@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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@@ -0,0 +1,41 @@
1
+ # Escalation that changes what the player does
2
+
3
+ Detail for the escalation section of the game-logic skill. Faster alone leaves the game the same,
4
+ only harder to read. One game's review found its ramp invisible: the area indicator was computed
5
+ and not drawn. What has worked:
6
+
7
+ 1. A ramp written as a list of what changes: a new enemy type, a pattern, a narrower gap, a second
8
+ resource, with speed riding along.
9
+ 2. One new thing at a time, first met with no threat nearby, so the player learns it before it
10
+ bites (adapted from Claude Code Game Studios, MIT).
11
+ 3. Intensity in waves with a rest after each peak; a run that only climbs exhausts.
12
+ 4. A ramp the player can see: a wave number, an area name, a colour shift, exposed in
13
+ `__FPX_STATE__` so a check can prove it moves.
14
+
15
+
16
+ ## The curve per level, and the shape each genre wants
17
+
18
+ `funtools sim` splits the probe run by `level(run)` (a level, stage, wave or cup): for the naive,
19
+ novice and skilled players, how many clear each level, how many lose there and how long they spend.
20
+ It warns on four shapes that lost players on 30 Sep:
21
+
22
+ - **Flat**: everyone clears it, nobody loses, in under 45 s (one game's first garden gave three
23
+ stars in 35 s). A first level may teach; a flat level mid-ramp is time with nothing to learn.
24
+ - **A wall for people**: the skilled bot clears it only at 60 decisions a second (one racer's last
25
+ cup). Wrap the sharp policy in `humanRate` (12 decisions a second, 200 ms to react; a thumb makes
26
+ 10–15) and read both: a level the twin cannot clear asks for superhuman input.
27
+ - **Cannot be lost**: no player lost a run over minutes of play (one of our games). A puzzle or toy on purpose
28
+ says so; else a threat, a clock or a resource can end a run.
29
+ - **No ramp**: the novice loses no more and takes no longer later than early.
30
+
31
+ The default shape is a ramp with breathers: each step a little harder, a calmer stretch after a
32
+ spike, the hardest near the end, and an ending worth reaching. Per genre, as offers:
33
+
34
+ - **Waves (survivors-like, brawler, shooter):** the first minute safe, each wave a little denser,
35
+ a lighter wave after each new enemy kind, a boss as the peak; a run of 5–15 minutes.
36
+ - **Levels (platformer, puzzle):** each idea met alone, then twisted twice, then combined with the
37
+ last; a short breather level when a new idea arrives; a checkpoint before each spike.
38
+ - **Cups and races:** each cup a step up in rival pace, every cup clearable at a human rate.
39
+ - **Board pressure (drop, merge, falling blocks):** the curve is the spawn mix and the board
40
+ filling, not the speed; the score attack carries the minutes.
41
+ - **Chase (maze, stealth):** speed and aggression step per level with a short rest between.
@@ -0,0 +1,61 @@
1
+ # Levels a solver can check
2
+
3
+ Detail for the Levels section of the game-logic skill: how to prove every level can be finished
4
+ and how hard it is, before anyone plays it.
5
+
6
+ ## Data, not code paths
7
+
8
+ One file or seed per level (tiles, spawn, exit, hazards). A level written as code branches cannot
9
+ be rechecked after an edit; a level as data can be re-solved by the same function every time.
10
+
11
+ ## Solvable by construction
12
+
13
+ Generate backwards from a solved state: start from the goal, apply reverse moves, and record the
14
+ intended order. A board that dead-ends by chance reads as unfair, not hard. In Stitch, a test that
15
+ inferred the order from duplicate spools failed until the generator recorded it (research 12).
16
+
17
+ ## Checked by a solver
18
+
19
+ - A breadth-first search from the start proves the exit is reachable.
20
+ - For platformers, every gap and ledge is within the jump's reach, computed from the `R` constants
21
+ for run speed, gravity and jump velocity, and every spawn stands on ground. Falling out of the
22
+ world respawns the player. `funtools reach` (below) measures both from the level files.
23
+ - The solver goes in `__FPX_LEVELS__`; every other invariant is a `__FPX_SELFTEST__` entry:
24
+ `{ name: 'spawns stand on ground', run: () => levels.every(safeSpawn) }`.
25
+
26
+ ## Difficulty, measured
27
+
28
+ `exposeHooks({ levels: { count, solve: (i) => ({ solvable, moves }) } })` lets verify run the solver
29
+ over every level (engine-free, 2 s each): an unsolvable level fails, and a flat or inverted curve is
30
+ reported. Hard levels on a rhythm (every 7th or 10th) with an easier one after each read as
31
+ designed; hard levels at random read as noise.
32
+
33
+ Density targets can be unreachable: solvable boards seal off cells, so measure the fill a generator
34
+ actually achieves before promising one.
