, ms));
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const within = C ? (p, ms) => C.within(p, ms) : (p, ms) => Promise.race([Promise.resolve(p), sleep(ms).then(() => undefined)]);
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const out = { declared: false, views: [], view: a.view ?? null, entered: false, verbs: [], missing: [], state: null, frozen: false, held: !!C, safe_area: null, settle: null, error: '' };
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const K = a.settle_ms > 0 && typeof window.FunpixelKapture === 'object' && window.FunpixelKapture && typeof window.FunpixelKapture.waitForSettle === 'function' ? window.FunpixelKapture : null;
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const listing = (a.view === null || a.view === undefined) && !a.freeze && !(a.hold_ms > 0);
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const insets = (() => {
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if (a.safe === false) return null;
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const pick = (s) => Object.fromEntries(['top', 'right', 'bottom', 'left'].map((k) => [k, Math.max(0, Number(s[k]) || 0)]));
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if (a.safe && typeof a.safe === 'object') return pick(a.safe);
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if (typeof location === 'undefined' || !/[?&]funpixel_touch=1(&|$)/.test(location.search)) return null;
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return innerHeight >= innerWidth ? { top: 47, right: 0, bottom: 34, left: 0 } : { top: 0, right: 47, bottom: 21, left: 47 };
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})();
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const emulate = async (safe) => {
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const done = window.__FPX_SAFE_AREA__;
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if (done && ['top', 'right', 'bottom', 'left'].every((k) => done[k] === safe[k])) return;
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const RE = /env\(\s*safe-area-inset-(top|right|bottom|left)\s*(,[^()]*(\([^()]*\)[^()]*)*)?\)/g;
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const sub = (t) => String(t).replace(RE, (_, side) => `${(window.__FPX_SAFE_AREA__ || safe)[side]}px`);
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const has = (t) => typeof t === 'string' && t.includes('safe-area-inset');
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// Rules and inline styles as they stand…
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const fix = (style) => { try { if (has(style.cssText)) style.cssText = sub(style.cssText); } catch (e) { /* read-only */ } };
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const walk = (rules) => { for (const r of rules) { if (r.style) fix(r.style); if (r.cssRules) walk(r.cssRules); } };
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const sheets = () => { for (const s of document.styleSheets) { try { walk(s.cssRules); } catch (e) { /* another origin's sheet */ } } };
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const inline = () => { for (const el of document.querySelectorAll('[style*="safe-area-inset"]')) fix(el.style); };
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// …and those the game writes from now on, as it writes them, so a probe
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// element it measures at once reads the insets too.
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const S = CSSStyleDeclaration.prototype;
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const text = Object.getOwnPropertyDescriptor(S, 'cssText');
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if (text && text.set && !done) {
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Object.defineProperty(S, 'cssText', { ...text, set(v) { text.set.call(this, has(v) ? sub(v) : v); } });
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const setProperty = S.setProperty;
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S.setProperty = function (p, v, ...rest) { return setProperty.call(this, p, has(v) ? sub(v) : v, ...rest); };
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const setAttribute = Element.prototype.setAttribute;
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Element.prototype.setAttribute = function (n, v) { return setAttribute.call(this, n, String(n).toLowerCase() === 'style' && has(v) ? sub(v) : v); };
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new MutationObserver((list) => {
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for (const m of list) {
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if (m.type === 'attributes' && m.target.style) fix(m.target.style);
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for (const n of m.addedNodes || []) {
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if (n.nodeName === 'STYLE') sheets();
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|
+
if (n.nodeName === 'LINK') n.addEventListener('load', sheets, { once: true });
|
|
91
|
+
if (n.nodeType === 1 && n.querySelectorAll) for (const el of n.querySelectorAll('[style*="safe-area-inset"]')) fix(el.style);
|
|
92
|
+
}
|
|
93
|
+
}
|
|
94
|
+
}).observe(document.documentElement, { subtree: true, childList: true, attributes: true, attributeFilter: ['style'] });
|
|
95
|
+
}
|
|
96
|
+
window.__FPX_SAFE_AREA__ = { ...safe };
|
|
97
|
+
sheets();
|
|
98
|
+
inline();
|
|
99
|
+
dispatchEvent(new Event('resize'));
|
|
100
|
+
await within(new Promise((r) => requestAnimationFrame(() => requestAnimationFrame(r))), 200);
|
|
101
|
+
};
|
|
102
|
+
if (insets && !listing) {
|
|
103
|
+
try { await emulate(insets); out.safe_area = insets; } catch (e) { /* the look goes on without it */ }
|
|
104
|
+
}
|
|
105
|
+
const v = window.__FPX_VIEWS__;
|
|
106
|
+
if (v && typeof v === 'object') {
|
|
107
|
+
out.declared = true;
|
|
108
|
+
out.views = Object.keys(v).map((name) => ({ name, motion: !!(v[name] && v[name].motion === true), moment: !!(v[name] && v[name].moment === true) }));
|
|
109
|
+
}
|
|
110
|
+
if (a.view === null || a.view === undefined) return JSON.stringify(out);
|
|
111
|
+
if (!out.declared) { out.error = 'the page declares no __FPX_VIEWS__'; return JSON.stringify(out); }
|
|
112
|
+
const entry = v[a.view];
|
|
113
|
+
if (!entry || typeof entry.enter !== 'function') {
|
|
114
|
+
out.error = `no view "${a.view}" (declared: ${out.views.map((x) => x.name).join(', ') || 'none'})`;
|
|
115
|
+
return JSON.stringify(out);
|
|
116
|
+
}
|
|
117
|
+
if (K) { try { K.beginView(a.view); } catch (e) { /* the errors stay the boot's */ } }
|
|
118
|
+
try {
|
|
119
|
+
await within(entry.enter(), 3000);
|
|
120
|
+
out.entered = true;
|
|
121
|
+
} catch (e) {
|
|
122
|
+
out.error = `enter() threw: ${String(e && e.message || e)}`;
|
|
123
|
+
return JSON.stringify(out);
|
|
124
|
+
}
|
|
125
|
+
const verbs = window.__FPX_VERBS__ || {};
|
|
126
|
+
for (const name of Array.isArray(a.verbs) ? a.verbs : []) {
|
|
127
|
+
if (typeof verbs[name] !== 'function') { out.missing.push(name); continue; }
|
|
128
|
+
try {
|
|
129
|
+
await within(verbs[name](), 1500);
|
|
130
|
+
out.verbs.push(name);
|
|
131
|
+
} catch (e) {
|
|
132
|
+
out.error = `verb ${name} threw: ${String(e && e.message || e)}`;
|
|
133
|
+
break;
|
|
134
|
+
}
|
|
135
|
+
await sleep(a.verb_gap_ms ?? 150);
|
|
136
|
+
}
|
|
137
|
+
await sleep(Math.max(0, a.hold_ms ?? 600));
|
|
138
|
+
if (typeof window.__FPX_STATE__ === 'function') {
|
|
139
|
+
try {
|
|
140
|
+
const s = JSON.stringify(window.__FPX_STATE__());
|
|
141
|
+
out.state = s && s.length <= 4000 ? JSON.parse(s) : { truncated: true, json: String(s).slice(0, 4000) };
|
|
142
|
+
} catch (e) { out.state = null; }
|
|
143
|
+
}
|
|
144
|
+
if (K) {
|
|
145
|
+
// Before the freeze: the settle waits on rendered frames, which the freeze stops.
