@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.
- package/LICENSE +115 -0
- package/NOTICE +28 -0
- package/README.md +110 -2
- package/bench/LICENSE +674 -0
- package/bench/README.md +10 -0
- package/bench/entrypoint.py +94 -0
- package/bench/handlers/__init__.py +53 -0
- package/bench/handlers/apply_skin.py +192 -0
- package/bench/handlers/apply_texture.py +195 -0
- package/bench/handlers/audit_clips.py +351 -0
- package/bench/handlers/author_clips.py +297 -0
- package/bench/handlers/author_motion.py +298 -0
- package/bench/handlers/bake_emissive.py +136 -0
- package/bench/handlers/build_level.py +395 -0
- package/bench/handlers/decimate.py +220 -0
- package/bench/handlers/fit_rig.py +273 -0
- package/bench/handlers/fracture.py +233 -0
- package/bench/handlers/humanoid.py +119 -0
- package/bench/handlers/inspect.py +212 -0
- package/bench/handlers/level_check.py +68 -0
- package/bench/handlers/level_geo.py +150 -0
- package/bench/handlers/level_proof.py +117 -0
- package/bench/handlers/level_props.py +135 -0
- package/bench/handlers/lod.py +83 -0
- package/bench/handlers/merge_clips.py +122 -0
- package/bench/handlers/mirror_limb.py +336 -0
- package/bench/handlers/motion_specs.json +11 -0
- package/bench/handlers/normalize_materials.py +182 -0
- package/bench/handlers/normalize_transform.py +174 -0
- package/bench/handlers/prune_clips.py +141 -0
- package/bench/handlers/raster.py +98 -0
- package/bench/handlers/render.py +239 -0
- package/bench/handlers/render_views.py +101 -0
- package/bench/handlers/retarget_clips.py +185 -0
- package/bench/handlers/scene.py +311 -0
- package/bench/handlers/sheet.py +118 -0
- package/bench/handlers/texels.py +176 -0
- package/bench/handlers/views.py +232 -0
- package/dist/api/generated/openapi.js +1 -0
- package/dist/api/http.js +71 -0
- package/dist/api/jobs.js +94 -0
- package/dist/assets/bakeoff.js +61 -0
- package/dist/assets/counts.js +60 -0
- package/dist/assets/gen.js +230 -0
- package/dist/assets/lock.js +77 -0
- package/dist/assets/manifest.js +236 -0
- package/dist/assets/palette-fit.js +99 -0
- package/dist/assets/pixelart.js +192 -0
- package/dist/assets/pixels.js +131 -0
- package/dist/assets/plan.js +169 -0
- package/dist/assets/process.js +209 -0
- package/dist/assets/script.js +194 -0
- package/dist/assets/steps.js +294 -0
- package/dist/bin.js +8 -0
- package/dist/board/board.js +99 -0
- package/dist/cast/library.js +102 -0
- package/dist/cast/measure.js +222 -0
- package/dist/cli.js +2917 -0
- package/dist/clip/clip.js +83 -0
- package/dist/commands/account.js +158 -0
- package/dist/commands/assets-pixels.js +106 -0
- package/dist/commands/assets.js +473 -0
- package/dist/commands/beats.js +77 -0
- package/dist/commands/board.js +162 -0
- package/dist/commands/boxes.js +89 -0
- package/dist/commands/capture-all.js +92 -0
- package/dist/commands/cast.js +84 -0
- package/dist/commands/character.js +58 -0
- package/dist/commands/check.js +404 -0
- package/dist/commands/clip.js +112 -0
- package/dist/commands/compare-takes.js +204 -0
- package/dist/commands/compare-target.js +149 -0
- package/dist/commands/compare.js +117 -0
- package/dist/commands/compose-variations.js +202 -0
- package/dist/commands/compose.js +163 -0
- package/dist/commands/cut.js +13 -0
- package/dist/commands/decide.js +90 -0
- package/dist/commands/depth.js +171 -0
- package/dist/commands/dev.js +138 -0
- package/dist/commands/directions.js +106 -0
- package/dist/commands/doctor.js +281 -0
- package/dist/commands/export.js +88 -0
- package/dist/commands/feedback.js +496 -0
- package/dist/commands/feel.js +144 -0
- package/dist/commands/fidelity.js +95 -0
- package/dist/commands/find.js +116 -0
- package/dist/commands/firstlook.js +138 -0
- package/dist/commands/flow.js +600 -0
- package/dist/commands/framing.js +53 -0
- package/dist/commands/gdd.js +227 -0
- package/dist/commands/gen.js +512 -0
- package/dist/commands/greenlight.js +148 -0
- package/dist/commands/hook.js +171 -0
- package/dist/commands/init.js +234 -0
- package/dist/commands/inspect.js +161 -0
- package/dist/commands/job.js +41 -0
- package/dist/commands/jobs.js +87 -0
- package/dist/commands/journal.js +58 -0
- package/dist/commands/journey.js +228 -0
- package/dist/commands/judge.js +191 -0
- package/dist/commands/lanes.js +571 -0
- package/dist/commands/lessons.js +74 -0
- package/dist/commands/life.js +134 -0
- package/dist/commands/login.js +134 -0
- package/dist/commands/look-3d.js +105 -0
- package/dist/commands/look-fit.js +116 -0
- package/dist/commands/look-hud.js +180 -0
- package/dist/commands/look-read.js +162 -0
- package/dist/commands/look-sheet.js +152 -0
- package/dist/commands/look-theme.js +136 -0
- package/dist/commands/look.js +373 -0
- package/dist/commands/loop.js +112 -0
- package/dist/commands/loudness.js +69 -0
- package/dist/commands/mobile-qa.js +119 -0
- package/dist/commands/model.js +256 -0
- package/dist/commands/models.js +93 -0
- package/dist/commands/motion.js +305 -0
- package/dist/commands/next.js +72 -0
- package/dist/commands/note.js +294 -0
- package/dist/commands/optimize.js +212 -0
- package/dist/commands/owner.js +109 -0
- package/dist/commands/pack.js +66 -0
- package/dist/commands/parts.js +635 -0
- package/dist/commands/phone.js +398 -0
- package/dist/commands/pick.js +146 -0
- package/dist/commands/pitch.js +205 -0
- package/dist/commands/places.js +89 -0
- package/dist/commands/play.js +368 -0
- package/dist/commands/playable.js +51 -0
- package/dist/commands/playtest.js +262 -0
- package/dist/commands/profile.js +292 -0
- package/dist/commands/progress.js +537 -0
- package/dist/commands/publish.js +165 -0
- package/dist/commands/reach.js +72 -0
- package/dist/commands/reel.js +177 -0
- package/dist/commands/review.js +112 -0
- package/dist/commands/rooms.js +180 -0
- package/dist/commands/schema.js +29 -0
- package/dist/commands/score.js +326 -0
- package/dist/commands/serve.js +67 -0
- package/dist/commands/setup.js +254 -0
- package/dist/commands/sim.js +179 -0
- package/dist/commands/simulator.js +154 -0
- package/dist/commands/smoke-build.js +305 -0
- package/dist/commands/smoke.js +37 -0
- package/dist/commands/spec.js +114 -0
- package/dist/commands/store.js +154 -0
- package/dist/commands/test.js +104 -0
- package/dist/commands/trailer.js +255 -0
- package/dist/commands/unity-editor.js +322 -0
- package/dist/commands/unity-player.js +672 -0
- package/dist/commands/unity.js +198 -0
- package/dist/commands/upgrade.js +186 -0
- package/dist/commands/variety.js +108 -0
- package/dist/commands/verify.js +293 -0
- package/dist/commands/walk.js +449 -0
- package/dist/commands/widen.js +133 -0
- package/dist/commands/world.js +175 -0
- package/dist/commands/wow.js +143 -0
- package/dist/commands/zero.js +71 -0
- package/dist/compose/adsheet.js +61 -0
- package/dist/compose/contract.js +248 -0
- package/dist/compose/facts.js +81 -0
- package/dist/compose/hyperframes.js +102 -0
- package/dist/compose/page.js +216 -0
- package/dist/compose/probe.js +160 -0
- package/dist/compose/run.js +170 -0
- package/dist/compose/sheet.js +92 -0
- package/dist/compose/starters.js +247 -0
- package/dist/compose/variations.js +203 -0
- package/dist/criteria.js +35 -0
- package/dist/depth/experience.js +61 -0
- package/dist/depth/fill.js +102 -0
- package/dist/depth/inventory.js +161 -0
- package/dist/depth/pacing.js +173 -0
- package/dist/depth/story.js +97 -0
- package/dist/dev/devtools.js +119 -0
- package/dist/dev/hold.js +46 -0
- package/dist/dev/lan.js +15 -0
- package/dist/dev/open.js +30 -0
- package/dist/dev/qr.js +124 -0
- package/dist/devtools/LICENSES/pixi.js.LICENSE +21 -0
- package/dist/devtools/LICENSES/preact.LICENSE +21 -0
- package/dist/devtools/LICENSES/source-map-js.LICENSE +28 -0
- package/dist/devtools/LICENSES/three.LICENSE +21 -0
- package/dist/devtools/inspector/funpixel-inspector.pixi.min.js +1 -0
- package/dist/devtools/inspector/funpixel-inspector.threejs.min.js +1 -0
- package/dist/devtools/inspector/hooked-engines/pixi.min.js +8 -0
- package/dist/devtools/inspector/hooked-engines/preact.min.js +1 -0
- package/dist/devtools/inspector/hooked-engines/threejs.min.js +12 -0
- package/dist/devtools/kapture/funpixel-kapture.min.js +1 -0
