@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
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  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
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  2320. package/templates/spec/common/test/rooms.test.ts +59 -0
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@@ -0,0 +1,108 @@
1
+ # The HUD as data, and a real title
2
+
3
+ Styled ad hoc, one CSS rule at a time, both surfaces drift to the default: a score top left, lives
4
+ top right, a white sans-serif, a title that is a heading and a button. One game's bar names that
5
+ layout as the mark of an unauthored game.
6
+
7
+ ## The HUD is a list and a theme
8
+
9
+ What the HUD shows is a list, how it looks is tokens in one file, and one component renders both:
10
+ a look request changes a token or a row.
11
+
12
+ ```ts
13
+ // src/hud.tsx (the scaffold's HUD)
14
+ export const HUD = [
15
+ { id: 'lives', field: 'lives', tier: 'always', anchor: 'bottom-left', icon: 'seal' },
16
+ { id: 'score', field: 'score', tier: 'always', anchor: 'top-centre', frame: 'ledger-tab' },
17
+ { id: 'wave', field: 'wave', tier: 'context', anchor: 'centre', showFor: 2000 },
18
+ { id: 'pause', action: 'pause', tier: 'always', anchor: 'top-right', icon: 'pause' },
19
+ ] as const;
20
+ ```
21
+
22
+ ```css
23
+ /* the theme's tokens: set them in src/look.json (`look set ink=#2b211b`); styles.css keeps the defaults */
24
+ :root {
25
+ --ink: #2b211b; --paper: #efe4cc; --accent: #9a3b20; --ink-dim: #6b5a4c;
26
+ --font-display: 'Fraunces', serif; --font-body: 'Work Sans', sans-serif;
27
+ --radius: 3px; --hud-size: clamp(16px, 4.2vmin, 26px);
28
+ }
29
+ ```
30
+
31
+ - **Tiers:** `always` for the few numbers play depends on, `context` for what shows when it changes
32
+ and then fades (a wave start, a combo), `on demand` behind pause. A budget of about eight
33
+ elements in play, none over what the player steers or dodges, is a starting point. (Tiers and the element budget
34
+ adapted from Claude Code Game Studios' HUD template, MIT.)
35
+ - **Every number carries a label or an icon that says what it counts.** A bare "12" reads as
36
+ noise to a newcomer; an aim device on screen (a reticle, an arc, a trajectory) is explained the
37
+ first time it appears.
38
+ - **Draw the design's idea literally.** If the note says lives are wax seals that crack, the row
39
+ draws a generated seal that cracks, not a number beside a heart.
40
+ - **No literal colour outside the theme file**; contrast is computed from its pairs
41
+ ([contrast.md](contrast.md)). A misspelt token (`var(--acent)`) renders the browser default and
42
+ never errors, so capture and look after every theme change.
43
+ - **The HUD only reads** state and fires actions, so a HUD bug never becomes a rules bug.
44
+ - **The data is this game's.** There is no preset to pick; a shared preset is how every game ends
45
+ up with the same HUD.
46
+
47
+ ## A 3D action HUD on a phone: what one game measured
48
+
49
+ A three.js horror game (29 Sep 2026) put what it could on the hero's model (collar
50
+ lights for health, a gas tube, a wrist dial) and kept on the glass only what the hands can do now:
51
+ a contextual key bar on desktop (explore, fight, grab, hold with its progress), a thumb cluster on
52
+ touch (a stick that appears under the thumb, a button whose word changes with the moment, a hold
53
+ button with a progress ring, the tool with its ammo). `look --hud` on its phone build read 41% of
54
+ the play area painted by HUD (the shelf's aim is under a quarter). The causes, and what brought it
55
+ to 22–34% at the busiest moments:
56
+
57
+ - **Faded is not gone.** A chapter card faded to opacity 0 stayed in the render tree and counted as
58
+ HUD all chapter; a faded title kept animating over the canvas every frame. Adding
59
+ `visibility: hidden` (and pausing its animations) when a fade ends takes a layer out of both the
60
+ measure and the compositor.
