@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 +1,118 @@
1
+ ---
2
+ name: funpixel-game-spine
3
+ description: Use when writing or restructuring a game's code (loop, screens, input, resize, camera, Pixi or Three) or changing an existing game, importing from @funpixel/sdk (signatures, or a type error naming an SDK symbol), or going multiplayer (co-op, versus, rooms, invite codes, a friend from their own house). Covers one loop and clock, one input path, change classes, the relay and performance (a low fps on a phone).
4
+ ---
5
+
6
+ # The game's spine
7
+
8
+ Great feel sits on a spine nobody notices: one clock, one input path, one screen state, so a
9
+ changed jump number is felt the same minute on a phone and a desktop. What a weak spine does
10
+ quietly: a game 60 times too fast, a control dead on phones, mirrored steering, a performance fix
11
+ that deletes the art.
12
+
13
+ ## Tools
14
+
15
+ - `build` and `preview` build on the platform; `screenshot` shows a screen at a chosen viewport.
16
+ - Multiplayer: `publish_game` puts it where the relay is; locally `npx @funpixel/tools dev --relay`
17
+ and `verify --players 2`.
18
+ - Local: `npx @funpixel/tools dev`, `doctor` (the platform's static rules, no browser), `verify`.
19
+
20
+ ## Layout
21
+
22
+ ```
23
+ index.html viewport meta with viewport-fit=cover; one #app element
24
+ src/main.tsx Preact: screens, HUD, menus (automatic JSX: a manual `import { h }` breaks the build)
25
+ src/game.ts startGame(): the renderer, the one loop, the __FPX_* hooks
26
+ src/sim/ the rules, with no engine or DOM imports (skill funpixel-game-logic)
27
+ src/input.ts one function per player action; keys, touch and checks call it
28
+ public/assets/ generated and optimized assets, referenced as /assets/<name>
29
+ funpixel.json metadata and checks
30
+ ```
31
+ The platform builds with its own
32
+ `tsconfig.json` and `vite.config.ts`, so edits to them and Vite plugins never reach its build; it
33
+ bundles ESM packages, and a CDN script is a runtime fetch the build cannot see.
34
+
35
+ ## What holds a game together
36
+
37
+ 1. **One loop, one clock.** Everything advances from one `update(dt)` with dt in seconds, clamped:
38
+ `dt = Math.min(dt, 0.1)`. A backgrounded tab or a slow first load hands you one enormous frame.
39
+ Physics that must feel identical everywhere (jumps, projectiles) runs at a fixed step through an
40
+ accumulator. Pause on `visibilitychange`, and on `blur` clear held keys and pointers, because
41
+ their release events never arrive. Stepping this loop by hand replays a recorded run frame by
42
+ frame ([references/replay.md](references/replay.md)).
43
+ 2. **One input path.** Each action is one function. The key handler, the on-screen button (marked
44
+ `data-fpx-touch="<Key>"`) and `__FPX_VERBS__` all call it, so a passing check means the real
45
+ control works. Use `addEventListener`; assigning `onpointerdown` twice silently kills the first
46
+ control. Read taps on `pointerdown` and act the same frame.
47
+ 3. **One screen state.** A single `screen` value (`title`, `playing`, `paused`, `gameover`, …)
48
+ drives both the Preact screens and the loop, and `__FPX_STATE__()` returns it (optional feel
49
+ fields such as `hero`, `threats`, `dead`: skill `funpixel-game-feel`, `references/measure.md`). Each
50
+ `__FPX_VIEWS__` entry's `enter()` calls the same setter. Mark the title's start control
51
+ `data-fpx-start` (skill `funpixel-verify`).
52
+ 4. **Resize once, through the SDK.** `setupGameResize((w, h) => …)` after the renderer exists:
53
+ inside Funpixel the size can arrive as a Studio message, which `resizeTo: window` and a `resize`
54
+ listener miss, and two resizers fight. Size the canvas by CSS (`width: 100%`), not by
55
+ inline pixels, so fullscreen and the visual viewport cannot leave a dead band.
56
+ 5. **The camera is the last place a control can flip.** Pressing right should move the subject
57
+ right on screen. A failing sign lives in the camera basis or the input mapping; negating a state
58
+ field fixes the picture and breaks the rules and checks that read it. Recipes: [references/camera.md](references/camera.md).