- package/dist/devtools/profiler/funpixel-profiler.pixi.min.js +1 -0
- package/dist/devtools/profiler/funpixel-profiler.threejs.min.js +1 -0
- package/dist/direct/moves.js +234 -0
- package/dist/direct/read.js +59 -0
- package/dist/direct/round.js +80 -0
- package/dist/doctor/host.js +245 -0
- package/dist/doctor/unity-checks.js +380 -0
- package/dist/doctor/unity-history.js +589 -0
- package/dist/doctor/unity-host.js +160 -0
- package/dist/doctor/unity-import-rules.js +874 -0
- package/dist/doctor/unity-meta.js +225 -0
- package/dist/doctor/unity-project.js +297 -0
- package/dist/doctor/unity.js +171 -0
- package/dist/export/export.js +165 -0
- package/dist/export/metadata.js +25 -0
- package/dist/export/runtime.js +119 -0
- package/dist/export/scan.js +78 -0
- package/dist/export/select.js +193 -0
- package/dist/export/strip.js +42 -0
- package/dist/feedback/ab.js +55 -0
- package/dist/feedback/auto.js +44 -0
- package/dist/feedback/learn.js +255 -0
- package/dist/feedback/measure.js +49 -0
- package/dist/feedback/page.js +66 -0
- package/dist/feel/feedback.js +85 -0
- package/dist/feel/judge.js +420 -0
- package/dist/feel/run.js +185 -0
- package/dist/feel/spec.js +124 -0
- package/dist/feel/sweep.js +156 -0
- package/dist/fidelity/consistency.js +205 -0
- package/dist/fidelity/match.js +675 -0
- package/dist/fidelity/run.js +107 -0
- package/dist/find/keywords.js +97 -0
- package/dist/find/names.js +45 -0
- package/dist/find/route.js +59 -0
- package/dist/firstlook/quality.js +261 -0
- package/dist/firstlook/render.js +111 -0
- package/dist/firstlook/set.js +218 -0
- package/dist/flow/flow.js +455 -0
- package/dist/flow/look.js +139 -0
- package/dist/frame/behaviour.js +53 -0
- package/dist/frame/clock.js +117 -0
- package/dist/frame/contract.js +111 -0
- package/dist/frame/genre.js +65 -0
- package/dist/frame/idle.js +58 -0
- package/dist/frame/opening.js +171 -0
- package/dist/frames/loop.js +52 -0
- package/dist/frames/sheet.js +69 -0
- package/dist/gdd/book.js +483 -0
- package/dist/gdd/chapters.js +71 -0
- package/dist/gdd/design.js +135 -0
- package/dist/gdd/doc.js +32 -0
- package/dist/gdd/levelmap.js +428 -0
- package/dist/gdd/measures.js +477 -0
- package/dist/gdd/page.js +111 -0
- package/dist/gdd/rubric.js +250 -0
- package/dist/gdd/size.js +83 -0
- package/dist/gdd/tiers.js +148 -0
- package/dist/gdd/world.js +98 -0
- package/dist/gdd/worth.js +507 -0
- package/dist/gen/kinds.js +451 -0
- package/dist/gen/local/doctor.js +25 -0
- package/dist/gen/local/index.js +3 -0
- package/dist/gen/local/kokoro.js +334 -0
- package/dist/gen/local/master.js +248 -0
- package/dist/gen/local/provider.js +65 -0
- package/dist/gen/local/voice-rules.js +156 -0
- package/dist/gen/models.generated.js +469 -0
- package/dist/gen/models.js +53 -0
- package/dist/gen/prompt-lint.js +35 -0
- package/dist/gen/record.js +73 -0
- package/dist/gen/save.js +101 -0
- package/dist/gen/title.js +55 -0
- package/dist/gen/unity.js +334 -0
- package/dist/goals/goals.js +204 -0
- package/dist/goals/run.js +90 -0
- package/dist/greenlight/ambition.js +42 -0
- package/dist/greenlight/bible.js +138 -0
- package/dist/greenlight/lock.js +48 -0
- package/dist/greenlight/match.js +19 -0
- package/dist/greenlight/md.js +82 -0
- package/dist/greenlight/page.js +100 -0
- package/dist/greenlight/pitches.js +66 -0
- package/dist/greenlight/worth.js +90 -0
- package/dist/guidance.js +24 -0
- package/dist/init/bare.js +114 -0
- package/dist/init/git.js +56 -0
- package/dist/init/starter.js +166 -0
- package/dist/init/starters.js +179 -0
- package/dist/inspect/describe.js +125 -0
- package/dist/inspect/devserver.js +40 -0
- package/dist/journey/diff.js +74 -0
- package/dist/journey/from-round.js +44 -0
- package/dist/journey/record.js +76 -0
- package/dist/journey/run.js +139 -0
- package/dist/journey/script.js +223 -0
- package/dist/judge/common.js +60 -0
- package/dist/judge/identity.js +68 -0
- package/dist/judge/sources.js +37 -0
- package/dist/judge/structure.js +59 -0
- package/dist/keys/device.js +145 -0
- package/dist/keys/store.js +167 -0
- package/dist/lanes/fence.js +108 -0
- package/dist/lanes/gate.js +123 -0
- package/dist/lanes/lanes.js +355 -0
- package/dist/lanes/union.js +62 -0
- package/dist/lanes/where.js +49 -0
- package/dist/lessons/motifs.js +97 -0
- package/dist/lessons/store.js +56 -0
- package/dist/look/anim.js +206 -0
- package/dist/look/boxes.js +209 -0
- package/dist/look/dressing.js +24 -0
- package/dist/look/feedback.js +50 -0
- package/dist/look/fit.js +123 -0
- package/dist/look/held.js +92 -0
- package/dist/look/hook.js +169 -0
- package/dist/look/hud.js +189 -0
- package/dist/look/image-io.js +50 -0
- package/dist/look/life.js +96 -0
- package/dist/look/light.js +42 -0
- package/dist/look/look.js +85 -0
- package/dist/look/loops.js +108 -0
- package/dist/look/made-of.js +242 -0
- package/dist/look/moments.js +32 -0
- package/dist/look/motion.js +44 -0
- package/dist/look/phone-play.js +142 -0
- package/dist/look/player.js +32 -0
- package/dist/look/png.js +117 -0
- package/dist/look/readability.js +100 -0
- package/dist/look/roles.js +109 -0
- package/dist/look/sheet.js +104 -0
- package/dist/look/theme.js +278 -0
- package/dist/look/touch.js +129 -0
- package/dist/look/ui-style.js +102 -0
- package/dist/machine/procs.js +117 -0
- package/dist/managed.js +15 -0
- package/dist/mcp/hosted.js +174 -0
- package/dist/mcp/models.generated.js +538 -0
- package/dist/mcp/models.js +35 -0
- package/dist/mcp/server.js +330 -0
- package/dist/memory/decisions.js +138 -0
- package/dist/memory/journal.js +108 -0
- package/dist/model/bench.js +83 -0
- package/dist/model/blender.js +106 -0
- package/dist/model/clips.js +34 -0
- package/dist/model/finalize.js +33 -0
- package/dist/motion/checks.js +173 -0
- package/dist/motion/contract.js +177 -0
- package/dist/motion/encode.js +37 -0
- package/dist/motion/render.js +167 -0
- package/dist/motion/starter.js +54 -0
- package/dist/optimize/check.js +29 -0
- package/dist/optimize/helper.js +80 -0
- package/dist/owner/bar.js +285 -0
- package/dist/owner/match.js +105 -0
- package/dist/pack/build.js +97 -0
- package/dist/pack/deps.js +28 -0
- package/dist/pack/leaks.js +77 -0
- package/dist/pack/limits.js +51 -0
- package/dist/pack/report.js +35 -0
- package/dist/phone/baguette.js +139 -0
- package/dist/phone/listen.js +65 -0
- package/dist/pipeline/pipeline.js +929 -0
- package/dist/plan/actions.js +18 -0
- package/dist/plan/notes.js +15 -0
- package/dist/play/clock.js +40 -0
- package/dist/play/condition.js +45 -0
- package/dist/play/frames.js +60 -0
- package/dist/play/input.js +118 -0
- package/dist/play/pointer.js +21 -0
- package/dist/play/report.js +124 -0
- package/dist/play/server.js +274 -0
- package/dist/play/session.js +231 -0
- package/dist/play/steps.js +192 -0
- package/dist/playable/build.js +90 -0
- package/dist/playable/cta.js +88 -0
- package/dist/playable/networks.js +33 -0
- package/dist/playable/scan.js +46 -0
- package/dist/playtest/after-round.js +60 -0
- package/dist/playtest/assemble.js +168 -0
- package/dist/playtest/experience-run.js +69 -0
- package/dist/playtest/experience.js +77 -0
- package/dist/playtest/facts.js +90 -0
- package/dist/playtest/fidelity.js +179 -0
- package/dist/playtest/history.js +115 -0
- package/dist/playtest/hits.js +48 -0
- package/dist/playtest/hosted.js +98 -0
- package/dist/playtest/keep.js +110 -0
- package/dist/playtest/ledger.js +77 -0
- package/dist/playtest/length.js +113 -0
- package/dist/playtest/measure.js +181 -0
- package/dist/playtest/mobile-qa.js +391 -0
- package/dist/playtest/mockups.js +198 -0
- package/dist/playtest/moments.js +28 -0
- package/dist/playtest/prepare.js +162 -0
- package/dist/playtest/rank.js +184 -0
- package/dist/playtest/report.js +209 -0
- package/dist/playtest/route.js +139 -0
- package/dist/playtest/seats.js +128 -0
- package/dist/playtest/sheet.js +38 -0
- package/dist/playtest/stop.js +54 -0
- package/dist/playtest/stuck.js +47 -0
- package/dist/production/contract.js +61 -0
- package/dist/production/mirror.js +96 -0
- package/dist/production/tier.js +66 -0
- package/dist/profile/compare.js +171 -0
- package/dist/progress/answers.js +35 -0
