@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 +1,148 @@
1
+ # What makes each section strong
2
+
3
+ Distilled from two of the team's GDDs and five the owner wrote end
4
+ to end on 28–29 September (a crew platformer, a deep-sea horror, a kart racer, a frozen metroidvania, a
5
+ marionette party game). Each row: what the strong version holds, what the thin version looks like,
6
+ and the example that made the difference. `funtools gdd` looks for the evidence in the strong
7
+ column; it cannot tell a good design from a long one, so use it as a checklist, not a grade.
8
+
9
+ ## The promise, pillars and decisions
10
+
11
+ | Strong | Thin |
12
+ |---|---|
13
+ | One line a stranger repeats; the **thesis in one frame or one number** that carries the meaning with no dialogue; a 6-second ad that is a sequence of pictures | A genre label ("a roguelike with crafting"), or a paragraph of lore |
14
+ | References as **take and leave**: each gives one pillar, and what it would drag in is named and refused | A list of games it is "like" |
15
+ | Decisions written **against their alternative**, with the reason, so the next session does not re-open them | Decisions stated with no alternative, or not at all |
16
+
17
+ The robot game's smile (a face flickers onto every defeated robot) and the Greek crowd game's 300
18
+ (the count over the army is health, weapon and story) are theses you can see. The owner's horror
19
+ design adds a top-five table: the one reason each hit worked, and what a naive version of our game
20
+ would lack. For each big choice, name the answer everyone reaches for first and the answer of someone
21
+ merely avoiding it, then choose past both; write them down as "Ruled out: X · Y" (the horror game: guns
22
+ and gore, then no combat at all, then a welder that cuts the enemies' limbs). A pillar with its **risk** beside it ("horror on a phone:
23
+ risky, since a lit room and a small screen flatten fear; answered by a brightness step and sound
24
+ drawn as arcs") is a
25
+ decision the design can be judged on.
26
+
27
+ ## The loop and the numbers
28
+
29
+ Strong: the loop in one sentence, then **the three to five numbers that are the whole game**, each
30
+ with its value and why exactly that value ("fuse 3.0 s: long enough to lead a lit robot into a
31
+ crowd, short enough that nobody can stockpile them"), and one **anti-degeneracy rule**: the boring
32
+ optimum named, and the rule that makes it lose (panic-firing pays nothing; welding every door runs
33
+ you out of gas). Thin: numbers with no reasons, or a loop with "and also" in it, which is two games.
34
+ The numbers are targets until a test pins them; say so. Give each verb its **price** (weld a door:
35
+ hold 1.5 s, 25 gas, and the room beyond is gone for good): a verb that costs nothing stops being a
36
+ choice. Play one level's economy on paper before code, as a middling player would (the horror game's
37
+ chapter 2 needed 187 gas across cuts, burns, a pin and a door, so it placed 1.3 × 187 = 243).
38
+
39
+ ## Opening (the first minute)
40
+
41
+ Strong: from Play, each row's shot and what the player can do, control by 12 s (story) or 10 s
42
+ (arcade) with the objective's metres on screen, a **moment ladder** (0:10, 1:00, 5:00, 20:00,
43
+ 60:00), first input, payoff and signature through the real controls. Thin: "a tutorial teaches the controls". The breakpoint (the one moment only this game has:
44
+ the Seam, the Knockout, the Snip, the Mend) belongs here and in the target frames.
45
+
46
+ ## Content
47
+
48
+ | Strong | Thin |
49
+ |---|---|
50
+ | A roster table: kind, what it looks like, **debut**, **its one idea**, a tell of at least 0.6 s by sound first and shape second | "Enemies get harder" |
51
+ | Stages that each **add one thing**, taught alone before it is combined; a shape per level (teach → develop → twist → test → celebrate) | Levels that differ in paint or speed |
52
+ | A climax in **named phases**, each teaching a rule, with no health bar where the world can show damage | A boss bolted onto a genre that wants a different finish |
53
+
54
+ The robot game's "one chassis, nine heads" is also an asset economy: eleven images for nine
55
+ enemies, so adding a kind means one more picture and one more row of data. Rules the roster keeps (only one enemy
56
+ in its tell at a time; never spawn in view; each kind debuts alone) are what make a crowd fair.
57
+ Give each kind something it **takes** besides health (the resource, time, the route, a connection,
58
+ your attention, your plan): a roster where every kind only takes health is one enemy in different
59
+ coats. A tell stays honest when an enemy that chooses a target takes the nearest, never a random one,
60
+ and online it adds the round trip (the marionette party game uses 0.8 s against about 300 ms of phone lag).
