@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 +1,159 @@
1
+ # Story at the right size: 5 to 15 minutes
2
+
3
+ Story was missing in nine of our GDK games, and the experience bar measured story as the widest
4
+ gap to the top tier. The fix is rarely more words. Silt & Signal (research 19) tells a whole arc
5
+ in 12–15 minutes with 7 chapters, 29 objectives and 61 short lines, most under ten words. This
6
+ page sizes a story to a small game and shows how to prove play reaches it.
7
+
8
+ Declining story is a real choice. An arcade round, a score attack or an abstract puzzle can say
9
+ `Story: declined — the world and the score carry it` in the GDD, and every check below then
10
+ reports "no story declared" as fine.
11
+
12
+ ## The shape
13
+
14
+ | Piece | What it is | In Silt & Signal |
15
+ |---|---|---|
16
+ | An opening beat | who, where and what is wrong, in under 15 seconds, before or as control starts | a kneeling rider, a sick creature, "We'll find someone who knows" |
17
+ | A goal said by a person | a character asks for it in a line; the HUD repeats it | the healer: "Her kind needs the old crossings" |
18
+ | Chapters | one place and one new idea each, with a card and a line as it opens | `02 / THE BROKEN AQUEDUCT` and Mira's "The official road is closed" |
19
+ | Lines that change as you go | the same person says something new each time, and remarks on what just happened | the rider's tone moves from "Hold on, little light" to "You don't have to stay" |
20
+ | A turn | something the player did, or learned, changes what the goal means | sending the coordinates is the betrayal |
21
+ | An ending worth reaching | the world visibly changed, a last line, an end card that names what happened | the lamps waking in the village, "The road belongs to her" |
22
+
23
+ ## Sized to the game
24
+
25
+ | Length | Chapters or beats | Lines | Speakers | A turn? |
26
+ |---|---|---|---|---|
27
+ | 3–5 min (a short round, on purpose) | 3 beats: want, test, payoff | 8–12 | 1–2 | optional |
28
+ | 5–10 min (a smaller scope, on purpose) | 3–5 chapters | 15–30 | 2–3 | one, near two thirds |
29
+ | 15 min and more (the floor for a game) | 5–7 chapters | 30–60 | 3–5 | one, plus a quiet beat before the end |
30
+
31
+ A line is one sentence a player reads in about two seconds. Past 60 lines the cost is not the
32
+ words, it is the voice, the timing and the testing of each one.
33
+
34
+ ## The outer story, at 10 minutes and up
35
+
36
+ A want inside the hero is not enough past ten minutes; the player needs something to point at.
37
+ Five lines in the GDD, each something the player sees or does. One of our games lacked all five.
38
+
39
+ | Line | What it is | From |
40
+ |---|---|---|
41
+ | Goal | a place on the map and a distance, said by a person, shown by the HUD | A Short Hike's summit; Silt & Signal's crossings |
42
+ | Clock | one deadline for the whole game, visible in every play frame | Majora's Mask's moon; 80 Days |
43
+ | Question | a mystery asked in minute one, one piece answered per chapter | Outer Wilds; "what happened here?" |
44
+ | Antagonist | a plan that moves while you play, a reason that is almost right, marks in every chapter, seen in few; the turn is the player having helped it | Silt & Signal's Director; Cowboy Bebop's Syndicate |
45
+ | Frame | in an episodic game, each episode also moves the spine one step | Edith Finch; Death Stranding's network |
46
+
47
+ Make the core verb the plot (each delivery wakes the network), and let the hero's want be
48
+ active and out in the world while the ending pays what she needs.
49
+
50
+ ## The GDD section
51
+
52
+ The design's `## Story` section carries the beats as a table a check can read. `funtools depth`
53
+ reads the story table and sets each beat beside what real play reached.
54
+
55
+ ```markdown
56
+ ## Story
57
+ Want: <what the hero wants, in the words of the person who asks for it>
58
+ Turn: <the moment the want changes meaning, and what the player does to cause it>
59
+ Ending: <what the world looks like after, and the last line>
60
+
61
+ | Beat | When | Who says it | The line | Seen in play |
62
+ |---|---|---|---|---|
63
+ | opening | 0:00, over the title pan | Narrator | "The city went under in one night." | |
64
+ | goal | 0:15, at the first rooftop | Ada | "Get the medicine to the hospital before the tide turns." | |
65
+ | ch2 | 2:00, the market district | Old Tomas | "You again? The bridge is gone, take the wires." | |
66
+ | turn | 7:30, the hospital roof | Ada | "There's no hospital. There's only us." | |
67
+ | ending | 10:00, dawn | Ada | "Look. The water's going down." | |
68
+ ```
69
+
70
+ The first column is the beat's id. Expose the current id as `__FPX_STATE__.beat` when a beat
71
+ plays (`state.beat = 'ch2'`), so a play log records which beats were really reached. The
72
+ `Seen in play` column is filled from real play (`funtools depth --fill`), never by hand.
73
+
74
+ ## Lines as data
75
+
76
+ Lines live in one file, keyed by what triggers them, so the writing can change without touching
77
+ code and a voice pass can walk the same list. A trigger is a place entered, a deed done, or a
78
+ count reached; a variant picks by how many times it has fired, so the second visit gets a new line.
79
+
80
+ ```ts
81
+ // src/story/lines.ts: every line in the game, with its trigger and optional voice file.