- package/dist/progress/holds.js +106 -0
- package/dist/progress/notify.js +25 -0
- package/dist/progress/progress.js +300 -0
- package/dist/publish/build.js +54 -0
- package/dist/publish/folder.js +106 -0
- package/dist/publish/funpixel.js +96 -0
- package/dist/publish/hosts.js +48 -0
- package/dist/reach/envelope.js +111 -0
- package/dist/reach/load.js +84 -0
- package/dist/reach/side.js +320 -0
- package/dist/reach/spec3d.js +338 -0
- package/dist/reach/tiles.js +163 -0
- package/dist/reel/encode.js +34 -0
- package/dist/reel/tour.js +81 -0
- package/dist/relay/bots.js +62 -0
- package/dist/relay/bridge.js +54 -0
- package/dist/relay/local.js +82 -0
- package/dist/relay/redis.js +40 -0
- package/dist/review/audio.js +72 -0
- package/dist/review/ledger.js +60 -0
- package/dist/review/media.js +114 -0
- package/dist/review/model.js +348 -0
- package/dist/review/picture.js +113 -0
- package/dist/review/specs.js +134 -0
- package/dist/review/video.js +248 -0
- package/dist/schema/game.js +308 -0
- package/dist/score/comfort.js +79 -0
- package/dist/score/light.js +62 -0
- package/dist/score/measure.js +386 -0
- package/dist/score/vision.js +59 -0
- package/dist/serve/webgl.js +415 -0
- package/dist/setup/lsp.js +42 -0
- package/dist/sim/curve.js +122 -0
- package/dist/sim/judge.js +240 -0
- package/dist/sim/skeleton.js +65 -0
- package/dist/simulator/lease.js +159 -0
- package/dist/simulator/orient.js +57 -0
- package/dist/simulator/screen.js +113 -0
- package/dist/simulator/simctl.js +79 -0
- package/dist/smoke/art.js +20 -0
- package/dist/smoke/checks.js +165 -0
- package/dist/smoke/logic.js +73 -0
- package/dist/smoke/orphans.js +78 -0
- package/dist/smoke/palette.js +16 -0
- package/dist/smoke/sources.js +36 -0
- package/dist/sound/beats.js +95 -0
- package/dist/sound/loudness.js +94 -0
- package/dist/spec/extract.js +123 -0
- package/dist/spec/lint.js +261 -0
- package/dist/spec/presets.js +30 -0
- package/dist/spec/rooms.js +188 -0
- package/dist/spec/scaffold.js +457 -0
- package/dist/spec/sections.js +16 -0
- package/dist/spec/tunables.js +74 -0
- package/dist/stage/harnessignore.js +90 -0
- package/dist/stage/stage.js +57 -0
- package/dist/stage/tar.js +41 -0
- package/dist/status/board.js +172 -0
- package/dist/status/file.js +112 -0
- package/dist/status/inbox.js +55 -0
- package/dist/status/status.js +311 -0
- package/dist/store/answers.js +47 -0
- package/dist/store/doctor.js +120 -0
- package/dist/store/images.js +65 -0
- package/dist/store/init.js +101 -0
- package/dist/store/lint.js +392 -0
- package/dist/store/plan.js +133 -0
- package/dist/store/sdks.js +107 -0
- package/dist/studio/forks.js +93 -0
- package/dist/studio/pitch.js +294 -0
- package/dist/studio/widen.js +212 -0
- package/dist/suite/node-run.js +81 -0
- package/dist/suite/test-types.js +71 -0
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- package/templates/common/.agents/skills/funpixel-store/references/readiness.md +107 -0
- package/templates/common/.agents/skills/funpixel-store/references/steam.md +38 -0
- package/templates/common/.agents/skills/funpixel-store/references/unity-store.md +55 -0
- package/templates/common/.agents/skills/funpixel-store/references/web-portals.md +43 -0
- package/templates/common/.agents/skills/funpixel-unity-game/SKILL.md +103 -0
- package/templates/common/.agents/skills/funpixel-unity-game/references/agent-ops.md +54 -0
- package/templates/common/.agents/skills/funpixel-unity-game/references/fixes.md +40 -0
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- package/templates/common/.agents/skills/funpixel-unity-game/references/handing-off.md +42 -0
- package/templates/common/.agents/skills/funpixel-unity-game/references/performance.md +59 -0
- package/templates/common/.agents/skills/funpixel-unity-game/references/probe.md +80 -0
- package/templates/common/.agents/skills/funpixel-unity-game/references/shared-mac.md +121 -0
- package/templates/common/.agents/skills/funpixel-unity-game/references/traps.md +108 -0
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- package/templates/common/.agents/skills/funpixel-verify/references/bar.md +62 -0
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- package/templates/common/.agents/skills/funpixel-verify/references/rubric.md +67 -0
- package/templates/common/.agents/skills/funpixel-verify/references/scenes.md +49 -0
- package/templates/common/.agents/skills/funpixel-verify/references/unity.md +60 -0
- package/templates/common/.agents/skills/funpixel-world-and-story/SKILL.md +99 -0
- package/templates/common/.agents/skills/funpixel-world-and-story/references/atmosphere.md +208 -0
- package/templates/common/.agents/skills/funpixel-world-and-story/references/forged-world.md +79 -0
- package/templates/common/.agents/skills/funpixel-world-and-story/references/living-world.md +237 -0
- package/templates/common/.agents/skills/funpixel-world-and-story/references/opening-and-chapters.md +215 -0
- package/templates/common/.agents/skills/funpixel-world-and-story/references/shelf.md +80 -0
- package/templates/common/.agents/skills/funpixel-world-and-story/references/story-at-size.md +159 -0
- package/templates/common/.agents/skills/funpixel-world-and-story/references/voice.md +175 -0
- package/templates/common/.agents/skills/funpixel-world-and-story/references/world-kit.md +154 -0
- package/templates/common/.claude/settings.json +3 -0
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- package/templates/common/AGENTS.md +135 -0
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- package/templates/common/src/assets.ts +62 -0
- package/templates/common/src/beat.ts +50 -0
- package/templates/common/src/characters.ts +54 -0
- package/templates/common/src/expose.ts +63 -0
- package/templates/common/src/feel.ts +78 -0
- package/templates/common/src/fpx-hooks.ts +46 -0
- package/templates/common/src/frame.ts +63 -0
- package/templates/common/src/grade.ts +47 -0
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- package/templates/common/src/hud.tsx +55 -0
- package/templates/common/src/icons.tsx +35 -0
- package/templates/common/src/input.ts +70 -0
- package/templates/common/src/juice.ts +92 -0
- package/templates/common/src/levels.ts +43 -0
- package/templates/common/src/living.ts +91 -0
- package/templates/common/src/look.json +19 -0
- package/templates/common/src/look.ts +54 -0
- package/templates/common/src/main.tsx +31 -0
- package/templates/common/src/markers.ts +60 -0
- package/templates/common/src/motion-sample.ts +71 -0
- package/templates/common/src/motion.ts +92 -0
- package/templates/common/src/pin.ts +32 -0
- package/templates/common/src/platform.ts +67 -0
- package/templates/common/src/pose.ts +22 -0
- package/templates/common/src/probe-human.ts +29 -0
- package/templates/common/src/probe-kit.ts +99 -0
- package/templates/common/src/rules.ts +99 -0
- package/templates/common/src/save.ts +21 -0
- package/templates/common/src/screens.css +34 -0
- package/templates/common/src/screens.tsx +95 -0
- package/templates/common/src/selftests.ts +22 -0
- package/templates/common/src/session.ts +99 -0
- package/templates/common/src/sound.ts +85 -0
- package/templates/common/src/splash-funpixel/OFL.txt +94 -0
- package/templates/common/src/splash-funpixel/card.css +18 -0
- package/templates/common/src/splash-funpixel/card.tsx +22 -0
- package/templates/common/src/splash.css +15 -0
- package/templates/common/src/splash.tsx +86 -0
- package/templates/common/src/store.ts +68 -0
- package/templates/common/src/strike.ts +82 -0
- package/templates/common/src/styles.css +81 -0
- package/templates/common/src/toasts.ts +75 -0
- package/templates/common/src/world.ts +91 -0
- package/templates/common/test/feel.json +36 -0
- package/templates/common/test/platform.test.ts +42 -0
- package/templates/common/test/probes.ts +72 -0
- package/templates/common/test/rules.test.ts +88 -0
- package/templates/common/tsconfig.json +16 -0
- package/templates/common/vite.config.ts +6 -0
- package/templates/pixi/src/character.ts +63 -0
- package/templates/pixi/src/game.ts +99 -0
- package/templates/pixi/src/world-hud.ts +16 -0
- package/templates/spec/common/src/chapters.ts +97 -0
- package/templates/spec/common/src/levels.ts +68 -0