61
+
62
+ ## Look
63
+
64
+ Strong: the look in one sentence; **colour as assignment** (each colour owns one meaning: one
65
+ colour for "you", one for "hurts", one for "you can touch this"); a font chosen for the theme; the
66
+ asset economy (what is generated, what is built in code, how many); **five AD rules**, each
67
+ checkable in one frame (a colour count, a size at which a thing reads, where grime may and may
68
+ not live); and **target frames**: the key art plus four whole frames of the ladder's moments, each
69
+ saying which claim it pins. The horror game's were timed to its ladder (0:10, 1:00, 2:00, 3:00, 5:00), so
70
+ captures of the same seconds could be laid beside them (skill `funpixel-art`).
71
+ Thin: "stylised and colourful". The owner's docs keep the style words
72
+ in one file and repeat them word for word in every prompt; reference sheets pin each recurring
73
+ design ([world-and-identity.md](world-and-identity.md)).
74
+
75
+ ## Actors and animation
76
+
77
+ Strong: every actor with its role, motion (moves, animates or still) and states, and **how it is
78
+ made**: a sheet, a part rig posed from the simulation, a code skeleton with generated parts. The
79
+ team's lesson, repeated in four of the owner's docs: nothing that animates is left to a generated
80
+ rig; the hero is built or posed in code, props and backdrops are generated. Thin: a character list.
81
+
82
+ ## Audio
83
+
84
+ Strong: a sound sheet **in the world's own words** (source, material, action, space; "one event,
85
+ no music, no voice"), a leitmotif that tells the story (a dying factory jingle, a lullaby the
86
+ monsters hum), and **one music identity written once** (instruments, motif, key) so only tempo and
87
+ energy move between states. Timed cues (a countdown, beat-synced tells) are composed in code from
88
+ single hits; generators do not place sounds on a clock. Thin: "upbeat music and satisfying sounds".
89
+
90
+ ## HUD, screens and controls
91
+
92
+ Strong: the HUD mostly **on the actor** (lights on a collar, a gauge on a tank), the glass kept for
93
+ the thumbs; a **phone mockup** drawn at the phone's own points over a target frame with numbered
94
+ callouts; every screen listed (loader, first run, title, how to play, settings, pause, the end card,
95
+ death, the rotate gate); controls per device (touch zones and 44 px targets, keys, pad) and an
96
+ assist mode that never removes the design's point. Thin: "a score in the corner".
97
+
98
+ ## Feel and juice
99
+
100
+ Strong: a row per event with visual, motion, sound, camera and time, and haptic, each with a
101
+ number (hitstop 0.05 s, shake 0.4, slow-motion 0.5× for 0.6 s); a payoff ladder where rewards
102
+ escalate; a **readability budget** (the hero's share of the screen, effect caps, the play layer
103
+ always clearest). Thin: "screen shake and particles".
104
+
105
+ ## Criteria, scope, the track and risks
106
+
107
+ Strong: criteria a stranger can check from the screen; a scope that says what is in, what is cut
108
+ and why, and what waits; the **track** with a gate and evidence per stage; the risks beside the
109
+ pillars. The owner adds an honest read ("how fun will it be": a score per pillar, its confidence and
110
+ its risk) and a runbook for agents: steps with a gate, evidence and a state, and one handoff line per
111
+ stop. Put the milestones that are cheap to fail first (the light on a phone at half brightness, the
112
+ controls) before any content; when time runs short, the dressing shrinks, never the loop.
113
+
114
+ ## Requests against the pillars, and the pillar audit
115
+
116
+ The owner's deep-sea horror game (September 2026) was audited against its own GDD
117
+ mid-build: an agent graded every beat on both platforms, about 6.6 of 10 against the plan. The
118
+ lesson was that requests made mid-build can quietly break a pillar. "Add guns" broke "you have no
119
+ gun", "make her faster" broke the one-canister economy (its chapter bots could no longer afford the
120
+ second weld), "make manoeuvres easier" softened the dodge as a skill. Each request was kept and
121
+ folded back into the design: every tool draws on the one canister, the automatic dodge side became
122
+ an Assist setting, slow motion stayed reserved for payoffs. Re-reading the pillars after a request
123
+ is the cheap moment to do that folding, and the version line records it.
124
+
125
+ Its playtest page carried the audit as a table the next round can be compared with, one row per
126
+ pillar:
127
+
128
+ | Pillar | Grade | Matches the GDD | Still drifting |
129
+ |---|---|---|---|
130
+ | Art direction | 7.5 | amber lamps, a cyan torch, coral only at joints and only in the beam | the dark is too total outside the torch (threat against ground ΔE 0.7): it hides the threat, not only the mood |
131
+ | Mobile | 5.5 | thumb stick under the thumb, a context button, 44 px targets, 60 fps on the phone profile | the blind phone player died twice at the first enemy; the HUD reaches a third of the screen at busy moments |
132
+
133
+ The audit reads the captures, the films, the sim's traces and the code, not the panel's scores,
134
+ so it says where the build left the plan even when the critics liked it.