82
+ export interface Line { id: string; who: string; text: string; voice?: string }
83
+ export interface Cue { trigger: string; lines: Line[][]; once?: boolean }
84
+
85
+ export const CUES: Cue[] = [
86
+ { trigger: 'enter:market', lines: [
87
+ [{ id: 'm1', who: 'Tomas', text: 'A courier? In this weather?', voice: 'voice/m1.mp3' }],
88
+ [{ id: 'm2', who: 'Tomas', text: 'Back so soon. The wires still hold.', voice: 'voice/m2.mp3' }],
89
+ ] },
90
+ { trigger: 'deed:first-delivery', once: true, lines: [
91
+ [{ id: 'd1', who: 'Ada', text: 'One down. The hospital is past the bell tower.' }],
92
+ ] },
93
+ ];
94
+
95
+ /** Picks the line for a trigger: the nth variant on the nth firing, the last one after that. */
96
+ export class Script {
97
+ private fired = new Map<string, number>();
98
+ constructor(private cues: Cue[], private play: (lines: Line[]) => void, private busy: () => boolean = () => false) {}
99
+ private queue: Line[][] = [];
100
+ fire(trigger: string) {
101
+ const cue = this.cues.find((c) => c.trigger === trigger);
102
+ if (!cue) return;
103
+ const n = this.fired.get(trigger) ?? 0;
104
+ if (cue.once && n > 0) return;
105
+ this.fired.set(trigger, n + 1);
106
+ this.queue.push(cue.lines[Math.min(n, cue.lines.length - 1)]);
107
+ }
108
+ /** Each frame: play the next queued line when nothing else is being read (a fight, a card, a tutorial). */
109
+ update() { if (this.queue.length && !this.busy()) this.play(this.queue.shift()!); }
110
+ save() { return Object.fromEntries(this.fired); }
111
+ load(s: Record<string, number>) { this.fired = new Map(Object.entries(s)); }
112
+ }
113
+ ```
114
+
115
+ Wire `play` to `say()` from [opening-and-chapters.md](opening-and-chapters.md), or to the voiced
116
+ version in [voice.md](voice.md). Save `script.save()` with `@funpixel/sdk/save` so a returning
117
+ player does not hear the opening twice.
118
+
119
+ ## Craft notes
120
+
121
+ - **The goal comes from a mouth.** "Deliver 5 parcels" in a HUD is a task; "Get the medicine to
122
+ the hospital before the tide turns", said by someone waiting for it, is a want. Put both on screen.
123
+ - **Remark on what just happened.** Hades's trick: a line that names the last death, the new
124
+ weapon, the room you just cleared. Trigger lines on deeds, not timers, and the game feels like
125
+ it is watching.
126
+ - **One new idea per chapter, said once.** The chapter card names the place; the first line names
127
+ the new rule in the world's words ("Point them down" for a jet under the bike).
128
+ - **A quiet beat before the end.** A moment with no threat and one line ("Sleep. I'm right here.")
129
+ makes the ending land. On a pacing chart it is the long release before the last peak.
130
+ - **The ending changes the world.** Go back to the first place and show it changed: the lamps
131
+ lit, the water down, the crowd on the rooftops cheering. The end card names what the player
132
+ did, not only "You win".
133
+ - **Let a character come back.** Three to five speakers who each return beat a new face per
134
+ chapter; a returning face carries the arc.
135
+ - **Keep lines short and in the player's thumb's way.** One sentence, a speaker name, bottom third,
136
+ clear of the controls (skill `funpixel-mobile-ui`), and never a line a fight has to wait behind.
137
+
138
+ ## Staged versus played
139
+
140
+ A beat that exists only in a staged view is not in the game. One game's playtest caught a
141
+ showcase frame play never reached; the same happens to story. Three places see it:
142
+
143
+ - `funtools depth` reads the `## Story` table and the `beat` field in real play logs (blind
144
+ rounds, journeys) and lists each beat as seen or never seen. It warns about a declared beat
145
+ play never reached; it never blocks.
146
+ - `funtools playtest` sets each planned moment beside the frame play reached, and flags a staged
147
+ frame the played route never saw.
148
+ - The blind player's report: ask it who asked for what, and what happened at the end. If it
149
+ cannot say, the story is in the files, not in the game.
150
+
151
+ ## Common mistakes
152
+
153
+ - A story told only on the title card, then never again.
154
+ - The goal only in the HUD, with no one asking for it.
155
+ - Lines on a timer that fire during a fight or over a tutorial caption.
156
+ - An ending that is a text card over black, with the world gone.
157
+ - A voice line that holds its caption until the file loads: advance on the clip's end or a timeout,
158
+ whichever comes first (Silt & Signal's first caption waited 30 s for a slow file).
159
+ - Chapters that are only colour changes: each needs one idea the player uses there.
@@ -0,0 +1,175 @@
1
+ # Voiced lines: what the platform can make, and the creator's own voice
2
+
3
+ Silt & Signal voices all 61 of its lines, and the voice teaches as much as the text: the tutorial
4
+ for the jets is a joke said aloud. A voice is worth having when a game is about people. This page
5
+ is honest about what Funpixel's tools make today and gives a path for the rest.
