@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.
Files changed (2414) hide show
  1. package/LICENSE +115 -0
  2. package/NOTICE +28 -0
  3. package/README.md +110 -2
  4. package/bench/LICENSE +674 -0
  5. package/bench/README.md +10 -0
  6. package/bench/entrypoint.py +94 -0
  7. package/bench/handlers/__init__.py +53 -0
  8. package/bench/handlers/apply_skin.py +192 -0
  9. package/bench/handlers/apply_texture.py +195 -0
  10. package/bench/handlers/audit_clips.py +351 -0
  11. package/bench/handlers/author_clips.py +297 -0
  12. package/bench/handlers/author_motion.py +298 -0
  13. package/bench/handlers/bake_emissive.py +136 -0
  14. package/bench/handlers/build_level.py +395 -0
  15. package/bench/handlers/decimate.py +220 -0
  16. package/bench/handlers/fit_rig.py +273 -0
  17. package/bench/handlers/fracture.py +233 -0
  18. package/bench/handlers/humanoid.py +119 -0
  19. package/bench/handlers/inspect.py +212 -0
  20. package/bench/handlers/level_check.py +68 -0
  21. package/bench/handlers/level_geo.py +150 -0
  22. package/bench/handlers/level_proof.py +117 -0
  23. package/bench/handlers/level_props.py +135 -0
  24. package/bench/handlers/lod.py +83 -0
  25. package/bench/handlers/merge_clips.py +122 -0
  26. package/bench/handlers/mirror_limb.py +336 -0
  27. package/bench/handlers/motion_specs.json +11 -0
  28. package/bench/handlers/normalize_materials.py +182 -0
  29. package/bench/handlers/normalize_transform.py +174 -0
  30. package/bench/handlers/prune_clips.py +141 -0
  31. package/bench/handlers/raster.py +98 -0
  32. package/bench/handlers/render.py +239 -0
  33. package/bench/handlers/render_views.py +101 -0
  34. package/bench/handlers/retarget_clips.py +185 -0
  35. package/bench/handlers/scene.py +311 -0
  36. package/bench/handlers/sheet.py +118 -0
  37. package/bench/handlers/texels.py +176 -0
  38. package/bench/handlers/views.py +232 -0
  39. package/dist/api/generated/openapi.js +1 -0
  40. package/dist/api/http.js +71 -0
  41. package/dist/api/jobs.js +94 -0
  42. package/dist/assets/bakeoff.js +61 -0
  43. package/dist/assets/counts.js +60 -0
  44. package/dist/assets/gen.js +230 -0
  45. package/dist/assets/lock.js +77 -0
  46. package/dist/assets/manifest.js +236 -0
  47. package/dist/assets/palette-fit.js +99 -0
  48. package/dist/assets/pixelart.js +192 -0
  49. package/dist/assets/pixels.js +131 -0
  50. package/dist/assets/plan.js +169 -0
  51. package/dist/assets/process.js +209 -0
  52. package/dist/assets/script.js +194 -0
  53. package/dist/assets/steps.js +294 -0
  54. package/dist/bin.js +8 -0
  55. package/dist/board/board.js +99 -0
  56. package/dist/cast/library.js +102 -0
  57. package/dist/cast/measure.js +222 -0
  58. package/dist/cli.js +2917 -0
  59. package/dist/clip/clip.js +83 -0
  60. package/dist/commands/account.js +158 -0
  61. package/dist/commands/assets-pixels.js +106 -0
  62. package/dist/commands/assets.js +473 -0
  63. package/dist/commands/beats.js +77 -0
  64. package/dist/commands/board.js +162 -0
  65. package/dist/commands/boxes.js +89 -0
  66. package/dist/commands/capture-all.js +92 -0
  67. package/dist/commands/cast.js +84 -0
  68. package/dist/commands/character.js +58 -0
  69. package/dist/commands/check.js +404 -0
  70. package/dist/commands/clip.js +112 -0
  71. package/dist/commands/compare-takes.js +204 -0
  72. package/dist/commands/compare-target.js +149 -0
  73. package/dist/commands/compare.js +117 -0
  74. package/dist/commands/compose-variations.js +202 -0
  75. package/dist/commands/compose.js +163 -0
  76. package/dist/commands/cut.js +13 -0
  77. package/dist/commands/decide.js +90 -0
  78. package/dist/commands/depth.js +171 -0
  79. package/dist/commands/dev.js +138 -0
  80. package/dist/commands/directions.js +106 -0
  81. package/dist/commands/doctor.js +281 -0
  82. package/dist/commands/export.js +88 -0
  83. package/dist/commands/feedback.js +496 -0
  84. package/dist/commands/feel.js +144 -0
  85. package/dist/commands/fidelity.js +95 -0
  86. package/dist/commands/find.js +116 -0
  87. package/dist/commands/firstlook.js +138 -0
  88. package/dist/commands/flow.js +600 -0
  89. package/dist/commands/framing.js +53 -0
  90. package/dist/commands/gdd.js +227 -0
  91. package/dist/commands/gen.js +512 -0
  92. package/dist/commands/greenlight.js +148 -0
  93. package/dist/commands/hook.js +171 -0
  94. package/dist/commands/init.js +234 -0
  95. package/dist/commands/inspect.js +161 -0
  96. package/dist/commands/job.js +41 -0
  97. package/dist/commands/jobs.js +87 -0
  98. package/dist/commands/journal.js +58 -0
  99. package/dist/commands/journey.js +228 -0
  100. package/dist/commands/judge.js +191 -0
  101. package/dist/commands/lanes.js +571 -0
  102. package/dist/commands/lessons.js +74 -0
  103. package/dist/commands/life.js +134 -0
  104. package/dist/commands/login.js +134 -0
  105. package/dist/commands/look-3d.js +105 -0
  106. package/dist/commands/look-fit.js +116 -0
  107. package/dist/commands/look-hud.js +180 -0
  108. package/dist/commands/look-read.js +162 -0
  109. package/dist/commands/look-sheet.js +152 -0
  110. package/dist/commands/look-theme.js +136 -0
  111. package/dist/commands/look.js +373 -0
  112. package/dist/commands/loop.js +112 -0
  113. package/dist/commands/loudness.js +69 -0
  114. package/dist/commands/mobile-qa.js +119 -0
  115. package/dist/commands/model.js +256 -0
  116. package/dist/commands/models.js +93 -0
  117. package/dist/commands/motion.js +305 -0
  118. package/dist/commands/next.js +72 -0
  119. package/dist/commands/note.js +294 -0
  120. package/dist/commands/optimize.js +212 -0
  121. package/dist/commands/owner.js +109 -0
  122. package/dist/commands/pack.js +66 -0
  123. package/dist/commands/parts.js +635 -0
  124. package/dist/commands/phone.js +398 -0
  125. package/dist/commands/pick.js +146 -0
  126. package/dist/commands/pitch.js +205 -0
  127. package/dist/commands/places.js +89 -0
  128. package/dist/commands/play.js +368 -0
  129. package/dist/commands/playable.js +51 -0
  130. package/dist/commands/playtest.js +262 -0
  131. package/dist/commands/profile.js +292 -0
  132. package/dist/commands/progress.js +537 -0
  133. package/dist/commands/publish.js +165 -0
  134. package/dist/commands/reach.js +72 -0
  135. package/dist/commands/reel.js +177 -0
  136. package/dist/commands/review.js +112 -0
  137. package/dist/commands/rooms.js +180 -0
  138. package/dist/commands/schema.js +29 -0
  139. package/dist/commands/score.js +326 -0
  140. package/dist/commands/serve.js +67 -0
  141. package/dist/commands/setup.js +254 -0
  142. package/dist/commands/sim.js +179 -0
  143. package/dist/commands/simulator.js +154 -0
  144. package/dist/commands/smoke-build.js +305 -0