61
+ - **One thing read at a time.** The radio panel, a tutorial caption and a new-tool card could all
62
+ be up at once. The radio now waits to start a line while a caption or card is being read.
63
+ - **Compact panels on a phone**, text at 12 px and up, every target 44 px or more.
64
+ - **A control that answers on touch.** A tap-to-cut that missed showed nothing, so the blind player
65
+ could not tell a miss from a broken button; a CUT button when a joint is in reach, and a spark on
66
+ a miss, were its next step.
67
+
68
+ ## The title is a scene, not a form
69
+
70
+ The title (`title` in `__FPX_VIEWS__`) is the first frame a player judges and the store shot's
71
+ source. What a title can carry, as options; `data-fpx-start` is the one fact the tools rely on
72
+ (`verify --front-door` presses it):
73
+ 1. The game's own art behind a wordmark in the display face, with a quiet zone so it reads.
74
+ 2. One start control marked `data-fpx-start`, in thumb reach and on Enter or Space. A mode choice
75
+ comes after it (`data-fpx-choice`).
76
+ 3. A key table on the title is wrong on touch; one line of objective, with controls taught in
77
+ play where first needed, is one way that works on both. What the how-to view says a thumb does
78
+ is exactly what the touch controls do, or the first tap contradicts the screen.
79
+ 4. Mute and settings as icons, here and in pause; the best score when the game keeps one.
80
+ 5. Something moving at rest tells the player the game is running; two captures a second apart
81
+ with no input show whether anything does.
82
+ 6. A short transition out (a few hundred ms) keeps the press feeling answered.
83
+
84
+ `audit-screens` measures every declared view; `verify --front-door` presses the start control.
85
+
86
+ ## A splash, if the game wants one
87
+
88
+ A splash is the first thing a player sees and a studio's signature: a second of the maker's name
89
+ or mark before the title, the way a console game opens on its studio card. Nothing requires one;
90
+ a game with no one to sign it can go straight to the title. What keeps it free for the player:
91
+ - About 1 to 1.5 s, then it hands over to the title by itself. A tap or a key skips it, and the
92
+ skipping tap does not also press whatever appears under the finger.
93
+ - Once per fresh load: a reload a minute later goes straight to the title.
94
+ - A full-bleed background with the content inside the safe area, sized by `vmin` so portrait and
95
+ landscape both fit; under reduced motion it holds still.
96
+ - It is a screen like the others: `__FPX_STATE__().screen` reads `"splash"` while it is up, so
97
+ `verify --front-door` waits for the title's start control rather than pressing into a card, and
98
+ declared as a view it is captured and audited like the rest (`capture --view splash`).
99
+
100
+ In a funtools scaffold it is `src/splash.tsx`, picked by one line in `funpixel.json`:
101
+ - `"splash": "own"` (the default): the game's own card. It starts as the title with a line for
102
+ the studio's name (`STUDIO`); make it yours with your mark, colours, a sting.
103
+ - `"splash": "funpixel"`: a ready "Made with Funpixel" card in Funpixel's own mark, colours and
104
+ faces (`src/splash-funpixel/`), for a creator who wants to say where the game was made.
105
+ - `"splash": "none"`, or no line: no splash.
106
+
107
+ `src/splash-funpixel/` ships only when chosen: with any other line, funtools leaves it out of
108
+ uploads, exports and packs.
@@ -0,0 +1,124 @@
1
+ # HUDs the hits ship, and a layout per genre
2
+
3
+ A HUD is the game talking while the player is busy. The hits say very little, say it where the eye
4
+ already is, and animate every change so the player feels it without reading. Our reviews name the
5
+ opposite: banners over the fight, ×n counters piling into a heap, a pause button pushed off the
6
+ screen by a lives row, a number with no label. This page is what to borrow, as options; the
7
+ game's own idea comes first ([hud-and-title.md](hud-and-title.md)).