135
+
136
+ ## Part 2: as built
137
+
138
+ The team's two GDDs end in a port spec written from the code, and it wins wherever it disagrees
139
+ with Part 1: world units and the fixed step, every actor's numbers and states, levels as data,
140
+ events and saves, performance budgets, and the behaviour contract (tests named after the rules).
141
+ That is what let a Unity port match the web game exactly. See [as-built.md](as-built.md).
142
+
143
+ ## Versioning
144
+
145
+ v0.1 is written before code. v0.2 follows the first look: what the pictures and sounds settled, and
146
+ every rule they changed (a colour that hurt moved off a reward, a missing pause button placed). Each
147
+ later version records what changed and why. Once the game runs, Part 2 is rewritten from the code;
148
+ from then on the document describes the game, not the plan.
@@ -0,0 +1,131 @@
1
+ # The big tier: a spec folder the game loads
2
+
3
+ A small game stays one GDD. A mid or deep game (`funpixel.json` `production.tier`) also gets a
4
+ spec folder, `design/spec/`: the build contract a building agent, or a lane, works from. The GDD
5
+ says what the game is and why. The spec says what to build, in numbers and data that the game
6
+ loads at build time.
7
+
8
+ ## Why
9
+
10
+ Our real games were built this way, and the GDK's games were not.
11
+
12
+ - **One heist game** was built against `design/gdd/spec/`, written before code. Its README set the
13
+ order of reading. Its `tunables.json` held every number with an id, a default, a range, a unit,
14
+ a why and the tests that pin it. It grew from 652 to 941 tunables while lanes built, because each
15
+ lane wrote its numbers back. It had six rooms whose pars add up to an 18-minute night.
16
+ - **Two others** kept their levels as data with tested laws, and their bots
17
+ finished every level on several seeds.
18
+ - The GDK games were one screen and one GDD, with the numbers in a markdown table that nothing loaded.
19
+
20
+ What makes a game long is content as data, grown room by room from a slice that passed. What makes
21
+ it consistent is one home for every number.
22
+
23
+ ## Making it
24
+
25
+ `npx @funpixel/tools spec init` (or `--tier mid|deep` to grow a small game on purpose). It also runs
26
+ by itself at `pitch lock` for a mid or deep game that has been scaffolded. It writes:
27
+
28
+ | File | Holds | Read by |
29
+ |---|---|---|
30
+ | `README.md` | what to read first, the slice-first rule, every file and what it covers | every agent and lane, first |
31
+ | `tunables.json` | every number the game plays by, grouped (`rules.goal`, `move.run`) | `src/tune.ts`, `spec lint` |
32
+ | `rules.md` | the simulation in rules, each citing its tunables by id | the rules lane |
33
+ | `rooms.json` | every room in order: par, exit, waves, what it teaches, its beat, its numbers | `src/chapters.ts`, `funtools rooms` |
34
+ | `screens-and-tutorial.md` | every screen and its way out, the HUD, the first minute | the UI lane |
35
+ | `difficulty.md` | the curve room by room, and who it is for | the design lane |
36
+ | deep only: `rooms.md`, `cast.md`, `story.md`, `audio.md`, `juice.md` | the rooms in words, everyone who acts, the beats, every cue, every payoff | their lanes |
37
+
38
+ `tunables.json` starts from the numbers the code already holds: every `export const NAME = <number>`
39
+ and every all-number table such as `MOVE`. Each one keeps the comment that explains it as its why,
40
+ and records where it came from. Scaffold files still as the kit wrote them are rewired to read the
41
+ numbers; a file you changed is left alone, and `spec lint` names every number still typed into it.
42
+
43
+ `rooms.json` starts as two chapters of three rooms built from the starter's own round: more to
44
+ collect, sooner threats, a bigger floor. That is a working example of the shape, not a campaign.
45
+ Replace it with the game's own rooms, one per place in the GDD.
46
+
47
+ The plan page draws the rooms as a map: a box per room by chapter, each `exit` as a route, and the
48
+ chain from the first room to `"end"` as the critical path. A room's `exits` that name rooms (`[{ "to":
49
+ "secret" }]`) are drawn as other ways out, and its `look` (what the player should look at there) is
50
+ written on its box; without one, the GDD's `## Places` Landmark of the same name is used. A
51
+ `build_level` spec (`design/level.json`, `design/levels/*.json`) is drawn from above with the route
52
+ from the spawn through each checkpoint to the exit, the spawn's facing and any `camera` marker.
53
+
54
+ The data the game loads ships with it (`.harnessignore` keeps `design/spec/tunables.json` and
55
+ `rooms*.json`). The words stay private.