|
|
146
|
+
try {
|
|
147
|
+
const settled = await within(K.waitForSettle(a.settle_ms), a.settle_ms + 250);
|
|
148
|
+
const snap = K.snapshot(K.currentErrors());
|
|
149
|
+
out.settle = { settled: settled === true, pendingImages: snap.pendingImages, pendingFonts: snap.pendingFonts, rafAlive: snap.rafAlive, errors: snap.errors };
|
|
150
|
+
} catch (e) { out.settle = null; }
|
|
151
|
+
}
|
|
152
|
+
if (a.freeze && C) {
|
|
153
|
+
// Held: nothing moves until the caller advances the clock, which a burst or a later look may.
|
|
154
|
+
out.frozen = true;
|
|
155
|
+
} else if (a.freeze) {
|
|
156
|
+
// The last frame drawn stays on screen; nothing after this moves it.
|
|
157
|
+
window.requestAnimationFrame = () => 0;
|
|
158
|
+
try { for (const an of document.getAnimations()) an.pause(); } catch (e) { /* older engines */ }
|
|
159
|
+
for (const m of document.querySelectorAll('video')) { try { m.pause(); } catch (e) { /* ignore */ } }
|
|
160
|
+
await sleep(50);
|
|
161
|
+
out.frozen = true;
|
|
162
|
+
}
|
|
163
|
+
return JSON.stringify(out);
|
|
164
|
+
}
|
|
@@ -0,0 +1,23 @@
|
|
|
1
|
+
// Install a webglcontextlost listener BEFORE any check runs: the event fires once
|
|
2
|
+
// and does not replay, so a late listener reports a lost context as fine.
|
|
3
|
+
//
|
|
4
|
+
// Part of @funpixel/verify: one function expression of one argument, loaded by
|
|
5
|
+
// funpixel-browser (include_str!) and by local `funtools verify`. See
|
|
6
|
+
// mechanic_check.js for the calling convention.
|
|
7
|
+
(a) => {
|
|
8
|
+
try {
|
|
9
|
+
if (window.__FPX_CTXLOST__ === undefined) window.__FPX_CTXLOST__ = false;
|
|
10
|
+
if (window.__FPX_CTXWATCH__) return 'already';
|
|
11
|
+
const mark = () => { window.__FPX_CTXLOST__ = true; };
|
|
12
|
+
// Both spellings: WebGL fires webglcontextlost, WebGPU's device
|
|
13
|
+
// exposes a lost promise instead, and a canvas added later needs the
|
|
14
|
+
// document-level capture to catch it.
|
|
15
|
+
document.addEventListener('webglcontextlost', mark, true);
|
|
16
|
+
for (const c of document.querySelectorAll('canvas')) {
|
|
17
|
+
c.addEventListener('webglcontextlost', mark, false);
|
|
18
|
+
}
|
|
19
|
+
window.__FPX_CTXWATCH__ = true;
|
|
20
|
+
return 'installed';
|
|
21
|
+
} catch (e) { return 'failed'; }
|
|
22
|
+
}
|
|
23
|
+
|
|
@@ -0,0 +1,106 @@
|
|
|
1
|
+
// How dressed is the play (lane V2, the Silt bar's S7: "dressing density with a clear road"; Silt's
|
|
2
|
+
// chapter one carries 42k instanced flowers, two of our games "read as shapes"): the small things of a
|
|
3
|
+
// Three scene counted per area round the player, by role, beside what they cost a frame.
|
|
4
|
+
//
|
|
5
|
+
// A thing is one instance of an InstancedMesh, or a mesh that is small (footprint under `max_size`,
|
|
6
|
+
// default 6 m) and not the terrain, a backdrop, the player or a see-through glow. Its role is the mesh's
|
|
7
|
+
// userData.role, else the middle word of a `dress-<role>-<kind>` name (the 3D starter's dressing.ts), else
|
|
8
|
+
// "prop". Counted inside `radius` metres (default 15) of the player on the ground plane (the player node
|
|
9
|
+
// by `player` name, else the state's hero, else the camera's look point): things per 100 m² of that disc.
|
|
10
|
+
// Roads (state.world.roads: [{ pts: [[x, z]…], width }]) are read when the game declares them: a thing on
|
|
11
|
+
// one is counted (`on_road`: dressing only, a pickup or a platform on the road is play; the road stays clear). The frame's cost is renderer.info's last frame
|
|
12
|
+
// (draw calls, triangles) when the renderer is exposed, and the scene's instanced triangles either way.
|
|
13
|
+
//
|
|
14
|
+
// Part of @funpixel/verify: one function expression of one argument. See mechanic_check.js for the
|
|
15
|
+
// calling convention.