6
+
7
+ ## What the platform makes today (1 Oct 2026)
8
+
9
+ | Want | Funpixel tool | Works? |
10
+ |---|---|---|
11
+ | A spoken sentence with the exact words | `cast_voice`, then `voice_line` | yes: **the default offer for a story game** (below), with its price, made only when the creator picks it. `generate_sound` is the wrong tool: asked for speech it makes murmurs or the wrong words |
12
+ | A murmur, a gasp, a laugh, a crowd | `generate_sound` | yes, 2 credits each: "a woman's short warm murmur, no words, 1.5 seconds" |
13
+ | A voice-like blip per letter | none needed | yes, in code (below), free |
14
+ | Music that swells under a line | `generate_music` + a duck | yes (skill `funpixel-audio`) |
15
+
16
+ So for real words, four honest options: the platform's voice, then three cheaper ones.
17
+
18
+ ## Option 0: the platform's voice (the default offer for a story game, priced, picked by the creator)
19
+
20
+ **A story game offers voice by default** (the Silt bar S3:
21
+ at least one voiced line before first control, every line voiced and captioned, a line advancing on
22
+ its clip's end). Silt voiced 57 lines heard by objective 33; one of our games typed its radio lines and
23
+ lost on it. So for a game with a story, characters who speak or a cold open, the plan's Art budget
24
+ lists the voiced lines with their price as the default, and the creator picks voice, one of the
25
+ cheaper options below, or none: still priced, still the creator's choice, never made unasked. For an
26
+ arcade round without people, voice stays an extra you mention once. An ordinary line is charged
27
+ 1 credit (each job holds a little more while it runs), so a cast of six with 40 lines each is about
28
+ 240 credits plus a sample per voice; `funtools estimate` or the tool's price list says the
29
+ current numbers.
30
+
31
+ 1. **One voice per character, once.** `cast_voice` with the character's `name`, a `preset` (one of
32
+ 30 voices: Kore firm, Puck upbeat, Charon informative, Algenib gravelly, Achernar soft, …) and up
33
+ to four delivery words as `tags` (`gruff`, `weary`, `whispering`). It answers `voice.json` and a
34
+ `sample.mp3`: play the sample to the creator before any line is made.
35
+ 2. **Every line in that voice.** `voice_line` with the line's `text` and voice.json's asset id as
36
+ `voice_asset_id`, so each line gets the same preset and tags; `emotion` adds up to three words
37
+ for that line only. Inside the text, `[sighs]`, `[laughs]` or `[pause]` steer the delivery and
38
+ are not spoken. Never write a direction as words ("Say it angrily: …"): it is read aloud.
39
+ 3. **The lines file stays the source of truth.** One job per line, named by the line's id
40
+ (`funtools gen line "<text>" --voice .funtools/voice/<who>.json`), saved under
41
+ `public/assets/voice/`, mastered for speech (trimmed, one loudness). Record each in the Art
42
+ budget with its credits.
43
+ 4. **A scene played as one piece (a cutscene, a cold open, a radio exchange): `dialogue`.** One call with the scene's lines (`{speaker, text, voice?, tags?, pause_after_ms?}`, the voices from `cast`) speaks each in its speaker's voice and lays them on tracks: `dialogue.mp3` (the scene mixed into one file at one loudness), each line also as `line-NN.mp3`, and `dialogue.json`, the timeline (each clip's track, start and length) to cue captions from. Priced as its lines; `funtools gen dialogue scene.json`. Lines the game plays one at a time stay `voice_line`.
44
+
45
+ A local option, never the default: `funtools gen line "<text>" --voice <who>.json --model kokoro-82m` (or `gen dialogue scene.json --model kokoro-82m` for a scene) speaks the line with Kokoro on the creator's Apple Silicon Mac, once `funtools models install kokoro-82m` has set it up. Ours stays the recommended pick: Kokoro is free and offline, but slower and not checked by us, so offer it only when the creator asks for free or offline voice, and never run it unasked or in place of ours.
46
+
47
+ No cloning: a real person's voice needs their consent recording, and the platform does not take
48
+ one.
49
+
50
+ ## Option 1: a voice in code (free, always works)
51
+
52
+ A pitched blip per letter, one pitch and waveform per speaker, the way Celeste and Animal
53
+ Crossing give each character a voice without a single recorded word. It reads as speech because
54
+ it follows the text's rhythm: a pause at commas, a longer one at full stops.
55
+
56
+ ```ts
57
+ /** One voice per speaker: a short blip per letter, pitched and shaped by who is talking. */
58
+ export interface Timbre { base: number; spread: number; wave: OscillatorType; gain: number }
59
+ export const TIMBRES: Record<string, Timbre> = {
60
+ Ada: { base: 520, spread: 90, wave: 'triangle', gain: 0.12 },
61
+ Tomas: { base: 180, spread: 40, wave: 'square', gain: 0.06 },
62
+ Narrator: { base: 300, spread: 30, wave: 'sine', gain: 0.1 },
63
+ };
64
+
65
+ export function blipVoice(ctx: AudioContext, out: AudioNode, who: string) {
66
+ const v = TIMBRES[who] ?? TIMBRES.Narrator;
67
+ return (ch: string) => {
68
+ if (!/[a-z0-9]/i.test(ch) || Math.random() < 0.35) return; // not every letter, not spaces
69
+ const o = ctx.createOscillator(), g = ctx.createGain(), t = ctx.currentTime;
70
+ o.type = v.wave;
71
+ o.frequency.value = v.base + ((ch.toLowerCase().charCodeAt(0) * 37) % v.spread); // same letter, same pitch
72
+ g.gain.setValueAtTime(v.gain, t); g.gain.exponentialRampToValueAtTime(0.001, t + 0.06);
73
+ o.connect(g).connect(out); o.start(t); o.stop(t + 0.07);
74
+ };
75
+ }
76
+ ```
77
+
78
+ Call the returned function from `say()`'s typing tick with the character just shown.
