@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 +1,133 @@
1
+ # The path, step by step
2
+
3
+ The brief's path, step by step. This is the long form: what each step is for, the tool that helps,
4
+ and the signal that says it is done. It is how the owner's best games were made (one game's
5
+ `design/MAKING.md` writes it down end to end; four others ran the same way): a plan that is a contract, target frames that show what done
6
+ looks like, the sim first, assets generated and made to behave, and every round spent closing the
7
+ gap between the game and its targets.
8
+
9
+ **The locked plan is the job; how you build it is yours.** Choose the code, the order, the tricks
10
+ and the tools freely. What the game must be (its look, its numbers, its content) is the plan's,
11
+ and only the owner relaxes it. Checks are mirrors: they tell you how far the game is from its
12
+ plan. Scope, time and spend are the creator's: the kit never shrinks a game to save them.
13
+
14
+ **One flow drives it.** `npx @funpixel/tools flow` says where the run is and the one next step;
15
+ the owner's open notes come first. The owner stops the run in two places only: **the lock**
16
+ (`flow ask`; their "good, let's build" stands until they say otherwise; a new direction is a
17
+ new GDD version they lock again) and **their rounds per
18
+ session** (`flow.rounds_per_session`, default 3; the next session resumes with `/fp:flow`).
19
+
20
+ ## 1 · Brief back
21
+
22
+ **For:** turning one sentence into a game both sides mean the same way.
23
+ **Do:** write a short brief (title, kind, the verb, world, length, how failing works, look, phone
24
+ and desktop) and show it once. Then pick the genre, engine and title yourself and say why in one
25
+ line.
26
+ **Done when:** the person said yes to the brief, or edited it.
27
+
28
+ ## 2 · First look, then a first playable
29
+
30
+ **For:** something real and nice to steer, before the whole game is planned. The owner reacts to a
31
+ picture, then plays; a plan made around a game they played beats one made around a sentence.
32
+ **Do:** the key art (the game's look in its own light, at the play framing; a target) and the hero's
33
+ reference sheet, shown in the chat; their words steer them before anything 3D is paid for. Then a
34
+ first playable built from them, in the game itself, with real assets: the hero, the place in the key
35
+ art's light, the title, a music loop, the verb's sounds. Sized by the game: a short game about a
36
+ minute, mostly the place and its feel; a long one 3 to 5 minutes, the core loop once, a win and a
37
+ loss. Judge it against the key art before showing it.
38
+ **Tool:** `flow` (stages `key-look` and `prototype`), `gen`, `assets gen`, `score --target`,
39
+ `check --front-door`; their verdict: `note verdict prototype accept "<their words>"`.
40
+ **Done when:** they played it and said it has potential (else: a new key art, or drop the idea).
41
+
42
+ ## 3 · Plan the whole game around it, at its real size
43
+
44
+ **For:** naming the whole game before the build, so the build has something to reach and every round
45
+ something to compare with.
46
+ **Do (skill `funpixel-gdd`):** pillars; the look and its rules (a few numbered lines: what each
47
+ colour means, what never appears); screens and HUD for phone and desktop; characters; story;
48
+ levels and their content, counted (`references/plan-at-size.md`); feel. Then **Part 2, the
49
+ numbers contract**: every number the game depends on (speeds, windows, costs), with tests named
50
+ after them. Then **target frames**: generated key art for the moments that matter (the first
51
+ input, the first payoff, each level's signature moment), which say what done looks like. Then
52
+ **the asset list with its price**: the GDD's `## Asset script` names every piece the game ships
53
+ (cast, environments, props, title and HUD art, sound, music; skill `funpixel-gdd`,
54
+ `references/world-and-identity.md`); `npx @funpixel/tools assets script --write` makes it the
55
+ list `assets gen` makes, replacing the starter's demo items, and `assets gen --dry-run` prices it.
56
+ The first look's pictures (under `design/`) are references for the shipped art, never the shipped
57
+ art itself.
58
+ **Done when:** the plan holds the whole game at the length in the brief, never smaller.
59
+
60
+ ## 4 · Lock
61
+
62
+ **For:** one agreement, so the build can run without stopping.
63
+ **Do:** `npx @funpixel/tools flow ask` readies the plan, its target frames and its price; show
64
+ them in the chat and wait for the owner's yes, then record it with their words (`flow agree --by
65
+ owner "<their words>"`). Their decisions stand from then on. When the build has to move
66
+ (a number that doesn't play, a frame the engine can't reach), write it in the plan's
67
+ `## Where the build moved` table with why, and keep the target unless the owner relaxes it.
68
+ **Done when:** the owner approved.
69
+
70
+ ## 5 · Sim first
71
+
72
+ **For:** rules you can trust before anything is drawn.
73
+ **Do:** the rules and the numbers as plain, seeded code with bots that play the level over many
74
+ seeds (`npx @funpixel/tools sim`, `test`). Bots that finish the level are the regression net for
75
+ every balance change.
76
+ **Done when:** the bots play the level and the contract's tests pass.
77
+
78
+ ## 6 · Build with the assets as they land
79
+
80
+ **For:** a first playable that is already the planned game, not a stand-in for it.
81
+ **Do:** generate the plan's assets into `public/assets/` while you build: the hero from its
82
+ reference sheet (rigged and animated where it moves), the world's kit, title art, sound and music.