|
|
16
|
+
//
|
|
17
|
+
// a = { radius (m, 15), max_size (m, 6), player (regex source, 'player|hero') }
|
|
18
|
+
//
|
|
19
|
+
// Answers JSON:
|
|
20
|
+
// engine — three | none; error
|
|
21
|
+
// at — { x, z, from: player|state|camera } the disc's centre; radius; area (m²)
|
|
22
|
+
// things — counted in the disc; per100 — things per 100 m²; by_role — { role: per 100 m² }
|
|
23
|
+
// kinds — [{ name, role, count (in the disc), instances (all), triangles (one instance) }], the 12 biggest
|
|
24
|
+
// on_road — things on a declared road (null: no road declared); roads — how many
|
|
25
|
+
// instanced — instances in the scene; instanced_triangles — their triangles together
|
|
26
|
+
// calls, triangles — renderer.info's last frame (null when the renderer is not exposed)
|
|
27
|
+
// target — state.world.dressing.target when the game states one (things per 100 m²), else null
|
|
28
|
+
(a) => {
|
|
29
|
+
const out = { engine: 'none', error: '', at: null, radius: 0, area: 0, things: 0, per100: 0, by_role: {}, kinds: [], on_road: null, roads: 0, instanced: 0, instanced_triangles: 0, calls: null, triangles: null, target: null };
|
|
30
|
+
const scene = window.__THREEJS_SCENE__ || (window.scene && window.scene.isScene ? window.scene : null);
|
|
31
|
+
if (!scene || !scene.isObject3D) { out.error = 'no Three scene (window.__THREEJS_SCENE__)'; return JSON.stringify(out); }
|
|
32
|
+
out.engine = 'three';
|
|
33
|
+
const R = a.radius || 15, MAX = a.max_size || 6, PLAYER = new RegExp(a.player || 'player|hero', 'i');
|
|
34
|
+
const SKIP = /^(ground|terrain|floor|sky|backdrop|horizon|skybox|dome|water|sea|ocean)$|^(ground|terrain|sky)[-_]/i;
|
|
35
|
+
let state = null;
|
|
36
|
+
try { state = typeof window.__FPX_STATE__ === 'function' ? window.__FPX_STATE__() : null; } catch { state = null; }
|
|
37
|
+
scene.updateMatrixWorld && scene.updateMatrixWorld();
|
|
38
|
+
const V = scene.position.constructor;
|
|
39
|
+
// The disc's centre: the player node, else the state's hero, else where the camera looks.
|
|
40
|
+
let at = null, player = null;
|
|
41
|
+
scene.traverse((o) => { if (!player && o.name && PLAYER.test(o.name) && o.visible !== false) player = o; });
|
|
42
|
+
// Positions straight from the world matrices (column 3), so a scene graph without helpers reads too.
|
|
43
|
+
const posOf = (o) => { const e = o.matrixWorld.elements; return { x: e[12], z: e[14] }; };
|
|
44
|
+
if (player) { const q = posOf(player); at = { x: q.x, z: q.z, from: 'player' }; }
|
|
45
|
+
else if (state && state.hero && typeof state.hero.x === 'number') at = { x: state.hero.x, z: state.hero.z ?? 0, from: 'state' };
|
|
46
|
+
else {
|
|
47
|
+
const cam = window.__THREEJS_CAMERA__ || window.camera;
|
|
48
|
+
if (cam && cam.isCamera && cam.matrixWorld) {
|
|
49
|
+
const e = cam.matrixWorld.elements, d = { x: -e[8], y: -e[9], z: -e[10] }, t = d.y < -0.05 ? -e[13] / d.y : 10;
|
|
50
|
+
at = { x: e[12] + d.x * t, z: e[14] + d.z * t, from: 'camera' };
|
|
51
|
+
}
|
|
52
|
+
}
|
|
53
|
+
if (!at) { out.error = 'no player, hero or camera to centre on'; return JSON.stringify(out); }
|
|
54
|
+
const roads = Array.isArray(state?.world?.roads) ? state.world.roads.filter((r) => r && Array.isArray(r.pts) && r.pts.length >= 2) : [];
|
|
55
|
+
out.roads = roads.length; if (roads.length) out.on_road = 0;
|
|
56
|
+
const onRoad = (x, z) => roads.some((r) => {
|
|
57
|
+
for (let i = 1; i < r.pts.length; i++) {
|
|
58
|
+
const [ax, az] = r.pts[i - 1], [bx, bz] = r.pts[i], dx = bx - ax, dz = bz - az, l = dx * dx + dz * dz || 1, t = Math.max(0, Math.min(1, ((x - ax) * dx + (z - az) * dz) / l));
|
|
59
|
+
if (Math.hypot(x - ax - t * dx, z - az - t * dz) < (r.width || 0) / 2) return true;
|
|
60
|
+
}
|
|
61
|
+
return false;
|
|
62
|
+
});
|
|
63
|
+
const roleOf = (o) => (o.userData && typeof o.userData.role === 'string' ? o.userData.role : (/^dress-([a-z]+)-/.exec(o.name || '') || [])[1] || 'prop');
|
|
64
|
+
const trisOf = (g) => (g ? (g.index ? g.index.count : g.attributes && g.attributes.position ? g.attributes.position.count : 0) / 3 : 0);
|
|
65
|
+
const under = (o) => { for (let p = o; p; p = p.parent) if (p === player) return true; return false; };
|
|
66
|
+
const counts = {}, kinds = new Map();
|
|
67
|
+
let n = 0;
|
|
68
|
+
const count = (o, x, z) => {
|
|
69
|
+
if (Math.hypot(x - at.x, z - at.z) > R) return false;
|
|
70
|
+
n++; const role = roleOf(o); counts[role] = (counts[role] || 0) + 1;
|
|
71
|
+
if (roads.length && role !== 'prop' && onRoad(x, z)) out.on_road++; // dressing on the road; a pickup or a platform on it is play
|
|
72
|
+
return true;
|
|
73
|
+
};
|
|
74
|
+
scene.traverse((o) => {
|
|
75
|
+
if (!o.isMesh || o.visible === false || SKIP.test(o.name || '') || under(o)) return;
|
|
76
|
+
const mat = Array.isArray(o.material) ? o.material[0] : o.material;
|
|
77
|
+