79
+
80
+ ## Option 2: a platform murmur per speaker (a few credits)
81
+
82
+ One or two `generate_sound` clips per speaker, a wordless sound with the character's feeling
83
+ ("an old man's amused grunt", "a young woman's worried breath, short"), played at the start of each
84
+ of their lines under the typed text. Three speakers, two moods each, is 6 clips, about 12 credits.
85
+ It gives presence without claiming words the clip does not say.
86
+
87
+ ## Option 3: the creator's own text-to-speech (an outside tool)
88
+
89
+ The creator may own a voice tool: a text-to-speech subscription, an open local model such as
90
+ Piper, or the system's voices. The kit can drive it and record what it made. This is the
91
+ creator's tool on the creator's account: Funpixel neither bills nor meters it, and the licence of
92
+ each voice is the creator's to check before publishing.
93
+
94
+ | Tool | Where it runs | Licence to check |
95
+ |---|---|---|
96
+ | macOS `say` | the creator's Mac, free | Apple's licence allows the system voices for personal, non-commercial projects: fine for a prototype or a private proof, not for a published game |
97
+ | Piper (open source) | local, free, CPU | each voice model has its own licence; many allow commercial use, some do not |
98
+ | A hosted text-to-speech service on the creator's own key | their account | their plan's terms for games; the price is theirs (a 60-line script is about 3,500 characters) |
99
+
100
+ The pipeline: the lines file is the source of truth, a script makes one file per line, then every
101
+ file is trimmed and levelled to one loudness so no speaker is louder than another.
102
+
103
+ ```js
104
+ // scripts/voice.mjs — run by the creator: node scripts/voice.mjs [say|piper]. Reads the lines the
105
+ // game already uses (exported as JSON by the build or kept in src/story/lines.json) and writes
106
+ // public/voice/<id>.mp3 plus public/voice/voice.json, the record of what made each file.
107
+ import { execFileSync } from 'node:child_process';
108
+ import { mkdirSync, readFileSync, writeFileSync, existsSync } from 'node:fs';
109
+
110
+ const tool = process.argv[2] ?? 'say';
111
+ const VOICES = { Ada: 'Samantha', Tomas: 'Daniel', Narrator: 'Moira' }; // per speaker; Piper: a model path
112
+ const lines = JSON.parse(readFileSync('src/story/lines.json', 'utf8')); // [{ id, who, text }]
113
+ mkdirSync('public/voice', { recursive: true });
114
+ const record = { tool, made_with: tool === 'say' ? 'macOS say (system voices)' : 'Piper', billed_by_funpixel: false, lines: [] };
115
+ for (const l of lines) {
116
+ const raw = 'public/voice/' + l.id + (tool === 'say' ? '.aiff' : '.wav'), mp3 = 'public/voice/' + l.id + '.mp3';
117
+ if (tool === 'say') execFileSync('say', ['-v', VOICES[l.who] ?? 'Samantha', '-o', raw, l.text]);
118
+ else execFileSync('piper', ['--model', VOICES[l.who], '--output_file', raw], { input: l.text });
119
+ // Trim silence at both ends, level to -16 LUFS (dialogue), mono 64 kbps: about 10 KB a second.
120
+ execFileSync('ffmpeg', ['-y', '-loglevel', 'error', '-i', raw, '-af',
121
+ 'silenceremove=start_periods=1:start_threshold=-50dB,areverse,silenceremove=start_periods=1:start_threshold=-50dB,areverse,loudnorm=I=-16:TP=-1.5',
122
+ '-ac', '1', '-b:a', '64k', mp3]);
123
+ execFileSync('rm', [raw]);
124
+ record.lines.push({ id: l.id, who: l.who, voice: VOICES[l.who] ?? null, file: mp3.replace('public/', '') });
125
+ }
126
+ writeFileSync('public/voice/voice.json', JSON.stringify(record, null, 2) + '\n');
127
+ console.log(lines.length + ' lines voiced with ' + record.made_with + '; not billed by Funpixel');
128
+ ```
129
+
130
+ Record it where the game's other assets are recorded: a row in the GDD's Art budget with
131
+ `Made how: the creator's own TTS (macOS say)` and `Credits: 0 (outside tool)`, and the tool named
132
+ in the hand-back. The credits screen names only what the game may name (the voice's owner if the
133
+ licence asks for it), never the pipeline behind it.
134
+
135
+ ## Playing a voiced line
136
+
137
+ The caption is the source of truth; the voice is a layer on it. A line advances when the clip ends
138
+ or when a timeout passes, whichever comes first, so a slow or missing file never holds the game.
139
+ Music dips under the voice and comes back.