35
+
36
+ ## Reach, measured
37
+
38
+ One option when levels are data: `npx @funpixel/tools reach` fills each level from its spawn and
39
+ names every exit, pickup, checkpoint or room nothing reaches, with what is in the way. It runs
40
+ locally and free and reads files only, so it catches a sealed room or a jump one tile too wide
41
+ before anyone plays; how the level feels to cross is still a play test's question.
42
+
43
+ - **What it reads.** `design/level.json` (the `build_level` spec) and `design/levels/*.json`, or
44
+ the files `funpixel.json` names in `"reach": { "levels": [...] }`. A tile level is
45
+ `{ "name", "view": "side" | "top", "tiles": ["#..S", ...] }`, or many under `"levels"`. The
46
+ default legend: `#` solid, `S` spawn, `E` exit, `*` pickup, `C` checkpoint, `^` hazard, `=`
47
+ one-way platform, `H` ladder; `"legend"` renames any character.
48
+ - **The jump is the game's own.** `"reach": { "movement": { ... } }` gives `jump_height` and
49
+ `jump_distance` in level units, or `gravity` with `jump_velocity` and `run_speed`; any value can
50
+ name a rules constant (`"jump_height": "JUMP_H"`, read from `src/sim/rules.ts`) so the check and
51
+ the game share one number. `air_jumps`, `dash`, `step`, `size` and `unit` (movement units per tile)
52
+ are optional; `"jump": false` says there is none. Nothing is guessed: a side view with no movement
53
+ reports "not observed".
54
+ - **What it says.** Each unreached target comes with its gap: the tiles or metres on either side,
55
+ how far across and how high, and what the jump clears at that rise; or "something solid is in
56
+ the way" when the jump is long enough on paper; or, in 3D, a wall with no opening the body fits.
57
+ A gap within a hair of the limit is reported too: a perfect-takeoff jump reads as a miss.
58
+ - **Places meant to be seen, not entered** (a vault behind glass) go in `"reach": { "sealed": [...] }`.
59
+ - Exit 0 all reached, 1 something unreachable, 2 not observed (no level data, no spawn, no
60
+ movement for a side view); the record is `.funtools/reach.json`. Props are not read; the 3D
61
+ bench's collider audit already names one that blocks a door.
@@ -0,0 +1,122 @@
1
+ # Probes: bots on your own rules
2
+
3
+ A playtest finds a degenerate line late, after art and juice are built around it. A probe finds it
4
+ in seconds: five simple players over 100 seeds each, on the engine-free rules, with no browser.
5
+ Each is an option with its reason; none is a gate. `npx @funpixel/tools sim` runs
6
+ `test/probes.ts` and reads what it prints. A `funtools init` game has both files: `src/probe-kit.ts`
7
+ (`cohort`, `stageMoment`, `replayTo`, `timeline`) and `test/probes.ts` wired to the demo round.
8
+
9
+ **The rules and their probe are one piece.** When you replace the demo's rules, rewrite
10
+ `test/probes.ts` in the same step: its game (`newRun`, `step`, `outcome`, `progress`, and `level`
11
+ when the game has levels) and its five players. Of eight GDK games only one had a probe that ran
12
+ on its own rules; the others measured nothing, or the demo. Set the seconds per run past the length
13
+ the game means to have, so a good run can end on its own.
14
+
15
+ ## The five players, and what each one caught
16
+
17
+ | Role | Plays | Finds | Where it came from |
18
+ |---|---|---|---|
19
+ | `idle` | never presses | standing still wins, or waves clear themselves | one arcade game: the blind phone player idled ~12 s reading the screen and wave 3 cleared itself; `idle-probe.ts` then measured it on 40 seeds per wave |
20
+ | `naive` | steers straight at the nearest target, human-slow | no skill ceiling: the objective set holds no challenge | Research 19 §15 lesson 9: if a naive steer-to-marker bot clears everything, the design note says so on purpose |
21
+ | `taught` | does exactly what the tutorial teaches, with ~0.2 s reaction | a tutorial that teaches a losing line; a mechanic that hurts the player who uses it | the same game's `core-metrics.ts`: "tap a bug, wait for the wedge to go white, slip sideways out"; it measured how often the bee was safe from its own chain and whether the chain's reward reached it |
22
+ | `skilled` | the sharp line, fast | exploits, and whether a win is reachable at all | every bar game's balance bot |
23
+ | `novice` | slow, hesitates, one press in five wrong, only what a player sees | onboarding: does a newcomer reach the first success? | the same game's `novice.ts`: frozen policy and policy hash, 100 fixed seeds plus 100 held out, deaths by cause |
24
+ | `middle` (optional) | SOME of what is taught (leans and rests, never takes cover) | a difficulty cliff: half the lesson loses like none of it | one game's round 4: the careless and the careful bots, nothing between |
25
+
26
+ Each player sees only what a player could see: positions, marks, the HUD, never the rules'
27
+ private state. A policy that clones the run or simulates seconds ahead (that round's sharp bot:
28
+ `glare()` looked 4–7 s ahead) is not a person at any rate: say so with `foresight: '<what it
29
+ knows>'` on the policy, and sim does not count its wins as a careful player's at a human pace. Freeze the novice (its code, its seeds) before tuning, or the floor moves with
30
+ the balance.