83
+ You decide each route yourself (free built-in, the library or the cast,
84
+ generate, hand-built last) and say the route and cost in one line. Judge every asset under the
85
+ game's own light and camera, not the generator's preview. A 3D line starts from the 3D world
86
+ starter (`--framework three-world`: follow camera, lit world, controller, phone stick; skill
87
+ `funpixel-game-spine`, `references/three.md`). Its designed shapes only keep the game booting
88
+ until the models land. Show the first built frame in the chat early (`capture`), with the
89
+ preview link.
90
+ **Done when:** the player moves, one verb works through real input, a win and a loss fire,
91
+ progress shows, keys and touch both work, and `check` exits 0.
92
+
93
+ ## 7 · Each round, the look-dev loop
94
+
95
+ **For:** closing the gap between the game and its plan, which is what made the owner's games.
96
+ **Do:**
97
+ 1. Capture the game at the target moments (`npx @funpixel/tools capture`; recorded intents and
98
+ seeds make the same moment the same frame every time).
99
+ 2. Set each capture beside its target (`compare --target`) and name the biggest difference.
100
+ 3. Fix that one thing.
101
+ 4. Play it: `play` (a blind phone player), `playtest` (the panel and the fidelity seat).
102
+ 5. Repeat until each beat is "close".
103
+ Matching a target is the job, never a style choice; only the owner relaxes one. `check` stays
104
+ green throughout.
105
+ **Done when:** each target beat is close and the blind player has no high finding.
106
+
107
+ ## 8 · Extend
108
+
109
+ **For:** a game long enough to keep: more levels, more story, a later chapter.
110
+ **Do:** work down the plan's content list, a row a round, each one through the same loop. A long
111
+ game goes chapter by chapter (the GDD's `## Chapters`, the `chapters` stage): plan the chapter with
112
+ the owner, make its target frames first, build it to them, show it, and open the next only on their
113
+ yes (`note verdict chapter:<id> accept "<their words>"`). Fold a
114
+ mid-build request back into the pillars before you build it: one game's "add guns", "make her
115
+ faster" and "make maneuvers easier" each broke a stated rule until they were folded back.
116
+ **Done when:** the content list is reached in play.
117
+
118
+ ## 9 · Hand back
119
+
120
+ **For:** ending on a game someone accepted, not on a score.
121
+ **Do:** what plays now (keys and touch), how it compares with its targets ("below the bar: <why>"
122
+ when it is), what is out on purpose, every fallback still in the game, the next two or three
123
+ steps; the dev log with `report_feedback`.
124
+ **Done when:** the person has played it and said yes. Then stop editing.
125
+
126
+ ## Keep the game
127
+
128
+ A game in a temp folder dies with it: on 3 Oct a `/tmp` wipe took a dozen builds and their evidence.
129
+ Make the game in a folder of its own, never under `/tmp`, `/private/tmp` or a scratchpad. `funtools init`
130
+ makes it a git repository with a first commit (`--no-git` skips that); commit as you go and push to a
131
+ remote (`git remote add origin <url>`, then `git push -u origin HEAD`) before you hand back. `.funtools/`
132
+ is the evidence the game earned (reports, scores, small frames): it stays in git, and `funtools export`
133
+ carries it into the clean folder.
@@ -0,0 +1,29 @@
1
+ # Versions and the track
2
+
3
+ How a GDD is versioned, and the stages a game has gone through on the way to its owner's yes. Each
4
+ gate is help to reach for, never a wall: a stage may be skipped, and the owner's word is the only
5
+ hard line.
6
+
7
+ ## Versions
8
+
9
+ v0.1 before code or assets; v0.2 after the first look; a version per stage or per request bending a
10
+ pillar, in `## Versions`; as built, Part 2 from the code with a drift list.
11
+
12
+ **A pivot** (the world changes mid-plan): archive the old GDD to `design/archive/<version>/`,
13
+ log it in `## Versions` (what changed, why), set the locked sections it touches back to draft, keep
14
+ what survives.
15
+
16
+ ## The track
17
+
18
+ | Stage | Gate | Evidence |
19
+ |---|---|---|
20
+ | Design | the invention, hits per axis, worth, the studio pitch locked, v0.1 | `design/GDD.md`, `design/studio.json` |
21
+ | First look | the whole game (`funtools firstlook`) | `design/first-look/` |
22
+ | Greenlight (option) | pitches judged; frames beside a matching hit, HUD mockup included | `design/greenlight/` |
23
+ | Scaffold | `funtools init` once the GDD names the genre and the controls | the game folder |
24
+ | Gray-box and slice | the loop through real input; one level in art and sound | `verify.json`, captures |
25
+ | Panel 7.3 | blind seats on fresh captures (skill `funpixel-verify`) | the verdicts |
26
+ | Ship | the person plays it and accepts it | their note |
27
+
28
+ A stage may be skipped (a jam game: Design to Slice); say which. Rounds that disagree are decided
29
+ once with `funtools decide`, both reasons kept; a phone measurement beats a still.