56
+
57
+ ## Numbers as data
58
+
59
+ ```json
60
+ { "version": 1, "groups": { "spike": {
61
+ "every": { "default": 2.5, "unit": "s", "range": [1.5, 4], "why": "a spike every few seconds keeps the feet moving", "tests": ["a hop late in the tell clears the strike"] }
62
+ } } }
63
+ ```
64
+
65
+ - One home for each number. Every other file cites the id (`spike.every`) and never repeats the
66
+ value. When the two disagree, the file wins.
67
+ - In code, `tune('spike.every')` is typed from the file, and a missing id throws with its name.
68
+ `group('move')` is a live table: its fields change in place when a room or a dev edit changes
69
+ them. `onTune(fn)` re-reads what a module keeps in its own bindings. An edit to the file lands
70
+ in `npm run dev` without a rebuild.
71
+ - Give each number a unit, a range and a why. A number with no why gets tuned by feel and drifts,
72
+ and a range says how far a lane may move it.
73
+ - The file grows while the game is built. A lane that adds a number adds its tunable in the same
74
+ commit.
75
+
76
+ ## Rooms and chapters as data
77
+
78
+ A room is a par, an exit, its waves, what it teaches, its beat and its numbers. Rooms are never
79
+ placed by hand in code. `src/chapters.ts` loads the rooms, enters one (its `tune` laid over the
80
+ defaults), plays it wave by wave with a checkpoint before each wave, and leaves by its exit.
81
+ `src/levels.ts` saves where the player got to through `@funpixel/sdk/save`, so a reload resumes at
82
+ the checkpoint. The endings show the map of progress (`src/room-map.tsx`).
83
+
84
+ - **A par** is the seconds a good first run takes. The pars add up to the game's length, which must
85
+ reach the play floor: 15 minutes for a complete game (`play_min_minutes` moves it).
86
+ - **`funtools rooms`** plays every room in order over 5 seeds. The players are a careful player at
87
+ a human rate (12 decisions a second, 200 ms to react), the sharp bot, a naive player and a novice.
88
+ A room passes when the careful player clears it on every seed within half its par either way and
89
+ the sharp bot clears it too. The naive and novice rows show where people fall back: that is the
90
+ curve.
91
+ - `test/rooms.ts` plays the same round as `test/probes.ts`. When you rewrite the rules, rewrite both.
92
+ - `sim` takes the game's play length from a fresh rooms record, because one round is one wave.
93
+
94
+ ## Slice first
95
+
96
+ Nothing in a later room is built until the room before it passes its gates. For the slice, those are
97
+ the core test and the slice stage (`check`, `sim`); for every room, the careful player clearing it
98
+ near its par.
99
+
100
+ - `funtools rooms open <room>` opens the next room for building. It refuses while any earlier room
101
+ is closed or the one before does not pass, and it names the gate that holds it.
102
+ - Only the owner releases a room early: `rooms open <room> --by owner "why"`. Their words are kept.
103
+ - A room changed before it was opened has been built early. `spec lint` names it, and the expand
104
+ stage's gate holds on it.
105
+ - Rewriting rooms on paper is planning, not building: `funtools rooms plan` records the rooms as
106
+ planned now. It is free until the owner agrees the plan, and the owner's call after that.
107
+
108
+ ## The lint
109
+
110
+ `funtools spec lint` checks the folder against itself and the code, and records `.funtools/spec.json`.
111
+ The GDD stage reads that record past the small tier. It checks:
112
+
113
+ - the sections the tier needs (the heist game's names count: `crew.md`, `fun-and-difficulty.md`, `sfx.md`);
114
+ - every default inside its own range, ids used once, and the tests they name;
115
+ - unknown ids in the code, the rooms or the spec files (a `P-TUNE-` proposal is a note);
116
+ - tunables the code never reads, and a tunable's number still typed into `src/`;
117
+ - rooms without a par or an exit, or that no exit reaches;
118
+ - the pars against the floor;
119
+ - a room changed before it was opened.
120
+
121
+ Notes count the unwritten outlines, numbers with no why, unit or range, and numbers written into
122
+ the prose.
123
+
124
+ ## Common mistakes
125
+
126
+ - Copying a value into prose or code "for now". It drifts within a day; cite the id.
127
+ - Pars nobody measured. `rooms` says when a par is more than half off the careful player's time.
128
+ - Building room three while the slice still fails. The slice decides the feel every later room
129
+ repeats.
130
+ - Keeping the starter's six rooms as the game's content. They show the shape; the game's places are
131
+ yours.
@@ -0,0 +1,110 @@
1
+ # Starting a Funpixel game
2
+
3
+ What complete browser games have taken, in an order that has worked; a path, not a procedure
4
+ (each step's purpose, tool and signal: [the-path.md](the-path.md)). The
5
+ hooks mirror evidence gaps back (advisory unless `gdk.gate: "block"`) and say whether this session
6
+ is a complete game ([floors.md](floors.md)).