- package/templates/spec/common/src/probe-rooms.ts +63 -0
- package/templates/spec/common/src/room-map.tsx +30 -0
- package/templates/spec/common/src/tune.ts +93 -0
- package/templates/spec/common/test/rooms.test.ts +59 -0
- package/templates/spec/common/test/rooms.ts +53 -0
- package/templates/spec/three-world/test/rooms.ts +54 -0
- package/templates/three/src/character.ts +65 -0
- package/templates/three/src/game.ts +99 -0
- package/templates/three/src/world-hud.ts +22 -0
- package/templates/three-world/src/bot.ts +43 -0
- package/templates/three-world/src/budget.ts +73 -0
- package/templates/three-world/src/camera-rig.ts +99 -0
- package/templates/three-world/src/controls.tsx +49 -0
- package/templates/three-world/src/cutout-atlas.ts +26 -0
- package/templates/three-world/src/cutout-math.ts +47 -0
- package/templates/three-world/src/cutouts.ts +99 -0
- package/templates/three-world/src/dressing-math.ts +98 -0
- package/templates/three-world/src/dressing.ts +84 -0
- package/templates/three-world/src/expose.ts +82 -0
- package/templates/three-world/src/feel.ts +79 -0
- package/templates/three-world/src/game.ts +99 -0
- package/templates/three-world/src/hud.tsx +44 -0
- package/templates/three-world/src/icons.tsx +36 -0
- package/templates/three-world/src/input.ts +73 -0
- package/templates/three-world/src/juice.ts +91 -0
- package/templates/three-world/src/layout.ts +73 -0
- package/templates/three-world/src/light-math.ts +78 -0
- package/templates/three-world/src/light.ts +77 -0
- package/templates/three-world/src/look.json +30 -0
- package/templates/three-world/src/main.tsx +38 -0
- package/templates/three-world/src/models.ts +62 -0
- package/templates/three-world/src/palette.ts +21 -0
- package/templates/three-world/src/places.json +50 -0
- package/templates/three-world/src/places.ts +56 -0
- package/templates/three-world/src/pose.ts +22 -0
- package/templates/three-world/src/post.ts +47 -0
- package/templates/three-world/src/rest-math.ts +29 -0
- package/templates/three-world/src/rules.ts +89 -0
- package/templates/three-world/src/screens.css +45 -0
- package/templates/three-world/src/screens.tsx +96 -0
- package/templates/three-world/src/selftests.ts +25 -0
- package/templates/three-world/src/session.ts +99 -0
- package/templates/three-world/src/shots.ts +59 -0
- package/templates/three-world/src/sky.ts +48 -0
- package/templates/three-world/src/stage.ts +83 -0
- package/templates/three-world/src/styles.css +95 -0
- package/templates/three-world/src/surfaces.ts +55 -0
- package/templates/three-world/src/world.ts +70 -0
- package/templates/three-world/test/feel.json +29 -0
- package/templates/three-world/test/probes.ts +65 -0
- package/templates/three-world/test/resolve.mjs +13 -0
- package/templates/three-world/test/rules.test.ts +81 -0
- package/unity/com.funpixel.probe/Editor/Funpixel.Probe.Editor.asmdef +16 -0
- package/unity/com.funpixel.probe/Editor/Funpixel.Probe.Editor.asmdef.meta +7 -0
- package/unity/com.funpixel.probe/Editor/ProbeBuild.cs +97 -0
- package/unity/com.funpixel.probe/Editor/ProbeBuild.cs.meta +11 -0
- package/unity/com.funpixel.probe/Editor/ReleaseGuard.cs +23 -0
- package/unity/com.funpixel.probe/Editor/ReleaseGuard.cs.meta +11 -0
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- package/unity/com.funpixel.probe/Runtime/Api/Funpixel.Probe.asmdef.meta +7 -0
- package/unity/com.funpixel.probe/Runtime/Api/FunpixelProbe.cs +146 -0
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- package/unity/com.funpixel.probe/Runtime/Player/Boot.cs +67 -0
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- package/unity/com.funpixel.probe/Runtime/Player/Bridge.cs +559 -0
- package/unity/com.funpixel.probe/Runtime/Player/Bridge.cs.meta +11 -0
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# Judging frames against the targets: a fixed rubric, fixes by module, eye comfort
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From a Unity 6 3D racer (Oct 2026) built by several module agents (world, racers, levels) and one
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integrator. An independent judge scored real captures against the painted targets every round; what follows is
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what held up, with its numbers. `funtools score` measures the same frames (layout, palette and light, density,
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comfort); this is the judge that reads what numbers cannot.
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## The rubric, fixed before the frames
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| Category | Points | What it reads |
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| Composition | 30 | the camera, where the eye goes, what fills the frame, the pack or cast on screen |
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| Light | 25 | a key light, a rim, depth in the air, the contrast range (deep darks under bright cores) |
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| Detail | 25 | authored surfaces (rivets, frost, glass) rather than primitives with a streaky texture |
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| Effects | 20 | trails, glows and weather that read as the target's and do not strain the eye |
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- **The same rubric every round**, written before seeing the frames, so a score moves only when a frame changed.
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- **Full-resolution phone captures from the real build** (the player on the target device size, not the editor, not
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a web stand-in): the racer judged 1172×2532 frames; half-size shots hid the material detail being scored.
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- **Per frame:** a total, the four category scores, the change since last round, and one eye-comfort word
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(yes, mild, glare, busy, no): could a person look at it for a minute without strain?
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## Fix lists tagged by module
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Every fix names the module that owns it, `[WORLD]`, `[RACERS]`, `[LEVELS]` (or the game's own lanes), with the
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frame, the pixel region and the number: "[WORLD] the sun bloom washes out the upper right (11% clipped): bloom
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intensity −50%, exposure −0.4 EV". The integrator routes each tag to that module's agent (its lane, where
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`funtools lanes` runs them), so no agent reads another's list. End with the five changes that would raise the average most,
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each with its expected gain; the racer's round-2 list predicted 76–80 from 64.
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**Find the owner before assigning a fault.** Capture the same frame with one module turned off (a launch flag
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per module: no world dressing, no racer effects). The fault that disappears belongs to the module that was off;
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a stripe under the racer that stays with the effects off is not the effects agent's.
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## Read the categories, not only the total
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The racer's round 2 rose 55.6 → 64.2, but composition gave +5.1 and effects +2.2 while light gave +0.7 and
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detail +0.6: the gain came from removing noise (a white halo, crossing speed lines, a fourth trail), not from
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adding quality. Calm is not finished. When light and detail stall, give materials and lighting a round of their
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own (per place: a key light, a rim, a regrade, authored hero surfaces, a bake-off of each hero asset against
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its target) rather than another effects pass.