59
+ 6. **Engine contracts.** Pixi and Three each have traps that build and fail silently:
60
+ [references/pixi.md](references/pixi.md), [references/three.md](references/three.md).
61
+ 7. **Keep the look, cut the cost**.
62
+ Pool what spawns, atlas sprites, instance repeats, cap the pixel ratio (2 in 2D, 1.5 in 3D):
63
+ each keeps what a frame shows. Judge a change on the same named scene and seed, before and after:
64
+ draw calls, triangles and texture memory (`npx @funpixel/tools scene --view <name>`), frame
65
+ p50/p95, the load size, and a capture. Headless frame times are not a phone. If only a visible cut
66
+ would help, report the number and let the creator choose
67
+ ([references/performance.md](references/performance.md)).
68
+
69
+ ## The SDK and multiplayer
70
+
71
+ No model was trained on `@funpixel/sdk`, so a guessed name costs a build, and a guess that
72
+ type-checks can do nothing at runtime: look it up in [references/sdk.md](references/sdk.md) or
73
+ `node_modules/@funpixel/sdk/dist/*.d.ts`, never cast it. Pin it exactly (`"0.7.0"`). The six worth
74
+ using: `setupGameResize` from `@funpixel/sdk` (the only root export), `AudioEngine` from
75
+ `@funpixel/sdk/audio`, `SaveManager` from `@funpixel/sdk/save`, `initLiveParams` from
76
+ `@funpixel/sdk/liveParams`, `safeArea` from `@funpixel/sdk/device`, and `Room`, `getGameKey`,
77
+ `RoomError` from `@funpixel/sdk/multiplayer`. The relay is a forwarder: the first player is the
78
+ host and owns what accumulates (`provideState`), every send echoes to its sender, the roster
79
+ includes you, and a solo branch is what verify sees
80
+ ([references/multiplayer.md](references/multiplayer.md)).
81
+
82
+ ## Changing an existing game
83
+
84
+ Naming the class of a change before touching code keeps it the size the person asked for (change
85
+ classes from Claude Code Game Studios):
86
+
87
+ | Class | Example | Do |
88
+ |---|---|---|
89
+ | Tuning | "jump higher" | Change one number; quote old and new; re-verify |
90
+ | Tweak | "coins should magnetise" | Quote the old rule, state the new one, change one system |
91
+ | Addition | "add a dash" | One new verb: its input, state field, check; backlog anything else |
92
+ | New system | "add a shop" | Treat as a new slice: note, check, verify (skill `funpixel-gdd`) |
93
+ | Refactor | "split `game.ts`" | Nothing a player sees changes: same views, run and tests before and after ([references/replay.md](references/replay.md)) |
94
+
95
+ A request that crosses systems is two requests. Verify after each; green on the requested change
96
+ is a natural place to hand back.
97
+
98
+ ## Worked example
99
+
100
+ "The ship should drift after I let go." Class: tweak. Old rule: velocity is zero when no key is
101
+ held; new rule: it decays by `exp(-3 * dt)`. One line in `src/sim/ship.ts`'s `step(dt)`; input,
102
+ rendering and hooks unchanged. New check: `{ "mechanic": "ship drifts after release", "verb":
103
+ "thrust", "field": "vx", "expect": "changed", "trace": 30 }`. Verify exits 0: stop, and hand back
104
+ "the ship now drifts for about a second after you let go".
105
+
106
+ ## Common mistakes
107
+
108
+ - Pixi `ticker.deltaTime` used as seconds: it is frames, so the game runs about 60 times too fast
109
+ or slow.
110
+ - A second `requestAnimationFrame` loop for a menu or a network pause: two clocks, doubled speed.
111
+ - Touch buttons that call different code from the keys: the check passes, the phone fails.
112
+ - A camera shake written into the followed position: the follow logic and the checks read a moving
113
+ target. Shake a render offset.
114
+ - Deleting shaders or post-processing because a headless run was slow.
115
+ - Growing `game.ts` into the whole game, or `as any` over an SDK name error.
116
+
117
+ Where this comes from: change classes adapted from Claude Code Game Studios (MIT;
118
+ `THIRD_PARTY_NOTICES.md`); the rest is ours.
@@ -0,0 +1,94 @@
1
+ # The camera
2
+
3
+ The camera is the game's cinematographer: it decides what the player sees coming, how fast the
4
+ world feels and where the drama lands. Choose it for the feeling you want, then make it steady.