7
+
8
+ ## Tools
9
+
10
+ - `npx @funpixel/tools init <folder> --idea "<one line>"` picks engine, recipe and orientation
11
+ with reasons, seeds `design/GDD.md`, mints the id with a key and commits the game to git:
12
+ never a temp folder; push it (the-path.md, "Keep the game"). `create_game` is for
13
+ an agent with no local files; beside `init` it leaves an orphan draft.
14
+ - `generate_image` makes target frames, `generate_sprite` sprites; long jobs return an id for
15
+ `get_job`. Without the MCP, `npx @funpixel/tools gen image|sprite`.
16
+ - `build`, `probe`, `capture_view` without the local toolchain; else `npx @funpixel/tools
17
+ verify` and `capture`. `check_plan` grades the note free.
18
+
19
+ ## A path that has worked
20
+
21
+ 1. **Route by the request and existing project.** A missing `verify.json` is an evidence gap,
22
+ not a request to rebuild a game. Use `funpixel-game-spine` for an existing-game change and the
23
+ relevant focused skill for an asset or mechanic. For a new complete game or replacement core
24
+ loop, continue below; preserve the requested ambition and finish the agreed scope.
25
+
26
+ 2. **Use a fitting genre recipe.** Read the relevant reference for starting points,
27
+ then choose camera, body and controls from the brief:
28
+ [card](genre-card.md), [platformer or maze chase](genre-platformer.md),
29
+ [puzzle](genre-puzzle.md), [racing](genre-racing.md),
30
+ [rpg](genre-rpg.md), [shooter](genre-shooter.md),
31
+ [simulation](genre-simulation.md), [strategy](genre-strategy.md),
32
+ [survival](genre-survival.md); starting code: [starters.md](starters.md);
33
+ the frame: [frame.md](frame.md). Recipes: the creator's choices win. Where a choice is open, [variety moves](design-note.md#variety-moves) steer off the average game. Record the chosen controls and checks so the implementation is testable.
34
+
35
+ 3. **First look, then a first playable** (the opening stages): the key art and the hero's sheet,
36
+ steered in the chat; then a playable built from them with real assets, sized by the game,
37
+ judged against the key art. The owner plays it and says whether it has potential.
38
+
39
+ 4. **The design around it, experience first.** The plan critics, hooks and the next session
40
+ read. The GDD, `design/GDD.md` (skill
41
+ `funpixel-gdd`; what hooks read: [design-note.md](design-note.md)),
42
+ `/design/` in `.harnessignore`: the player's journey through the real controls, the core loop in
43
+ one sentence, the look and why, five AD rules checkable in one frame, the juice table (skill
44
+ `funpixel-game-feel`) and each actor's motion. About 7–10 outside-checkable criteria in `funpixel.json` `criteria` let the blind
45
+ player judge from the screen; the gameplay tables are in
46
+ [gameplay-contract.md](gameplay-contract.md).
47
+
48
+ Every asset has a route (generated, authored, or procedural with a proof; never "primitives for
49
+ now"); agreed in the chat at the game's real size, its asks scaled by length:
50
+ [production-tiers.md](production-tiers.md).
51
+
52
+ 5. **Prove the loop: the slice.** Narrow feature breadth, not the requested visual
53
+ ambition, with the interface the loop needs. Done when: the player acts; one core verb works through real input; a win and a loss (if the design has
54
+ one) fire in real play; something on screen reports progress;
55
+ `npm run build && npx @funpixel/tools verify` exits 0 with a check per mechanic and one reaching
56
+ the resolution (skill `funpixel-verify`).
57
+
58
+ 6. **Build the chosen look** (skill `funpixel-art`) by the
59
+ bible's routes. Replace stand-ins and check the loaded visuals.
60
+
61
+ 7. **The release bar** is what the team's best shipped games had in common: coherent art, the
62
+ juice table in the game, the signature on screen early, a moment view, the full screen set, a
63
+ phone-size HUD, keyboard and touch, a passing rules suite. The list with its reasons:
64
+ [floors.md](floors.md). One backlog item per pass.
65
+
66
+ 8. **Stay honest.** A cut for performance is the creator's to accept. Claim only what a key, a
67
+ button or the loop runs, and name what nothing observed (the hooks list it).
68
+
69
+ 9. **One verdict per round, two at hand-back** (skill `funpixel-verify`). Each round: the targets
70
+ (`score --target` at the accuracy bar, funpixel.json `accuracy_min`, default 75, on every target
71
+ moment) and a blind player on phone and desktop with no high finding (`play`). At hand-back, add
72
+ the critic panel at the bar games' floor (overall 6.0, look and feel 7.0). Every other tool finds
73
+ why, never adds a verdict. Stop when the agreed goal is met and its evidence is current; a passing
74
+ panel floor alone does not finish the requested work.