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## Eye comfort: match the targets' quality, not their density
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Generated targets are busier than a game should be. The owner rejects crowded, noisy, tiring worlds, and calmer
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frames than the targets are the goal, as long as the quality matches.
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- `funtools score` prints each frame's **busyness** (the mean brightness step between neighbouring pixels on a grey
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copy 360 px on its short side) and **clipped share** (pixels at luma ≤ 2 or ≥ 253) beside its target's, and
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stamps the zero board's `comfort` counter. It warns, never fails: over 14, over 1.25× the targets' busiest, or
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over 6% clipped. The racer's painted targets read 9.2–15.4 there and its web frames 6.9–8.5; our liked
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games' frames 2.0–11.9; one heist game's room read 7.8% clipped before its light round and 0 after.
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- A calm frame has room for detail: add mid-ground surface detail at about half the target's density, low
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contrast and slow (the racer's near road, on its judge's own scale: a bottom-quarter gradient of about 3,
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against 1–2 then and 5–6 in the targets).
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- Clip sources are fixes, not taste: blown bloom, a white flash, an emissive that clips to white instead of
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keeping its colour (clamp it).
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## Framing calls are the owner's
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A rubric's framing numbers are a judge's proposal. The racer's rubric asked for the racer at 80% of the frame
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width; the owner settled on about 40%. Record the owner's number as a rule in the GDD (a tuning row), tell the
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judge it is fixed and not to mark it down, and judge what fills the space the smaller hero leaves instead. Ask
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the owner before a judge's hero size, camera height or crop becomes a fix.
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# Art direction for a Funpixel game
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Choose a look that serves the player, then prove it in the running game. A simple style still owes
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clear silhouettes, coherent screens and feedback. Name stand-ins as stand-ins.
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## Match the scope
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For an asset repair or a supplied look, use the accepted asset, style guide and real background.
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Identify what is locked (identity, palette, silhouette) and what may change. A moodboard offers
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possibilities; only the brief or agreed style rules make them binding.
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For an unresolved direction, explore a few alternatives, a familiar one and an unexpected one;
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`npx @funpixel/tools variety` shows which games on this machine a choice sits close to. For a new complete
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game, the moves below are what held our bar games' looks together.
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## Establish the look
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1. **State the choice.** In the design document (`design/GDD.md`, skill `funpixel-gdd`), name
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the medium, palette roles, camera and why they suit this game's audience and actions. Before a new complete
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game's code, the style bible (skill `funpixel-gdd`, the greenlight) holds it: several directions
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tried, a plain one pushed up with a concrete note ("too simple: richer colour, more contrast"),
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and a route for every asset (generated, authored, or
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procedural proven by a rendered study; "primitives for now" is a stand-in, not a route).
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At the first look the world's kit stands beside the hero: sheets of its structures, ground,
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props and living cast, cut (`npx @funpixel/tools cut`) before the slice is built from them;
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without it one fresh build coded its world from shapes.
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2. **Write five AD rules.** The critic panel reads them:
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each checkable in a frame (colour roles, outline weight, light, material, actor readability at
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a stated phone size); no universal percentage for hero size.
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3. **Make a target frame,** so captures have something to be measured against: `design/target.png`
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at the real aspect, showing play area, player, threat or puzzle element, an action moment and HUD. It may be drawn, generated or rendered
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from a small procedural study. Label its origin and status; a mock-up describes intent, never
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proves gameplay or approval.
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4. **Compare the implementation.** Capture at the target's viewport and measure gaps in
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play-area share, actor size, HUD coverage and colour roles. Fix framing in layout before
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paying for new art. Check phone and desktop; a rule revised to excuse a defect stops measuring anything.
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For a game with a moment ladder, a target frame per moment and captures of the same seconds
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from a recorded run make a loop: name the biggest difference, fix it, recapture. Judge
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39
|
+
generated models under the game's own light, where one game's near-black textures were
|
|
40
|
+
lifted into white blow-outs. Both, with what they found:
|
|
41
|
+
[prompts.md](prompts.md#target-frames-at-moments-and-the-loop-that-closes-the-gap).
|
|
42
|
+
Match the targets' quality, not their density (`score` warns on a busy or clipped frame); the rubric,
|
|
43
|
+
fixes by module and the owner's framing calls: [judging-frames.md](judging-frames.md).
|
|
44
|
+
5. **Direct the UI too.** The HUD and the screens are part of the look: plates of the world's
|
|
45
|
+
material made as art, a display face, one icon family drawn like the art, a target for the HUD
|
|
46
|
+
and one for the title, the game's first promise. Undirected, every game kept the scaffold's
|
|
47
|
+
dark pills: [ui.md](ui.md).
|
|
48
|
+
|
|
49
|
+
## Tools
|
|
50
|
+
|
|
51
|
+
- Use `generate_image` for a target or world art, `generate_sprite` for isolated objects;
|
|
52
|
+
[2d-assets](2d-assets.md) covers sheets, transparency, packing and loading.
|
|
53
|
+
- Check the tool's current estimate, total the planned jobs and follow the brief's spending
|
|
54
|
+
authorization. Reuse accepted assets first. Candidate batches are optional and reserved for
|
|
55
|
+
a target, hero or key art where the comparison is worth its cost.
|
|
56
|
+
- Before the game exists, `npx @funpixel/tools look --sheet` puts every sprite at play heights
|
|
57
|
+
(24, 48, 96 px) on a neutral band and on the real ground colour (`roles.ground` or `--ground`)
|
|
58
|
+
and measures each against it. One game's sheet found its terracotta army vanishing on the
|
|
59
|
+
pass floor at 24 px before any game code.
|
|
60
|
+
- A pixel-art look can be exact rather than imitated: `pixelArt` (scale, palette) in
|
|
61
|
+
`funpixel.json` has `assets process` and `gen` snap every picture to the grid and palette, and
|
|
62
|
+
`npx @funpixel/tools assets pixels` measures soft edges and stray inks ([2d-assets](2d-assets.md)).
|
|
63
|
+
- For a new asset family, record `assets/style.json` before expanding the set
|
|
64
|
+
([style-file.md](style-file.md)). Reuse its medium, family clause and
|
|
65
|
+
exclusions; vary the intended subject or repair while keeping the other choices stable. Pass a world style frame for scenery and an isolated hero
|
|
66
|
+
reference for characters. A landscape reference alone tends to produce scenery.
|
|
67
|
+
- Write three to six measurable acceptance lines per asset type before seeing the result.
|
|
68
|
+
Examples: [prompts.md](prompts.md).
|
|
69
|
+
- Fix the cheapest way that preserves identity: layout, crop/alpha repair, an edit, or a new
|
|
70
|
+
generation. Keep the source; recheck edges, silhouettes and palette on the real background. One variable per round keeps each change attributable; Scenario's
|
|
71
|
+
stop rule (three rounds without a clean one, or one line failing two fixes) is where naming the
|
|
72
|
+
remaining miss usually beats another paid round.
|
|
73
|
+
- Start independent jobs together and collect by id with `get_job`; after a timeout, collect
|
|
74
|
+
rather than submit again. `npx @funpixel/tools job <id> --wait --out <path>` saves provenance.
|
|
75
|
+
Without MCP, `gen image|sprite` uses a paid key; lacking a key does not preclude authored art.
|
|
76
|
+
|
|
77
|
+
## Check before handing back
|
|
78
|
+
|
|
79
|
+
For a focused repair, compare the accepted baseline and repaired asset on the actual background
|
|
80
|
+
at display size, then the changed in-game view. Check the stated repair and preserved
|
|
81
|
+
identity; no new target or full critic panel is required.
|
|
82
|
+
|
|
83
|
+
For a new asset family, compare contact sheets on the actual ground and current in-game captures.
|
|
84
|
+
For a complete-game review, the `art-director` checks target consistency and the blind `critic`
|
|
85
|
+
panel judges what shipped. Generation receipts prove origin and spend, not visual quality.
|
|
86
|
+
Name failed jobs, stand-ins and provisional choices. In a 3D game, `npx @funpixel/tools look --3d`
|
|
87
|
+
says whether the heroes are code primitives or models; code-built heroes are a style only when
|
|
88
|
+
funpixel.json `art3d` declares it with its reason and a proof frame (skill `funpixel-3d`).
|
|
89
|
+
|
|
90
|
+
## Worked example
|
|
91
|
+
|
|
92
|
+
One game's sandstone rooms wore dark pills: `look --hud` read system type, 20 dark plates and
|
|
93
|
+
the scaffold's glyphs. A `## UI` section chose sandstone plaques, a carved face and an inked icon
|
|
94
|
+
family; a generated plate went in through `border-image`.