@@ -0,0 +1,165 @@
1
+ # The world and its identities
2
+
3
+ One pitch (a courier walks a sleeping child across six moons), was planned twice on
4
+ 30 September 2026. The plan made through the kit had the better mechanics and story. The plan
5
+ written by hand had the better world and held together: every place drawn, every recurring design
6
+ the same in every picture. Its panel never complained of drift; the kit plan's panel named drift as
7
+ its first blocker ("lock one model sheet"). This file is what the hand-written plan did, as five
8
+ GDD sections and a first-look order. Size each to the game: a three-minute arcade round gets a line
9
+ or a decline, a two-hour game gets all of it.
10
+
11
+ ## Identity lock
12
+
13
+ A game made of generated pictures drifts unless its designs are pinned. Across the first thirteen
14
+ images the courier's hair, jacket and trousers changed from picture to picture, the
15
+ ship was a different ship in each shot, and the walker robot was two robots. A studio fixes this
16
+ with model sheets; so does the plan.
17
+
18
+ - **One reference sheet per recurring design**: the hero, a companion, a vehicle, the pursuer, the
19
+ thing carried. A turnaround (front, side, back) on a plain ground, drawn from the best draft that
20
+ already exists, never from words alone: the draft is the design the person liked.
21
+ - **One style block, verbatim**: the medium, the palette by hex with what each colour may be used
22
+ for, the bans ("no pure black, no text, original designs"). It is `assets/style.json` (`medium`
23
+ and `never`), appended to every prompt word for word. Paraphrasing it per picture is how a palette
24
+ drifts.
25
+ - **Every later picture names its sheets**: as input references where the image tool takes them,
26
+ and always in words (the sheet's `pins`: "short dark jaw-length hair, a scar through one
27
+ eyebrow, a patched burnt-orange flight jacket"). With the sheets and the block, seven of seven
28
+ redraws came back on-model on the first try, for $0.30.
29
+
30
+ ```markdown
31
+ ## Identity lock
32
+ | Ref | What it pins | Source | Used in |
33
+ |---|---|---|---|
34
+ | REF-HERO | face, hair, outfit and its colours, the pack | design/first-look/ref-hero.png, from frame-2 | key art, all four frames, the poses |
35
+ | REF-SHIP | hull shape, stripe, the lit window, four legs | design/first-look/ref-ship.png, a crop of the machine sheet | key art, the delivery, the hub |
36
+
37
+ Style block (verbatim in every prompt): <medium · palette by hex with each colour's one use · bans>
38
+ Proportions: <the hero is 7 heads; the companion 0.6 of her height>; the same numbers the models are checked against
39
+ ```
40
+
41
+ The lock holds in the game too: one palette ramp every mesh samples, one material and outline pass,
42
+ the proportion numbers, a palette check on captures, and the cast as black shapes at 40 px told
43
+ apart by a blind look (skill `funpixel-art`). Pictures agree only as well as their
44
+ references; the models will not match them pixel for pixel, which is why those checks exist.
45
+
46
+ ## Places
47
+
48
+ One row per level or area, and a picture of each. A place is a rule and a landmark, and its
49
+ atmosphere is design rather than decoration: each place changes **one** number of play, and what
50
+ you see and hear warns you before it matters.
51
+
52
+ ```markdown
53
+ ## Places
54
+ | Place | Sky and light | In the air | Sound bed | The play number it changes | Landmark | Picture |
55
+ |---|---|---|---|---|---|---|
56
+ | Calder · Run 01 | indigo dusk over salt | salt dust in gusts | wind in the rigging | gusts add sway; kites flatten 0.8 s before each one | the dead relay | design/first-look/place-calder.png |
57
+ | Wren · Run 02 | teal overcast, a storm wall | snow near the front | creaking ice | ice halves grip; warmth drains near the front | the seed vault | design/first-look/place-wren.png |
58
+ ```
59
+
60
+ - The foreshadow is the craft: a gust read from kites, ice read from a herd that slows. A number
61
+ with no tell is a trap; a tell with no number is decoration.
62
+ - A chart of the whole world (a map, a system, the hub seen from above) shows how the places hang
63
+ together and gives the person one picture to point at.
64
+ - One level on purpose is a fine answer: say it in the content list ("one place on purpose") and
65
+ `funtools gdd` stops asking.
66
+
67
+ ## Creatures and machines: a job and a cost
68
+
69
+ Fold these into `## Living world` and `## Actors` rather than a section of their own. Every creature
70
+ and machine does one job in play and has a price; nothing is there only to decorate, except a
71
+ wonder you name as one.
72
+
73
+ | Kind | Job in play | Cost or catch |
74
+ |---|---|---|
75
+ | Jelly-kites | the wind gauge without a HUD: they flatten 0.8 s before a gust | none: they are information |
76
+ | Salt crabs | a scatter is noise the pursuer hears at 25 m | walk around them, or scare them on purpose to pull it away |
77
+ | The cargo walker | carries 12 kg of the load | loud (heard at 18 m), slips on ice |
78
+ | The ferry | the second route on the lake | a rhythm input; out of time, you drift |
79
+ | The sky whale | wonder, on purpose | none |
80
+
81
+ A machine that is a free ride stops being a choice, the same rule as a verb with no price.
82
+
83
+ ## Getting around
84
+
85
+ The hub can be the world. Rather than menu screens between you and play, each transition can be a
86
+ camera move through one space: the chart zooms into a moon, the moon into the paper map, the map
87
+ folds down into the ground under the hero's feet, and the woken relay lights the moon on the chart.