140
+
141
+ ```ts
142
+ /** Plays one voiced line under its caption. Resolves on the clip's end, a tap, or the timeout. */
143
+ export async function speak(ctx: AudioContext, out: AudioNode, line: { text: string; voice?: string }, music?: GainNode, cache = new Map<string, AudioBuffer>()): Promise<void> {
144
+ const timeout = 1500 + line.text.length * 55; // reading time plus a margin
145
+ let buf: AudioBuffer | undefined;
146
+ if (line.voice) {
147
+ try {
148
+ buf = cache.get(line.voice) ?? await Promise.race([
149
+ fetch(line.voice).then((r) => r.arrayBuffer()).then((b) => ctx.decodeAudioData(b)),
150
+ new Promise<undefined>((r) => setTimeout(() => r(undefined), 800)), // late file: go on unvoiced
151
+ ]);
152
+ if (buf) cache.set(line.voice, buf);
153
+ } catch { buf = undefined; }
154
+ }
155
+ if (music) music.gain.setTargetAtTime(0.35, ctx.currentTime, 0.08);
156
+ await new Promise<void>((done) => {
157
+ const end = () => { clearTimeout(t); removeEventListener('pointerup', end); done(); };
158
+ const t = setTimeout(end, buf ? Math.min(timeout, buf.duration * 1000 + 400) : timeout);
159
+ addEventListener('pointerup', end, { once: true });
160
+ if (buf) { const s = ctx.createBufferSource(); s.buffer = buf; s.connect(out); s.start(); }
161
+ });
162
+ if (music) music.gain.setTargetAtTime(1, ctx.currentTime, 0.4);
163
+ }
164
+ ```
165
+
166
+ Load the next chapter's lines while the current one plays, not all at once before the title
167
+ (Silt & Signal fetched 3.9 MB of voice). A game with voice says "Sound on for voices" on the
168
+ title, and keeps working with the phone on silent: captions carry every word.
169
+
170
+ ## Hooks for checks
171
+
172
+ - `__FPX_STATE__.beat` names the line's beat as it plays (see [story-at-size.md](story-at-size.md)),
173
+ so `funtools depth` can say which lines play reached.
174
+ - `funtools verify`'s audio check counts starts; a voiced game should show one per line played.
175
+ - The blind player cannot hear. Say in the hand-back which lines are voiced and with what.
@@ -0,0 +1,154 @@
1
+ # A world from a kit: scatter, landmarks, the route
2
+
3
+ Working code, checked in a scratch scaffold on pixi.js 8.21 and three 0.170 (captured and profiled
4
+ at 844×390). Take what helps; change the numbers to the place.
5
+
6
+ ## The kit
7
+
8
+ Six to twelve pieces in one style carry a whole area. Ways to get them:
9
+
10
+ | Piece | Tool | Note |
11
+ |---|---|---|
12
+ | 2D props (rock, bush, lamp, crate, fence) | `generate_sprite`, one call per piece with the same style words | a style lock keeps them one family (skill `funpixel-art`) |
13
+ | A state variant (lamp lit/unlit, bridge broken/mended) | `edit_image` on the accepted sprite | the same drawing changed, so the swap reads as the world changing |
14
+ | Ground and paths | `generate_image` texture or strip (`funtools gen texture`) | seamless tiles under the scatter; the scatter hides the grid |
15
+ | Characters that move | `generate_spritesheet` | idle and walk from one base |
16
+ | 3D props | code-built (below), `generate_3d_model`, or `find_material` type `model` (Poly Haven, CC0) | instance anything placed more than a few times |
17
+ | Sky | `generate_skybox`, or a Poly Haven HDRI via `get_material` | the sky sets the time of day and the palette |
18
+ | A set with a plan | `build_level` (skill `funpixel-3d`) | interiors, a village square, anything with doors |
19
+
20
+ ## Scatter by rule
21
+
22
+ Seeded dart-throwing with spacing: denser at the edges, sparse in the open, a clear route and a
23
+ ring around each landmark, jittered scale, flip and tint. Engine-free.
24
+
25
+ ```ts
26
+ // Dress a place from a kit: seeded, spaced, denser at the edges, the path kept clear.
27
+ // Engine-free: it returns placements; Pixi or Three draws them.