|
|
95
|
+
|
|
96
|
+
## Common mistakes
|
|
97
|
+
|
|
98
|
+
- Text and glyphs drawn into generated art blur and cannot change (the wordmark excepted).
|
|
99
|
+
- Long prompts and chains of edits: each drifts, so work from the accepted baseline.
|
|
100
|
+
- Calling the declared medium a defect: inconsistent execution is the defect, not the medium.
|
|
101
|
+
|
|
102
|
+
Adapted in part from scenario-labs/skills (MIT); see THIRD_PARTY_NOTICES.md.
|
|
@@ -0,0 +1,119 @@
|
|
|
1
|
+
# Measuring a generated image
|
|
2
|
+
|
|
3
|
+
Detail for step 6 of [2d-assets](2d-assets.md) and the alignment pass in [sheets.md](sheets.md). Use
|
|
4
|
+
the verdict the tool returns when it returns one; use this when it does not, or to check a
|
|
5
|
+
suspicious pass.
|
|
6
|
+
|
|
7
|
+
The snippet needs no dependencies. Paste it into the running game's page (`npx @funpixel/tools
|
|
8
|
+
dev`, then your browser tool's evaluate step or the devtools console) and call it with the served
|
|
9
|
+
path. It reads pixels only; it changes nothing.
|
|
10
|
+
|
|
11
|
+
```js
|
|
12
|
+
async function measure(url, { roles = [], cols = 1, rows = 1 } = {}) {
|
|
13
|
+
const img = await createImageBitmap(await (await fetch(url)).blob());
|
|
14
|
+
const c = new OffscreenCanvas(img.width, img.height);
|
|
15
|
+
const g = c.getContext('2d');
|
|
16
|
+
g.drawImage(img, 0, 0);
|
|
17
|
+
const { data, width: W, height: H } = g.getImageData(0, 0, img.width, img.height);
|
|
18
|
+
const px = (x, y) => { const i = (y * W + x) * 4; return [data[i], data[i + 1], data[i + 2], data[i + 3]]; };
|
|
19
|
+
const hsl = ([r, gg, b]) => {
|
|
20
|
+
r /= 255; gg /= 255; b /= 255;
|
|
21
|
+
const mx = Math.max(r, gg, b), mn = Math.min(r, gg, b), l = (mx + mn) / 2, d = mx - mn;
|
|
22
|
+
if (!d) return [0, 0, l];
|
|
23
|
+
const s = d / (1 - Math.abs(2 * l - 1));
|
|
24
|
+
const h = mx === r ? ((gg - b) / d) % 6 : mx === gg ? (b - r) / d + 2 : (r - gg) / d + 4;
|
|
25
|
+
return [(h * 60 + 360) % 360, s, l];
|
|
26
|
+
};
|
|
27
|
+
const hexHue = (hex) => hsl([1, 3, 5].map((i) => parseInt(hex.slice(i, i + 2), 16)))[0];
|
|
28
|
+
const roleHues = roles.map(hexHue);
|
|
29
|
+
const hueDist = (a, b) => Math.min(Math.abs(a - b), 360 - Math.abs(a - b));
|
|
30
|
+
|
|
31
|
+
let clear = 0, coloured = 0, onRole = 0;
|
|
32
|
+
for (let y = 0; y < H; y++) for (let x = 0; x < W; x++) {
|
|
33
|
+
const p = px(x, y);
|
|
34
|
+
if (p[3] < 16) { clear++; continue; }
|
|
35
|
+
const [h, s] = hsl(p);
|
|
36
|
+
if (s < 0.15) continue; // ink, greys and whites carry no hue
|
|
37
|
+
coloured++;
|
|
38
|
+
if (roleHues.some((rh) => hueDist(h, rh) <= 20)) onRole++;
|
|
39
|
+
}
|
|
40
|
+
const corner = (x0, y0) => {
|
|
41
|
+
let a = 0, n = 0; const hs = [];
|
|
42
|
+
for (let y = y0; y < y0 + 8; y++) for (let x = x0; x < x0 + 8; x++) { const p = px(x, y); a += p[3]; n++; hs.push(hsl(p)[0]); }
|
|
43
|
+
return { alpha: Math.round(a / n), hue: Math.round(hs.sort((p, q) => p - q)[hs.length >> 1]) };
|
|
44
|
+
};
|
|
45
|
+
const cw = Math.floor(W / cols), ch = Math.floor(H / rows), cells = [];
|
|
46
|
+
for (let r = 0; r < rows; r++) for (let k = 0; k < cols; k++) {
|
|
47
|
+
let x0 = cw, y0 = ch, x1 = -1, y1 = -1; const colFill = new Array(cw).fill(0);
|
|
48
|
+
for (let y = 0; y < ch; y++) for (let x = 0; x < cw; x++) {
|
|
49
|
+
if (px(k * cw + x, r * ch + y)[3] > 128) { x0 = Math.min(x0, x); x1 = Math.max(x1, x); y0 = Math.min(y0, y); y1 = Math.max(y1, y); colFill[x]++; }
|
|
50
|
+
}
|
|
51
|
+
let best = [0, -1], run = null; // widest run of columns at least 3% occupied
|
|
52
|
+
colFill.forEach((n, x) => { if (n >= ch * 0.03) { run ??= x; if (x - run > best[1] - best[0]) best = [run, x]; } else run = null; });
|
|
53
|
+
cells.push(x1 < 0 ? { empty: true } : {
|
|
54
|
+
box: [x0, y0, x1, y1], bottom: y1, centre: best[1] < 0 ? (x0 + x1) / 2 : (best[0] + best[1]) / 2,
|
|
55
|
+
touchesEdge: x0 === 0 || y0 === 0 || x1 === cw - 1 || y1 === ch - 1,
|
|
56
|
+
});
|
|
57
|
+
}
|
|
58
|
+
return {
|
|
59
|
+
size: [W, H],
|
|
60
|
+
transparentShare: +(clear / (W * H)).toFixed(3),
|
|
61
|
+
corners: [corner(0, 0), corner(W - 8, 0), corner(0, H - 8), corner(W - 8, H - 8)],
|
|
62
|
+
onRoleShare: coloured ? +(onRole / coloured).toFixed(3) : null,
|
|
63
|
+
cells,
|
|
64
|
+
};
|
|
65
|
+
}
|
|
66
|
+
|
|
67
|
+
// await measure('assets/fox.png', { roles: ['#FF6B5A', '#E8D8B0', '#7FE0B0'] })
|
|
68
|
+
// await measure('assets/fox-sheet.png', { cols: 4, rows: 2 })
|
|
69
|
+
```
|
|
70
|
+
|
|
71
|
+
## Reading it
|
|
72
|
+
|
|
73
|
+
| Check | Pass | A fail means |
|
|
74
|
+
|---|---|---|
|
|
75
|
+
| `transparentShare` on a sprite asked to be transparent | 0.12 or more for a compact object; a failed key often reads under 0.05 | Inspect the plate; repair alpha if the subject can be preserved, otherwise regenerate |
|
|
76
|
+
| `corners` alpha on a transparent sprite | all four near 0 | The subject or its scene reaches the edge |
|
|
77
|
+
| `corners` hue on an opaque plate before keying | all four within about 20° | The model drew a scene, not a subject on a field |
|
|
78
|
+
| `onRoleShare` | 0.85 or more | Inspect the mismatch; repair a local colour error or refine the generation clause |
|
|
79
|
+
| `cells[i].touchesEdge` | false for every cell | Check actual clipping; repair if complete source pixels exist, otherwise regenerate or separate the effect |
|
|
80
|
+
| `cells[i].bottom` spread across grounded frames | under 3% of the cell height | Feet jump; run the alignment pass |
|
|
81
|
+
| `cells` count and `empty` | as many filled cells as frames asked for | Inspect indexing and slicing first; repair the layout or regenerate missing content |
|
|
82
|
+
| `box` aspect | close to the brief (a tall knight is taller than wide) | Wrong framing, or a contact sheet of parts |
|
|
83
|
+
|
|
84
|
+
Hue, not RGB distance, decides the palette check: the same colour in light and shadow is far apart
|
|
85
|
+
in RGB and close in hue. Whites, greys and the ink outline carry no reliable hue, which is why
|
|
86
|
+
pixels below 15% saturation are skipped.
|
|
87
|
+
|
|
88
|
+
Numbers are the floor, not the verdict. A sprite that passes every row can still be the wrong
|
|
89
|
+
character; compare it with the hero reference and the style frame on one sheet before wiring.