if (mat && mat.transparent && mat.opacity < 0.5 && !mat.map) return;
|
|
78
|
+
const g = o.geometry, tris = trisOf(g), key = o.name || o.type;
|
|
79
|
+
if (o.isInstancedMesh) {
|
|
80
|
+
const k = kinds.get(key) || { name: key, role: roleOf(o), count: 0, instances: 0, triangles: tris };
|
|
81
|
+
out.instanced += o.count; out.instanced_triangles += o.count * tris; k.instances += o.count;
|
|
82
|
+
const arr = o.instanceMatrix && o.instanceMatrix.array;
|
|
83
|
+
for (let i = 0; arr && i < o.count; i++) { const w = new V(arr[i * 16 + 12], arr[i * 16 + 13], arr[i * 16 + 14]).applyMatrix4(o.matrixWorld); if (count(o, w.x, w.z)) k.count++; }
|
|
84
|
+
kinds.set(key, k);
|
|
85
|
+
return;
|
|
86
|
+
}
|
|
87
|
+
if (!g) return;
|
|
88
|
+
if (!g.boundingBox && g.computeBoundingBox) g.computeBoundingBox();
|
|
89
|
+
const b = g.boundingBox, e = o.matrixWorld.elements, sx = Math.hypot(e[0], e[1], e[2]), sz = Math.hypot(e[8], e[9], e[10]);
|
|
90
|
+
if (!b || Math.max((b.max.x - b.min.x) * sx, (b.max.z - b.min.z) * sz) > MAX) return;
|
|
91
|
+
const p = posOf(o);
|
|
92
|
+
const k = kinds.get(key) || { name: key, role: roleOf(o), count: 0, instances: 0, triangles: tris };
|
|
93
|
+
k.instances++; if (count(o, p.x, p.z)) k.count++; kinds.set(key, k);
|
|
94
|
+
});
|
|
95
|
+
const area = Math.PI * R * R, r1 = (v) => Math.round(v * 10) / 10;
|
|
96
|
+
out.at = { x: r1(at.x), z: r1(at.z), from: at.from }; out.radius = R; out.area = Math.round(area);
|
|
97
|
+
out.things = n; out.per100 = r1((n / area) * 100);
|
|
98
|
+
out.by_role = Object.fromEntries(Object.entries(counts).map(([k, v]) => [k, r1((v / area) * 100)]));
|
|
99
|
+
out.kinds = [...kinds.values()].sort((x, y) => y.instances - x.instances).slice(0, 12).map((k) => ({ ...k, triangles: Math.round(k.triangles) }));
|
|
100
|
+
out.instanced_triangles = Math.round(out.instanced_triangles);
|
|
101
|
+
const r = window.__THREEJS_RENDERER__;
|
|
102
|
+
if (r && r.info && r.info.render) { out.calls = r.info.render.calls; out.triangles = r.info.render.triangles; }
|
|
103
|
+
const tg = state && state.world && state.world.dressing ? state.world.dressing.target : null;
|
|
104
|
+
out.target = typeof tg === 'number' ? tg : null;
|
|
105
|
+
return JSON.stringify(out);
|
|
106
|
+
}
|
|
@@ -0,0 +1,33 @@
|
|
|
1
|
+
// Enter the declared gameplay view: the __FPX_VIEWS__ entry marked motion: true,
|
|
2
|
+
// else 'playing', else the first that is not a title/menu screen. Returns
|
|
3
|
+
// 'ok:<view>', 'no-map', 'no-view' or 'threw:<error>'.
|
|
4
|
+
//
|
|
5
|
+
// a = { seed? } — a whole number set as window.__FPX_SEED__ first, unless the
|
|
6
|
+
// page already has one (a journey's or the game's own): verify re-enters play
|
|
7
|
+
// before every check, and a game that seeds its rounds from __FPX_SEED__ (the
|
|
8
|
+
// scaffold's rules.ts) then starts each from a known round, not a random one.
|
|
9
|
+
//
|
|
10
|
+
// Part of @funpixel/verify: one function expression of one argument, loaded by
|
|
11
|
+
// funpixel-browser (include_str!) and by local `funtools verify`. See
|
|
12
|
+
// mechanic_check.js for the calling convention.
|
|
13
|
+
(a) => {
|
|
14
|
+
try {
|
|
15
|
+
if (a && Number.isInteger(a.seed) && typeof window.__FPX_SEED__ !== 'number') window.__FPX_SEED__ = a.seed;
|
|
16
|
+
const v = window.__FPX_VIEWS__;
|
|
17
|
+
if (!v) return "no-map";
|
|
18
|
+
const keys = Object.keys(v);
|
|
19
|
+
// The gameplay screen is the one that ANIMATES.
|
|
20
|
+
let pick = keys.find(k => v[k] && v[k].motion === true);
|
|
21
|
+
// Fallbacks: the conventional name, then the first entry that
|
|
22
|
+
// is not a title/menu screen.
|
|
23
|
+
if (!pick && v.playing) pick = "playing";
|
|
24
|
+
if (!pick) pick = keys.find(k => !/title|menu|intro|splash/i.test(k));
|
|
25
|
+
if (!pick) return "no-view";
|
|
26
|
+
const entry = v[pick];
|
|
27
|
+
if (!entry || typeof entry.enter !== 'function') return "no-view";
|
|
28
|
+
entry.enter();
|
|
29
|
+
return "ok:" + pick;
|
|
30
|
+
} catch (e) {
|
|
31
|
+
return "threw:" + String(e);
|
|
32
|
+
}
|
|
33
|
+
}
|
|
@@ -0,0 +1,126 @@
|
|
|
1
|
+
// The feel trace (research 18's craft properties 1, 2, 4, 7): every animation frame while a
|
|
2
|
+
// script plays, the game's own __FPX_STATE__ (only the fields the feel measures read) and, for
|
|
3
|
+
// each actor the state names, a short key of what it looks like — its pictures (texture or sheet
|
|
4
|
+
// frame), which of its parts are shown, its tint, and its pose in coarse steps (a squash or a
|
|
5
|
+
// topple changes the key; a breath, a lean or a facing flip does not). funtools judges the trace
|
|
6
|
+
// (src/feel/judge.ts): the verb's real numbers against the design's, tell to strike, the death
|
|
7
|
+
// beat and the restart, and whether each actor looks different in each of its states. Read-only.