31
+
32
+ ## What `sim` reports
33
+
34
+ - **warn**: standing still wins or gets half as far as the sharp bot; the taught line does worse
35
+ than the naive one, or wins under half its seeds when the sharp bot wins (r4: 4/20 is not "the
36
+ lesson pays"); only a policy with `foresight` wins at a human pace; the novice reaches the first success on fewer than 80 of 100 seeds (the
37
+ floor in the skill; name your own first success in `ProbeGame.firstSuccess`); a `broken()` check
38
+ failed (NaN, off the map, inside a wall), with the seed and time to replay.
39
+ - **note**: no skill ceiling. The naive player wins as often, and as fast, as the sharp one; or
40
+ wins as often and skill shows only as time. Fine for a toy, a relaxed game or a race against
41
+ the clock: say so in the design note. Otherwise give the verb something to master: a risk that
42
+ pays (the arcade game's chain that reaches the bee), a line to read, a combo that holds.
43
+ - **length**: how long the sharp bot's run lasts (with its spread over seeds, and the second it
44
+ reached each level when `level(run)` is given) against 15 minutes (funpixel.json
45
+ `play_min_minutes` moves it) and the design doc's `Play length:` line. Under it is a warn: a game
46
+ is at least 15 minutes of real play by a first-time player; a smaller scope is a choice the
47
+ play-length line states "on purpose". A probe that stops runs before the bar says so instead of guessing.
48
+ - **ending**: `ended(run)` on the game names the ending (the last content reached, an end screen; a
49
+ won outcome counts too), and the cohort reports `ended` (seeds) and `endedAt` (the mean second)
50
+ apart from losses. A skilled run that never ends warns "no ending reached in 900 s" (content that
51
+ loops, as one game's three mazes did); an endless score attack says "on purpose" on its line.
52
+ - **curve** (with `level(run)`): clear rate, loss rate and time per level for each player. A flat
53
+ level, a wall, a run nothing loses and a missing ramp are named ([escalation.md](escalation.md)).
54
+ A human-rate twin of the sharp player (`humanRate(skilled, game.dt, { rest: 0 })` from `src/probe-human.ts`, 12 decisions a
55
+ second with 200 ms to react) shows a wall only a 60 Hz bot gets past; without one the human rate is
56
+ "not measured". When the design doc's content list names more areas, levels or waves than the
57
+ skilled bot reaches (half or fewer), that is a warn.
58
+ - **bot broken**: the sharp bot made no progress, or a naive or idle player gets clearly further.
59
+ - **human-win** names the policy that won at a human pace (`sharp@12hz (the sharp policy …)`), and
60
+ the taught policy's own count beside it when it trails.
61
+ - **middle**: with a `middle` policy, one that loses like the naive player while the careful one wins
62
+ is a difficulty cliff (a note); without one, and with careless and careful far apart, it is "not
63
+ measured". Add one: `{ name: 'middle', role: 'middle', says: 'leans and rests, never takes cover',
64
+ make }` in `test/probes.ts`.
65
+ The bot is measured then, not the game: fix it before reading the ceiling, length or moments.
66
+ - **depth**: for the sharp and the novice player, how long a run lasts and what happens per minute
67
+ (the events your `step` returns, by type), the two numbers [depth.md](depth.md) asks for. A
68
+ novice whose runs mostly end lost inside a minute is a note: in most genres that is a demo, not a
69
+ run. Count what the player causes or answers (eats, pickups, near misses, decisions) as events.
70
+ - **not measured**: a player you did not write. It is never a pass.
71
+
72
+ A game made before the probes (or whose rules moved to `src/sim/`) has no `test/probes.ts`;
73
+ `funtools upgrade` leaves a skeleton on the game's own rules module beside it as
74
+ `test/probes.ts.funtools-new` (it names what the rules export and marks the five places to fill).
75
+ Copy it and fill them (vite-style imports without `.ts` resolve under `sim`): that is the whole
76
+ wiring, and it replaces a hand-written bot script. A probe still importing the demo's names says
77
+ so when `sim` runs it; `--timeout` gives a campaign probe more than 300 s, and anything the probe
78
+ prints to stderr is shown.
79
+
80
+ The worst case matters, not the average (one game's playtest tracked the deepest overlap and
81
+ the longest stuck time over 240 s of AI against AI). What should not happen at all goes in `broken()`.
82
+
83
+ ## Stage the signature moment from the rules
84
+
85
+ Critics judge stills, and a moment view that fakes its payoff shows a frame play cannot reach.
86
+ `stageMoment(game, skilled, { seeds, at: [6, 8, 10, 12], window: 6, score })` plays each seed to
87
+ each start time, then scores the events in the window after (the arcade game's `moment.ts`: the longest
88
+ real chain within 6 s). `sim` prints the best seed and time. The moment view replays it through
89
+ the rules:
90
+
91
+ ```ts
92
+ const views = {
93
+ moment: { moment: true, enter: () => { session.run = replayTo(game, skilled, 23, 8); go('playing'); } },
94
+ };
95
+ ```
96
+
97
+ `capture` then shoots a payoff the game really reaches, and a later rules change that breaks the
98
+ moment shows up as a lower score in `sim`, not as a stale picture.