88
+
89
+ ```markdown
90
+ ## Getting around
91
+ | # | The move | What you see | Length | Why |
92
+ |---|---|---|---|---|
93
+ | 1 | The chart | the hub above: moons turn, woken relays glow | idle loop | progress in one glance |
94
+ | 2 | The descent | tap a moon: the camera dives, the landmark rises out of haze | 2.5 s, skippable | arrival as a place; the level loads under it |
95
+ | 3 | The map unfolds | the route drawn on paper becomes a glow on the ground | 1.2 s | the plan becomes the path |
96
+
97
+ Budgets: 60 fps on a mid-range phone; under 3 s after the first viewing (repeats at double speed);
98
+ reduced motion cuts each move to a cross-fade.
99
+ ```
100
+
101
+ A move that loads the next level while it plays hides the wait. A menu is still right where a choice
102
+ needs reading (a shop, settings); the table is where that choice is written down.
103
+
104
+ ## Asset script
105
+
106
+ Every piece the game ships, one row per family, tied to the beat it serves, the locks it used, what it
107
+ cost and where it stands. The next piece is a row added here first. `npx @funpixel/tools assets
108
+ script --write` makes it the list `assets gen` makes (one item per piece), replacing the starter's
109
+ demo items; `assets gen --dry-run` prices it, and that price is what the owner approves at the lock.
110
+ The `## Art budget` is its totals. Give every row its **Kind** and **Count**: a row without a Kind is
111
+ read from its words, and a guess is the wrong place for a 3D game's models to depend on.
112
+
113
+ Kinds: character / creature (a pose set), strip (a sprite animation), model or character3d (a 3D
114
+ model; character3d is rigged, and the words after its colon are its moves: walk, run, attack and death become rig clips; wave, nod, hop, strike, flinch or stumble, and celebrate become authored motions; any other move is named for you to animate in code), structure / prop / ui / icon (cut-outs), place / background
115
+ (pictures), tile / texture, sound, music.
116
+
117
+ ```markdown
118
+ ## Asset script
119
+ | ID | What | Kind | Count | Cast | Beat it serves | Locks used | Cost | Status |
120
+ |---|---|---|---|---|---|---|---|---|
121
+ | REN3D | Ren, the courier: walks, leans, stumbles | character3d | | ren | every Run | REF-REN, style | | planned |
122
+ | TUG | the tug Late Show | model | 1 | | the hub between Runs | REF-SHIP, style | | planned |
123
+ | CALDER | Calder's ground: rock; ice; dust | texture | 3 | | Run 01's routes | style | | planned |
124
+ | TITLE | the title lettered as art | ui | 1 | | the title screen | style | | planned |
125
+ | SFX | footstep; load creak; stumble; sign-for chime | sound | 4 | | every Run | | | planned |
126
+ | BGM | Signed For, a slow D-minor jazz ballad | music | 1 | | the title and the ending | | | planned |
127
+ | KA-01 | title key art | place | 1 | | the promise | REF-REN, REF-SHIP, style | $0.08 | locked |
128
+ ```
129
+ The first look's pictures (key art, target frames, turnarounds under `design/`) are references the
130
+ shipped pieces are drawn to; the shipped pieces are the rows above.
131
+
132
+ `funtools assets` keeps the facts for its rows: its lock records each picture's cost and the sheets
133
+ it was drawn to (`references`), so Cost and Locks used are read, not remembered.
134
+
135
+ ## The honest breaks
136
+
137
+ After the lock, lay the pictures side by side and write down where they still break the plan's own
138
+ rules, and keep them: "the market lanterns are amber, which AD-1 keeps for the cargo; the built
139
+ level makes them cream". A named break is a note for the build; a hidden one ships. The list goes
140
+ under `## First look` in the GDD, beside what the pictures settled.
141
+
142
+ ## The hook: Wow, Fun and Hook per place and screen
143
+
144
+ The owner (1 Oct): "the WOW factor, the FUN factors, and how this would HOOK the player." Every
145
+ place and screen row carries three short cells: **Wow** (the one thing a player remembers or
146
+ shares there), **Fun** (what they do there that feels good) and **Hook** (why they keep going: a
147
+ question, a promise, a reward ahead). An empty cell is a place nobody will talk about.
148
+
149
+ `## The hook` puts the first minutes on the clock with 2 to 4 wow moments. The courier game's plan
150
+ (v0.8) named four: the title (the lounge window lights up and a sky whale drifts past), 0:42 (the
151
+ hatch opens and the camera pulls back over the Dry Sea), 1:00 (the first searchlight sweeps the
152
+ valley and the crabs scatter), and about 3:00 (moths settle on the cradle and the child hums).
153
+ Each is proven twice: a fixed-framing strip beside its target, and a blind player who mentions it
154
+ without being asked. The playtest's blind player answers, per screen, what they remembered, what
155
+ was fun and whether they wanted to go on; set those beside the cells.
156
+
157
+ ## What `funtools` reads
158
+
159
+ `funtools gdd` warns, never blocks, when a plan of several places has a recurring cast and no
160
+ `## Identity lock`, or a level with no row under `## Places` (a "Declined:" line, or "one place on
161
+ purpose", silences it).