|
|
90
|
+
|
|
91
|
+
Two optional checks see what numbers cannot, each one seat on your own agent (funtools calls no
|
|
92
|
+
model; a seat reads each picture once, a few thousand tokens):
|
|
93
|
+
|
|
94
|
+
- **Structure.** An artifact score has praised a car with two different wheels. `npx @funpixel/tools
|
|
95
|
+
judge structure <file|folder> --prompt "what it should be"` asks five fixed yes/no questions with
|
|
96
|
+
evidence: matched pairs, part counts, attachment, lettering, the frame. Any no fails, and it is
|
|
97
|
+
never averaged into a look score. On one generated four-pose bee set it caught tangled antennae
|
|
98
|
+
in one pose. Worth it for a hero, a face the player stares at, or anything with lettering.
|
|
99
|
+
- **Identity.** `judge identity <frames|folder> --concept hero.png` holds every pose to the hero on
|
|
100
|
+
silhouette, palette, key features and proportions, and names the worst frame per trait. Major
|
|
101
|
+
drift fails, minor is said; an expression the pose asks for is animation, not drift.
|
|
102
|
+
|
|
103
|
+
`judge report` reads the answer back: exit 0 pass, 1 fail, 2 not observed (nothing filed, a
|
|
104
|
+
question left without evidence, or the picture changed since).
|
|
105
|
+
|
|
106
|
+
When a check fails, diagnose the cause before choosing a repair. For an accepted sprite with an
|
|
107
|
+
alpha fringe, preserve the original and repair the alpha or edge without changing its silhouette,
|
|
108
|
+
colours or identity. A crop is appropriate only when it removes unwanted border content and
|
|
109
|
+
leaves the subject and required anchors whole. Record the transformation so it is reproducible;
|
|
110
|
+
then remeasure and inspect at the real display size on the actual game background.
|
|
111
|
+
|
|
112
|
+
Use `edit_image` for a generative edit when needed. Regenerate from the accepted reference only
|
|
113
|
+
when the defect cannot be repaired without losing the intended identity or missing the brief;
|
|
114
|
+
change the failing clause, not the entire direction. A passing numeric check alone is not approval.
|
|
115
|
+
|
|
116
|
+
**Which route says no, measured.** `npx @funpixel/tools jobs --refusals` tallies, per tool, how often your
|
|
117
|
+
own jobs were refused and by what (policy, the asset gate, bad input) over the latest 500. A route that
|
|
118
|
+
refuses often wants plainer, generic descriptors; judge our routes by these numbers, not by any vendor's
|
|
119
|
+
reputation for strictness.
|
|
@@ -0,0 +1,185 @@
|
|
|
1
|
+
# A re-runnable asset pipeline (optional)
|
|
2
|
+
|
|
3
|
+
When a game makes more than a handful of assets from text, the games that shipped best kept them
|
|
4
|
+
as data: what each piece is, one style file, and a record of what made each file. Four of our
|
|
5
|
+
games arrived at the same shape on their own.
|
|
6
|
+
`funtools assets` is that shape, on the shelf. Use all of it, part of it, or none: hand-made,
|
|
7
|
+
procedural and one-off `gen` assets need no manifest, and nothing checks for one.
|
|
8
|
+
|
|
9
|
+
## Why it saves you work
|
|
10
|
+
|
|
11
|
+
- **Regenerate, never retouch.** A piece re-made from its line comes back in the set's style; a
|
|
12
|
+
retouched file drifts from the set and cannot be made again. `status` calls a file changed by
|
|
13
|
+
hand `edited`, so you know which pieces are no longer reproducible.
|
|
14
|
+
- **Only what changed is made.** Each item's request (the composed prompt and its options) is
|
|
15
|
+
hashed; a changed subject, family clause or `medium` makes that item `stale` and nothing else.
|
|
16
|
+
The server keys each item by its content too, so a rerun after a crash collects the jobs
|
|
17
|
+
already paid for instead of paying again.
|
|
18
|
+
- **The spend is on record.** Credits per item and per family live in the lock; `--max-credits`
|
|
19
|
+
stops a run that would pass your budget, before anything is sent.
|
|
20
|
+
- **A few draws beat most prompt edits.** In our games' notes the best of three or four draws
|
|
21
|
+
beat most rewordings (on one prompt, a corner spread of 3 against 119). `draws: 3` keeps the
|
|
22
|
+
first draw the asset gate accepts and saves every draw in `.funtools/assets/draws/<name>/` to
|
|
23
|
+
look at.
|
|
24
|
+
- **Art becomes data.** `process` writes each picture's size, anchor points and a brightness tint
|
|
25
|
+
into `src/art/assets.json`, so a regenerated or brighter redraw drops in with no code change.
|
|
26
|
+
|
|
27
|
+
## The files
|
|
28
|
+
|
|
29
|
+
`assets/assets.json` (the scaffold ships `assets/assets.example.json` to copy):
|
|
30
|
+
|
|
31
|
+
```json
|
|
32
|
+
{ "items": [
|
|
33
|
+
{ "name": "hero", "kind": "sprite", "subject": "a round blue slime with a leaf hat",
|
|
34
|
+
"role": { "h": 96 }, "draws": 3, "atlas": "chars", "anchors": { "hat": [0.5, 0.12] } },
|
|
35
|
+
{ "name": "meadow", "kind": "image", "family": "background", "subject": "a meadow at noon", "depth": "far" },
|
|
36
|
+
{ "name": "hop", "kind": "sound", "subject": "a soft rubbery hop", "variants": ["a", "b"],
|
|
37
|
+
"params": { "duration_seconds": 0.4 } },
|
|
38
|
+
{ "name": "hero3d", "kind": "model3d", "from": "hero", "params": { "style": "lowpoly" } }
|
|
39
|
+
] }
|
|
40
|
+
```
|
|
41
|
+
|
|
42
|
+
| Field | Meaning |
|
|
43
|
+
|---|---|
|
|
44
|
+
| `kind` | `image`, `sprite`, `sheet`, `texture`, `strip`, `sound`, `music`, `model3d`; `pose` (an edit of the cast master), `rig` (rig → motions → retarget on a made model), `parts` (cut from a `sheet`, free) |
|
|
45
|
+
| `subject` | the world's words; composed as subject, `medium`, the family's clause, `never` |
|
|
46
|
+
| `prompt` | sent as written, for a piece the style file does not describe |
|
|
47
|
+
| `family` | which clause of `assets/style.json` `families` (default by kind: `sprite`, `tile`, `background`) |
|
|
48
|
+
| `role` | the size it ships at, `{ "h": px }` or `{ "w": px }`; `process` shrinks to it |
|
|
49
|
+
| `draws` | 1–4 candidates for a picture |
|
|
50
|
+
| `atlas` | a group name; `process` packs the group with the local optimizer |
|
|
51
|
+
| `anchors` | named points, fractions of the trimmed picture; `feet`, `center`, `top` are measured |
|
|
52
|
+
| `depth` | `far`, `mid`, `near`: a backdrop plane loses saturation (0.65, 0.75, 0.85) so play reads first |
|
|
53
|
+
| `variants` | takes of one cue: `hop_a`, `hop_b` |
|
|
54
|
+
| `from` | another item whose picture starts this one (a sheet from a sprite, a model from a concept) |
|
|
55
|
+
| `params` | the tool's own fields for sounds, music, sheets and models |
|
|
56
|
+
| `box` | where the game draws it, `{ "w": px, "h": px, "anchor": [x, y] }`; recorded at first land when absent |
|
|
57
|
+
| `references` | the sheets it is drawn to; absent = its kind's default (below), `[]` = none |
|
|
58
|
+
| `cast` | the cast member it is of (`design/cast/<id>/`); absent = the id its name starts with ([cast.md](cast.md)) |
|
|
59
|
+
| `change` | what it may change against the master ("the pose and the expression") |
|
|
60
|
+
|
|
61
|
+
`.funtools/assets.lock.json` is the record, never shipped: per item the request hash, job and
|
|
62
|
+
asset ids, credits, the file's sha256, the gate's verdict, the kept draw and every earlier version
|
|
63
|
+
(the old files stay in `.funtools/assets/history/`).
|
|
64
|
+
|
|
65
|
+
## The loop
|
|
66
|
+
|
|
67
|
+
```
|
|
68
|
+
npx @funpixel/tools assets status # free and offline: fresh | stale | missing | rejected | edited
|
|
69
|
+
npx @funpixel/tools assets gen --dry-run # every prompt as it will be sent, and the estimate
|
|
70
|
+
npx @funpixel/tools assets gen # asks above 50 credits (--yes); --only, --family, --stale narrow it
|
|
71
|
+
npx @funpixel/tools assets regen hero --because "the hat came out on the side"
|
|
72
|
+
npx @funpixel/tools assets process # key, trim, size by role, desaturate depth, atlas, data
|
|
73
|
+
```
|
|
74
|
+
|
|
75
|
+
`regen` keeps the reason in the lock and in the style file's `failures`, the place a new constant
|
|
76
|
+
belongs once a failure has a name. A `rejected` item (the gate refused every draw) usually wants a
|
|
77
|
+
changed subject; `gen --only <name>` tries the same words again.