99
+
100
+ ## Numbers from one arcade game (its own probes, 100 seeds unless named)
101
+
102
+ - Idle: the blind phone player idled about 12 s and wave 3 cleared itself. On today's rules an
103
+ idle bee clears 0 of 40 seeds in every combat wave and lives 17 to 28 s (`idle-probe.ts`, 29 Sep).
104
+ - Taught, before and after one creator session's rules change: chains the bee survived 19.1% →
105
+ 92.5%; chains whose reward reached the bee 2.3% → 99% (`metrics-before.json`,
106
+ `metrics-after.json`). The tuning could not quietly make the taught line worse.
107
+ - Novice (frozen policy): through practice and the first combat wave alive and scoring, 32 → 97 of
108
+ 100 seeds over the same change.
109
+
110
+ ## Music that follows play
111
+
112
+ `timeline(game, skilled, seed, seconds, 0.5, (run, events) => ({ threats: …, ...musicMix(run) }))`
113
+ samples the game's own mix while a bot plays. Declare what each layer follows,
114
+ `{ name: 'wave 3', follow: [{ layer: 'swarm', driver: 'threats' }], rows }`, and `sim` says whether
115
+ the layer moved and how closely (skill `funpixel-audio`, references/adaptive-music.md).
116
+
117
+ ## What the rules alone cannot show
118
+
119
+ Probes play the rules with no renderer and no clock a player watches, so they cannot say how long a
120
+ tell shows on screen, whether a hit holds a readable beat, how fast control comes back or whether an
121
+ actor changes pose by state. `funtools feel` measures those in the built page from `__FPX_STATE__`
122
+ while a script plays the real controls (skill `funpixel-game-feel`, `references/measure.md`).
@@ -0,0 +1,108 @@
1
+ # Game logic in a Unity game
2
+
3
+ Rules kept in plain C#, outside the engine, can be tested in seconds and played by bots thousands
4
+ of times. That only helps when the tests and bots see what a player sees. A 3D platformer's first
5
+ TestFlight build drew every moving platform frozen after the first level behind 1,118 green
6
+ tests, and a ball puzzle was tuned twice against bots that aimed worse than a person, who then
7
+ cleared level 62 in one shot.
8
+
9
+ ## Tools
10
+
11
+ Not shipped by the kit: the Unity starter, these Code-stage checks and the studio scripts they were
12
+ learned with (`unity_check.py` among them) are proposed. "Partial" below means a version exists in one
13
+ studio's games, not in the kit. Until the starter ships, run what exists: `dotnet test` on an
14
+ engine-free core (seconds, many agents at once), Unity's own test runner for the rest
15
+ (`funtools unity run -- -nographics -runTests -testPlatform EditMode -testResults results.xml`,
16
+ or `-testPlatform PlayMode` for tests that need a running scene, as one game's `PlayTests` assembly does,
17
+ queued one run per project across agents, and never with `-quit`: the test runner exits by itself), and each check below as an ordinary test in your own project.
18
+
19
+ | Check | Pass | Status and tool |
20
+ |---|---|---|
21
+ | `compile_fast` | 0 errors, about 2 s | proposed (a studio script, not in the kit); until then `dotnet build` on the core |
22
+ | `core_tests` | 0 failures, count ≥ baseline, csproj tracked | partial: a `CoreTests~` project; count and csproj checks proposed |
23
+ | `core_engine_free` | no `UnityEngine` in Core | partial: compiler-enforced, no lint guards the flag |
24
+ | `determinism_lint` | 0 uses of `Math.Round`, `List.Sort`, `Mathf.*` and similar outside the JS-math shims | proposed |
25
+ | `web_goldens` | 0 diffs against web traces | partial: one port |
26
+ | `rules_guard` | `Rules.Mobile` with fix flags off equals `Rules.WebParity` | partial: branches |
27
+ | `alloc_quiet` | 0 B per warm sim step | partial: an allocation test in one game |
28
+ | `balance_gate` | every character 40–60% at every AI level, N ≥ 200 per pairing | partial: one game, one level only |
29
+ | `difficulty_bots` | sharp bot ≥ 2 shots past onboarding; noisy bot ≥ 75% clears per section | partial: one game |
30
+ | `softlock_bot` | 0 states with no valid action | partial: one game's level tests |
31
+ | `economy_pacing` | time to finish in band; offline pay ≤ next purchase | partial: two games |
32
+ | `physics_fuzz` | 0 inside-solid, tunnel, NaN or stuck | partial: one game |
33
+
34
+ `Rules` flags are default-off switches in the Core for experiments and mobile fixes. The report
35
+ defines `Rules.WebParity` and `Rules.Mobile` only through `rules_guard`.