162
+ `funtools assets` makes `ref-*` items first and warns when a `look-*` picture names no sheet. The
163
+ greenlight shows the sheets beside the targets and names each off-model frame.
164
+ `funtools gdd` also warns when a game of 5 minutes or more has no `## The hook`, or a screen or
165
+ place row with an empty Wow or Hook cell.
@@ -0,0 +1,74 @@
1
+ # Worth building at this length?
2
+
3
+ Not every idea is worth building, and not every idea fills the length the owner wants. Say so at the
4
+ pitch, with numbers, before a single first-look picture is paid for. The owner asked for exactly this
5
+ (4 Oct 2026): "If [this game] is not a game to play 1.5 hours, challenge me; not every idea is worth
6
+ building; size the story and the game; also the best games in similar genres."
7
+
8
+ ## Why
9
+
10
+ One game's GDD promised 30 minutes "in 5 chapters of 2 flights each, about 3 minutes each". Its
11
+ own numbers said one flight is about 70 s and there are 10 flights: about 12 minutes of flight. Four
12
+ areas whose frames look alike, three graft kinds, one character, no progression beyond a score. The
13
+ genre's best that it cited hold one to three hours with a distinct place every 15–20 minutes. Nobody
14
+ said so until the owner did, after the first look was drawn.
15
+
16
+ ## What the plan writes
17
+
18
+ - `## The numbers`: a row that ties a time to one unit ("level time | about 75 s a level", or "one
19
+ flight is about 70 s" in its why), and a row with how many ("24 levels", "10 flights"). Retries
20
+ only if you can defend them ("1.2 tries a level: the undo keeps first solves to one try").
21
+ - `## Content list`: counted rows for places, verbs or mechanics, characters and the meta (upgrades,
22
+ unlocks, goals, collectibles). The read counts these, not the prose.
23
+ - `## Worth against the genre`: 3–5 of the genre's best, one row each:
24
+
25
+ | Game | Length | Distinct places | Verbs / mechanics | Characters | Progression / meta | Source |
26
+ |---|---|---|---|---|---|---|
27
+ | Flower | ~2 h | 6 levels, each its own twist | 6 | 0 | none | approx, from memory |
28
+
29
+ Every number carries a source URL in the row, or is marked "approx, from memory". Never invent
30
+ precision: "~2 h", not "2 h 07 min". Prices, sales and review counts stay out. "endless" is a
31
+ length; its places and verbs still count.
32
+
33
+ ## The read
34
+
35
+ `npx @funpixel/tools greenlight worth` (also shown by `greenlight`):
36
+
37
+ - **Supplied minutes**: seconds per unit × how many × retries, from the numbers (the rooms' pars when
38
+ `design/spec/rooms.json` has them). Never the Play length line: that is the promise being checked.
39
+ - **Target**: the owner's `funpixel.json` `target_minutes` (only they set it: the page's box, or
40
+ `--target <min> --by owner`), else their bar's length line, else the plan's own promise.
41
+ - **Density**: the genre's medians (a place every N minutes, a new thing every N minutes, characters
42
+ an hour, the share that carry a meta) against this plan's content list at the target.
43
+ - **One verdict**: `fits` · `stretch` (what to add, by category, with counts) · `does not carry`
44
+ (shrink, reshape, or drop) · `prove the core first` (nobody has played the core yet and the target
45
+ is 45 minutes or more: a 5-minute prototype costs less than a wrong plan).
46
+
47
+ Anything but `fits`, or supplied minutes under 2/3 of the target, is the owner's scope question:
48
+ ask it in the chat, with the numbers, before the first look's art; it goes to them with the plan,
49
+ and `greenlight lock` waits for their answer. Under the owner's own autonomy
50
+ `go`, record your choice and why: `greenlight worth choose <option> --why "<the numbers>"`.
51
+
52
+ ## Challenge the owner
53
+
54
+ - Lead with the two numbers: "your target 90 min; the plan's numbers supply 12".
55
+ - Set it beside the genre's best, by name: "Journey: ~8 areas in ~2 h; we have 4 that look alike".
56
+ - Name what would carry the length, with counts: "+2 places, a meta, +79 minutes of play".
57
+ - Recommend one option and say why. **Drop it** is a legitimate recommendation: when the core was
58
+ played and did not hold, more content will not fix the verb; when the idea is thin even at its own
59
+ length, inflating it costs more than a new idea. Do not soften it into "grow it a little".
60
+ - A new game already opens with a first playable (the `prototype` stage), so this route matters
61
+ for a game started before 5 Oct. "Prove the core first" routes to a prototype stage: one session of the core verb in the starter,
62
+ measured with `check --front-door` and a blind player (`play`), then the owner plays it, then the
63
+ question again with that evidence. Short in content, never bare in look: build it in the game's own
64
+ starter and camera and dress it with what the first look already made (title, how-to-play, the HUD
65
+ on phone and desktop, one real place, the hero, the sounds and music, the core verb's juice). A grey
66
+ page beside the game is not a prototype the owner can judge (the same game, 5 Oct: "this initial look
67
+ is worst of all I have seen").