8
+
9
+ ## What the hits do
10
+
11
+ | Game | What the HUD shows, and where | The idea worth taking |
12
+ |---|---|---|
13
+ | Hollow Knight | masks (health pips) and a soul vessel top left, currency under them; nothing else in play | Health as objects that crack when lost; the map only on a held button |
14
+ | Celeste | nothing in play; a collected strawberry shows its count briefly, then fades | Dash state is on the character: her hair changes colour when the dash is spent |
15
+ | Hades | health and death-defiance pips in a bottom corner, enemy bars under each enemy, the boss bar across the top | The centre belongs to the fight; damage numbers rise from what was hit |
16
+ | Dead Cells | health bar with its number and the equipped skills in the bottom left, a small map in a corner | Cooldowns drawn on the skill icon itself as a sweep, so one glance reads both |
17
+ | Vampire Survivors | an experience bar across the top edge with the level at its end, time under it, kills and gold in a corner; a small health bar under the character | The level-up stops play and offers three or four cards in the centre: the one moment the HUD may own the middle |
18
+ | Balatro | a side panel with the target, the running score, hands and discards left, money | Every number counts up, each card's value pops above that card with a rising pitch, and nothing collides |
19
+ | Suika Game | the next piece, the score and the whole evolution chain stay in the margins beside the jar | The rules are on screen the whole time (the evolution ring), so a newcomer never has to remember them |
20
+ | Pac-Man CE DX | score, time and the multiplier outside the maze | Eats score where they happen; nothing is ever drawn over the maze |
21
+ | Slay the Spire | a thin top bar (health, gold, potions, relics); in combat, health under each body and each enemy's next move as an icon with a number over its head | Intent icons: the threat announces its next move, which is most of the game's readability |
22
+
23
+ In 3D the same ideas move into the world:
24
+ - **Diegetic**: the information is part of the world (health drawn on the character's suit, ammo on
25
+ the weapon, dash state in a colour). Best for immersion; readable only when big and high in
26
+ contrast.
27
+ - **World-space**: flat UI pinned to a thing in the scene (a bar over an enemy, a stamina ring
28
+ beside the character that appears only while it drains, a name over a player). Scales and hides
29
+ with distance and never leaves the thing it describes.
30
+ - **Screen-space**: the classic overlay, kept to the edges.
31
+ - **Reticle**: a small centre mark that grows with spread, changes colour over a target, and shows
32
+ a brief cross on a hit. It is the most-read pixel on the screen; keep it 2 px of stroke with an
33
+ outline, not a big graphic.
34
+ - **Compass and waypoints**: a strip across the top that slides with the camera's heading, or a
35
+ marker pinned over the goal that clamps to the screen edge as an arrow when the goal is behind or
36
+ off screen, with the distance beside it.
37
+
38
+ ## Information tiers
39
+
40
+ 1. **Standing** (at most four readouts in play): what a decision needs every second: health, the
41
+ score or the goal count, the timer if it pressures, the pause control.
42
+ 2. **Context**: appears when it changes and fades after 1.5 to 2.5 s: a wave start, a combo, a
43
+ pickup's count, a new enemy's tag.
44
+ 3. **On demand**: behind pause or a held button: map, inventory, the full stats.
45
+ 4. **On the actor**: whatever describes one thing lives on it (its health, its intent, its
46
+ cooldown), so the eye does not travel to a corner and back.
47
+
48
+ Prefer moving a readout down a tier to shrinking it: Celeste shows nothing and teaches everything by
49
+ play.
50
+
51
+ ## Juice on a HUD change
52
+
53
+ Every change the player caused gets an answer the eye catches while it looks at the play:
54
+ - **Counters count** from the old value to the new over 200 to 400 ms, ease-out, with a scale pulse
55
+ (1 → 1.15 → 1 in about 120 ms) and a brief tint in the accent. A large gain counts longer; a
56
+ loss snaps down at once and flashes the harm colour.
57
+ - **Collects fly**: the pickup arcs from where it was taken to its HUD icon (300 to 500 ms), then
58
+ the counter pulses on arrival, not before.
59
+ - **Pips pop** in on a gain (scale 1.4 → 1 and a few sparks) and crack or shake on a loss; the lost
60
+ pip stays as an empty outline, so the maximum stays readable.