5
+
6
+ ## What great cameras do
7
+
8
+ - **Celeste** keeps most of its screens still: one room, framed whole, so every hazard is visible
9
+ before the first jump. A still camera says "this is a puzzle you can read".
10
+ - **Hollow Knight** and most metroidvanias follow loosely, leading in the direction of travel and
11
+ holding still inside a dead zone, so small steps do not rock the world.
12
+ - **Hades** uses one fixed isometric angle and composes every room for it; the camera never asks
13
+ the player to manage it.
14
+ - **Mario Kart** sits low behind the kart and keeps it near the bottom of the frame, so the road
15
+ ahead fills the screen and the track rushes at you.
16
+ - **Monument Valley** uses an orthographic view on purpose: without perspective, its impossible
17
+ geometry can connect.
18
+ - **Vlambeer's shooters** (Nuclear Throne) are known for a camera that leans toward the aim and
19
+ shakes on heavy shots, with a player setting for how much, so the action feels loud without losing
20
+ the player.
21
+
22
+ Questions worth answering in the GDD: how far ahead the player needs to see, whether the camera
23
+ moves at all, where it goes at the big moment (a push in, a hold, a slow-down), and what it does on
24
+ a phone held upright.
25
+
26
+ ## 2D follow with a dead zone and look-ahead
27
+
28
+ The player roams a box in the middle of the screen; the camera moves only when they leave it, aims
29
+ a little ahead of their motion, and eases with a time constant so it feels the same at any frame rate.
30
+
31
+ ```ts
32
+ type Cam = { x: number; y: number };
33
+ const cam: Cam = { x: 0, y: 0 };
34
+ const box = { halfW: 0.12, halfH: 0.15 }; // fractions of the screen
35
+ const LEAD = 80; // px ahead of the motion
36
+ const EASE = 8; // higher follows tighter
37
+
38
+ const clamp = (v: number, lo: number, hi: number) => Math.min(hi, Math.max(lo, v));
39
+ function outside(delta: number, half: number) {
40
+ return Math.abs(delta) <= half ? 0 : delta - Math.sign(delta) * half;
41
+ }
42
+
43
+ export function followCamera(dt: number, hero: { x: number; y: number; vx: number }, w: number, h: number) {
44
+ const aimX = hero.x + LEAD * Math.sign(hero.vx);
45
+ const pull = 1 - Math.exp(-EASE * dt);
46
+ cam.x += outside(aimX - cam.x, box.halfW * w) * pull;
47
+ cam.y += outside(hero.y - cam.y, box.halfH * h) * pull;
48
+ cam.x = clamp(cam.x, level.left + w / 2, level.right - w / 2); // never show past the level
49
+ world.position.set(Math.round(w / 2 - cam.x), Math.round(h / 2 - cam.y)); // whole pixels, no shimmer
50
+ }
51
+ ```
52
+
53
+ ## 3D chase
54
+
55
+ An offset behind and above the target, turned with it, eased the same way. The offset's sign
56
+ depends on which way your model faces.
57
+
58
+ ```ts
59
+ const OFFSET = new THREE.Vector3(0, 2.2, 6); // behind a model whose nose points along -Z
60
+ const LOOK = new THREE.Vector3(0, 1, 0);
61
+ const want = new THREE.Vector3();
62
+
63
+ export function chaseCamera(dt: number, target: THREE.Object3D) {
64
+ want.copy(OFFSET).applyQuaternion(target.quaternion).add(target.position);
65
+ camera.position.lerp(want, 1 - Math.exp(-5 * dt));
66
+ camera.lookAt(want.copy(target.position).add(LOOK));
67
+ }
68
+ ```
69
+
70
+ Speed feel is a camera job too: widen `camera.fov` a few degrees with speed (call
71
+ `updateProjectionMatrix()` after) and pull the offset back slightly.
72
+
73
+ ## Shake that stays readable
74
+
75
+ Keep a `trauma` value from 0 to 1: add to it on impact, let it fall by about 1.5 a second, and
76
+ offset the drawn camera by `trauma² × max × noise(time)`. Squaring keeps small hits subtle and big
77
+ ones loud. A cap near 12 px in 2D (about 0.3 units in 3D) keeps the player readable. The HUD does
78
+ not shake, and flashes belong to the thing that was hit, not the whole frame.