|
|
8
|
+
//
|
|
9
|
+
// a = { op: 'install' | 'input' | 'drain', label?, player?, max? }
|
|
10
|
+
// install — start the recorder (rAF); forgets an earlier trace
|
|
11
|
+
// input — note an input the script is about to play, with the page clock
|
|
12
|
+
// drain — stop and return { observed, samples: [{ t, s, v }], inputs: [{ t, label }], names }
|
|
13
|
+
// s = the state's feel fields; v = { actorName: key } for the actors found
|
|
14
|
+
//
|
|
15
|
+
// State fields read (all optional, the game's words): t (the game's own clock, seconds), screen,
|
|
16
|
+
// control, dead, hits, lives, score, hero { x, y, vx, body, unit, grounded, state, invulnerable },
|
|
17
|
+
// threats [{ id, kind, phase }], actors { nodeName: stateName }, juice { name: number } (up to 8: the
|
|
18
|
+
// numbers the renderer applies — shake, flash, squash, particles — so a key event's answer is timed). A game that exposes none is "not measured", never a pass.
|
|
19
|
+
//
|
|
20
|
+
// Part of @funpixel/verify: one function expression of one argument. Pixi (v7, v8) and Three.
|
|
21
|
+
(a) => {
|
|
22
|
+
const w = window;
|
|
23
|
+
if (a && a.op === 'input') {
|
|
24
|
+
const r = w.__FPX_FEEL__;
|
|
25
|
+
if (r) r.inputs.push({ t: performance.now(), label: String(a.label || '').slice(0, 60) });
|
|
26
|
+
return r ? 'noted' : 'not installed';
|
|
27
|
+
}
|
|
28
|
+
if (a && a.op === 'drain') {
|
|
29
|
+
const r = w.__FPX_FEEL__;
|
|
30
|
+
if (!r) return JSON.stringify({ observed: false, samples: [], inputs: [], names: [] });
|
|
31
|
+
r.stop = true;
|
|
32
|
+
return JSON.stringify({ observed: r.samples.some((x) => x.s !== null), samples: r.samples, inputs: r.inputs, names: r.names.slice(0, 40) });
|
|
33
|
+
}
|
|
34
|
+
if (w.__FPX_FEEL__) w.__FPX_FEEL__.stop = true;
|
|
35
|
+
const MAX = (a && a.max) || 7200;
|
|
36
|
+
const player = new RegExp((a && a.player) || 'player|hero|avatar', 'i');
|
|
37
|
+
const rec = { stop: false, samples: [], inputs: [], names: [] };
|
|
38
|
+
w.__FPX_FEEL__ = rec;
|
|
39
|
+
const seen = new Set();
|
|
40
|
+
const PICK = ['t', 'screen', 'control', 'dead', 'hits', 'lives', 'score'];
|
|
41
|
+
const HERO = ['x', 'y', 'vx', 'vy', 'body', 'unit', 'grounded', 'state', 'invulnerable'];
|
|
42
|
+
const plain = (v) => v === null || ['number', 'boolean', 'string'].includes(typeof v);
|
|
43
|
+
const pick = (raw) => {
|
|
44
|
+
if (!raw || typeof raw !== 'object') return null;
|
|
45
|
+
const s = {};
|
|
46
|
+
for (const k of PICK) if (plain(raw[k])) s[k] = raw[k];
|
|
47
|
+
if (raw.hero && typeof raw.hero === 'object') {
|
|
48
|
+
s.hero = {};
|
|
49
|
+
for (const k of HERO) if (plain(raw.hero[k])) s.hero[k] = raw.hero[k];
|
|
50
|
+
}
|
|
51
|
+
if (Array.isArray(raw.threats)) {
|
|
52
|
+
s.threats = raw.threats.slice(0, 16).map((t, i) => ({ id: String(t && t.id !== undefined ? t.id : i), kind: t && t.kind ? String(t.kind) : undefined, phase: t && t.phase !== undefined ? String(t.phase) : undefined }));
|
|
53
|
+
}
|
|
54
|
+
if (raw.juice && typeof raw.juice === 'object') {
|
|
55
|
+
s.juice = {};
|
|
56
|
+
for (const [k, v] of Object.entries(raw.juice).slice(0, 8)) if (typeof v === 'number' && isFinite(v)) s.juice[k] = Math.round(v * 1000) / 1000;
|
|
57
|
+
}
|
|
58
|
+
if (raw.actors && typeof raw.actors === 'object') {
|
|
59
|
+
s.actors = {};
|
|
60
|
+
for (const [k, v] of Object.entries(raw.actors).slice(0, 16)) if (plain(v)) s.actors[k] = String(v);
|
|
61
|
+
}
|
|
62
|
+
return s;
|
|
63
|
+
};
|
|
64
|
+
const read = () => { try { return pick(w.__FPX_STATE__ ? w.__FPX_STATE__() : null); } catch (e) { return null; } };
|
|
65
|
+
|
|
66
|
+
const app = w.__PIXI_APP__ || (w.__PIXI_DEVTOOLS__ && w.__PIXI_DEVTOOLS__.app) || null;
|
|
67
|
+
const root = (app && app.stage) || w.__PIXI_STAGE__ || w.__THREEJS_SCENE__ || (w.scene && w.scene.isScene ? w.scene : null);
|
|
68
|
+
const pixi = !!(root && !root.isObject3D && Array.isArray(root.children));
|
|
69
|
+
// Coarse steps: a squash of 20% or more, a turn of 45° or more, a fade by a quarter change the key.