61
+ - **Bars trail**: a second, lighter bar holds the old value for 300 to 500 ms and then drains, so a
62
+ hit's size reads after the fact. A bar under a fifth pulses slowly, under twice a second, so it
63
+ warns rather than strobes.
64
+ - **Pitch climbs** on a chain (each step a semitone or two), the number and the sound together.
65
+ - **Merge, never stack**: a repeated event updates one badge (×4 becomes ×5 and pulses) instead of
66
+ spawning a second one. Stacking toasts is the most common HUD defect in our reviews.
67
+
68
+ ## Readable at phone size
69
+
70
+ - Standing numbers at 16 to 22 CSS px, never under 12 px for any text; `tabular-nums` so a
71
+ counting number does not jitter.
72
+ - Text over a moving scene sits on a plate (the theme's ink at 60 to 80% alpha) or carries a
73
+ 2 px outline; a contrast ratio of at least 4.5:1 against the frame behind it, measured on the
74
+ captured frame rather than the stylesheet.
75
+ - Icons 20 to 24 px beside their numbers; a label or an icon on every number.
76
+ - Everything edge-anchored pads with `max(16px, env(safe-area-inset-*))`. In landscape the notch is
77
+ on a side: the corner the thumb does not use holds the HUD.
78
+ - Under a quarter of the play area covered by HUD, and nothing in the middle where the player
79
+ steers or dodges.
80
+
81
+ ## The HUD zone and the message lane
82
+
83
+ Decide where the HUD may paint before drawing any of it:
84
+ - **The zone**: the edge bands (top and bottom bands in portrait, the four corners in landscape)
85
+ plus one banner line. The rest belongs to the play.
86
+ - **Banners** (wave, NEW, boss) sit in the band away from the player: over the play only when the
87
+ play is paused or between waves, and never over the player's actor.
88
+ - **Messages go through one lane**: one message at a time in the band under the HUD row, each
89
+ on screen at least as long as its words take to read (0.8 s, plus about 0.3 s a word); a newer
90
+ one waits until the current one has been read, a repeat merges into it (×2), and a critical beat
91
+ (death, the boss) clears the lane. Eight of our games covered the play with stacked banners at
92
+ the moment that mattered, or faded a line before it could be read; both came from the kit's old
93
+ toast defaults.
94
+ - **Pause and mute never move**: a lives row that grows must wrap or shrink, not push a control
95
+ off the screen.
96
+
97
+ ## A layout per genre
98
+
99
+ | Genre | Standing | Context | Where |
100
+ |---|---|---|---|
101
+ | Arcade (chase, shooter) | score, lives as pips, the multiplier | chain pops at the event, wave banner | score top centre or a top corner, lives the other corner, pops on the play |
102
+ | Platformer | health pips, the collectible count only after a pickup | checkpoint, a pickup's count | top left; ability state on the character (a colour, a glow) |
103
+ | Survivors | experience bar across the top, time, health under the character | level-up cards (pause), evolution | the top band; nothing in the middle of the horde |
104
+ | Puzzle, merge | score, the next piece, the rules (the chain, the goal) | combo and clear pops | margins beside the board; in portrait the band above it, never over the pile |
105
+ | Card, deckbuilder | health, energy, block, the enemies' intents | each card's value over the card as it scores | the bottom band for the hand and energy, the intents over the enemies |
106
+ | RTS, tower defence | resources, the wave timer, the selected unit's panel | wave warning, low-resource flash | resources in the top band, the selection panel at the bottom, health bars over units |
107
+ | Racing | position, lap, speed | a split time, a near miss | position and lap at the top, speed in the corner under the free thumb |
108
+ | FPS (arena) | health, ammo, the reticle, a threat compass | hit markers, damage direction arcs at the screen's rim | the bottom corners and the exact centre; nothing else |
109
+ | RPG, adventure | health and a resource, the objective marker | quest update, loot pops | a top corner, the marker in the world or on a compass strip |
110
+ | Third-person 3D | health, the target lock | stamina ring beside the character while used | edges plus world-space rings and bars |
111
+
112
+ ## The scaffold's kit, and the audit
113
+
114
+ `funtools init` writes `src/hud-kit.tsx` (an animated counter, pips, a trailing bar and the
115
+ message lane, `src/toasts.ts`, that keeps to the HUD zone) and, in a Three game, `src/world-hud.ts` (markers pinned to
116
+ objects, clamped to the screen edge with an arrow, and a reticle). Both are options: use a piece,
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+ restyle it through the theme, or delete the file.