36
+
37
+ ## Procedure
38
+
39
+ 1. Put the rules in `Scripts/Core` with an asmdef set to `noEngineReferences: true`. Unity allows
40
+ one Editor per project, so agents cannot run Unity tests in parallel; plain .NET tests they
41
+ can.
42
+ 2. Keep numbers in `Scripts/Core/Config.cs`, and each experiment as a default-off `Rules` flag so
43
+ it runs headless. There is no live tuning: a number changes only with a build.
44
+ 3. After each change build the core, then run its tests from the game's `CoreTests~` folder:
45
+ `dotnet test` (Unity ships a `dotnet` inside the Editor, under `Contents/Resources/Scripting/DotNetSdk/`,
46
+ if none is on the PATH).
47
+ 4. Pick how levels are made:
48
+
49
+ | Pattern | Proof | Game |
50
+ |---|---|---|
51
+ | Generated, solvable by construction | a solver test | a puzzle game: 600 levels by reverse removal, 29 tests |
52
+ | Generated, fitted to a bot | budgets fitted to sharp-bot shots, then capped from human play | the ball puzzle |
53
+ | Data from the web build | level laws as tests | every port |
54
+
55
+ Level laws are properties held as tests. The platformer's: widest gap, dock distance, player at
56
+ least 9% of screen height, every attack at least 0.6 s after its tell, plus a journey bot
57
+ that frees all crew on 5 seeds.
58
+ 5. Set difficulty with two bots and a person. A sharp bot plays like a sharp player and gives
59
+ the floor; a noisy bot gives the clear rate; the cap comes from a person playing. The ball
60
+ puzzle ended at budget = bot estimate × 0.5, capped at 10 balls (one room) and 14 (two).
61
+ 6. Gate balance at every AI level, on unseen seeds, one change at a time. Four matches per
62
+ pairing is ±5 points of noise, so use 200. Run the sweep before building art for a rule
63
+ change: a soccer game built two rounds of goal art first.
64
+ 7. Judge a power-up with paired seeds at large N. Pass: the holder's goal delta is under 0.3
65
+ either way (2,400 pairs, about 10 minutes, in the soccer game).
66
+ 8. Simulate the economy with offline earnings and a spend-everything bot.
67
+ 9. Hold the warm sim step at 0 B of garbage with a test: a 40-robot chain went from 4 KB to 0 B
68
+ (game not in the report), and one port holds 0 B over 600 frames.
69
+ 10. Fuzz physics per level: a short fuzz every run, a deep fuzz before TestFlight.
70
+ 11. Test levels the way players reach them: enter each as a second or later level through Next,
71
+ Continue or Restart (the check `entry_path`, proposed).
72
+ 12. Run each new regression test against the parent commit, where it must fail. A soccer-game
73
+ cheat test passed on the old server too.
74
+ 13. Play by hand through remote input after the bots pass. Bots miss readability: hand play in
75
+ the platformer found fans that looked walkable.
76
+ 14. Test the save: migration from every earlier format and corruption (the games test 12 kinds of
77
+ bad JSON). Unity's NUnit is old (no `Assert.Multiple`, no `Does.Contain` on an enum), so write
78
+ those tests for the plain .NET project or keep to the old asserts.
79
+ 15. Treat a hit you are measuring against as a reference, not a target: measure it frame by frame
80
+ (the owner's recording at `ffmpeg -vf fps=1`, contact sheets, a timed log) before copying a
81
+ number. The soccer game's ball was 40% too big and play 1.6× faster than Head Ball 2's; a taller goal
82
+ to match it added 15–20% goals and was rejected ("if it makes scoring too easy, don't"). A tempo
83
+ of 0.75 matched its 10.5 goals per 90 s.
84
+
85
+ ## Worked example
86
+
87
+ The soccer game's balance gate (a three.js port with several characters and AI levels):
88
+ 1. A narrower pitch with ground goals looked fine at the "good" AI level.
89
+ 2. At the Alpha level it spread 33–68%.
90
+ 3. The dead end cost about 220,000 simulated matches.
91
+ 4. The gate that held: 13,200 matches, 200 per pairing, one change at a time.
92
+ 5. Final: every character at 41–56% at every AI level, inside the 40–60% pass band.
93
+
94
+ ## Common mistakes
95
+
96
+ - Tuning against a weak bot: the ball puzzle's random-aim bot won 90–100% everywhere, and its
97
+ "human-style" bot left 33 balls on level 72. Two redesigns in two days.
98
+ - Calibrating at one AI level: one head then spread 15–76% at Alpha.
99
+ - Leaving offline pay out of the economy sim: an idle city game paid about $50K for two hours away
100
+ at minute 5, about the price of the whole city. Offline pay is now ≤ the next pad's cost, and
101
+ cost growth 1.12 gives a 162-minute city.
102
+ - A bot that takes only legal actions: it missed food picked up with nowhere to deliver it
103
+ (reported with the idle game).