|
|
70
|
+
const step = (x, by) => Math.round(x / by);
|
|
71
|
+
const hash = (str) => { let h = 5381; for (let i = 0; i < str.length; i++) h = ((h * 33) ^ str.charCodeAt(i)) >>> 0; return h.toString(36); };
|
|
72
|
+
const look = (o) => {
|
|
73
|
+
if (pixi) {
|
|
74
|
+
const t = o.texture, f = (t && t.frame) || {};
|
|
75
|
+
const pic = t ? `${t.uid ?? t.label ?? (t.baseTexture && t.baseTexture.uid) ?? ''}:${f.x},${f.y},${f.width},${f.height}` : '';
|
|
76
|
+
const sx = Math.abs(o.scale ? o.scale.x : 1) || 1e-6, sy = Math.abs(o.scale ? o.scale.y : 1) || 1e-6;
|
|
77
|
+
return `${pic}/${o.tint ?? ''}/${step(Math.log(sy / sx), 0.2)}/${step(o.rotation || 0, Math.PI / 4)}/${step(o.alpha ?? 1, 0.25)}`;
|
|
78
|
+
}
|
|
79
|
+
const m = o.material && !Array.isArray(o.material) ? o.material : null;
|
|
80
|
+
const pic = m && m.map ? `${m.map.uuid}:${m.map.offset ? `${m.map.offset.x},${m.map.offset.y}` : ''}` : '';
|
|
81
|
+
const col = m && m.color ? m.color.getHex() : '', em = m && m.emissive ? step(m.emissive.r + m.emissive.g + m.emissive.b, 0.5) : '';
|
|
82
|
+
const s = o.scale || { x: 1, y: 1 }, r = o.rotation || { x: 0, y: 0, z: 0 };
|
|
83
|
+
return `${pic}/${col}/${em}/${step(Math.log((Math.abs(s.y) || 1e-6) / (Math.abs(s.x) || 1e-6)), 0.2)}/${step(r.x, Math.PI / 4)},${step(r.z, Math.PI / 4)}/${m ? step(m.opacity ?? 1, 0.25) : ''}`;
|
|
84
|
+
};
|
|
85
|
+
// An actor's key: its own look and every shown part under it (a part hidden or shown is a pose).
|
|
86
|
+
const keyOf = (o) => {
|
|
87
|
+
const parts = [look(o)];
|
|
88
|
+
const walk = (n, depth, path) => {
|
|
89
|
+
if (depth > 4) return;
|
|
90
|
+
(n.children || []).forEach((c, i) => {
|
|
91
|
+
if (c.visible === false || (pixi && (c.alpha ?? 1) <= 0.01)) return;
|
|
92
|
+
parts.push(`${path}${i}:${look(c)}`);
|
|
93
|
+
walk(c, depth + 1, `${path}${i}.`);
|
|
94
|
+
});
|
|
95
|
+
};
|
|
96
|
+
walk(o, 0, '');
|
|
97
|
+
return hash(parts.join('|'));
|
|
98
|
+
};
|
|
99
|
+
const find = (wanted) => {
|
|
100
|
+
const out = {};
|
|
101
|
+
if (!root) return out;
|
|
102
|
+
const walk = (o, depth) => {
|
|
103
|
+
if (depth > 12) return;
|
|
104
|
+
const name = o.label || o.name || '';
|
|
105
|
+
if (name && !seen.has(name) && seen.size < 40) { seen.add(name); rec.names.push(name); }
|
|
106
|
+
if (name && wanted.has(name) && !(name in out) && o.visible !== false) out[name] = keyOf(o);
|
|
107
|
+
for (const c of o.children || []) walk(c, depth + 1);
|
|
108
|
+
};
|
|
109
|
+
walk(root, 0);
|
|
110
|
+
return out;
|
|
111
|
+
};
|
|
112
|
+
const tick = () => {
|
|
113
|
+
if (rec.stop) return;
|
|
114
|
+
const s = read();
|
|
115
|
+
const wanted = new Set(s && s.actors ? Object.keys(s.actors) : []);
|
|
116
|
+
// The hero's state stands for the player node when the game names no actors.
|
|
117
|
+
if (s && s.hero && s.hero.state !== undefined && !wanted.size) for (const n of seen) if (player.test(n)) wanted.add(n);
|
|
118
|
+
rec.samples.push({ t: Math.round(performance.now() * 10) / 10, s, v: find(wanted) });
|
|
119
|
+
if (rec.samples.length >= MAX) { rec.stop = true; return; }
|
|
120
|
+
requestAnimationFrame(tick);
|
|
121
|
+
};
|
|
122
|
+
// One walk to learn the names, so the hero's node is known from the first frame.
|
|
123
|
+
find(new Set());
|
|
124
|
+
requestAnimationFrame(tick);
|
|
125
|
+
return 'installed';
|
|
126
|
+
}
|
|
@@ -0,0 +1,75 @@
|
|
|
1
|
+
// One timed attempt of a forgiveness sweep (funtools feel: coyote time, jump buffer). The page
|
|
2
|
+
// watches __FPX_STATE__ every animation frame on the game's own clock (state `t` in seconds when
|
|
3
|
+
// the game gives one, else the page's) and presses a key at an exact offset from a moment:
|
|
4
|
+
//
|
|
5
|
+
// after (offset_ms >= 0): the anchor turning true (it was false first), then the press offset_ms
|
|
6
|
+
// later — "jump 60 ms after leaving the ledge"
|
|
7
|
+
// before (offset_ms < 0): the cue key pressed at arming, then the press at cue + lead_ms + offset_ms,
|
|
8
|
+
// where lead_ms is the anchor's delay after the cue, calibrated by an attempt with no press
|
|
9
|
+
// ("jump 60 ms before landing")
|
|
10
|
+
//
|
|
11
|
+
// then reads whether `success` held within within_ms after both the press and the anchor. Keys are
|
|
12
|
+
// dispatched as KeyboardEvents on the focused element (untrusted: a game that checks isTrusted
|
|
13
|
+
// ignores them). Bounded by timeout_ms. Read-only apart from the keys.
|
|
14
|
+
//
|
|
15
|
+
// a = { cue?: code, anchor: { field, op, value }, press?: code (none = calibrate), offset_ms, lead_ms?,
|
|
16
|
+
// success: { field, op, value }, within_ms, timeout_ms }
|
|
17
|
+
// → { clock: 'game' | 'page', cue_t, anchor_t, press_t, success: bool | null, why? } (times in ms)
|
|
18
|
+
//
|
|
19
|
+
// Part of @funpixel/verify: one function expression of one argument.