28
+
29
+ export interface Piece { name: string; radius: number; weight: number; zones?: Zone[] }
30
+ export type Zone = 'edge' | 'field' | 'path-side' | 'landmark';
31
+ export interface Placement { piece: string; x: number; y: number; scale: number; flip: boolean; tint: number; zone: Zone }
32
+ export interface Area {
33
+ w: number; h: number;
34
+ /** The walkable route as points; pieces keep `clear` away from it, `path-side` pieces hug it. */
35
+ path: Array<[number, number]>; clear: number;
36
+ /** Landmarks already placed (a tower, a tree): scatter leaves a ring around each. */
37
+ landmarks: Array<{ x: number; y: number; r: number }>;
38
+ }
39
+
40
+ export function rng(seed: number) {
41
+ return () => { seed = (seed + 0x6d2b79f5) | 0; let t = Math.imul(seed ^ (seed >>> 15), 1 | seed); t ^= t + Math.imul(t ^ (t >>> 7), 61 | t); return ((t ^ (t >>> 14)) >>> 0) / 4294967296; };
42
+ }
43
+
44
+ const distToPath = (x: number, y: number, path: Area['path']) => {
45
+ let best = Infinity;
46
+ for (let i = 1; i < path.length; i++) {
47
+ const [ax, ay] = path[i - 1], [bx, by] = path[i], dx = bx - ax, dy = by - ay;
48
+ const k = Math.max(0, Math.min(1, ((x - ax) * dx + (y - ay) * dy) / (dx * dx + dy * dy || 1)));
49
+ best = Math.min(best, Math.hypot(x - ax - k * dx, y - ay - k * dy));
50
+ }
51
+ return best;
52
+ };
53
+
54
+ /** Where a point sits: near an edge, beside the path, or in the open field. */
55
+ function zoneOf(x: number, y: number, a: Area): Zone | null {
56
+ const d = distToPath(x, y, a.path);
57
+ if (d < a.clear) return null; // the route stays readable
58
+ if (a.landmarks.some((l) => Math.hypot(x - l.x, y - l.y) < l.r)) return null; // landmarks breathe
59
+ if (d < a.clear * 1.8) return 'path-side';
60
+ const edge = Math.min(x, y, a.w - x, a.h - y);
61
+ return edge < Math.min(a.w, a.h) * 0.14 ? 'edge' : 'field';
62
+ }
63
+
64
+ /** Dart-throwing with spacing: `tries` candidates, each kept only if no neighbour is closer than the sum of radii. */
65
+ export function scatter(kit: Piece[], a: Area, seed: number, tries = 1500, density: Record<Zone, number> = { edge: 1, 'path-side': 0.6, field: 0.25, landmark: 0 }): Placement[] {
66
+ const r = rng(seed), out: Placement[] = [], total = kit.reduce((s, p) => s + p.weight, 0);
67
+ for (let i = 0; i < tries; i++) {
68
+ const x = r() * a.w, y = r() * a.h, zone = zoneOf(x, y, a);
69
+ if (!zone || r() > density[zone]) continue;
70
+ let pick = r() * total, piece = kit[0];
71
+ for (const p of kit) { pick -= p.weight; if (pick <= 0) { piece = p; break; } }
72
+ if (piece.zones && !piece.zones.includes(zone)) continue;
73
+ const scale = 0.8 + r() * 0.45;
74
+ if (out.some((o) => Math.hypot(o.x - x, o.y - y) < (kit.find((k) => k.name === o.piece)!.radius * o.scale + piece.radius * scale) * 0.9)) continue;
75
+ const warm = Math.round(235 + r() * 20); // a small tint jitter breaks the copy-paste look
76
+ out.push({ piece: piece.name, x, y, scale, flip: r() < 0.5, tint: (warm << 16) | (Math.round(240 + r() * 15) << 8) | 235, zone });
77
+ }
78
+ return out.sort((p, q) => p.y - q.y); // back to front for a 2D side or top view
79
+ }
80
+ ```
81
+
82
+ Pixi: draw the placements back to front (they come sorted by y), with the flip and tint.
83
+
84
+ ```ts
85
+ for (const p of scatter(KIT, { w, h, path, clear: 30, landmarks: [tower] }, 42)) {
86
+ const s = new Sprite({ texture: kitTextures[p.piece], anchor: { x: 0.5, y: 1 } });
87
+ s.position.set(p.x, p.y); s.scale.set(p.flip ? -p.scale : p.scale, p.scale); s.tint = p.tint;
88
+ world.addChild(s);
89
+ }
90
+ ```
91
+
92
+ Measured in the lab: about 280 pieces on an 844×390 view drew in 3 draw calls (Pixi batches
93
+ sprites and graphics that share a texture), JS work under 0.5 ms a frame. Put every kit piece on
94
+ one atlas (`npx @funpixel/tools optimize pack-atlas`) so they keep batching.
95
+
96
+ Three: one `InstancedMesh` per piece kind, so a few hundred props cost a few draw calls.
97
+
98
+ ```ts
99
+ /** Scatter on the XZ plane (area units = metres), one draw call per piece kind. */
100
+ export function dressGround(scene: THREE.Scene, size: number, path: Array<[number, number]>, landmark: THREE.Vector3, seed: number) {
101
+ const toArea = (x: number, z: number): [number, number] => [x + size / 2, z + size / 2];
102
+ const placed = scatter(KIT, { w: size, h: size, path: path.map(([x, z]) => toArea(x, z)), clear: 1.6, landmarks: [{ x: landmark.x + size / 2, y: landmark.z + size / 2, r: 4 }] }, seed, 4000);
103
+ const m = new THREE.Matrix4(), q = new THREE.Quaternion();
104
+ for (const piece of KIT) {
105
+ const mine = placed.filter((p) => p.piece === piece.name);
106
+ const [geo, mat] = GEO[piece.name];
107
+ const mesh = new THREE.InstancedMesh(geo, mat, mine.length);
108
+ mesh.name = 'kit-' + piece.name;
109
+ mine.forEach((p, i) => {
110
+ q.setFromAxisAngle(new THREE.Vector3(0, 1, 0), (p.x * 13.7) % (Math.PI * 2));
111
+ mesh.setMatrixAt(i, m.compose(new THREE.Vector3(p.x - size / 2, 0, p.y - size / 2), q, new THREE.Vector3(p.scale, p.scale, p.scale)));
112
+ mesh.setColorAt(i, new THREE.Color(p.tint));
113
+ });
114
+ scene.add(mesh);
115
+ }
116
+ return placed.length;
117
+ }
118
+ ```
119
+
120
+ Measured in the lab: 621 instances across the kit and trees, 16 draw calls, 17,640 triangles.
121
+
122
+ ## Landmarks and the route
123
+
124
+ - One landmark tall enough to see from most of the map, with its own silhouette and light (a
125
+ tower, a great tree). Place it first; the scatter leaves room around it.