68
+
69
+ ## That game, read
70
+
71
+ At the owner's 90 minutes: prove the core first (11.7 of 90 minutes; +2 places, a meta; recommended:
72
+ the prototype). At 20 minutes: stretch (+9 minutes of play and a meta; recommended: shrink to the
73
+ 12-minute game it is). A genuinely fitting plan (Tide Locks, 24 levels × 75 s × 1.2 tries = 36 of
74
+ 30 minutes, its places and mechanics at puzzle density) reads `fits` and asks nothing.
@@ -0,0 +1,107 @@
1
+ ---
2
+ name: funpixel-mobile-ui
3
+ description: Use when building a HUD, title screen, menus or touch controls, when something sits under the notch, is too small to tap, overlaps or is hard to read on a phone, or a game must work on phones. Covers safe areas, thumb zones, orientation, contrast and a phone check. In Unity (UGUI, the notch), follow references/unity.md.
4
+ ---
5
+
6
+ # Phone HUD, controls and legibility
7
+
8
+ Most people play Funpixel games on a phone, inside an iframe that resizes, rotates and goes
9
+ fullscreen. A layout that looks right on the desktop can put the score under the notch and the jump
10
+ button under the home bar, and both still build and pass a desktop verify. Here the phone layout is rules you can check.
11
+
12
+ ## Tools
13
+
14
+ - `mobile_check` runs the phone check (step 11's matrix) on an uploaded draft; fix the first
15
+ failure it names (it cannot see the pixel ratio or insets).
16
+ - `screenshot` captures one view at a chosen viewport; `audit_screens` measures text, hit areas
17
+ and overlaps on every declared view.
18
+ - `probe` reports render health, including key parity (declared keys with no touch control).
19
+ - Local fallback: `npx @funpixel/tools verify --viewport phone` (390x844, 844x390 when landscape,
20
+ touch on) or `both`; `npx @funpixel/tools dev` with device emulation for the rest.
21
+ `audit-screens --viewport phone` (`--orientation landscape` turns it; `capture`, `scene` and `play`
22
+ too); `funtools doctor` checks the viewport meta.
23
+ - `npx @funpixel/tools look --hud`: HUD cover, text contrast on the real frame, HUD over the
24
+ actors in play, toast pile-ups, and whether the HUD and title still wear the scaffold's clothes.
25
+
26
+ ## Steps
27
+
28
+ What broke on real phones and why each fix works (28 of the fixes in one batch of 45 reviewed
29
+ games were phone layout: [references/phone-check.md](references/phone-check.md)).
30
+
31
+ 1. **The shell.** Without `viewport-fit=cover` in the viewport meta every `env()` inset is 0. The
32
+ Funpixel frame resizes and rotates, so the canvas is sized by CSS (100%) and the renderer
33
+ through `setupGameResize((w, h) => …)`, refit on `fullscreenchange` and `visualViewport`
34
+ resize. Pixel ratio 3 fills nine times the pixels of ratio 1: a cap (1.5 in 3D, 2 in 2D) is the
35
+ usual first fix when `profile` shows the phone dropping frames.
36
+ 2. **Safe areas.** The notch and the home bar cover whatever touches the edge, and the top is the
37
+ side people forget; `max(16px, env(safe-area-inset-*))` keeps edge-anchored elements clear.
38
+ `safeArea.insets()` from `@funpixel/sdk/device` returns zeros until CSS defines `--sai-top`,
39
+ `--sai-right`, `--sai-bottom` and `--sai-left` from `env()`
40
+ ([references/recipes.md](references/recipes.md)).
41
+ 3. **Touch facts.** Without `touch-action: none` the browser takes a drag as a scroll. A second
42
+ `onpointerdown = …` silently replaces the first; `addEventListener` keeps both. 44 by 44 CSS px
43
+ of hit area is where thumbs stop missing (`audit-screens` measures it). Thumb reach, one input
44
+ sign across keys, buttons and sticks, and drags: [references/recipes.md](references/recipes.md).
45
+ 4. **Touch controls for touch only.** Last input wins: a touch shows them, a key or mouse hides
46
+ them (the last `pointerdown`'s `pointerType`; starters: `.touch-only`), as `pointer:
47
+ coarse` lies on touch laptops; `look --hud` warns on desktops.
48
+ 5. **Blur.** The `keyup` for a key held across an app switch never arrives; on `blur` and on
49
+ hidden `visibilitychange`, clear held keys, end pointers, zero sticks, pause.
50
+ 6. **The gesture before the button.** Phone hits take the move on the play itself and give the
51
+ freed screen to the board: a puzzle swipe or drag that previews where it goes (Threes, Two
52
+ Dots), a maze swipe anywhere that queues the next turn (Pac-Man 256). A pad repeating the
53
+ swipe reads as a desktop port. Buttons earn a place where no gesture
54
+ carries the action, or as an accessibility setting. `data-fpx-gesture="ArrowLeft …"` on the
55
+ swiped or dragged element claims those keys (a lift that fires: `Space`) for key parity;
56
+ on a phone `look --hud` reports `play_area_share` and `controls_duplicate_gesture`
57
+ ([references/recipes.md](references/recipes.md)). A key kept keyboard-only on purpose is named
58
+ in the hand-back.
59
+ 7. **Orientation** follows the design (genre tendencies and the rotate card:
60
+ [references/recipes.md](references/recipes.md)). Size landscape by the smaller side (`vmin`,
61
+ `dvh`) so the primary button survives a 375 px tall screen. Orientation lock and iPhone element
62
+ fullscreen do not exist here, so neither can be the fix. Audio
63
+ unlock and fullscreen need `pointerup`, `touchend` or `keydown`: a touch `pointerdown` is not a
64
+ user activation.