  145. package/dist/commands/smoke.js +37 -0
  146. package/dist/commands/spec.js +114 -0
  147. package/dist/commands/store.js +154 -0
  148. package/dist/commands/test.js +104 -0
  149. package/dist/commands/trailer.js +255 -0
  150. package/dist/commands/unity-editor.js +322 -0
  151. package/dist/commands/unity-player.js +672 -0
  152. package/dist/commands/unity.js +198 -0
  153. package/dist/commands/upgrade.js +186 -0
  154. package/dist/commands/variety.js +108 -0
  155. package/dist/commands/verify.js +293 -0
  156. package/dist/commands/walk.js +449 -0
  157. package/dist/commands/widen.js +133 -0
  158. package/dist/commands/world.js +175 -0
  159. package/dist/commands/wow.js +143 -0
  160. package/dist/commands/zero.js +71 -0
  161. package/dist/compose/adsheet.js +61 -0
  162. package/dist/compose/contract.js +248 -0
  163. package/dist/compose/facts.js +81 -0
  164. package/dist/compose/hyperframes.js +102 -0
  165. package/dist/compose/page.js +216 -0
  166. package/dist/compose/probe.js +160 -0
  167. package/dist/compose/run.js +170 -0
  168. package/dist/compose/sheet.js +92 -0
  169. package/dist/compose/starters.js +247 -0
  170. package/dist/compose/variations.js +203 -0
  171. package/dist/criteria.js +35 -0
  172. package/dist/depth/experience.js +61 -0
  173. package/dist/depth/fill.js +102 -0
  174. package/dist/depth/inventory.js +161 -0
  175. package/dist/depth/pacing.js +173 -0
  176. package/dist/depth/story.js +97 -0
  177. package/dist/dev/devtools.js +119 -0
  178. package/dist/dev/hold.js +46 -0
  179. package/dist/dev/lan.js +15 -0
  180. package/dist/dev/open.js +30 -0
  181. package/dist/dev/qr.js +124 -0
  182. package/dist/devtools/LICENSES/pixi.js.LICENSE +21 -0
  183. package/dist/devtools/LICENSES/preact.LICENSE +21 -0
  184. package/dist/devtools/LICENSES/source-map-js.LICENSE +28 -0
  185. package/dist/devtools/LICENSES/three.LICENSE +21 -0
  186. package/dist/devtools/inspector/funpixel-inspector.pixi.min.js +1 -0
  187. package/dist/devtools/inspector/funpixel-inspector.threejs.min.js +1 -0
  188. package/dist/devtools/inspector/hooked-engines/pixi.min.js +8 -0
  189. package/dist/devtools/inspector/hooked-engines/preact.min.js +1 -0
  190. package/dist/devtools/inspector/hooked-engines/threejs.min.js +12 -0
  191. package/dist/devtools/kapture/funpixel-kapture.min.js +1 -0
  192. package/dist/devtools/profiler/funpixel-profiler.pixi.min.js +1 -0
  193. package/dist/devtools/profiler/funpixel-profiler.threejs.min.js +1 -0
  194. package/dist/direct/moves.js +234 -0
  195. package/dist/direct/read.js +59 -0
  196. package/dist/direct/round.js +80 -0
  197. package/dist/doctor/host.js +245 -0
  198. package/dist/doctor/unity-checks.js +380 -0
  199. package/dist/doctor/unity-history.js +589 -0
  200. package/dist/doctor/unity-host.js +160 -0
  201. package/dist/doctor/unity-import-rules.js +874 -0
  202. package/dist/doctor/unity-meta.js +225 -0
  203. package/dist/doctor/unity-project.js +297 -0
  204. package/dist/doctor/unity.js +171 -0
  205. package/dist/export/export.js +165 -0
  206. package/dist/export/metadata.js +25 -0
  207. package/dist/export/runtime.js +119 -0
  208. package/dist/export/scan.js +78 -0
  209. package/dist/export/select.js +193 -0
  210. package/dist/export/strip.js +42 -0
  211. package/dist/feedback/ab.js +55 -0
  212. package/dist/feedback/auto.js +44 -0
  213. package/dist/feedback/learn.js +255 -0
  214. package/dist/feedback/measure.js +49 -0
  215. package/dist/feedback/page.js +66 -0
  216. package/dist/feel/feedback.js +85 -0
  217. package/dist/feel/judge.js +420 -0
  218. package/dist/feel/run.js +185 -0
  219. package/dist/feel/spec.js +124 -0
  220. package/dist/feel/sweep.js +156 -0
  221. package/dist/fidelity/consistency.js +205 -0
  222. package/dist/fidelity/match.js +675 -0
  223. package/dist/fidelity/run.js +107 -0
  224. package/dist/find/keywords.js +97 -0
  225. package/dist/find/names.js +45 -0
  226. package/dist/find/route.js +59 -0
  227. package/dist/firstlook/quality.js +261 -0
  228. package/dist/firstlook/render.js +111 -0
  229. package/dist/firstlook/set.js +218 -0
  230. package/dist/flow/flow.js +455 -0
  231. package/dist/flow/look.js +139 -0
  232. package/dist/frame/behaviour.js +53 -0
  233. package/dist/frame/clock.js +117 -0
  234. package/dist/frame/contract.js +111 -0
  235. package/dist/frame/genre.js +65 -0
  236. package/dist/frame/idle.js +58 -0
  237. package/dist/frame/opening.js +171 -0
  238. package/dist/frames/loop.js +52 -0
  239. package/dist/frames/sheet.js +69 -0
  240. package/dist/gdd/book.js +483 -0
  241. package/dist/gdd/chapters.js +71 -0
  242. package/dist/gdd/design.js +135 -0
  243. package/dist/gdd/doc.js +32 -0
  244. package/dist/gdd/levelmap.js +428 -0
  245. package/dist/gdd/measures.js +477 -0
  246. package/dist/gdd/page.js +111 -0
  247. package/dist/gdd/rubric.js +250 -0
  248. package/dist/gdd/size.js +83 -0
  249. package/dist/gdd/tiers.js +148 -0
  250. package/dist/gdd/world.js +98 -0
  251. package/dist/gdd/worth.js +507 -0
  252. package/dist/gen/kinds.js +451 -0
  253. package/dist/gen/local/doctor.js +25 -0
  254. package/dist/gen/local/index.js +3 -0
  255. package/dist/gen/local/kokoro.js +334 -0
  256. package/dist/gen/local/master.js +248 -0
  257. package/dist/gen/local/provider.js +65 -0
  258. package/dist/gen/local/voice-rules.js +156 -0
  259. package/dist/gen/models.generated.js +469 -0
  260. package/dist/gen/models.js +53 -0
  261. package/dist/gen/prompt-lint.js +35 -0
  262. package/dist/gen/record.js +73 -0
  263. package/dist/gen/save.js +101 -0
  264. package/dist/gen/title.js +55 -0
  265. package/dist/gen/unity.js +334 -0
  266. package/dist/goals/goals.js +204 -0
  267. package/dist/goals/run.js +90 -0
  268. package/dist/greenlight/ambition.js +42 -0
  269. package/dist/greenlight/bible.js +138 -0
  270. package/dist/greenlight/lock.js +48 -0
  271. package/dist/greenlight/match.js +19 -0
  272. package/dist/greenlight/md.js +82 -0
  273. package/dist/greenlight/page.js +100 -0
  274. package/dist/greenlight/pitches.js +66 -0
  275. package/dist/greenlight/worth.js +90 -0
  276. package/dist/guidance.js +24 -0
  277. package/dist/init/bare.js +114 -0
  278. package/dist/init/git.js +56 -0
  279. package/dist/init/starter.js +166 -0
  280. package/dist/init/starters.js +179 -0
  281. package/dist/inspect/describe.js +125 -0
  282. package/dist/inspect/devserver.js +40 -0
  283. package/dist/journey/diff.js +74 -0
  284. package/dist/journey/from-round.js +44 -0
  285. package/dist/journey/record.js +76 -0
  286. package/dist/journey/run.js +139 -0
  287. package/dist/journey/script.js +223 -0