126
+ - The route is the brightest, least cluttered band. In 2D a path texture or a stroked spline
127
+ (`Graphics.stroke({ width, cap: 'round', join: 'round' })`); in 3D a lighter ground strip.
128
+ - Two or three districts, each with one colour and one material: the orchard is warm and round,
129
+ the quarry grey and angular. A player should know where they are from one frame.
130
+ - Depth in 2D: two or three parallax layers (far hills move at 0.2–0.4 of the camera, near props
131
+ at 1.0), the far ones lighter and bluer; in 3D, fog in the sky's colour (skill `funpixel-art`).
132
+
133
+ ## Contact and life
134
+
135
+ - A soft shadow under anything standing on the ground (a blurred dark ellipse in 2D; a blob
136
+ texture or a shadow map in 3D) glues it to the place.
137
+ - Small ambient motion sells a place: grass sway (a sine on rotation with a per-piece phase),
138
+ drifting particles (pollen, fireflies, dust), water shimmer, smoke. Keep it low contrast so the
139
+ player and threats stay the clearest things on screen. Respect `prefers-reduced-motion`.
140
+ - Wildlife that reacts (birds that lift off as you pass) is cheap and reads as a living world.
141
+
142
+ ## A minimap, cheaply
143
+
144
+ A round mask over a small render of the world's layout: in 2D, draw the route and landmarks into a
145
+ `Graphics` in a corner at 1/20 scale with the player as an arrow; in 3D, a top-down orthographic
146
+ camera into a small `WebGLRenderTarget` shown on a plane, or a 2D canvas that draws the same
147
+ positions. Keep it off the thumbs' zones (skill `funpixel-mobile-ui`).
148
+
149
+ ## Checking a place
150
+
151
+ - Capture the play view at phone size and ask: can I see the landmark, the route and the goal?
152
+ - `npx @funpixel/tools look --read` for whether the player and threats stand out from the ground.
153
+ - `npx @funpixel/tools profile --views playing` before and after dressing; the draw calls and
154
+ object count say what the kit costs.
@@ -0,0 +1,26 @@
1
+ {
2
+ "name": "fp",
3
+ "description": "Use Funpixel asset tools, game skills and optional studio workflows in your agent. Build, verify and publish browser games with advisory hooks and project-controlled review.",
4
+ "version": "0.1.0",
5
+ "license": "SEE LICENSE IN LICENSE",
6
+ "author": {
7
+ "name": "Funpixel"
8
+ },
9
+ "homepage": "https://funpixel.ai",
10
+ "keywords": [
11
+ "games",
12
+ "gamedev",
13
+ "pixi",
14
+ "threejs",
15
+ "funpixel"
16
+ ],
17
+ "variables": {
18
+ "type": "object",
19
+ "properties": {
20
+ "FUNPIXEL_API_KEY": {
21
+ "type": "string",
22
+ "title": "Funpixel API key (fp_live_…)"
23
+ }
24
+ }
25
+ }
26
+ }
@@ -0,0 +1,115 @@
1
+ Funpixel GDK and funtools (@funpixel/tools)
2
+
3
+ Required Notice: Copyright 2026 Funpixel (https://funpixel.ai)
4
+
5
+ These files are licensed under the PolyForm Shield License 1.0.0, below, together with the
6
+ additional permission that follows.
7
+
8
+ ## Additional Permission: Making Games
9
+
10
+ In addition to the permissions in the license below, the licensor grants you permission to use the
11
+ software, and to make changes and new works based on it, to make, test, publish, sell and run your
12
+ own games and other playable works, whether or not you charge for them. The games you make are yours:
13
+ this license does not reach a game's own code, art, sound, text or other content, or what you earn
14
+ from it, and a game you make is not a product that competes with the licensor's, wherever you
15
+ publish it.
16
+
17
+ This permission does not cover providing the software, or a product or service based on it, that
18
+ lets others make games (a game-making tool, kit, platform or service). That remains subject to the
19
+ Noncompete section of the license below.
20
+
21
+ The parts of this package under other licenses keep them: see NOTICE (the bundled devtools, MIT)
22
+ and bench/LICENSE (the Blender bench scripts, GPL-3.0-or-later) where present, and
23
+ THIRD_PARTY_NOTICES.md for the GDK.
24
+
25
+ ---
26
+
27
+ # PolyForm Shield License 1.0.0
28
+
29
+ <https://polyformproject.org/licenses/shield/1.0.0>
30
+
31
+ ## Acceptance
32
+
33
+ In order to get any license under these terms, you must agree to them as both strict obligations and conditions to all your licenses.
34
+
35
+ ## Copyright License
36
+
37
+ The licensor grants you a copyright license for the software to do everything you might do with the software that would otherwise infringe the licensor's copyright in it for any permitted purpose. However, you may only distribute the software according to [Distribution License](#distribution-license) and make changes or new works based on the software according to [Changes and New Works License](#changes-and-new-works-license).
38
+
39
+ ## Distribution License
40
+
41
+ The licensor grants you an additional copyright license to distribute copies of the software. Your license to distribute covers distributing the software with changes and new works permitted by [Changes and New Works License](#changes-and-new-works-license).