75
+
76
+ 10. **A hand-back in three parts:** what plays now, with the literal controls on keyboard and touch;
77
+ what is not in yet, on purpose; the next two or three steps, ranked. Work
78
+ already authorized continues. Name every stand-in (a shape where art belongs, a skipped model,
79
+ a cut mechanic) and everything no evidence observed; `progress report` gathers them. Judge before showing: below the bar, say so first. Feedback: skill `funpixel-feedback`.
80
+
81
+ **Gray-box only when asked.** If the person asked for a gray-box or prototype, skip steps 4, 6 and
82
+ 9, write the stand-ins into `.funtools/graybox`, and say "gray-box" in the hand-back with every
83
+ stand-in listed.
84
+
85
+ ## Keep the person in the loop
86
+
87
+ The person is in the chat: show the first built frame by minute 10, then each round's captures
88
+ beside their targets, with the GDD's `## Where we are` updated and the preview link. Ask only at forks (taste, spend, scope); decide the rest ([in-the-loop.md](in-the-loop.md)).
89
+
90
+ ## Worked example
91
+
92
+ Brief: "a game about a window cleaner on a skyscraper".
93
+ 1. Empty folder: a new game, read as a one-thumb climber.
94
+ 2. Card: platformer. Kept: the tower is the level, a fall ends the run. Departure noted: no jump;
95
+ the verb is swinging the cradle.
96
+ 3. Chosen: a noon screen-print poster. AD rules: three inks (cobalt, tomato, cream); hard offset
97
+ shadows; only the cleaner is tomato; windows read as a grid at 40 px.
98
+ 4. Greenlight: three pitches, the cradle one picked; four phase frames cleared beside the hit; locked v1.0.
99
+ 5. Slice: drag swings the cradle; a wiped window scores; a falling pot costs a life. Verify 0.
100
+ 6. Cleaner, pots, pigeons and the skyline generated from the style file; code shapes gone.
101
+ 7. The juice table built; every screen in; a `rush` moment view drops three pots mid-wipe.
102
+ 8. Panel: 6.3. Fix round 1: pot silhouettes, HUD labels. Panel 6.8.
103
+ 9. Hand back: "Drag or the arrow keys swing the cradle. Not in yet: tower two. Next: 1. wind
104
+ gusts, 2. pigeon variety."
105
+
106
+ ## Common mistakes
107
+
108
+ - Calling unfinished stand-ins a deliberate style.
109
+ - Expanding an asset family before choosing its look.
110
+ - The design document left at its first draft while the game moved on.
@@ -0,0 +1,175 @@
1
+ # Starting code per genre
2
+
3
+ A recipe per genre card: the loop as engine-free rules, the conventions players bring already
4
+ implemented as defaults, and the screen flow. Copy what fits into `src/rules.ts` (seeded, no engine,
5
+ no DOM), keep the numbers in one table at the top, and pin each convention in `test/rules.test.ts`
6
+ so a later change cannot drop it silently. The scaffold's `session.ts`, `screens.tsx` and `hud.tsx`
7
+ already carry the screens; these recipes are the rules under them. `funtools init` has written the
8
+ same genre's defaults into `design/GDD.md` (marked "starter default") and its cast into
9
+ `assets/assets.json`; change both when the game changes. A 3D game starts from the 3D world starter
10
+ instead (skill `funpixel-game-spine`, `references/three.md`), whose controller already has these
11
+ forgiveness windows.
12
+
13
+ Breaking a convention is a design choice: write it in the GDD's "Conventions players bring" and tell
14
+ the player in the game, or it reads as a bug.
15
+
16
+ ## The screen flow every starter shares
17
+
18
+ Title → play → pause → won or lost → play again, plus how to play and settings, each a declared view
19
+ (`__FPX_VIEWS__`) so verify, capture and the playtest can open it. Present them as a game, not a web
20
+ page (the owner's rule: the UI is art):
21
+
22
+ - **Title in the world.** The play's own scene behind it, moving (an orbiting camera, drifting
23
+ particles, the idle cast), no full-screen dimmer; the name in big display type with depth or as
24
+ art from the style frame; one line of promise; one big lit start in the thumb zone.
25
+ - **Banners, not forms.** Pause and the endings stamp a big word in over the world softened behind
26
+ (a blur, a vignette), the numbers in the display face, one raised primary button and a quiet
27
+ secondary link. No grey cards, no rows of equal buttons.
28
+ - **Endings count.** The score counts up, the best is named, a new best is celebrated, and play
29
+ again is one tap that lands in under a second.