79
+
80
+ ## Tap to world
81
+
82
+ 2D: `worldPoint = (tap - world.position) / world.scale`. 3D: `raycaster.setFromCamera(ndc, camera)`
83
+ with `ndc.x = (x / width) * 2 - 1` and `ndc.y = -(y / height) * 2 + 1`, in CSS pixels rather than the
84
+ canvas's backing-store pixels.
85
+
86
+ ## Checks that keep a camera honest
87
+
88
+ - **The sign.** Pressing right moves the subject right on screen; jump moves it up (screen y grows
89
+ downward). A chase offset on the wrong side of the model mirrors X, and a racer ships with inverted
90
+ steering. After any camera change, press the real key once and read the projected position; verify
91
+ does this through the live camera. A quick basis test: nudge the target's x by 1 and it should move
92
+ right on screen. Fix the offset, the model's facing or the input mapping, never a state field.
93
+ - **Shake on the draw, not the follow.** Add shake where the camera draws, never to the position it
94
+ follows, so the follow logic and the checks read a steady camera.
@@ -0,0 +1,101 @@
1
+ # Multiplayer on the Funpixel relay
2
+
3
+ The best multiplayer moments are other people: a friend's cursor on a shared canvas, a rival
4
+ passing on the last lap, a room code shouted across a sofa. The relay is a forwarder with no state
5
+ or authority; the first player in a room is the host and owns the world (`Room`, from
6
+ `@funpixel/sdk/multiplayer`). Silent failures: a frozen twin of your avatar, a host nobody can hit,
7
+ a late joiner in an empty world, a "private" room strangers enter. The connection is platform fact;
8
+ the rest is what our multiplayer games learned (research 08).
9
+
10
+ ## Tools
11
+
12
+ - `build`, `preview` and `publish_game` put the game where the relay is reachable; `probe` checks
13
+ its solo branch the same way as any game.
14
+ - Local: `npx @funpixel/tools dev --relay` runs the game with a local relay; two tabs of
15
+ `/__funpixel/play` meet in the game's dev room, and `--bots 3` seats three headless players
16
+ (pressing your `__FPX_VERBS__`). `npx @funpixel/tools verify --players 2` checks it headless:
17
+ both join, the guest sees the host act, a late joiner gets the state, the room survives the host
18
+ leaving. Both need the `funpixel-relay` binary and a Redis.
19
+
20
+ ## The connection
21
+
22
+ 1. `import { Room, getGameKey, RoomError } from '@funpixel/sdk/multiplayer'`. The relay admits only
23
+ a one-use ticket the platform posts into the game's frame, which the SDK asks for, and it speaks
24
+ JSON in text frames; a raw WebSocket, WebRTC or a token of your own is refused (a security fact:
25
+ tickets are how the relay knows who may enter a room).
26
+ 2. `Room.autoJoin(getGameKey(), { game: '<slug>', maxPlayers })` joins; the relay refuses
27
+ `Room.connect` for games. A `try/catch` around it keeps Play alive: `e.code === 'ROOM_FULL'` is
28
+ worth saying; anything else can start the solo game with a toast. An unhandled rejection
29
+ leaves a dead Play button.
30
+ 3. `maxPlayers` comes from the design (2 duel, 4 co-op, 8 arena, at most 16). The first join fixes
31
+ a room's capacity for as long as the room lives, so changing the number later affects new rooms
32
+ only. Full rooms spill into overflow rooms, which splits the crowd.
33
+
34
+ It connects inside a Funpixel host (the Studio preview, the published player) or on `localhost`
35
+ under `funtools dev --relay`; anywhere else there is no ticket. The platform's checker has no relay
36
+ either, so a solo branch is what verify and the reviewers see: without one, a game is judged on
37
+ its failure screen.
38
+
39
+ ## What our multiplayer games learned
40
+
41
+ 4. **Host owns what accumulates.** Boards, scores, placed blocks: the host registers
42
+ `room.provideState(() => world)` and every client applies `room.onState(s => …)`. `sync` sends
43
+ only changes made after a player joined, so without a snapshot a late joiner starts blank.
44
+ 5. **Your own echo, one way.** `room.send` and `room.sendBuffered` are delivered to everyone in the room,
45
+ the sender included, with `peerId === room.playerId`. Pick one: apply your own action at once and
46
+ skip your own echo, or apply it only when the echo arrives. Both double-applies it; neither made
47
+ Rush Arena's host immortal, because hits addressed to itself were never applied (research 08).