|
|
78
|
+
|
|
79
|
+
## At scale: the asset script
|
|
80
|
+
|
|
81
|
+
Our own games carry 70 to 250 assets (one heist game: 116 paintings, 183 sounds, 11 music cues, 25
|
|
82
|
+
models). Nobody calls a tool 200 times by hand. The plan's `## Asset script` is the list, one row
|
|
83
|
+
per family with a count, and it becomes the manifest:
|
|
84
|
+
|
|
85
|
+
```markdown
|
|
86
|
+
| ID | What | Kind | Count | Cast | Beat it serves | Locks used | Cost | Status |
|
|
87
|
+
|---|---|---|---|---|---|---|---|---|
|
|
88
|
+
| REN | Ren, the hero: idle, step, act, hit, step2 | character | 5 | ren | every screen | REF-REN | | |
|
|
89
|
+
| REN3D | Ren, the hero, walks | model | 1 | ren | the 3D hero | | | |
|
|
90
|
+
| CRATE | a cargo crate | prop | 6 | | the harbour | | | |
|
|
91
|
+
| SFX | footstep on planks; crate thud; bell | sound | 3 | | | | | |
|
|
92
|
+
```
|
|
93
|
+
|
|
94
|
+
```
|
|
95
|
+
npx @funpixel/tools assets script --write # rows → items (hand-written items are kept)
|
|
96
|
+
npx @funpixel/tools assets budget 600 --by owner # the owner's credits for them, set at the lock
|
|
97
|
+
npx @funpixel/tools assets gen --dry-run # every prompt, the estimate, the batches
|
|
98
|
+
npx @funpixel/tools assets gen --yes # batches of 24, each priced before it is sent
|
|
99
|
+
```
|
|
100
|
+
|
|
101
|
+
A character row is a pose set (named after the colon, or the role's default), a model row a model
|
|
102
|
+
(a hero's is a bake-off of three, a mover's gets a rig item), prop/structure/icon rows cut-outs,
|
|
103
|
+
place rows pictures. A batch that would pass the budget waits for the next run; a failure mid-run
|
|
104
|
+
leaves its jobs on record, and the rerun collects them instead of paying again. The progress card
|
|
105
|
+
counts made against planned and names any cast picture still off its master.
|
|
106
|
+
|
|
107
|
+
## Load by relative URL
|
|
108
|
+
|
|
109
|
+
A game that hard-coded `/assets/…` broke when it was hosted in a subfolder: the leading slash
|
|
110
|
+
points at the domain's root, not the game's. The data file holds relative URLs
|
|
111
|
+
(`assets/sprites/hero.png`), as the scaffold's `src/assets.ts` does; code that builds its own
|
|
112
|
+
paths works in more places when it does the same.
|
|
113
|
+
|
|
114
|
+
```ts
|
|
115
|
+
import { Assets, Sprite } from 'pixi.js';
|
|
116
|
+
|
|
117
|
+
// Bundled by Vite without a JSON import setting; empty until `assets process` has run.
|
|
118
|
+
const art = Object.values(import.meta.glob('./art/assets.json', { eager: true, import: 'default' }))[0] as
|
|
119
|
+
{ items: Record<string, { url: string; anchors: Record<string, [number, number]>; tint: number; frame?: string; box?: Box }> } | undefined;
|
|
120
|
+
|
|
121
|
+
const hero = art?.items.hero;
|
|
122
|
+
if (hero) {
|
|
123
|
+
const sprite = new Sprite(await Assets.load(hero.url));
|
|
124
|
+
const fit = fitInBox(sprite.texture.width, sprite.texture.height, hero.box!); // src/assets.ts
|
|
125
|
+
sprite.anchor.set(...fit.anchor); // feet on the position for a character
|
|
126
|
+
sprite.scale.set(fit.scale); // the box decides the size, never the picture
|
|
127
|
+
// tint: a brightness multiplier toward the family's median (0.7–1.35), for a brightness filter.
|
|
128
|
+
}
|
|
129
|
+
```
|
|
130
|
+
|
|
131
|
+
An atlas item's `url` is the atlas JSON and `frame` its key inside it.
|
|
132
|
+
|
|
133
|
+
## Same box, same id
|
|
134
|
+
|
|
135
|
+
A placeholder upgrade or a regen must not move the game. Each picture gets a `box` in the data: the
|
|
136
|
+
manifest's when declared, else its processed size the first time it lands, kept on every re-make.
|
|
137
|
+
Code draws the picture fitted inside its box, so a redraw at 1.3x the pixels lands where the old
|
|
138
|
+
one stood, at the same id. A different shape says so in `process`'s notes; change the box on
|
|
139
|
+
purpose by declaring it.
|
|
140
|
+
|
|
141
|
+
## Which sheets a picture inherits
|
|
142
|
+
|
|
143
|
+
A picture that names no `references` is drawn to its kind's default sheets (`REFERENCE_RULE` in
|
|
144
|
+
`assets/manifest.ts`; `status` and `gen --dry-run` name them):
|
|
145
|
+
|
|
146
|
+
| Picture | Takes by default | Why |
|
|
147
|
+
|---|---|---|
|
|
148
|
+
| a `ref-*` sheet | nothing | drawn from the draft it names |
|
|
149
|
+
| sprite, sheet; character, face, part | its own sheet (`ref-<name>`) only | a world picture redraws a body into scenery |
|
|
150
|
+
| image, strip, texture (background, tile, ui, prop, fx) | its own sheet, then `ref-world*`, `ref-style*`, `ref-place*` | world pieces share one light and palette |
|
|
151
|
+
| `look-*`, poster, key art | the world sheets | the frame names which of the cast is in it |
|
|
152
|
+
|
|
153
|
+
Named `references` always win; `[]` opts out. A picture made before its default sheet existed is
|
|
154
|
+
kept as made until `regen` draws it to the sheet.
|
|
155
|
+
|
|
156
|
+
The same rule holds on the hosted path, outside the manifest: pin the sheets on the game once
|
|
157
|
+
(`create_game` with `sheets`, or `generate_batch` with `lock: {style, sheets}`; each sheet an
|
|
158
|
+
`import_asset` id), and every `generate_image` / `generate_sprite` naming the `game_id` (and a `name`, or `cast` for the member outright)
|
|
159
|
+
or batch item with no `references` is drawn to its lane's sheet. A picture drawn to none comes back
|
|
160
|
+
flagged `unlocked`, and the progress card counts them.
|
|
161
|
+
|
|
162
|
+
## A pixel-art lane (optional)
|
|
163
|
+
|
|
164
|
+
An image model asked for pixel art draws a large picture whose pixels only look chunky: soft
|
|
165
|
+
edges, hundreds of in-between colours, blocks that drift off any grid. A game that wants real
|
|
166
|
+
pixel art declares it in `funpixel.json`:
|
|
167
|
+
|
|
168
|
+
```json
|
|
169
|
+
"pixelArt": { "scale": 4, "palette": ["#1a1c2c", "#5d275d", "#b13e53", "#ef7d57", "#ffcd75"] }
|
|
170
|
+
```
|
|
171
|
+
|
|
172
|
+
`scale` is screen pixels per art pixel; `palette` (optional) is the game's inks. With it, `assets
|
|
173
|
+
process` snaps each picture instead of shrinking it: its role size divided by `scale` gives the art
|
|
174
|
+
pixels, each takes the palette ink most of its source pixels are nearest to, alpha becomes all or
|
|
175
|
+
nothing, and the file is written at `scale` so it ships at its role size. `gen image|sprite|texture`
|
|
176
|
+
snaps what it saves the same way, keeping the original under `.funtools/pixel/raw/`.
|
|
177
|
+
|
|
178
|
+
`npx @funpixel/tools assets pixels` measures every PNG under `public/assets/` (or the files named):
|
|
179
|
+
grid blocks that are not one colour (fails over 2%), soft-edged pixels (over 1%) and pixels off the
|
|
180
|
+
palette (over 1%, the worst inks named). A part with nothing to measure (no palette, scale 1, an
|
|
181
|
+
empty picture) is not observed, never a pass. `--snap` fixes a hand-made or older file in place.
|
|
182
|
+
Sheets are measured as the server packed them, not snapped.
|
|
183
|
+
|
|
184
|
+
Draw the art at whole multiples of its size with nearest filtering (Pixi `scaleMode: 'nearest'`,
|
|
185
|
+
Three `NearestFilter`, CSS `image-rendering: pixelated`), or the browser blurs the grid back.
|