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+
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+ `npx @funpixel/tools look --hud` measures the HUD on the real frame while the game plays: how much
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+ of the play area it covers, each text's size and its contrast against the pixels behind it, how
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+ often a HUD piece sat over the player or a threat, how many transient pieces were on screen at
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+ once, a worded message over the middle of the play, a text gone before it can be read, and
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+ developer copy left on screen ("will be here", TODO, NaN; `audit-screens` lists it per view). Its findings name the element and the number; they are a mirror, and a finding the design
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+ chose on purpose (a banner that pauses play) is named in the hand-back with its reason.
@@ -0,0 +1,156 @@
1
+ # Checking a game on phones
2
+
3
+ A desktop verify says nothing about a phone. In one batch of 45 reviewed games, 28 of the fixes the
4
+ reviewer asked for were phone layout, one phone frame was entirely black and was still marked "ok",
5
+ and one game drew 7 frames a second on the phone against 28 on the desktop. A reviewer that tested
6
+ input by tapping the middle of the screen scored a working fighting game 2 out of 10: the middle of
7
+ that screen was empty, and the fight button sat lower down. This page is the check that catches
8
+ each of those, in the order they were found.
9
+
10
+ ## The device matrix
11
+
12
+ | Phone | Portrait | Landscape | Why it is in the matrix |
13
+ |---|---|---|---|
14
+ | Narrow Android | 360x800 | 800x360 | the narrowest common width: rows of buttons wrap here first |
15
+ | Small iPhone (SE class) | 375x667 | 667x375 | the shortest screen: the primary button falls below the fold here |
16
+ | Funpixel review frame | 390x844 | 844x390 | what Funpixel's own review and `verify --viewport phone` use |
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+ | Large iPhone (Pro Max class) | 430x932 | 932x430 | the widest: a layout sized in `vw` grows its title past the card |
18
+
19
+ Check portrait and the game's own orientation. Turn touch emulation on, or the touch controls stay
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+ hidden and the check proves nothing; set the pixel ratio to 3, or a canvas that ignores
21
+ `devicePixelRatio` looks sharp in the check and blurry on the phone.
22
+
23
+ Desktop device emulation usually reports every safe-area inset as 0, so a notch overlap does not
24
+ show there. `funtools capture` and `audit-screens` at `--viewport phone` emulate the review phone's
25
+ insets instead (portrait 47 top and 34 bottom; landscape 47 each side and 21 bottom): `env()` reports
26
+ them, so a layout that pads with `max(16px, env(safe-area-inset-*))` (skill step 2) looks padded in
27
+ the shot and passes the audit, and one that does not sits in the notch in both. A fixed pixel margin
28
+ that happens to clear 47 passes too, but a taller notch on another phone would cover it; `env()` is
29
+ the one that follows the phone. Sign off on one real phone or on the review frame.
30
+
31
+ `audit-screens` counts an overlap only where two elements both paint (clip-path wedges of a d-pad
32
+ whose boxes cross do not overlap), and does not call rows clipped that their scroll container
33
+ scrolls to.
34
+
35
+ ## On each frame
36
+
37
+ In this order, because an earlier failure hides the later ones (a blank frame has no controls to
38
+ press).
39
+
40
+ 1. **It drew.** A frame that is one flat colour after the title screen is a failure, however the
41
+ rest of the review reads. Blank means fewer than about 0.1% of the pixels differ from the clear
42
+ colour. An unreadable frame is different: a canvas the page could not read back, a tab that was
43
+ not visible, a read that came back fully transparent. That is not observed, never blank. One
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+ builder was told a working game was blank because an off-screen pane read every frame as empty,
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+ and rewrote it 14 times, down to a title screen.