  288. package/dist/judge/common.js +60 -0
  289. package/dist/judge/identity.js +68 -0
  290. package/dist/judge/sources.js +37 -0
  291. package/dist/judge/structure.js +59 -0
  292. package/dist/keys/device.js +145 -0
  293. package/dist/keys/store.js +167 -0
  294. package/dist/lanes/fence.js +108 -0
  295. package/dist/lanes/gate.js +123 -0
  296. package/dist/lanes/lanes.js +355 -0
  297. package/dist/lanes/union.js +62 -0
  298. package/dist/lanes/where.js +49 -0
  299. package/dist/lessons/motifs.js +97 -0
  300. package/dist/lessons/store.js +56 -0
  301. package/dist/look/anim.js +206 -0
  302. package/dist/look/boxes.js +209 -0
  303. package/dist/look/dressing.js +24 -0
  304. package/dist/look/feedback.js +50 -0
  305. package/dist/look/fit.js +123 -0
  306. package/dist/look/held.js +92 -0
  307. package/dist/look/hook.js +169 -0
  308. package/dist/look/hud.js +189 -0
  309. package/dist/look/image-io.js +50 -0
  310. package/dist/look/life.js +96 -0
  311. package/dist/look/light.js +42 -0
  312. package/dist/look/look.js +85 -0
  313. package/dist/look/loops.js +108 -0
  314. package/dist/look/made-of.js +242 -0
  315. package/dist/look/moments.js +32 -0
  316. package/dist/look/motion.js +44 -0
  317. package/dist/look/phone-play.js +142 -0
  318. package/dist/look/player.js +32 -0
  319. package/dist/look/png.js +117 -0
  320. package/dist/look/readability.js +100 -0
  321. package/dist/look/roles.js +109 -0
  322. package/dist/look/sheet.js +104 -0
  323. package/dist/look/theme.js +278 -0
  324. package/dist/look/touch.js +129 -0
  325. package/dist/look/ui-style.js +102 -0
  326. package/dist/machine/procs.js +117 -0
  327. package/dist/managed.js +15 -0
  328. package/dist/mcp/hosted.js +174 -0
  329. package/dist/mcp/models.generated.js +538 -0
  330. package/dist/mcp/models.js +35 -0
  331. package/dist/mcp/server.js +330 -0
  332. package/dist/memory/decisions.js +138 -0
  333. package/dist/memory/journal.js +108 -0
  334. package/dist/model/bench.js +83 -0
  335. package/dist/model/blender.js +106 -0
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  337. package/dist/model/finalize.js +33 -0
  338. package/dist/motion/checks.js +173 -0
  339. package/dist/motion/contract.js +177 -0
  340. package/dist/motion/encode.js +37 -0
  341. package/dist/motion/render.js +167 -0
  342. package/dist/motion/starter.js +54 -0
  343. package/dist/optimize/check.js +29 -0
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  345. package/dist/owner/bar.js +285 -0
  346. package/dist/owner/match.js +105 -0
  347. package/dist/pack/build.js +97 -0
  348. package/dist/pack/deps.js +28 -0
  349. package/dist/pack/leaks.js +77 -0
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  355. package/dist/plan/actions.js +18 -0
  356. package/dist/plan/notes.js +15 -0
  357. package/dist/play/clock.js +40 -0
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  363. package/dist/play/server.js +274 -0
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  388. package/dist/playtest/report.js +209 -0
  389. package/dist/playtest/route.js +139 -0
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  394. package/dist/production/contract.js +61 -0
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  396. package/dist/production/tier.js +66 -0
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  404. package/dist/publish/funpixel.js +96 -0
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  2305. package/templates/common/src/world.ts +91 -0
  2306. package/templates/common/test/feel.json +36 -0
  2307. package/templates/common/test/platform.test.ts +42 -0
  2308. package/templates/common/test/probes.ts +72 -0
  2309. package/templates/common/test/rules.test.ts +88 -0
  2310. package/templates/common/tsconfig.json +16 -0
  2311. package/templates/common/vite.config.ts +6 -0
  2312. package/templates/pixi/src/character.ts +63 -0
  2313. package/templates/pixi/src/game.ts +99 -0
  2314. package/templates/pixi/src/world-hud.ts +16 -0
  2315. package/templates/spec/common/src/chapters.ts +97 -0
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  2317. package/templates/spec/common/src/probe-rooms.ts +63 -0
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  2319. package/templates/spec/common/src/tune.ts +93 -0
  2320. package/templates/spec/common/test/rooms.test.ts +59 -0
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  2322. package/templates/spec/three-world/test/rooms.ts +54 -0
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@@ -0,0 +1,277 @@
1
+ # Pixi 8 effect recipes
2
+
3
+ Each recipe ran in a scratch scaffold on **pixi.js 8.21.0 + pixi-filters 6.1.5** (`npm i pixi-filters@6`;
4
+ the core-only ones need nothing extra), was captured at 844×390 on a phone viewport and profiled
5
+ with `npx @funpixel/tools profile`. A recipe is a function of the app and the world returning a per-frame
6
+ update. The counts ("measured") come from that run on a desktop GPU; [cost.md](cost.md) has timings.
7
+
8
+ Shared imports and the two canvas textures the recipes use:
9
+
10
+ ```ts
11
+ import {
12
+ Application, BlurFilter, ColorMatrixFilter, Container, DisplacementFilter, Filter, GlProgram, Graphics,
13
+ MeshRope, Particle, ParticleContainer, Point, Sprite, Texture,
14
+ } from 'pixi.js';
15
+ import { AdvancedBloomFilter, GodrayFilter, OutlineFilter, ShockwaveFilter } from 'pixi-filters';
16
+
17
+ export type Recipe = (app: Application, world: World) => (dt: number, t: number) => void;
18
+ const reduced = matchMedia('(prefers-reduced-motion: reduce)').matches;
19
+
20
+ /** A vertical gradient texture from a canvas: cheap skies and fades. */
21
+ export function gradientTexture(stops: Array<[number, string]>, h = 256): Texture {
22
+ const c = document.createElement('canvas'); c.width = 4; c.height = h;
23
+ const g = c.getContext('2d')!, lg = g.createLinearGradient(0, 0, 0, h);
24
+ for (const [at, col] of stops) lg.addColorStop(at, col);
25
+ g.fillStyle = lg; g.fillRect(0, 0, 4, h);
26
+ return Texture.from(c);
27
+ }
28
+
29
+ /** A soft round light: white centre fading to clear. Tint it; blend it 'add'. */
30
+ export function glowTexture(size = 128): Texture {
31
+ const c = document.createElement('canvas'); c.width = c.height = size;
32
+ const g = c.getContext('2d')!, r = size / 2;
33
+ const rg = g.createRadialGradient(r, r, 0, r, r, r);
34
+ rg.addColorStop(0, 'rgba(255,255,255,1)'); rg.addColorStop(0.35, 'rgba(255,255,255,0.45)'); rg.addColorStop(1, 'rgba(255,255,255,0)');
35
+ g.fillStyle = rg; g.fillRect(0, 0, size, size);
36
+ return Texture.from(c);
37
+ }
38
+ ```
39
+
40
+ `World` in the lab is `{ root, sky, far, near, water, hero, lanterns, w, h }`: containers of the place.