48
+ `room.sync` does not echo. An event aimed at a player (a hit), keyed by the target's id, is applied
49
+ wherever that state lives, the host's own included.
50
+ 6. **The roster includes you.** `room.players` lists every player, you among them. When spawning
51
+ peers already in the room, skip `room.playerId`, or a frozen twin of your avatar stands at the
52
+ spawn and counts as alive.
53
+ 7. **Rate (a relay fact).** 60 messages a second per player; the rest are dropped. Per-frame data
54
+ fits `room.sync(key, getter)` (sampled at 20 Hz, change only) or `sendBuffered`; `send` suits
55
+ discrete events. A send from `pointermove` or the render loop runs into the cap within a second.
56
+ 8. **Payloads are plain objects** (the wire is JSON). A number arrives as `{ value }`, an array as
57
+ index-keyed fields. Names starting with `_` are the SDK's.
58
+ 9. **Smooth remote values.** They arrive at 20 Hz and render at 60: store a target and ease toward
59
+ it in `update(dt)`, `x += (tx - x) * (1 - Math.exp(-rate * dt))`.
60
+ 10. **Reconnects and host migration.** The SDK reconnects by itself (up to four tries) and replaces
61
+ the roster without join or leave events; a new host re-registers `provideState` from its local
62
+ mirror. The handlers, `SUPERSEDED` and the Rejoin button are in
63
+ [room-api.md](room-api.md#reconnects-and-host-migration).
64
+
65
+ The full API surface and five worked patterns are in [room-api.md](room-api.md)
66
+ and [patterns.md](patterns.md). Room modes (a lobby, invite codes, or drop-in
67
+ with no rooms at all) are in [room-modes.md](room-modes.md).
68
+
69
+ ## Testing it
70
+
71
+ - Solo branch: `funtools verify` as usual; `__FPX_VIEWS__.playing` lets it reach play.
72
+ - Two players: `funtools verify --players 2` locally (the host acts through `__FPX_VERBS__`, and
73
+ what the guest sees is read from `__FPX_STATE__`). On the platform, build (`build` then
74
+ `preview`, or publish a draft) and join from two accounts or devices: two tabs of one account
75
+ replace each other (`SUPERSEDED`).
76
+ - A ticket mint or relay stub of your own maps the platform's auth into the game, so it stays out
77
+ of what ships (our games' mint servers had to be kept out by hand, research 08).
78
+ `funtools dev --relay` is the local one, and it mints only dev tickets, for this machine.
79
+
80
+ ## Worked example
81
+
82
+ A two-player tank duel:
83
+ 1. Title button "Roll out" calls `Room.autoJoin(getGameKey(), { game: 'tank-duel', maxPlayers: 2 })`;
84
+ the catch starts a bot duel with the toast "Playing offline".
85
+ 2. Each tank syncs its own `{ x, y, angle }` with `room.sync('tank', …)`; peers ease toward it.
86
+ 3. Firing: the shooter draws its shell at once and sends `fire`; the handler returns early when
87
+ `peerId === room.playerId`.
88
+ 4. Hits: the host resolves them and sends `hit` with `{ target, hp }`. Every client, the host
89
+ included, applies it from the echo, so the host's own tank can be hit.
90
+ 5. `provideState` returns both tanks' `hp` and the round; a player who reconnects mid-round gets it.
91
+ 6. Verify passes on the offline bot duel; two accounts on the published draft confirm the duel.
92
+
93
+ ## Common mistakes
94
+
95
+ - Spawning a peer for every roster entry, yourself included: a frozen twin.
96
+ - Skipping every own echo, including events that change your own state: an immortal host.
97
+ - Promising a private room. Invite codes bring a friend into this game's rooms; they do not keep
98
+ strangers out.
99
+ - A lobby whose offline branch is a dead card: verify and every reviewer see only that card.
100
+ - Assigning remote positions directly: visible stepping at 20 Hz.
101
+ - Reading `maxPlayers` changes as a fix for crowded rooms: existing rooms keep their capacity.
@@ -0,0 +1,103 @@
1
+ # Five patterns
2
+
3
+ Each is complete against the API in [room-api.md](room-api.md), with the audit fixes applied: the
4
+ roster includes you, `send` echoes, reconnects replace the roster silently, and a promoted host
5
+ re-registers everything the old host owned.