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+ 2. **Press what a thumb would press.** Find the controls by name: buttons and links with text or an
47
+ `aria-label`, and every element with `data-fpx-touch`. Press the start words first (play, start,
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+ tap to start, go, fight, new game), then each control on its own. Read `window.__FPX_STATE__()`
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+ and take a screenshot before and after each press. A press that changes neither the state nor
50
+ more than about 2% of the picture is a dead control. Tapping the empty centre instead is how the
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+ working fighting game above scored 2.
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+ 3. **No control under 44 by 44 CSS px.** Measure the hit area (the element's box, padding
53
+ included), not the glyph. List every smaller one with its size.
54
+ 4. **Nothing covers play.** At the points where the action happens (the hero, the next target, the
55
+ primary button), `document.elementsFromPoint(x, y)` returns the canvas or the control you
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+ meant, not a HUD panel. Get those points from the game's own world-to-screen function.
57
+ 5. **The frame rate held.** Sample at least 30 frames on the phone frame and on the desktop in the
58
+ same browser. The number to read is `1000 / p95 frame time`, not the average, which hides the
59
+ stutters. In a software-rendered browser (headless, CI, a review box) absolute numbers mean
60
+ nothing: judge the drop from desktop to phone. On a real phone, hold 50 or more.
61
+ 6. **Text fits and nothing overlaps.** The glyph-bounds check in
62
+ [recipes.md](recipes.md) at every size in the matrix.
63
+
64
+ ## A self-test for every frame
65
+
66
+ Register it once; the hosted probe and `funtools verify` run `__FPX_SELFTEST__` at each viewport
67
+ they open.
68
+
69
+ ```ts
70
+ const HIT = 'button, a[href], [role="button"], [data-fpx-touch], input, select';
71
+ function smallTargets(min = 44): string[] {
72
+ return [...document.querySelectorAll<HTMLElement>(HIT)]
73
+ .filter((el) => el.offsetParent !== null) // visible only
74
+ .map((el) => ({ el, r: el.getBoundingClientRect() }))
75
+ .filter(({ r }) => r.width < min || r.height < min)
76
+ .map(({ el, r }) => (el.getAttribute('aria-label') ?? el.textContent?.trim() ?? el.tagName) + ' ' + Math.round(r.width) + 'x' + Math.round(r.height));
77
+ }
78
+ function overlappingControls(): string[] {
79
+ const boxes = [...document.querySelectorAll<HTMLElement>(HIT)].filter((el) => el.offsetParent !== null)
80
+ .map((el) => ({ el, r: el.getBoundingClientRect() }));
81
+ const out: string[] = [];
82
+ for (let i = 0; i < boxes.length; i++) for (let j = i + 1; j < boxes.length; j++) {
83
+ const a = boxes[i].r, b = boxes[j].r;
84
+ if (a.left < b.right && b.left < a.right && a.top < b.bottom && b.top < a.bottom) out.push(i + '/' + j);
85
+ }
86
+ return out;
87
+ }
88
+ window.__FPX_SELFTEST__ = [
89
+ ...(window.__FPX_SELFTEST__ ?? []),
90
+ { name: 'tap targets at least 44px', run: () => smallTargets().length === 0 },
91
+ { name: 'controls do not overlap', run: () => overlappingControls().length === 0 },
92
+ ];
93
+ ```
94
+
95
+ Controls hidden on purpose (the desktop layout) are skipped by the `offsetParent` test; run the
96
+ check with touch on so the touch layout is the one measured.
97
+
98
+ ## What the phone fixes were
99
+
100
+ The 28 phone-layout fixes from that batch, by kind. The checks above are ordered by this count.
101
+
102
+ | Kind | Fixes | Typical case |
103
+ |---|---|---|
104
+ | Portrait fit, orientation or scale | 12 | a landscape world squeezed into a sliver at the top of a portrait screen |
105
+ | Tap targets and touch affordance | 7 | a small end-screen button; bottles too small to tap apart |
106
+ | Safe area, notch, status bar | 4 | the HUD under the status bar |
107
+ | Overlap | 3 | a level label on top of the undo and reset buttons |
108
+ | Clipped or broken text | 2 | a title cut off at both sides |
109
+
110
+ A frame rate that collapses on the phone and a colour pair that stops reading at phone brightness
111
+ were found too, and are not in the 28.