41
+
42
+ ## Glow and bloom
43
+
44
+ 1. Glow without a filter: an additive light sprite behind each bright thing. One texture, one batch.
45
+
46
+ ```ts
47
+ export const glow: Recipe = (_app, world) => {
48
+ const halo = glowTexture();
49
+ const lights = world.lanterns.children.filter((c) => c instanceof Sprite).map((l) => {
50
+ const s = new Sprite({ texture: halo, anchor: 0.5, tint: 0xffb347, blendMode: 'add' });
51
+ s.position.copyFrom(l.position); s.scale.set(1.4);
52
+ world.lanterns.addChildAt(s, 0);
53
+ return s;
54
+ });
55
+ return (_dt, t) => lights.forEach((s, i) => { s.alpha = 0.55 + 0.25 * Math.sin(t * 2.3 + i); });
56
+ };
57
+ ```
58
+
59
+ Measured: 3 draw calls (base 1), 0.2 MB of textures (base 0.1), JS work p95 0.2 ms.
60
+
61
+ 2. Bloom on the bright layer only (pixi-filters): never on the stage, and at half resolution on phones.
62
+
63
+ ```ts
64
+ export const bloom: Recipe = (_app, world) => {
65
+ const f = new AdvancedBloomFilter({ threshold: 0.45, bloomScale: 1.2, brightness: 1, blur: 6, quality: 4 });
66
+ f.resolution = Math.min(devicePixelRatio, 2) / 2;
67
+ world.lanterns.filters = [f];
68
+ return () => {};
69
+ };
70
+ ```
71
+
72
+ Measured: 9 draw calls (base 1), 2.1 MB of textures (base 0.1), JS work p95 0.3 ms.
73
+
74
+ ## Outline
75
+
76
+ 3. A readable hero: an outline in the world's ink colour.
77
+
78
+ ```ts
79
+ export const outline: Recipe = (_app, world) => {
80
+ world.hero.filters = [new OutlineFilter({ thickness: 3, color: 0x1b1330, quality: 0.2 })];
81
+ return (_dt, t) => { world.hero.y = world.h * 0.8 + Math.sin(t * 3) * 2; };
82
+ };
83
+ ```
84
+
85
+ Measured: 3 draw calls (base 1), 0.1 MB of textures (base 0.1), JS work p95 0.3 ms.
86
+
87
+ ## Grade
88
+
89
+ 4. Grade: a ColorMatrix (warmth, contrast) plus a custom vignette filter, on the world container.
90
+
91
+ ```ts
92
+ const VERTEX = `in vec2 aPosition; out vec2 vTextureCoord; out vec2 vUv;
93
+ uniform vec4 uInputSize; uniform vec4 uOutputFrame; uniform vec4 uOutputTexture;
94
+ void main() {
95
+ vec2 p = aPosition * uOutputFrame.zw + uOutputFrame.xy;
96
+ p.x = p.x * (2.0 / uOutputTexture.x) - 1.0;
97
+ p.y = p.y * (2.0 * uOutputTexture.z / uOutputTexture.y) - uOutputTexture.z;
98
+ gl_Position = vec4(p, 0.0, 1.0);
99
+ vTextureCoord = aPosition * (uOutputFrame.zw * uInputSize.zw);
100
+ vUv = aPosition; // 0..1 across the filtered area
101
+ }`;
102
+ // Uniforms shared with the vertex stage (uInputSize…) differ in precision there: pass what the
103
+ // fragment needs as a varying (vUv) instead of redeclaring them, or the program fails to link.
104
+ const VIGNETTE = `in vec2 vTextureCoord; in vec2 vUv; out vec4 finalColor;
105
+ uniform sampler2D uTexture; uniform float uStrength; uniform vec3 uShadowTint;
106
+ void main() {
107
+ vec4 c = texture(uTexture, vTextureCoord);
108
+ float v = smoothstep(0.85, 0.25, distance(vUv, vec2(0.5)));
109
+ float lum = dot(c.rgb, vec3(0.299, 0.587, 0.114));
110
+ c.rgb = mix(c.rgb * uShadowTint, c.rgb, smoothstep(0.0, 0.6, lum)); // tint the shadows
111
+ finalColor = vec4(c.rgb * mix(1.0 - uStrength, 1.0, v), c.a);
112
+ }`;
113
+ export function vignetteFilter(strength = 0.45, shadowTint: [number, number, number] = [0.75, 0.8, 1.1]): Filter {
114
+ return new Filter({
115
+ glProgram: GlProgram.from({ vertex: VERTEX, fragment: VIGNETTE, name: 'vignette' }),
116
+ resources: { grade: { uStrength: { value: strength, type: 'f32' }, uShadowTint: { value: new Float32Array(shadowTint), type: 'vec3<f32>' } } },
117
+ });
118
+ }
119
+ export const grade: Recipe = (_app, world) => {
120
+ const cm = new ColorMatrixFilter();
121
+ cm.saturate(0.15, true); cm.contrast(0.12, true);
122
+ const vig = vignetteFilter();
123
+ // Filters render at resolution 1 by default: soft on a DPR 2 phone. 'inherit' is crisp and costs 4x the pixels.
124
+ cm.resolution = vig.resolution = 'inherit';
125
+ world.root.filters = [cm, vig];
126
+ return () => {};
127
+ };
128
+ ```
129
+
130
+ Measured: 3 draw calls (base 1), 10.2 MB of textures (base 0.1), JS work p95 0.2 ms.
131
+
132
+ ## Water
133
+
134
+ 5. Water / heat haze: a displacement map that scrolls. The map sprite must be on the stage (hidden is fine).
135
+
136
+ ```ts
137
+ export function noiseTexture(size = 128): Texture {
138
+ const c = document.createElement('canvas'); c.width = c.height = size;
139
+ const g = c.getContext('2d')!, img = g.createImageData(size, size);
140
+ for (let y = 0; y < size; y++) for (let x = 0; x < size; x++) {
141
+ const i = (y * size + x) * 4, v = 128 + 60 * Math.sin(x * 0.2) * Math.cos(y * 0.15) + 40 * Math.sin((x + y) * 0.09);
142
+ img.data[i] = img.data[i + 1] = v; img.data[i + 2] = 128; img.data[i + 3] = 255;
143
+ }
144
+ g.putImageData(img, 0, 0);
145
+ const t = Texture.from(c); t.source.addressMode = 'repeat';
146
+ return t;
147
+ }
148
+ export const water: Recipe = (_app, world) => {
149
+ const map = new Sprite({ texture: noiseTexture(), label: 'ripple-map' });
150
+ map.renderable = false; world.root.addChild(map);
151
+ const f = new DisplacementFilter({ sprite: map, scale: 10 });
152
+ world.water.filters = [f];
153
+ return (dt) => { if (!reduced) { map.x += dt * 20; map.y += dt * 8; } };
154
+ };
155
+ ```
156
+
157
+ Measured: 4 draw calls (base 1), 0.3 MB of textures (base 0.1), JS work p95 0.3 ms.
158
+
159
+ ## Particles
160
+
161
+ 6. Particles: one ParticleContainer, a fixed pool, the budget a constant. Reduced motion = fewer, slower.