104
+ - Starting every level fresh at boot: the platformer's movers drew frozen in every level after the
105
+ first; the audit's frozen count went 219 → 0 once fixed.
106
+ - Skipping the physics fuzz: the platformer had 1,988 respawns inside solid geometry on 24 of 26
107
+ levels.
108
+ - A test that never asserts: the soccer game's "always ends with a winner" did not.
@@ -0,0 +1,118 @@
1
+ ---
2
+ name: funpixel-game-spine
3
+ description: Use when writing or restructuring a game's code (loop, screens, input, resize, camera, Pixi or Three) or changing an existing game, importing from @funpixel/sdk (signatures, or a type error naming an SDK symbol), or going multiplayer (co-op, versus, rooms, invite codes, a friend from their own house). Covers one loop and clock, one input path, change classes, the relay and performance (a low fps on a phone).
4
+ ---
5
+
6
+ # The game's spine
7
+
8
+ Great feel sits on a spine nobody notices: one clock, one input path, one screen state, so a
9
+ changed jump number is felt the same minute on a phone and a desktop. What a weak spine does
10
+ quietly: a game 60 times too fast, a control dead on phones, mirrored steering, a performance fix
11
+ that deletes the art.
12
+
13
+ ## Tools
14
+
15
+ - `build` and `preview` build on the platform; `screenshot` shows a screen at a chosen viewport.
16
+ - Multiplayer: `publish_game` puts it where the relay is; locally `npx @funpixel/tools dev --relay`
17
+ and `verify --players 2`.
18
+ - Local: `npx @funpixel/tools dev`, `doctor` (the platform's static rules, no browser), `verify`.
19
+
20
+ ## Layout
21
+
22
+ ```
23
+ index.html viewport meta with viewport-fit=cover; one #app element
24
+ src/main.tsx Preact: screens, HUD, menus (automatic JSX: a manual `import { h }` breaks the build)
25
+ src/game.ts startGame(): the renderer, the one loop, the __FPX_* hooks
26
+ src/sim/ the rules, with no engine or DOM imports (skill funpixel-game-logic)
27
+ src/input.ts one function per player action; keys, touch and checks call it
28
+ public/assets/ generated and optimized assets, referenced as /assets/<name>
29
+ funpixel.json metadata and checks
30
+ ```
31
+ The platform builds with its own
32
+ `tsconfig.json` and `vite.config.ts`, so edits to them and Vite plugins never reach its build; it
33
+ bundles ESM packages, and a CDN script is a runtime fetch the build cannot see.
34
+
35
+ ## What holds a game together
36
+
37
+ 1. **One loop, one clock.** Everything advances from one `update(dt)` with dt in seconds, clamped:
38
+ `dt = Math.min(dt, 0.1)`. A backgrounded tab or a slow first load hands you one enormous frame.
39
+ Physics that must feel identical everywhere (jumps, projectiles) runs at a fixed step through an
40
+ accumulator. Pause on `visibilitychange`, and on `blur` clear held keys and pointers, because
41
+ their release events never arrive. Stepping this loop by hand replays a recorded run frame by
42
+ frame ([references/replay.md](references/replay.md)).
43
+ 2. **One input path.** Each action is one function. The key handler, the on-screen button (marked
44
+ `data-fpx-touch="<Key>"`) and `__FPX_VERBS__` all call it, so a passing check means the real
45
+ control works. Use `addEventListener`; assigning `onpointerdown` twice silently kills the first
46
+ control. Read taps on `pointerdown` and act the same frame.
47
+ 3. **One screen state.** A single `screen` value (`title`, `playing`, `paused`, `gameover`, …)
48
+ drives both the Preact screens and the loop, and `__FPX_STATE__()` returns it (optional feel
49
+ fields such as `hero`, `threats`, `dead`: skill `funpixel-game-feel`, `references/measure.md`). Each
50
+ `__FPX_VIEWS__` entry's `enter()` calls the same setter. Mark the title's start control
51
+ `data-fpx-start` (skill `funpixel-verify`).
52
+ 4. **Resize once, through the SDK.** `setupGameResize((w, h) => …)` after the renderer exists:
53
+ inside Funpixel the size can arrive as a Studio message, which `resizeTo: window` and a `resize`
54
+ listener miss, and two resizers fight. Size the canvas by CSS (`width: 100%`), not by
55
+ inline pixels, so fullscreen and the visual viewport cannot leave a dead band.
56
+ 5. **The camera is the last place a control can flip.** Pressing right should move the subject
57
+ right on screen. A failing sign lives in the camera basis or the input mapping; negating a state
58
+ field fixes the picture and breaks the rules and checks that read it. Recipes: [references/camera.md](references/camera.md).
59
+ 6. **Engine contracts.** Pixi and Three each have traps that build and fail silently:
60
+ [references/pixi.md](references/pixi.md), [references/three.md](references/three.md).
61
+ 7. **Keep the look, cut the cost**.