|
|
20
|
+
(a) => new Promise((done) => {
|
|
21
|
+
const w = window;
|
|
22
|
+
const KEY = { Space: ' ', Enter: 'Enter', Escape: 'Escape', ArrowUp: 'ArrowUp', ArrowDown: 'ArrowDown', ArrowLeft: 'ArrowLeft', ArrowRight: 'ArrowRight' };
|
|
23
|
+
const keyOf = (code) => KEY[code] || (/^Key[A-Z]$/.test(code) ? code.slice(3).toLowerCase() : /^Digit\d$/.test(code) ? code.slice(5) : code);
|
|
24
|
+
const press = (code) => {
|
|
25
|
+
const el = document.activeElement && document.activeElement !== document.documentElement ? document.activeElement : document.body;
|
|
26
|
+
const init = { code, key: keyOf(code), bubbles: true, cancelable: true };
|
|
27
|
+
el.dispatchEvent(new KeyboardEvent('keydown', init));
|
|
28
|
+
setTimeout(() => el.dispatchEvent(new KeyboardEvent('keyup', init)), 60);
|
|
29
|
+
};
|
|
30
|
+
const read = () => { try { return w.__FPX_STATE__ ? w.__FPX_STATE__() : null; } catch (e) { return null; } };
|
|
31
|
+
const field = (s, path) => String(path).split('.').reduce((o, k) => (o === null || o === undefined ? undefined : o[k]), s);
|
|
32
|
+
const holds = (s, e) => {
|
|
33
|
+
const v = field(s, e.field), x = e.value;
|
|
34
|
+
if (v === undefined) return false;
|
|
35
|
+
if (e.op === '=') return String(v) === String(x);
|
|
36
|
+
if (e.op === '!=') return String(v) !== String(x);
|
|
37
|
+
const n = Number(v), m = Number(x);
|
|
38
|
+
return e.op === '>' ? n > m : e.op === '<' ? n < m : e.op === '>=' ? n >= m : n <= m;
|
|
39
|
+
};
|
|
40
|
+
let clock = null;
|
|
41
|
+
const now = (s) => {
|
|
42
|
+
const g = s && typeof s.t === 'number' && Number.isFinite(s.t) ? s.t * 1000 : null;
|
|
43
|
+
if (clock === null) clock = g === null ? 'page' : 'game';
|
|
44
|
+
return clock === 'game' && g !== null ? g : performance.now();
|
|
45
|
+
};
|
|
46
|
+
const r = { clock: null, cue_t: null, anchor_t: null, press_t: null, success: null };
|
|
47
|
+
const started = performance.now();
|
|
48
|
+
let sawFalse = false;
|
|
49
|
+
const finish = (why) => { r.clock = clock; if (why) r.why = why; done(JSON.stringify(r)); };
|
|
50
|
+
const frame = () => {
|
|
51
|
+
const s = read();
|
|
52
|
+
const t = now(s);
|
|
53
|
+
if (a.cue && r.cue_t === null) { press(a.cue); r.cue_t = t; return requestAnimationFrame(frame); }
|
|
54
|
+
if (s) {
|
|
55
|
+
const on = holds(s, a.anchor);
|
|
56
|
+
if (!on) sawFalse = true;
|
|
57
|
+
else if (sawFalse && r.anchor_t === null) r.anchor_t = t;
|
|
58
|
+
}
|
|
59
|
+
if (!a.press && r.anchor_t !== null) return finish(); // calibration: the anchor's time is the answer
|
|
60
|
+
if (a.press && r.press_t === null) {
|
|
61
|
+
const due = a.offset_ms >= 0
|
|
62
|
+
? (r.anchor_t !== null ? r.anchor_t + a.offset_ms : null)
|
|
63
|
+
: (r.cue_t !== null && typeof a.lead_ms === 'number' ? r.cue_t + a.lead_ms + a.offset_ms : null);
|
|
64
|
+
if (due !== null && t >= due - 0.5) { press(a.press); r.press_t = t; }
|
|
65
|
+
}
|
|
66
|
+
const from = r.anchor_t !== null && (!a.press || r.press_t !== null) ? Math.max(r.anchor_t, r.press_t ?? r.anchor_t) : null;
|
|
67
|
+
if (from !== null && t > from) {
|
|
68
|
+
if (s && holds(s, a.success)) { r.success = true; return finish(); }
|
|
69
|
+
if (t - from > a.within_ms) { r.success = false; return finish(); }
|
|
70
|
+
}
|
|
71
|
+
if (performance.now() - started > a.timeout_ms) return finish(r.anchor_t === null ? 'the anchor never turned true' : 'timed out');
|
|
72
|
+
requestAnimationFrame(frame);
|
|
73
|
+
};
|
|
74
|
+
requestAnimationFrame(frame);
|
|
75
|
+
})
|
|
@@ -0,0 +1,54 @@
|
|
|
1
|
+
// Wait for the first painted frame (~3 s budget): resolves the instant the largest
|
|
2
|
+
// canvas shows more than a flat clear colour. Returns 'painted', 'webgl-settle'
|
|
3
|
+
// (readback refused), 'no-canvas' or 'timeout'.
|
|
4
|
+
//
|
|
5
|
+
// Part of @funpixel/verify: one function expression of one argument, loaded by
|
|
6
|
+
// funpixel-browser (include_str!) and by local `funtools verify`. See
|
|
7
|
+
// mechanic_check.js for the calling convention.
|
|
8
|
+
async (a) => {
|
|
9
|
+
const sleep = (ms) => new Promise(r => setTimeout(r, ms));
|
|
10
|
+
const raf = () => new Promise(r => requestAnimationFrame(r));
|
|
11
|
+
const pickCanvas = () => {
|
|
12
|
+
let best = null, area = 0;
|
|
13
|
+
for (const c of document.querySelectorAll('canvas')) {
|
|
14
|
+
const a = c.width * c.height;
|
|
15
|
+
if (a > area) { area = a; best = c; }
|
|
16
|
+
}
|
|
17
|
+
return best;
|
|
18
|
+
};
|
|
19
|
+
// Non-canvas (pure HTML/CSS) games: just give one frame + a beat.