162
+
163
+ ```ts
164
+ export const particles: Recipe = (_app, world) => {
165
+ const BUDGET = reduced ? 60 : 400;
166
+ const tex = glowTexture(32);
167
+ const box = new ParticleContainer({ label: 'fireflies', dynamicProperties: { position: true, color: true } });
168
+ box.blendMode = 'add';
169
+ const ps: Array<{ p: Particle; vx: number; vy: number; life: number }> = [];
170
+ for (let i = 0; i < BUDGET; i++) {
171
+ const p = new Particle({ texture: tex, x: Math.random() * world.w, y: world.h * (0.4 + Math.random() * 0.5), anchorX: 0.5, anchorY: 0.5, scaleX: 0.4, scaleY: 0.4, tint: 0xfff0a0 });
172
+ box.addParticle(p); ps.push({ p, vx: (Math.random() - 0.5) * 30, vy: -10 - Math.random() * 20, life: Math.random() });
173
+ }
174
+ world.root.addChild(box);
175
+ return (dt, t) => {
176
+ for (const q of ps) {
177
+ q.life += dt * 0.3; if (q.life > 1) { q.life = 0; q.p.x = Math.random() * world.w; q.p.y = world.h * 0.9; }
178
+ q.p.x += (q.vx + Math.sin(t + q.vy) * 10) * dt; q.p.y += q.vy * dt;
179
+ q.p.alpha = Math.sin(q.life * Math.PI);
180
+ }
181
+ };
182
+ };
183
+ ```
184
+
185
+ Measured: 2 draw calls (base 1), 0.1 MB of textures (base 0.1), JS work p95 0.2 ms.
186
+
187
+ ## Trail
188
+
189
+ 7. A trail: a MeshRope along the last N positions, fading toward the tail.
190
+
191
+ ```ts
192
+ export const trail: Recipe = (_app, world) => {
193
+ const N = 24, pts = Array.from({ length: N }, () => new Point(world.hero.x, world.hero.y));
194
+ const rope = new MeshRope({ texture: gradientTexture([[0, 'rgba(255,255,255,1)'], [1, 'rgba(255,255,255,1)']], 8), points: pts, textureScale: 0 });
195
+ rope.tint = 0x9fe8ff; rope.blendMode = 'add'; rope.alpha = 0.8; rope.label = 'trail';
196
+ world.root.addChild(rope);
197
+ return (_dt, t) => {
198
+ world.hero.position.set(world.w * (0.5 + 0.3 * Math.sin(t * 1.3)), world.h * (0.7 + 0.08 * Math.sin(t * 2.6)));
199
+ for (let i = N - 1; i > 0; i--) pts[i].copyFrom(pts[i - 1]);
200
+ pts[0].set(world.hero.x, world.hero.y);
201
+ };
202
+ };
203
+ ```
204
+
205
+ Measured: 2 draw calls (base 1), 0.1 MB of textures (base 0.1), JS work p95 0.2 ms.
206
+
207
+ ## Night
208
+
209
+ 8. Night and 2D lights: darken the world with a multiply layer, then add light where the lanterns are.
210
+
211
+ ```ts
212
+ export const night: Recipe = (app, world) => {
213
+ const dark = new Graphics({ label: 'night' }).rect(0, 0, world.w, world.h).fill(0x1a2350);
214
+ dark.blendMode = 'multiply';
215
+ const lights = new Container({ label: 'lights' });
216
+ const tex = glowTexture(256);
217
+ for (const l of world.lanterns.children.filter((c) => c instanceof Sprite)) {
218
+ const s = new Sprite({ texture: tex, anchor: 0.5, tint: 0xffa860, blendMode: 'add', alpha: 0.9 });
219
+ s.position.copyFrom(l.position); s.scale.set(0.8); lights.addChild(s);
220
+ }
221
+ const heroLight = new Sprite({ texture: tex, anchor: 0.5, tint: 0x8fb8ff, blendMode: 'add', alpha: 0.6 });
222
+ lights.addChild(heroLight);
223
+ world.root.addChild(dark, lights);
224
+ return () => heroLight.position.copyFrom(world.hero.position);
225
+ };
226
+ ```
227
+
228
+ Measured: 3 draw calls (base 1), 0.4 MB of textures (base 0.1), JS work p95 0.2 ms.
229
+
230
+ ## Time of day
231
+
232
+ 9. Time of day: keyframes of (sky tint, world tint), eased between. One ColorMatrix on the world.
233
+
234
+ ```ts
235
+ const DAY: Array<[number, number, number]> = [ // [hour, sky tint, world tint]
236
+ [6, 0xffc9a0, 0xffd8c0], [12, 0xffffff, 0xffffff], [18, 0xff9a70, 0xffb090], [22, 0x39407a, 0x5a6aa8],
237
+ ];
238
+ const lerpColor = (a: number, b: number, k: number) => {
239
+ const ch = (s: number) => Math.round(((a >> s) & 255) + (((b >> s) & 255) - ((a >> s) & 255)) * k) << s;
240
+ return ch(16) | ch(8) | ch(0);
241
+ };
242
+ export function tintAt(hour: number): [number, number] {
243
+ const i = DAY.findIndex(([h]) => h > hour), b = DAY[(i + DAY.length) % DAY.length], a = DAY[(i - 1 + DAY.length) % DAY.length];
244
+ const span = (b[0] - a[0] + 24) % 24 || 24, k = ((hour - a[0] + 24) % 24) / span;
245
+ return [lerpColor(a[1], b[1], k), lerpColor(a[2], b[2], k)];
246
+ }
247
+ export const dayCycle: Recipe = (_app, world) => {
248
+ const tintWorld = (c: Container, col: number) => c.children.forEach((g) => { (g as any).tint = col; });
249
+ return (_dt, t) => {
250
+ const hour = (18 + t * 0.5) % 24; // 2 game hours a real second, starting at dusk
251
+ const [sky, land] = tintAt(hour);
252
+ world.sky.tint = sky; tintWorld(world.far, land); tintWorld(world.near, land); world.water.tint = land;
253
+ };
254
+ };
255
+ ```
256
+
257
+ Measured: 1 draw calls (base 1), 0.1 MB of textures (base 0.1), JS work p95 0.2 ms.
258
+
259
+ ## The wow beat
260
+
261
+ 10. The wow beat: a shockwave from the hero, godrays for the reveal, a brief bloom swell.
262
+
263
+ ```ts
264
+ export const wow: Recipe = (_app, world) => {
265
+ const wave = new ShockwaveFilter({ center: { x: world.hero.x, y: world.hero.y }, amplitude: 24, wavelength: 140, speed: 420, brightness: 1.15, radius: -1 });
266
+ const rays = new GodrayFilter({ angle: 25, gain: 0.45, lacunarity: 2.6, alpha: 0.8, parallel: true });
267
+ const soft = new BlurFilter({ strength: 0 });
268
+ world.root.filters = [rays, wave, soft];
269
+ return (dt, t) => {
270
+ wave.time = (t % 2.5); // replay every 2.5 s in the lab
271
+ rays.time += dt;
272
+ soft.strength = reduced ? 0 : Math.max(0, 2 - wave.time * 4);
273
+ };
274
+ };
275
+ ```
276
+
277
+ Measured: 8 draw calls (base 1), 8.1 MB of textures (base 0.1), JS work p95 0.3 ms.
@@ -0,0 +1,27 @@
1
+ # Tiles, parallax planes and panels
2
+
3
+ ## Tiles
4
+ - Flat even light, no vignette, no focal object; the pattern continues across all four edges.
5
+ - Lay it 3×3 before wiring it. A visible seam fails; regenerate with the seam clause changed.