62
+ Pool what spawns, atlas sprites, instance repeats, cap the pixel ratio (2 in 2D, 1.5 in 3D):
63
+ each keeps what a frame shows. Judge a change on the same named scene and seed, before and after:
64
+ draw calls, triangles and texture memory (`npx @funpixel/tools scene --view <name>`), frame
65
+ p50/p95, the load size, and a capture. Headless frame times are not a phone. If only a visible cut
66
+ would help, report the number and let the creator choose
67
+ ([references/performance.md](references/performance.md)).
68
+
69
+ ## The SDK and multiplayer
70
+
71
+ No model was trained on `@funpixel/sdk`, so a guessed name costs a build, and a guess that
72
+ type-checks can do nothing at runtime: look it up in [references/sdk.md](references/sdk.md) or
73
+ `node_modules/@funpixel/sdk/dist/*.d.ts`, never cast it. Pin it exactly (`"0.7.0"`). The six worth
74
+ using: `setupGameResize` from `@funpixel/sdk` (the only root export), `AudioEngine` from
75
+ `@funpixel/sdk/audio`, `SaveManager` from `@funpixel/sdk/save`, `initLiveParams` from
76
+ `@funpixel/sdk/liveParams`, `safeArea` from `@funpixel/sdk/device`, and `Room`, `getGameKey`,
77
+ `RoomError` from `@funpixel/sdk/multiplayer`. The relay is a forwarder: the first player is the
78
+ host and owns what accumulates (`provideState`), every send echoes to its sender, the roster
79
+ includes you, and a solo branch is what verify sees
80
+ ([references/multiplayer.md](references/multiplayer.md)).
81
+
82
+ ## Changing an existing game
83
+
84
+ Naming the class of a change before touching code keeps it the size the person asked for (change
85
+ classes from Claude Code Game Studios):
86
+
87
+ | Class | Example | Do |
88
+ |---|---|---|
89
+ | Tuning | "jump higher" | Change one number; quote old and new; re-verify |
90
+ | Tweak | "coins should magnetise" | Quote the old rule, state the new one, change one system |
91
+ | Addition | "add a dash" | One new verb: its input, state field, check; backlog anything else |
92
+ | New system | "add a shop" | Treat as a new slice: note, check, verify (skill `funpixel-gdd`) |
93
+ | Refactor | "split `game.ts`" | Nothing a player sees changes: same views, run and tests before and after ([references/replay.md](references/replay.md)) |
94
+
95
+ A request that crosses systems is two requests. Verify after each; green on the requested change
96
+ is a natural place to hand back.
97
+
98
+ ## Worked example
99
+
100
+ "The ship should drift after I let go." Class: tweak. Old rule: velocity is zero when no key is
101
+ held; new rule: it decays by `exp(-3 * dt)`. One line in `src/sim/ship.ts`'s `step(dt)`; input,
102
+ rendering and hooks unchanged. New check: `{ "mechanic": "ship drifts after release", "verb":
103
+ "thrust", "field": "vx", "expect": "changed", "trace": 30 }`. Verify exits 0: stop, and hand back
104
+ "the ship now drifts for about a second after you let go".
105
+
106
+ ## Common mistakes
107
+
108
+ - Pixi `ticker.deltaTime` used as seconds: it is frames, so the game runs about 60 times too fast
109
+ or slow.
110
+ - A second `requestAnimationFrame` loop for a menu or a network pause: two clocks, doubled speed.
111
+ - Touch buttons that call different code from the keys: the check passes, the phone fails.
112
+ - A camera shake written into the followed position: the follow logic and the checks read a moving
113
+ target. Shake a render offset.
114
+ - Deleting shaders or post-processing because a headless run was slow.
115
+ - Growing `game.ts` into the whole game, or `as any` over an SDK name error.
116
+
117
+ Where this comes from: change classes adapted from Claude Code Game Studios (MIT;
118
+ `THIRD_PARTY_NOTICES.md`); the rest is ours.
@@ -0,0 +1,12 @@
1
+ interface:
2
+ display_name: "funpixel-game-spine"
3
+ short_description: "writing or restructuring a game's code (loop, screens, input, resize, camera, Pixi or Three) or changing an existing gam"
4
+ policy:
5
+ allow_implicit_invocation: true
6
+ dependencies:
7
+ tools:
8
+ - type: "mcp"
9
+ value: "funpixel"
10
+ description: "Funpixel MCP (generation, build, probe, publish)"
11
+ transport: "streamable_http"
12
+ url: "https://api.funpixel.ai/mcp"
@@ -0,0 +1,94 @@
1
+ # The camera
2
+
3
+ The camera is the game's cinematographer: it decides what the player sees coming, how fast the
4
+ world feels and where the drama lands. Choose it for the feeling you want, then make it steady.
5
+
6
+ ## What great cameras do
7
+
8
+ - **Celeste** keeps most of its screens still: one room, framed whole, so every hazard is visible
9
+ before the first jump. A still camera says "this is a puzzle you can read".
10
+ - **Hollow Knight** and most metroidvanias follow loosely, leading in the direction of travel and
11
+ holding still inside a dead zone, so small steps do not rock the world.