30
+
31
+ ```css
32
+ /* A raised, lit primary button and a stamped banner word (2D or 3D; tokens from src/look.json). */
33
+ button.primary { font-family: var(--font-display); border: 0; color: #2a140e;
34
+ background: linear-gradient(180deg, #fff1b8, var(--primary) 45%, var(--accent));
35
+ box-shadow: 0 5px 0 #8a4424, 0 0 0 3px rgba(255,255,255,.85), 0 10px 30px rgba(255,190,100,.45); }
36
+ button.primary:active { transform: translateY(3px); box-shadow: 0 1px 0 #8a4424, 0 0 0 3px rgba(255,255,255,.85); }
37
+ .veil { backdrop-filter: blur(5px); background: radial-gradient(ellipse, transparent, rgba(0,0,0,.45)); }
38
+ .banner-word { font-family: var(--font-display); font-size: clamp(44px, 12vw, 84px); -webkit-text-stroke: 2px #2a140e;
39
+ paint-order: stroke fill; text-shadow: 0 4px 0 #8a4424, 0 8px 0 rgba(0,0,0,.5); transform: rotate(-2deg);
40
+ animation: pop .35s cubic-bezier(.2, 1.6, .4, 1); }
41
+ ```
42
+
43
+ Bundle the faces (`@fontsource/<face>` imported in `main.tsx`) and name them in `funpixel.json`
44
+ `metadata.fonts`; `funtools look --hud --view title` then reports no system type.
45
+
46
+ ## Platformer: coyote time, a jump buffer, a variable jump, a checkpoint
47
+
48
+ ```ts
49
+ export const JUMP = { coyote: 0.1, buffer: 0.1, rise: 2.5 /* bodies */, apex: 0.35, cut: 2.5, respawn: 1 };
50
+ const g = (2 * JUMP.rise) / JUMP.apex ** 2, v0 = (2 * JUMP.rise) / JUMP.apex;
51
+ export function press(run: Run) { run.buffer = JUMP.buffer; } // keydown or touch
52
+ export function step(run: Run, held: boolean, dt: number) {
53
+ run.coyote = run.grounded ? JUMP.coyote : run.coyote - dt;
54
+ run.buffer -= dt;
55
+ if (run.buffer > 0 && run.coyote > 0) { run.vy = v0; run.buffer = run.coyote = 0; run.grounded = false; }
56
+ run.vy -= g * dt * (run.vy > 0 && !held ? JUMP.cut : 1); // a released jump cuts the rise
57
+ // … integrate, land, collide …
58
+ if (run.dead && (run.deadFor += dt) > JUMP.respawn) Object.assign(run, { ...run.checkpoint, dead: false });
59
+ }
60
+ ```
61
+
62
+ Pin: a jump 0.09 s after the ledge fires, 0.12 s does not; a press 0.08 s before landing fires
63
+ on landing; a tap peaks lower than a hold; a death is back at the checkpoint in about a second.
64
+
65
+ ## Maze chase: turns queued before the corner
66
+
67
+ ```ts
68
+ export const MAZE = { queueFor: 0.25 /* s a turn is held */, speed: 6 /* tiles/s */ };
69
+ export function turn(run: Run, dir: Dir) { run.want = dir; run.wantFor = MAZE.queueFor; } // a swipe anywhere
70
+ export function step(run: Run, dt: number) {
71
+ if (run.want && open(run.tile, run.want) && centred(run)) { run.dir = run.want; run.want = null; }
72
+ else if (run.want && run.want === opposite(run.dir)) { run.dir = run.want; run.want = null; } // a reverse is instant
73
+ if ((run.wantFor -= dt) <= 0) run.want = null;
74
+ if (open(run.tile, run.dir)) advance(run, MAZE.speed * dt); else snapToCentre(run);
75
+ }
76
+ ```
77
+
78
+ Pin: a swipe up 0.2 s before an opening turns there; a reverse turns at once.
79
+
80
+ ## Merge or drop: a drop line, the next piece, an undo
81
+
82
+ ```ts
83
+ export const DROP = { previewNext: 1, loseLine: 0.85 /* share of the jar's height */, settle: 1.2 /* s over the line before it loses */ };
84
+ export function aim(run: Run, x: number) { run.aimX = clamp(x, run.held.r, W - run.held.r); } // the drop line follows the finger
85
+ export function drop(run: Run) {
86
+ run.history.push(snapshot(run)); // one undo (a power-up or a setting)
87
+ run.pieces.push({ ...run.held, x: run.aimX, y: 0 });
88
+ run.held = run.next; run.next = randomPiece(run); // the next is always on screen
89
+ }
90
+ export const losing = (run: Run) => run.overLineFor > DROP.settle; // a bounce over the line is not a loss
91
+ ```
92
+
93
+ The HUD shows the held piece, the next one and the drop line from the held piece to the floor.