42
+
43
+ ## Notices
44
+
45
+ You must ensure that anyone who gets a copy of any part of the software from you also gets a copy of these terms or the URL for them above, as well as copies of any plain-text lines beginning with `Required Notice:` that the licensor provided with the software. For example:
46
+
47
+ > Required Notice: Copyright Yoyodyne, Inc. (http://example.com)
48
+
49
+ ## Changes and New Works License
50
+
51
+ The licensor grants you an additional copyright license to make changes and new works based on the software for any permitted purpose.
52
+
53
+ ## Patent License
54
+
55
+ The licensor grants you a patent license for the software that covers patent claims the licensor can license, or becomes able to license, that you would infringe by using the software.
56
+
57
+ ## Noncompete
58
+
59
+ Any purpose is a permitted purpose, except for providing any product that competes with the software or any product the licensor or any of its affiliates provides using the software.
60
+
61
+ ## Competition
62
+
63
+ Goods and services compete even when they provide functionality through different kinds of interfaces or for different technical platforms. Applications can compete with services, libraries with plugins, frameworks with development tools, and so on, even if they're written in different programming languages or for different computer architectures. Goods and services compete even when provided free of charge. If you market a product as a practical substitute for the software or another product, it definitely competes.
64
+
65
+ ## New Products
66
+
67
+ If you are using the software to provide a product that does not compete, but the licensor or any of its affiliates brings your product into competition by providing a new version of the software or another product using the software, you may continue using versions of the software available under these terms beforehand to provide your competing product, but not any later versions.
68
+
69
+ ## Discontinued Products
70
+
71
+ You may begin using the software to compete with a product or service that the licensor or any of its affiliates has stopped providing, unless the licensor includes a plain-text line beginning with `Licensor Line of Business:` with the software that mentions that line of business. For example:
72
+
73
+ > Licensor Line of Business: YoyodyneCMS Content Management System (http://example.com/cms)
74
+
75
+ ## Sales of Business
76
+
77
+ If the licensor or any of its affiliates sells a line of business developing the software or using the software to provide a product, the buyer can also enforce [Noncompete](#noncompete) for that product.
78
+
79
+ ## Fair Use
80
+
81
+ You may have "fair use" rights for the software under the law. These terms do not limit them.
82
+
83
+ ## No Other Rights
84
+
85
+ These terms do not allow you to sublicense or transfer any of your licenses to anyone else, or prevent the licensor from granting licenses to anyone else. These terms do not imply any other licenses.
86
+
87
+ ## Patent Defense
88
+
89
+ If you make any written claim that the software infringes or contributes to infringement of any patent, your patent license for the software granted under these terms ends immediately. If your company makes such a claim, your patent license ends immediately for work on behalf of your company.
90
+
91
+ ## Violations
92
+
93
+ The first time you are notified in writing that you have violated any of these terms, or done anything with the software not covered by your licenses, your licenses can nonetheless continue if you come into full compliance with these terms, and take practical steps to correct past violations, within 32 days of receiving notice. Otherwise, all your licenses end immediately.
94
+
95
+ ## No Liability
96
+
97
+ ***As far as the law allows, the software comes as is, without any warranty or condition, and the licensor will not be liable to you for any damages arising out of these terms or the use or nature of the software, under any kind of legal claim.***
98
+
99
+ ## Definitions
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+
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+ The **licensor** is the individual or entity offering these terms, and the **software** is the software the licensor makes available under these terms.
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+ A **product** can be a good or service, or a combination of them.
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+ **You** refers to the individual or entity agreeing to these terms.
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+ **Your company** is any legal entity, sole proprietorship, or other kind of organization that you work for, plus all its affiliates.
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+ **Affiliates** means the other organizations than an organization has control over, is under the control of, or is under common control with.
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+ **Control** means ownership of substantially all the assets of an entity, or the power to direct its management and policies by vote, contract, or otherwise. Control can be direct or indirect.
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+ **Your licenses** are all the licenses granted to you for the software under these terms.
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+ **Use** means anything you do with the software requiring one of your licenses.
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+ # Funpixel GDK for Cursor
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+ Use Funpixel asset tools, game skills and optional studio workflows in your agent. Build, verify and publish browser games with advisory hooks and project-controlled review.
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+ Install from the Cursor marketplace, or copy this folder to `~/.cursor/plugins/local/fp`. Set the `FUNPIXEL_API_KEY` plugin variable.
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+ MCP only, one click: [Add Funpixel MCP to Cursor](cursor://anysphere.cursor-deeplink/mcp/install?name=funpixel&config=eyJ1cmwiOiJodHRwczovL2FwaS5mdW5waXhlbC5haS9tY3AiLCJoZWFkZXJzIjp7IkF1dGhvcml6YXRpb24iOiJCZWFyZXIgJHtlbnY6RlVOUElYRUxfQVBJX0tFWX0ifX0=) (reads `FUNPIXEL_API_KEY` from your environment).
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+ Needs funtools: `npm i -g @funpixel/tools` (the kit's CLI; `npx @funpixel/tools …` works too). Then start a game with `/new` "<the game in one line>": the agent briefs it back, makes the key art and a first playable you steer in the chat, plans the whole game around it with you, and builds it round after round with the game open beside the chat.
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+ Commands: `/first-look`, `/flow`, `/lanes`, `/mobile-qa`, `/new`, `/playtest`, `/publish`, `/smoke-build`, `/verify`.
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+ This folder is built from Funpixel's source and published as is: changes made here are replaced by the next release.