6
+
7
+ ## Parallax planes
8
+ - One plane per call, with the same camera, horizon and light wording in each, plus what the
9
+ plane leaves out ("no sky, no ground").
10
+ - The far plane is opaque; near planes are transparent. Each is as wide as the screen plus its
11
+ scroll range.
12
+ - Never mirror a strip to loop it: mirrored seams grow faces and symmetrical rocks.
13
+ - Back planes are darker and greyer by depth. A tint only darkens, so decide brightness in the art,
14
+ not in code.
15
+
16
+ ## Panels, frames and buttons
17
+ - Even border, decoration only in the corners, plain edges, a flat centre, no text.
18
+ - Wire as `NineSliceSprite` (or CSS `border-image`) with insets of about a quarter of the short
19
+ side, so the corners never stretch.
20
+ - Standard control glyphs (pause, mute, arrows, close) are inline SVG in code, not generated art:
21
+ generated glyphs read as clip art and cost credits.
22
+
23
+ ## Backdrops
24
+ - One per scene, `generate_image`, opaque, at the screen's aspect, with the style frame as its
25
+ reference: a calm, low-contrast middle where play happens and detail toward the edges.
26
+ - Check it under the HUD and the sprites before accepting: a busy middle hides what the player
27
+ steers, which is a layout finding the critic panel will file.
@@ -0,0 +1,171 @@
1
+ # Prompts, references, rubrics and bake-offs
2
+
3
+ Detail for [look](look.md). Read it when writing the first prompt
4
+ of a new family, running a bake-off, or writing a rubric.
5
+
6
+ ## Prompt shape
7
+
8
+ Order: the subject in one plain sentence, then the `medium` sentence, then the family clause, then
9
+ the `never` line. Nothing else unless a rubric line failed and needs its own clause.
10
+
11
+ - **Subject first, in the world's words.** "A hermit crab carrying a cracked teacup as its shell,
12
+ three-quarter view, claws raised." Name the material and the shape; the style is already in
13
+ `medium`.
14
+ - **Name the light once** in `medium` ("soft light from the upper left, short shadow to the lower
15
+ right"). Unnamed light is filled with the model's average, and sets lit from different sides
16
+ never sit together.
17
+ - **State positives.** "Plain mid-grey field" works; "no busy background" mostly does not.
18
+ Negatives are kept only for the `never` line, where a single clear sentence holds.
19
+ - **Keep it short.** About 200 words is the ceiling; past a handful of distinct requirements some
20
+ are dropped without notice. If a prompt needs more, the asset is two assets.
21
+ - **One change per refinement.** A refinement prompt names the one thing to change and lists what
22
+ must stay ("same shell, same claws, same colours; only the claws now hold a pearl").
23
+ - **Materials, not names.** Never a game, franchise, studio, artist or living person. They pull
24
+ in someone else's look and trip content refusals.
25
+ - **No words.** Titles, numbers, labels and speech bubbles are drawn by the game in real fonts.
26
+ In a target image the HUD is panels and icon shapes only.
27
+ - **Not even the game's own name.** Given a name, the model tries to letter it and garbles it.
28
+ `funtools gen` and `assets gen` warn when a picture prompt carries the `funpixel.json` name;
29
+ `gen --strip-title` sends it without. Keep it only when you want the letters drawn, and check them.
30
+
31
+ ## Reference roles
32
+
33
+ A reference with no stated role blurs into the subject. Say what each one is for, in the prompt:
34
+
35
+ - Style frame: "The reference image is this game's approved art. Match its line weight, shading,
36
+ palette and level of detail; do not copy its subject, layout or objects."
37
+ - Hero: "The reference image is the approved design of this character. Keep its face,
38
+ proportions, colours and silhouette exactly; change only the pose."
39
+
40
+ Pass at most two: the style reference plus the item's own. A third reference tends to copy its
41
+ own mistakes into every result. A reference that shows several objects gets them merged into a
42
+ hybrid, so a reference for a single object is that object alone on a plain field.
43
+
44
+ Genre-leader screenshots as style references are the person's call, not yours: they are other
45
+ publishers' images. Used, they steer style only (framing, saturation, how chunky the pieces are),
46
+ never pieces, characters or marks.
47
+
48
+ ## Writing a rubric
49
+
50
+ Lines a viewer can check in the image, each pass or fail:
51
+
52
+ | Good line | Why it works |
53
+ |---|---|
54
+ | One object, whole, centred, on a plain field | Checkable at a glance |
55
+ | Only the colours in `roles` | Checkable by hue |
56
+ | Outline the same width all round | Visible at 2× zoom |
57
+ | No letters, numbers or marks | Binary |
58
+ | Reads as one shape at 60 px | Shrink it and look |
59
+ | Board fills 60–70% of the screen height | A measurement |
60
+
61
+ Taste words ("vibrant", "polished", "better") are not rubric lines. A loop that chases "better"
62
+ sands off whatever made the look distinct. Write the rubric before the first generation: written
63
+ after, it adopts the first result's flaws as the standard.
64
+
65
+ Verdict format, one line per image: `crab-3: fail, line 3 (outline thickens on the left claw)`.
66
+
67
+ ## Fix routing
68
+
69
+ Cheapest fix first, one per round, rerun from the baseline:
70
+
71
+ | The verdict says | Change |
72
+ |---|---|
73
+ | Wrong content or framing | The change clause at the end of the baseline prompt |
74
+ | Wrong colours | Add one explicit colour sentence naming the role hexes; one such sentence has fixed misses a style string alone did not |
75
+ | Drifted from the look | Re-attach the style or hero reference and state its role |
76
+ | Every line failing | Another model or tier, same prompt |
77
+ | One line failed twice under two different fixes | Stop; it is the model, not luck. Report it |
78
+
79
+ ## Candidates
80
+
81
+ For the target, style frame, hero and key art only. Ask for three or four in one set, lay them on
82
+ one contact sheet, and pick against the line written before generating. Say which you picked and
83
+ why in one line; when nobody is there to choose, pick by the line and call it provisional. A
84
+ second set for the same slot needs a new reason (the person rejected the first, or the rubric
85
+ changed).
86
+
87
+ ## Bake-off per new asset type
88
+
89
+ The first time the game needs a kind of asset it has not made yet (icon, tile, sheet, UI panel,
90
+ background layer):
91
+
92
+ 1. Pick the candidates the tool offers: its models, or its quality tiers when it offers one model.
93
+ 2. Same prompt, same reference, same size for each. Change nothing else, or the comparison says
94
+ nothing.
95
+ 3. Lay the results on one contact sheet next to the target (and, for sprites, over a crop of the
96
+ real game background, where a halo or a wrong value shows).
97
+ 4. Judge by the rubric. Icons at 60 px and 120 px: at 60 px only one bold shape with one face or
98
+ symbol survives.
99
+ 5. Write the winner into `assets/style.json` under `models`, keyed by family, with one line of
100
+ why. Later assets of that family use it without another bake-off.
101
+
102
+ Keep bake-offs cheap: run them at the lowest tier on which every rubric line can still be judged,
103
+ and price them in the step-2 line with everything else.
104
+
105
+ ## Comparing a capture to the target
106
+
107
+ Capture at the target's aspect and viewport. Set them side by side and write numbers, not
108
+ impressions:
109
+
110
+ - play area height as a share of the screen (the most common gap: a board at 45% against a target
111
+ at 68% is a layout bug);
112
+ - hero height as a share of the screen;
113
+ - HUD cover: how much of the play area panels hide;
114
+ - camera height and pitch: which one is higher, and by roughly how much;
115
+ - colours outside the roles, and where they sit.