12
+ - **Hades** uses one fixed isometric angle and composes every room for it; the camera never asks
13
+ the player to manage it.
14
+ - **Mario Kart** sits low behind the kart and keeps it near the bottom of the frame, so the road
15
+ ahead fills the screen and the track rushes at you.
16
+ - **Monument Valley** uses an orthographic view on purpose: without perspective, its impossible
17
+ geometry can connect.
18
+ - **Vlambeer's shooters** (Nuclear Throne) are known for a camera that leans toward the aim and
19
+ shakes on heavy shots, with a player setting for how much, so the action feels loud without losing
20
+ the player.
21
+
22
+ Questions worth answering in the GDD: how far ahead the player needs to see, whether the camera
23
+ moves at all, where it goes at the big moment (a push in, a hold, a slow-down), and what it does on
24
+ a phone held upright.
25
+
26
+ ## 2D follow with a dead zone and look-ahead
27
+
28
+ The player roams a box in the middle of the screen; the camera moves only when they leave it, aims
29
+ a little ahead of their motion, and eases with a time constant so it feels the same at any frame rate.
30
+
31
+ ```ts
32
+ type Cam = { x: number; y: number };
33
+ const cam: Cam = { x: 0, y: 0 };
34
+ const box = { halfW: 0.12, halfH: 0.15 }; // fractions of the screen
35
+ const LEAD = 80; // px ahead of the motion
36
+ const EASE = 8; // higher follows tighter
37
+
38
+ const clamp = (v: number, lo: number, hi: number) => Math.min(hi, Math.max(lo, v));
39
+ function outside(delta: number, half: number) {
40
+ return Math.abs(delta) <= half ? 0 : delta - Math.sign(delta) * half;
41
+ }
42
+
43
+ export function followCamera(dt: number, hero: { x: number; y: number; vx: number }, w: number, h: number) {
44
+ const aimX = hero.x + LEAD * Math.sign(hero.vx);
45
+ const pull = 1 - Math.exp(-EASE * dt);
46
+ cam.x += outside(aimX - cam.x, box.halfW * w) * pull;
47
+ cam.y += outside(hero.y - cam.y, box.halfH * h) * pull;
48
+ cam.x = clamp(cam.x, level.left + w / 2, level.right - w / 2); // never show past the level
49
+ world.position.set(Math.round(w / 2 - cam.x), Math.round(h / 2 - cam.y)); // whole pixels, no shimmer
50
+ }
51
+ ```
52
+
53
+ ## 3D chase
54
+
55
+ An offset behind and above the target, turned with it, eased the same way. The offset's sign
56
+ depends on which way your model faces.
57
+
58
+ ```ts
59
+ const OFFSET = new THREE.Vector3(0, 2.2, 6); // behind a model whose nose points along -Z
60
+ const LOOK = new THREE.Vector3(0, 1, 0);
61
+ const want = new THREE.Vector3();
62
+
63
+ export function chaseCamera(dt: number, target: THREE.Object3D) {
64
+ want.copy(OFFSET).applyQuaternion(target.quaternion).add(target.position);
65
+ camera.position.lerp(want, 1 - Math.exp(-5 * dt));
66
+ camera.lookAt(want.copy(target.position).add(LOOK));
67
+ }
68
+ ```
69
+
70
+ Speed feel is a camera job too: widen `camera.fov` a few degrees with speed (call
71
+ `updateProjectionMatrix()` after) and pull the offset back slightly.
72
+
73
+ ## Shake that stays readable
74
+
75
+ Keep a `trauma` value from 0 to 1: add to it on impact, let it fall by about 1.5 a second, and
76
+ offset the drawn camera by `trauma² × max × noise(time)`. Squaring keeps small hits subtle and big
77
+ ones loud. A cap near 12 px in 2D (about 0.3 units in 3D) keeps the player readable. The HUD does
78
+ not shake, and flashes belong to the thing that was hit, not the whole frame.
79
+
80
+ ## Tap to world
81
+
82
+ 2D: `worldPoint = (tap - world.position) / world.scale`. 3D: `raycaster.setFromCamera(ndc, camera)`
83
+ with `ndc.x = (x / width) * 2 - 1` and `ndc.y = -(y / height) * 2 + 1`, in CSS pixels rather than the
84
+ canvas's backing-store pixels.
85
+
86
+ ## Checks that keep a camera honest
87
+
88
+ - **The sign.** Pressing right moves the subject right on screen; jump moves it up (screen y grows
89
+ downward). A chase offset on the wrong side of the model mirrors X, and a racer ships with inverted
90
+ steering. After any camera change, press the real key once and read the projected position; verify
91
+ does this through the live camera. A quick basis test: nudge the target's x by 1 and it should move
92
+ right on screen. Fix the offset, the model's facing or the input mapping, never a state field.
93
+ - **Shake on the draw, not the follow.** Add shake where the camera draws, never to the position it
94
+ follows, so the follow logic and the checks read a steady camera.