|
|
20
|
+
const c0 = pickCanvas();
|
|
21
|
+
if (!c0) { await raf(); await sleep(150); return 'no-canvas'; }
|
|
22
|
+
const looksPainted = (canvas) => {
|
|
23
|
+
try {
|
|
24
|
+
const w = 64, h = 64;
|
|
25
|
+
const off = document.createElement('canvas');
|
|
26
|
+
off.width = w; off.height = h;
|
|
27
|
+
const ctx = off.getContext('2d');
|
|
28
|
+
ctx.drawImage(canvas, 0, 0, w, h);
|
|
29
|
+
const d = ctx.getImageData(0, 0, w, h).data;
|
|
30
|
+
// Non-uniform = the engine drew past a flat clear color.
|
|
31
|
+
const r0 = d[0], g0 = d[1], b0 = d[2];
|
|
32
|
+
for (let i = 4; i < d.length; i += 4) {
|
|
33
|
+
if (Math.abs(d[i]-r0) > 6 || Math.abs(d[i+1]-g0) > 6 || Math.abs(d[i+2]-b0) > 6) {
|
|
34
|
+
return true;
|
|
35
|
+
}
|
|
36
|
+
}
|
|
37
|
+
return false;
|
|
38
|
+
} catch (e) {
|
|
39
|
+
// WebGL canvas readback can taint/throw — treat as painted
|
|
40
|
+
// after a short settle rather than blocking the whole budget.
|
|
41
|
+
return null;
|
|
42
|
+
}
|
|
43
|
+
};
|
|
44
|
+
const deadline = Date.now() + 3000;
|
|
45
|
+
while (Date.now() < deadline) {
|
|
46
|
+
const canvas = pickCanvas();
|
|
47
|
+
const verdict = canvas ? looksPainted(canvas) : false;
|
|
48
|
+
if (verdict === true) { await raf(); return 'painted'; }
|
|
49
|
+
if (verdict === null) { await sleep(400); return 'webgl-settle'; }
|
|
50
|
+
await raf();
|
|
51
|
+
}
|
|
52
|
+
return 'timeout';
|
|
53
|
+
}
|
|
54
|
+
|
|
@@ -0,0 +1,50 @@
|
|
|
1
|
+
// Do the game's fonts load? The families checked are the PLANNED ones
|
|
2
|
+
// (funpixel.json metadata.font / fonts, the Plan's theme font) or, when none
|
|
3
|
+
// is planned, every family the page's @font-face rules declare. Each is asked
|
|
4
|
+
// for with document.fonts.load(), so a font the current screen has not used
|
|
5
|
+
// yet still counts, and one whose file 404s or will not decode fails.
|
|
6
|
+
// a = { planned: [family…], timeout_ms }
|
|
7
|
+
// Returns JSON { observed, planned, fonts: [{ family, source, status, used }] }:
|
|
8
|
+
// source 'face' (an @font-face declares it) | 'system' (none, but a web-safe
|
|
9
|
+
// family every device has) | 'none';
|
|
10
|
+
// status 'loaded' | 'error' (the file failed) | 'missing' (planned, never
|
|
11
|
+
// declared: every player sees a fallback) | 'system' | 'timeout' — the last
|
|
12
|
+
// two are not observed, never a failure;
|
|
13
|
+
// used = it had already loaded before the probe asked (the page drew with it).
|
|
14
|
+
//
|
|
15
|
+
// Part of @funpixel/verify: one function expression of one argument, loaded by
|
|
16
|
+
// funpixel-browser (include_str!) and by local `funtools verify`. See
|
|
17
|
+
// mechanic_check.js for the calling convention.
|
|
18
|
+
async (a) => {
|
|
19
|
+
const GENERIC = /^(serif|sans-serif|monospace|cursive|fantasy|system-ui|ui-[a-z-]+|emoji|math|fangsong|inherit|initial|unset)$/i;
|
|
20
|
+
const WEB_SAFE = /^(arial|helvetica|helvetica neue|times|times new roman|georgia|verdana|tahoma|trebuchet ms|courier|courier new|impact|segoe ui|-apple-system|blinkmacsystemfont)$/i;
|
|
21
|
+
const sleep = (ms) => new Promise(r => setTimeout(r, ms));
|
|
22
|
+
const clean = (f) => String(f || '').trim().replace(/^['"]+|['"]+$/g, '').trim();
|
|
23
|
+
const set = document.fonts;
|
|
24
|
+
if (!set) return JSON.stringify({ observed: false, planned: [], fonts: [] });
|
|
25
|
+
const planned = [...new Set((a.planned || []).map(clean).filter((f) => f && !GENERIC.test(f)))];
|
|
26
|
+
const faces = Array.from(set);
|
|
27
|
+
const declared = [...new Set(faces.map((f) => clean(f.family)).filter(Boolean))].sort();
|
|
28
|
+
const targets = (planned.length ? planned : declared).slice(0, 8);
|
|
29
|
+
if (!targets.length) return JSON.stringify({ observed: false, planned, fonts: [] });
|
|
30
|
+
await Promise.race([set.ready, sleep(a.timeout_ms)]);
|
|
31
|
+
const fonts = [];
|
|
32
|
+
for (const family of targets) {
|
|
33
|
+
const mine = faces.filter((f) => clean(f.family).toLowerCase() === family.toLowerCase());
|
|
34
|
+
if (!mine.length) {
|
|
35
|
+
const system = WEB_SAFE.test(family);
|
|
36
|
+
fonts.push({ family, source: system ? 'system' : 'none', status: system ? 'system' : 'missing', used: false });
|
|
37
|
+
continue;
|
|
38
|
+
}
|
|
39
|
+
const used = mine.some((f) => f.status === 'loaded');
|
|
40
|
+
let status = 'loaded';
|
|
41
|
+
if (!used) {
|
|
42
|
+
try {
|
|
43
|
+
const got = await Promise.race([set.load('16px "' + family.replace(/"/g, '') + '"'), sleep(a.timeout_ms).then(() => 'timeout')]);
|
|
44
|
+
status = got === 'timeout' ? 'timeout' : mine.some((f) => f.status === 'loaded') ? 'loaded' : 'error';
|
|
45
|
+
} catch (e) { status = 'error'; }
|
|
46
|
+
}
|
|
47
|
+
fonts.push({ family, source: 'face', status, used });
|
|
48
|
+
}
|
|
49
|
+
return JSON.stringify({ observed: true, planned, fonts });
|
|
50
|
+
}
|