112
+
113
+ ## Four looks, cheapest first
114
+
115
+ Chromium at a phone size misses WebKit's own behaviour: audio that unlocks only on a release,
116
+ `100vh` under the address bar, safe-area insets, the silent switch, a start control that answers in
117
+ Chrome and not in Safari. Each look below catches more and costs more; use each where it is cheapest.
118
+
119
+ Safari's bars take about 160 px of an upright phone's height, and the 390x844 review frames have
120
+ none: one game's basket filled 86% of the width in them and 60% on the owner's iPhone, because it
121
+ was sized by the height. `look --hud --viewport phone` measures the play again on the page Safari
122
+ leaves (390x684) and saves that frame beside its own (`hud-playing-phone-safari.png`);
123
+ `capture --viewport phone --safari` shoots any view there (724x283 held sideways). Judge a phone
124
+ layout on those.
125
+
126
+ | Look | Command | Costs | Catches | When |
127
+ |---|---|---|---|---|
128
+ | Chromium | `verify --viewport phone` (and capture, play, journey, feel) | seconds, free, runs everywhere | the rules, the layout at phone sizes, touch through emulation; the server's probe is this engine | every change |
129
+ | WebKit | the same with `--engine webkit` | seconds; once the WebKit install line `doctor` prints (Playwright pinned to funtools' own version) | Safari's engine: its CSS, events, audio and WebGL quirks, without Safari's bars or iOS input | each round, and whenever a bug might be Safari's |
130
+ | iOS Simulator | `phone` (`--orientation landscape` too) | about a minute a run; an Apple Silicon Mac, Xcode 26, `brew install baguette` | real Mobile Safari: its bars, the notch, safe-area insets, iOS taps, the page's own frames and errors | before hand-back |
131
+ | Your iPhone | `dev --phone`, scan the QR code | your time; the same Wi-Fi | the feel in the hand, real audio and haptics, the phone's real speed; every save rebuilds there | for feel and acceptance |
132
+
133
+ A WebKit verify is kept in `.funtools/verify/webkit.json`; `verify.json`, which publish reads,
134
+ stays Chromium's. WebKit's taps are trusted, but its holds and drags are synthetic events (no CDP
135
+ there), so a game that checks `isTrusted` ignores them. The simulator's frame numbers are WebKit's
136
+ pacing on the Mac, not a phone's speed, and its audio is the Mac's. `dev --phone` binds the Mac's
137
+ local-network address and exposes the dev server to that network: stop it when you are done.
138
+
139
+ ```sh
140
+ npx @funpixel/tools verify --viewport phone --front-door --engine webkit
141
+ npm run build && npx @funpixel/tools phone # --sim "iPhone Air"; --orientation landscape
142
+ npx @funpixel/tools phone --taps "20%,80% 80%,80%" # presses during play, points or percents
143
+ npx @funpixel/tools dev --phone # a QR code for your phone on the same Wi-Fi
144
+ ```
145
+
146
+ `phone` boots an iPhone, opens the built game in Mobile Safari, waits for Safari's first-run tip
147
+ and closes it (on a fresh Safari it takes the first tap anywhere: the page gets the touch but no
148
+ click, so a start button looks dead), finds the controls through the accessibility tree (each
149
+ one's size; under 44 pt is named), taps the start control by name, plays a few seconds and
150
+ screenshots each step to `.funtools/phone/<time>/`. The page reports its own frame intervals,
151
+ errors, `__FPX_STATE__()`, safe-area insets and which taps reached it, so a start tap that leaves
152
+ `screen` on the title is said with what the page saw. `--swipes "right up"` swipes the play in
153
+ portrait and names the state fields each swipe changed: a game steered by a swipe is steered in
154
+ Safari, not only in Chromium's emulated touch. Then the simulator shuts down. It is a look,
155
+ not a gate. A later path, not built: Safari's Remote Automation (`safaridriver`) drives a real
156
+ iPhone over USB once Settings › Safari › Advanced › Remote Automation is on.