65
+ 8. **Text that fits.** A title broken mid-word, overlapped labels or a cut score read as a broken
66
+ game to every reviewer. `clamp()` or viewport units scale where fixed px overflow the narrow
67
+ phone; `tabular-nums` stops a counting number jittering. Measure rendered glyph bounds, not the
68
+ element's box ([references/recipes.md](references/recipes.md)).
69
+ 9. **Contrast is arithmetic.** Three vision reviewers missed cream on mustard (1.9:1); the WCAG
70
+ ratio did not: 4.5:1 for body text, 3:1 for large text, icons and control edges. An ink of the
71
+ same hue, lighter or darker until it passes, keeps the palette where white drops it
72
+ ([references/contrast.md](references/contrast.md)).
73
+ 10. **HUD, title and splash, in the game's world.** The scaffold's dark pills, system type and
74
+ glyphs are there so a first build has a HUD, not as a look: plates, faces, icons and the
75
+ wordmark come from the world (dressing them, with worked examples:
76
+ [references/restyle-ui.md](references/restyle-ui.md)). Emoji cannot take the palette; inline
77
+ `<svg>` can. A HUD kept as a list plus theme tokens changes by a row
78
+ ([references/hud-and-title.md](references/hud-and-title.md)); the hits' HUDs and a layout per
79
+ genre: [references/hud-genres.md](references/hud-genres.md). A splash is optional (same reference).
80
+ 11. **Check it the way a thumb plays it** on the matrix in
81
+ [references/phone-check.md](references/phone-check.md) (both orientations, touch on): it drew
82
+ (an all-black frame was once marked ok), the named controls respond, nothing sits under the
83
+ notch or home bar, the frame rate held; `funtools phone` shows it in real iOS Safari.
84
+
85
+ ## Worked example
86
+
87
+ A portrait block puzzle, fixing a phone report:
88
+ 1. `screenshot` at 375x667: the score chip sits under the status bar; the title reads `BLOC` with
89
+ an orphaned `K` on the next line.
90
+ 2. The chip gets `top: max(16px, env(safe-area-inset-top))`; the viewport meta already has
91
+ `viewport-fit=cover`.
92
+ 3. The title gets `white-space: nowrap` and `font-size: clamp(22px, 11vmin, 56px)`; its rendered
93
+ bounds stay inside its card at both extremes.
94
+ 4. Contrast: cream `#F4E9D8` on mustard `#D9A21B` computes 1.9:1. Keeping the mustard's hue and
95
+ saturation and lowering the lightness to 16% gives `#493609`, 5.0:1.
96
+ 5. Rotate is a tap on the piece, not a button; `probe` lists `KeyF` (fullscreen) as unreachable,
97
+ kept on purpose (no fullscreen on iPhone) and named in the hand-back.
98
+
99
+ ## Common mistakes
100
+
101
+ - A rotate card over a blank screen, or none on a landscape game.
102
+ - Trusting `safeArea.insets()` without the `--sai-*` bridge: zeros, and the HUD hugs the edge.
103
+ - A toast per repeat: ×n badges heap over play (one game's `look --hud` found eight at once).
104
+ - A tip banner over the board: a ghost finger that swipes once and fades at the first move teaches
105
+ by play.
106
+ - A layer faded to opacity 0 but left in the tree: it still covers the play and still animates
107
+ (one game's HUD read 41% until faded layers went `visibility: hidden`).
@@ -0,0 +1,123 @@
1
+ # Contrast by arithmetic
2
+
3
+ Vision reviewers pass unreadable text: cream on mustard went through three of them. A ratio does
4
+ not. Compute it for every pair the game draws and put the numbers in a self-test, so a palette
5
+ change that breaks legibility fails verify instead of shipping.
6
+
7
+ ## Worked out for you
8
+
9
+ `npx @funpixel/tools look set` and `look report` do this arithmetic for the starters' pairs (ink on
10
+ the page, plate ink on the plate, the accent on a plate, the primary button's label, icons) at every
11
+ change of `src/look.json`, and propose the ink that passes: the failing colour's lightness walked
12
+ away from its ground, hue kept. `check` repeats it. The pairs below are the ones a game adds.
13
+
14
+ ## The pairs to check
15
+
16
+ Only pairs that appear on screen, each as foreground on the background it actually sits on:
17
+ - body and HUD text on its panel or on the scene behind it;
18
+ - labels on primary and secondary buttons;
19
+ - danger or warning colours used as text (a red "Low fuel" on dark blue);
20
+ - icons and control edges against what surrounds them;
21
+ - text over a painted or photographic background: sample the lightest and darkest area under the
22
+ text, and check both.