116
+
117
+ Framing and layout gaps are code fixes. Colour and style gaps route through the fix table above.
118
+ Taste goes to the `critic` agent, which grades craft within the declared style.
119
+
120
+ ## Target frames at moments, and the loop that closes the gap
121
+
122
+ A three.js horror game (29 Sep 2026) made its target frames for moments of the GDD's
123
+ moment ladder (0:10 the moon pool, 1:00 the first enemy, 2:00 the dodge, 3:00 the splice, 5:00 the
124
+ seam), so each capture has one picture it should match. The loop that closed its look gap:
125
+
126
+ 1. Capture the game at those moments from a recorded run, so the same second is the same frame
127
+ every time (`capture --view`, with a view whose `enter()` drives the game to the beat).
128
+ 2. Put each capture beside its target and name the single biggest difference.
129
+ 3. Fix that one thing; recapture; repeat. Keep a page of the pairs and grade honestly on it.
130
+
131
+ What the loop found that no score would name: a light cone pointing backwards (so it never showed),
132
+ squashed wall modules, an enemy with no face, rivets blooming into an "LED matrix" (a roughness
133
+ floor fixed it), a camera inside lockers the hero could walk into (collision), a camera flipping
134
+ inside a door. The owner's note that started the second art pass was the same comparison: "what
135
+ we imagined was better; we must get close to it".
136
+
137
+ A capture only counts if it shows the moment. That game's third panel scored 4.9 because every
138
+ view silently sat at t = 0 behind the opening shot after a refactor; looking at the captures before
139
+ reading the score found it.
140
+
141
+ ## Judging generated art in the game's own light
142
+
143
+ A generator's preview is lit for the generator. Under its own light that game's generated
144
+ textures read near-black, so the enemy's albedo was lifted ×1.9 to read in the dark; a few metres
145
+ into the torch's spot it then went pure white with no face. Albedo above 1 has nowhere to go under
146
+ a strong light. The lift went back to 1.05 and a cold rim light did the reading-in-the-dark job
147
+ (no measurable frame cost), which the critics then called readable. The loader fixes that stuck:
148
+ metalness down on the suit (it read as chrome), cloth at metalness 0 and 72% albedo so it did not
149
+ burn white. Code for the loader: skill `fp:3d`, its three-loading reference.
150
+
151
+ When something white appears that should not, suspect a light first and hide one thing at a time
152
+ ([effects](effects.md), its frames reference).
153
+
154
+ ## A rubric for a 3D cast, written before generating
155
+
156
+ The horror game wrote ten lines before its first 3D model, each tied to an AD rule or a target frame, and
157
+ turned every model on a turntable against them. Three show the shape: "light is the palette:
158
+ surfaces desaturated, the only saturated hues amber (station), cyan (hero, safe tech), coral
159
+ (enemies)"; "reads at phone size: at about 120 px tall the silhouette alone says what it is";
160
+ "unsettling, never gory: a cut end shows coral, not meat". A line that fails is a redo or a reject;
161
+ the provider bake-off ran only for the hero, and everything after used the winner.
162
+
163
+ ## A reference board before the first look
164
+
165
+ `npx @funpixel/tools board search "<the feeling of the first look>"` lists open-licence pictures
166
+ (Openverse; free, no key); keep the ones that lend something with `--keep 2,5 --lends light,palette
167
+ --note "the cold rim light"`; `board wander R2` follows one kept picture to related ones; `board add`
168
+ takes your own photos and links with a `--licence`. Each kept picture names one or two things it lends
169
+ (palette, shape, light, composition, material, motion, mood, type). `board` draws `design/board/board.html`
170
+ and fails when a board picture was copied into `public/` or `assets/`: a reference informs the first
171
+ look, the game's own art is drawn from what it lends.
@@ -0,0 +1,141 @@
1
+ # Animation sheets
2
+
3
+ Detail for the sheet step of [2d-assets](2d-assets.md): the grid, the beats, reading what came back, and the
4
+ alignment pass.
5
+
6
+ ## Choose the grid
7
+
8
+ At most 6 columns and 6 rows, cells square, a canvas the grid divides evenly. One row per state
9
+ where the counts allow; otherwise fill row by row, left to right, and say where each state starts.
10
+
11
+ | Frames | Grid | Canvas at 256 px cells |
12
+ |---|---|---|
13
+ | 2 | 2×1 | 512 × 256 |
14
+ | 3–4 | 2×2 | 512 × 512 |
15
+ | 5–6 | 3×2 | 768 × 512 |
16
+ | 7–8 | 4×2 | 1024 × 512 |
17
+ | 9 | 3×3 | 768 × 768 |
18
+ | 10–12 | 4×3 | 1024 × 768 |
19
+ | 13–16 | 4×4 | 1024 × 1024 |
20
+
21
+ Empty trailing cells are fine; inventing frames to fill a grid is not. A hero that needs detail
22
+ gets bigger cells and fewer of them (2×2 at 512 px) rather than sixteen small ones.
23
+
24
+ ## Beats per state
25
+
26
+ Plan the frame counts up front: after generation the only timing control left is the playback
27
+ speed. Play cycles at 8–12 frames per second.
28
+
29
+ | State | Frames | Beats |
30
+ |---|---|---|
31
+ | idle | 2–4 | chest rises; holds; settles; holds |
32
+ | walk | 4–6 | contact left; passing, body highest; contact right; passing |
33
+ | run | 4–6 | push off; airborne, legs tucked; contact; recoil |
34
+ | jump | 3 | crouch; tucked in the air; landing |
35
+ | attack | 3–4 | wind up; full extension; recover |
36
+ | hurt | 1–2 | recoil back, eyes shut |
37
+ | effect burst | 4–6 | spark; bloom to full size; break apart; fade |
38
+
39
+ Identical first and last frames with no motion named asks for a freeze, not a loop. Name the
40
+ motion for each beat.
41
+
42
+ ## The grid spec, as prose
43
+
44
+ Build it from the style file and the table above. A template, in our words:
45
+
46
+ > {subject}, {medium}. An animation sheet laid out as a grid of {cols} columns and {rows} rows of
47
+ > equal square cells, read left to right, top to bottom, on one plain field. Every cell shows the
48
+ > same character with identical design, proportions and colours, at the same size, from the same
49
+ > {view}, facing {facing}, feet on the same ground line near the bottom of the cell. Row 1, idle,
50
+ > {n} frames: {beats}. Row 2, run, {n} frames: {beats}; the last frame flows into the first. Leave
51
+ > clear space inside every cell; nothing touches a cell edge. No grid lines, labels, numbers or
52
+ > text.
53
+
54
+ Pass the hero reference with its role stated ("keep this character's design exactly; change only
55
+ the pose"). With no reference and no seed, a rerun is a different character, so approve one
56
+ sheet before building on it.
57
+
58
+ ## Read what came back
59
+
60
+ Before slicing, packing or wiring:
61
+
62
+ 1. Count the cells against the grid you asked for. A sheet with the wrong count is regenerated,
63
+ not sliced creatively.
64
+ 2. Count distinct poses per state. A state whose frames are one held pose fails the beats line.
65
+ 3. Check every cell edge: a limb or projectile cut by the edge is gone in the game.
66
+ 4. Put the first and last frame of each cycle side by side: the step between them should look no
67
+ bigger than the steps inside the cycle.