94
+
95
+ ## Tactics: previews before commit, a turn that resets
96
+
97
+ ```ts
98
+ export function preview(run: Run, unit: Unit, to: Tile, target?: Unit) {
99
+ return { path: route(run, unit, to), damage: target ? hit(unit, target) : 0, counter: target ? hit(target, unit) : 0, kills: target ? hit(unit, target) >= target.hp : false };
100
+ }
101
+ export function commit(run: Run, move: Move) { run.turnStart ??= snapshot(run); apply(run, move); }
102
+ export function resetTurn(run: Run) { if (run.turnStart) restore(run, run.turnStart); } // free until End turn
103
+ export function endTurn(run: Run) { run.turnStart = null; enemyPhase(run); }
104
+ ```
105
+
106
+ Show the path, the numbers and the enemy's intent before the tap that commits. A tower defence
107
+ shows the next wave and has a speed-up instead.
108
+
109
+ ## Survivors-like: auto-fire and a pick of three
110
+
111
+ ```ts
112
+ export const LEVEL = { first: 5, growth: 1.25, picks: 3, magnet: 2.5 /* m */ };
113
+ export function step(run: Run, dt: number) {
114
+ for (const w of run.weapons) if ((w.cool -= dt) <= 0) { fire(run, w, nearestEnemy(run)); w.cool = w.every; } // no fire button
115
+ for (const gem of run.gems) if (dist(gem, run.hero) < LEVEL.magnet) pull(gem, run.hero, dt);
116
+ if (run.xp >= run.need) { run.xp -= run.need; run.need = Math.ceil(run.need * LEVEL.growth); run.choosing = offer(run, LEVEL.picks); }
117
+ }
118
+ export const paused = (run: Run) => run.choosing !== null; // the world waits while the player picks
119
+ ```
120
+
121
+ The pick is its own screen (`levelup` view): three cards, what each changes in numbers, one tap.
122
+
123
+ ## Racing: catch-up, the position always on screen
124
+
125
+ ```ts
126
+ export const PACK = { rubber: 0.08 /* speed share per 10 m */, cap: 0.12 };
127
+ export function rivalSpeed(run: Run, rival: Car) {
128
+ const gap = run.player.distance - rival.distance; // + behind the player
129
+ return rival.top * (1 + clamp((gap / 10) * PACK.rubber, -PACK.cap, PACK.cap));
130
+ }
131
+ export const position = (run: Run) => 1 + run.rivals.filter((r) => r.distance > run.player.distance).length;
132
+ ```
133
+
134
+ A crash costs seconds (a respawn on the line facing forward), never the race. The finish is a set
135
+ piece (skill `funpixel-world-and-story`, `references/atmosphere.md`), then the results screen.
136
+
137
+ ## Shooter: a small hitbox, shots that read
138
+
139
+ ```ts
140
+ export const SHIP = { hitbox: 0.3 /* share of the drawn size */, fireEvery: 0.12, invuln: 1.5 };
141
+ export const hitBy = (run: Run, s: Shot) => dist(s, run.ship) < run.ship.size * SHIP.hitbox + s.r;
142
+ ```
143
+
144
+ Fire is automatic or one held press on a phone. Enemy shots take a colour nothing else uses.
145
+
146
+ ## Action RPG: attacks that warn, a safe place that heals
147
+
148
+ ```ts
149
+ export const FOE = { windup: 0.6, strike: 0.2, recover: 0.8, sees: 6 };
150
+ export function think(f: Foe, run: Run, dt: number) { // PATROL → WINDUP → STRIKE → RECOVER
151
+ f.t += dt;
152
+ if (f.state === 'patrol' && dist(f, run.hero) < FOE.sees) set(f, 'windup');
153
+ else if (f.state === 'windup' && f.t > FOE.windup) set(f, 'strike');
154
+ else if (f.state === 'strike' && f.t > FOE.strike) set(f, 'recover');
155
+ else if (f.state === 'recover' && f.t > FOE.recover) set(f, 'patrol');
156
+ }
157
+ export function rest(run: Run) { run.hero.hp = run.hero.max; save(run); } // at the safe place; saving is automatic
158
+ ```
159
+
160
+ ## Simulation: decide paused, see the price first
161
+
162
+ ```ts
163
+ export function quote(run: Run, item: Item) { return { cost: item.cost, afford: run.coins >= item.cost, gain: item.perMinute }; }
164
+ export function buy(run: Run, item: Item) { if (run.coins < item.cost) return false; run.coins -= item.cost; place(run, item); save(run); return true; }
165
+ export const tickRate = (run: Run) => (run.menuOpen ? 0 : run.speed); // time waits while you choose
166
+ ```
167
+
168
+ ## Card: see it before you play it
169
+
170
+ ```ts
171
+ export function lift(run: Run, card: Card) { run.preview = resolve(clone(run), card); } // the outcome, not just the text
172
+ export function play(run: Run, card: Card) { run.undo = snapshot(run); apply(run, card); run.preview = null; }
173
+ ```
174
+
175
+ Draw, discard and the counts stay on screen; an undo where the rules allow it.