23
+
24
+ ## The thresholds (WCAG 2 AA)
25
+
26
+ | What | Minimum |
27
+ |---|---|
28
+ | Body text, HUD numbers, labels | 4.5:1 |
29
+ | Large text: 24 px and up, or 18.7 px and up in bold | 3:1 |
30
+ | Icons, control boundaries, focus rings | 3:1 |
31
+
32
+ ## The formula
33
+
34
+ Relative luminance of an sRGB colour, channels in 0 to 1:
35
+
36
+ ```ts
37
+ const lin = (c: number) => (c <= 0.04045 ? c / 12.92 : ((c + 0.055) / 1.055) ** 2.4);
38
+ function luminance(hex: string): number {
39
+ const n = parseInt(hex.replace('#', ''), 16);
40
+ const [r, g, b] = [(n >> 16) & 255, (n >> 8) & 255, n & 255].map((v) => lin(v / 255));
41
+ return 0.2126 * r + 0.7152 * g + 0.0722 * b;
42
+ }
43
+ function contrast(a: string, b: string): number {
44
+ const [hi, lo] = [luminance(a), luminance(b)].sort((x, y) => y - x);
45
+ return (hi + 0.05) / (lo + 0.05);
46
+ }
47
+ ```
48
+
49
+ Worked numbers: cream `#F4E9D8` on mustard `#D9A21B` is 1.9:1; white on the same mustard is only
50
+ 2.3:1, which is why "just use white" is not the fix.
51
+
52
+ ## Deriving an ink that keeps the hue
53
+
54
+ A failing text colour is replaced by one of the same hue and saturation, moved in lightness until
55
+ it passes. That keeps the palette's character, where a swap to white or black flattens it.
56
+
57
+ ```ts
58
+ function hexToHsl(hex: string): [number, number, number] {
59
+ const n = parseInt(hex.replace('#', ''), 16);
60
+ const [r, g, b] = [(n >> 16) & 255, (n >> 8) & 255, n & 255].map((v) => v / 255);
61
+ const max = Math.max(r, g, b), min = Math.min(r, g, b), l = (max + min) / 2, d = max - min;
62
+ if (d === 0) return [0, 0, l];
63
+ const s = d / (1 - Math.abs(2 * l - 1));
64
+ const h = max === r ? ((g - b) / d) % 6 : max === g ? (b - r) / d + 2 : (r - g) / d + 4;
65
+ return [(h * 60 + 360) % 360, s, l];
66
+ }
67
+ function hslToHex(h: number, s: number, l: number): string {
68
+ const c = (1 - Math.abs(2 * l - 1)) * s, x = c * (1 - Math.abs(((h / 60) % 2) - 1)), m = l - c / 2;
69
+ const [r, g, b] = h < 60 ? [c, x, 0] : h < 120 ? [x, c, 0] : h < 180 ? [0, c, x]
70
+ : h < 240 ? [0, x, c] : h < 300 ? [x, 0, c] : [c, 0, x];
71
+ return '#' + [r, g, b].map((v) => Math.round((v + m) * 255).toString(16).padStart(2, '0')).join('');
72
+ }
73
+ /** The closest same-hue ink to `seed` that reaches `min` on `bg`, darker or lighter. */
74
+ function deriveInk(seed: string, bg: string, min = 4.5): string | null {
75
+ const [h, s, l0] = hexToHsl(seed);
76
+ for (let step = 0; step <= 100; step++) {
77
+ for (const l of [l0 - step / 100, l0 + step / 100]) {
78
+ if (l < 0 || l > 1) continue;
79
+ const ink = hslToHex(h, s, l);
80
+ if (contrast(ink, bg) >= min) return ink;
81
+ }
82
+ }
83
+ return null; // no ink of this hue passes: change the background
84
+ }
85
+ ```
86
+
87
+ For cream text on mustard, `deriveInk('#D9A21B', '#D9A21B')`, seeded with the mustard's own hue,
88
+ returns `#513C0A` at 4.6:1. Taking a little margin (lightness 16%) gives `#493609` at 5.0:1: a deep
89
+ brown that still reads as part of the same palette and survives dimmer screens.
90
+
91
+ ## The self-test
92
+
93
+ Read the colours from the CSS custom properties the game already uses, so the test follows the
94
+ palette instead of a copy of it:
95
+
96
+ ```ts
97
+ const css = getComputedStyle(document.documentElement);
98
+ const v = (name: string) => css.getPropertyValue(name).trim();
99
+ const PAIRS: [string, string, number][] = [
100
+ ['--ink', '--panel', 4.5],
101
+ ['--on-primary', '--primary', 4.5],
102
+ ['--danger', '--bg', 4.5],
103
+ ['--icon', '--control-bg', 3],
104
+ ];
105
+ window.__FPX_SELFTEST__ = [
106
+ ...(window.__FPX_SELFTEST__ ?? []),
107
+ ...PAIRS.map(([fg, bg, min]) => ({
108
+ name: `contrast ${fg} on ${bg} >= ${min}`,
109
+ run: () => contrast(v(fg), v(bg)) >= min,
110
+ })),
111
+ ];
112
+ ```
113
+
114
+ The properties must hold plain hex values for this to parse; resolve any `var()` chains to hex
115
+ first.
116
+
117
+ ## What contrast does not cover
118
+
119
+ - Text over a moving scene: add a panel, a scrim or an outline, then check the text against that.
120
+ - Colour as the only signal (red means danger): pair it with a shape or a word, since some players
121
+ cannot tell the hues apart.
122
+ - Size: a passing ratio at 9 px is still unreadable on a phone. Text sizes come from `clamp()` with
123
+ a sensible floor (about 12 px for secondary text, more for anything read during play).