68
+
69
+ An option for 2 and 4 in numbers: `funtools look --sheet` reads each sheet's `animations` and
70
+ reports distinct poses per cycle and, for a loop, the seam (last to first) against the cycle's
71
+ median step. A seam past twice the median that is also the biggest jump pops; one pose in every
72
+ frame is frozen; a last frame equal to the first holds that pose twice. One or two frames are not
73
+ observed, never a pass. Your eye still decides a deliberate snap.
74
+
75
+ A travelling effect (an arrow, a fireball leaving a hand) never fits a cell; generate the
76
+ projectile as its own sprite and move it in code.
77
+
78
+ ## Alignment is a post step
79
+
80
+ Wording, margins and layout templates do not keep feet on one line: measured runs drifted by tens
81
+ of pixels between rows, and an 87 px drift survived both anchoring words and a template image.
82
+ When the tool result reports baseline and centre spread, read them. When it does not, measure with
83
+ [measure.md](measure.md) (the `alphaBox` of each cell) and re-lay the frames:
84
+
85
+ 1. For each cell, the alpha bounding box (alpha above 128).
86
+ 2. The body centre: the middle of the widest run of columns that are at least 3% occupied. That
87
+ skips a thin sword or tail that would drag a plain box centre sideways.
88
+ 3. Per row, the baseline: the median box bottom of the grounded frames. A frame whose bottom sits
89
+ more than about 6% of the cell above it is airborne and keeps its offset, so a jump still
90
+ jumps.
91
+ 4. One scale for the whole sheet, the largest that fits every frame in a cell with a margin.
92
+ 5. Paste each frame onto a slightly wider canvas: body centre on the cell centre, baseline at 90%
93
+ of the cell height.
94
+
95
+ Pass when the baseline spread is under 3% of the cell height and every frame keeps its aspect.
96
+ Do the pass outside the game (a scratch script, never a dependency in the game's package.json,
97
+ which the platform installs) and save the re-laid frames as the files you pack.
98
+
99
+ If the poses are wrong, not just misplaced, alignment cannot save the sheet: regenerate with the
100
+ failed beats line changed.
101
+
102
+ ## Timing
103
+
104
+ After generation, timing is the only lever left, so plan it with the frame counts.
105
+
106
+ - Cycles (idle, walk, run) play evenly at 8–12 frames a second. Tie a walk or run to speed:
107
+ `animationSpeed = baseSpeed * (moveSpeed / designSpeed)`, so a slower step is a slower cycle
108
+ and the feet never slide along the ground.
109
+ - One-shots (attack, jump, hurt) are uneven. Give each frame its own duration: a wind-up held
110
+ longer than the strike (anticipation tells the player it is coming), a one-tick strike, a
111
+ contact frame held 60–100 ms, then the recovery. Test the hit on the contact frame.
112
+ - A jump starts with a crouch frame and lands on one squashed frame; without them the character
113
+ teleports between poses. A hurt frame overrides any cycle for its length.
114
+
115
+ In Pixi, per-frame durations are an `AnimatedSprite` built from `{ texture, time }` objects
116
+ (time in ms) instead of bare textures.
117
+
118
+ ## Wiring a sheet
119
+
120
+ Pack the frames with `npx @funpixel/tools optimize pack-atlas … --write` and name each cycle in the
121
+ manifest's `animations` map; then
122
+ `new AnimatedSprite(sheet.animations['fox-run'])`, `animationSpeed` from the frame rate you
123
+ planned (`fps / 60`), and `anchor.set(0.5, 1)` so the feet sit on the ground line. Switch cycles
124
+ by state (`sprite.textures = sheet.animations['fox-idle']; sprite.play()`), never by playing every
125
+ frame of the sheet as one loop.
126
+
127
+ Pixel art: set `TextureSource.defaultOptions.scaleMode = 'nearest'` before loading, init with
128
+ `roundPixels: true`, and scale by whole numbers of the native size.
129
+
130
+ ## Cutting figures off a painted sheet
131
+
132
+ The first look's locked sheets are painted on paper, and a generated `--transparent` picture comes
133
+ back with a soft halo and stray floor patches. `npx @funpixel/tools cut sheet.jpg --names fox,crab,goat`
134
+ cuts every figure as a clean transparent PNG, local and free: the paper keyed by its own colour
135
+ and grain (the patches between a creature's legs too), the painted floor shadow under the feet
136
+ removed (`--keep-shadows` keeps it), the halo thresholded to a 1 px soft rim whose colour comes
137
+ from inside the figure, stray islands and a ruled cell grid dropped. Each piece says what was
138
+ removed; `parts.json` keeps the boxes and pivots (feet at the bottom centre). Look at the pieces
139
+ on a loud colour before wiring them: a figure painted in the paper's own colour at its edge may
140
+ lose that edge. In 3D, many cut-outs from one atlas draw as one instanced mesh (skill
141
+ `fp:3d`, references/painted-target.md).
@@ -0,0 +1,39 @@
1
+ # The style file
2
+
3
+ `assets/style.json`, written before the second prompt. Every prompt is assembled from it (subject +
4
+ `medium` + the family's clause + `never`), copied byte for byte, so a set cannot drift into a
5
+ second look through small edits. A role colour means one thing everywhere.
6
+
7
+ ```json
8
+ {
9
+ "medium": "Flat vector game art, uniform 4 px dark ink outline, two tones per surface, no gradients, no texture noise, no weathering. Colours: deep teal #0F3D3E background, sand #E8D8B0 play surface, coral #FF6B5A hero, plum #5B2A6E harm, mint #7FE0B0 help, ink #1A1423 outlines.",
10
+ "roles": { "background": "#0F3D3E", "surface": "#E8D8B0", "hero": "#FF6B5A", "harm": "#5B2A6E", "help": "#7FE0B0", "ink": "#1A1423" },
11
+ "families": {
12
+ "sprite": "One object only, whole and uncropped, centred on a plain field, no ground, no shadow, no scene.",
13
+ "fx": "One effect only, bright shapes on pure black, no object, no ground.",
14
+ "tile": "Seen straight down, evenly lit, no focal object, the pattern continues across all four edges.",
15
+ "background": "Full-bleed scene, calm low-contrast middle where play happens, detail toward the edges, no characters.",
16
+ "ui": "Front-on flat panel, even border, decoration only in the corners, flat centre."
17
+ },
18
+ "never": "No text, letters, numbers, logos or watermarks.",
19
+ "refs": { "target": "design/target.png", "style_frame": "", "hero": "" },
20
+ "ad_rules": ["two tones per surface", "one 4 px ink outline weight everywhere", "hero coral appears nowhere else", "every sprite reads as one shape at 60 px", "no gradients"],
21
+ "models": {},
22
+ "failures": []
23
+ }
24
+ ```
25
+
26
+ - `medium` carries the traits a generator repeats reliably: one outline weight, two tones per
27
+ surface, flat fills. Gradients, grain and dirt come out different on every call, which is where
28
+ sets drift. A person who asks for painterly or grimy gets it, told it will drift and cost
29
+ regenerations.
30
+ - `families` hold what changes with the kind of asset: framing, background, what to leave out.
31
+ - `ad_rules` copies the design note's five AD rules, so a verdict can cite them by number.
32
+ - `refs` hold the accepted anchors. Pass them as references by role (target or style frame for
33
+ world art, hero for characters) rather than describing them again in words.
34
+ - `ui` (optional) holds the interface's look as data: material, faces, icon family, roles, motion
35
+ and the UI art and targets ([ui.md](ui.md)).
36
+ - `models` records the bake-off winner per asset type; `failures` records each named failure and
37
+ the constant added because of it. Add a constant only after a named failure.
38
+
39
+ Adapted in part from scenario-labs/skills (MIT); see THIRD_PARTY_NOTICES.md.