6
+
7
+ ## Shared canvas (state that accumulates)
8
+
9
+ ```ts
10
+ let strokes: { x: number; y: number; by: string }[] = [];
11
+ const room = await Room.autoJoin(getGameKey(), { game: 'paint', maxPlayers: 8 });
12
+
13
+ onPointerMove((pt) => {
14
+ const s = { ...pt, by: room.playerId };
15
+ strokes.push(s); draw(s); // own input applied at once…
16
+ room.sendBuffered('stroke', s);
17
+ });
18
+ room.on('stroke', (peerId, s) => {
19
+ if (peerId === room.playerId) return; // …so its echo is skipped
20
+ strokes.push(s as typeof strokes[number]); draw(s);
21
+ });
22
+ room.provideState(() => ({ strokes })); // the host answers late joiners
23
+ room.onState((st) => { strokes = (st as { strokes: typeof strokes }).strokes; redrawAll(strokes); });
24
+ ```
25
+
26
+ ## Host-authoritative score
27
+
28
+ ```ts
29
+ let scores: Record<string, number> = {};
30
+ const registerHost = () => {
31
+ room.sync('scores', () => scores); // only the host broadcasts
32
+ room.provideState(() => ({ scores }));
33
+ };
34
+ if (room.isHost) registerHost();
35
+ room.onSync('scores', (_id, v) => { scores = v as typeof scores; renderScores(scores); });
36
+ room.onState((st) => { scores = (st as { scores: typeof scores }).scores; renderScores(scores); });
37
+ room.onHostChange((_id, youAreHost) => { if (youAreHost) registerHost(); }); // re-register after migration
38
+
39
+ function onGoal(scorer: string) {
40
+ if (!room.isHost) return;
41
+ scores[scorer] = (scores[scorer] ?? 0) + 1; // the 20 Hz sync picks it up
42
+ }
43
+ ```
44
+
45
+ ## Hits the host resolves (and can take)
46
+
47
+ ```ts
48
+ room.on('hit', (_peerId, d) => {
49
+ const { target, hp } = d as { target: string; hp: number };
50
+ tanks.get(target)!.hp = hp; // applied from the echo on every client, the host included
51
+ });
52
+ function hostResolvesHit(target: string, damage: number) {
53
+ if (!room.isHost) return;
54
+ const hp = Math.max(0, tanks.get(target)!.hp - damage);
55
+ room.send('hit', { target, hp }); // do not also set hp here: the echo does it
56
+ }
57
+ ```
58
+
59
+ ## Turns
60
+
61
+ ```ts
62
+ let turn: string | null = null;
63
+ room.on('turn', (_id, d) => { turn = (d as { playerId: string }).playerId; renderTurn(turn); });
64
+ room.on('move', (peerId, move) => {
65
+ if (peerId !== room.playerId) applyMove(peerId, move);
66
+ if (room.isHost) advanceTurn(); // the host alone decides who is next
67
+ });
68
+ function submitMove(move: Move) {
69
+ if (turn !== room.playerId) return;
70
+ applyMove(room.playerId, move);
71
+ room.send('move', move);
72
+ }
73
+ function advanceTurn() {
74
+ const ids = [...room.players.keys()]; // includes the host itself
75
+ const next = ids[(ids.indexOf(turn ?? ids[0]) + 1) % ids.length];
76
+ room.send('turn', { playerId: next });
77
+ }
78
+ ```
79
+
80
+ ## Reconnect and presence
81
+
82
+ ```ts
83
+ const peers = new Map<string, Peer>();
84
+ const reconcile = () => {
85
+ for (const id of [...peers.keys()]) if (!room.players.has(id)) { peers.get(id)!.destroy(); peers.delete(id); }
86
+ for (const p of room.players.values()) if (p.id !== room.playerId && !peers.has(p.id)) peers.set(p.id, spawnPeer(p));
87
+ };
88
+ reconcile(); // peers already in the room, never yourself
89
+ room.onPlayerJoin((p) => { if (p.id !== room.playerId && !peers.has(p.id)) peers.set(p.id, spawnPeer(p)); });
90
+ room.onPlayerLeave(({ id }) => { peers.get(id)?.destroy(); peers.delete(id); });
91
+
92
+ let paused = false; // read inside the game's own update(dt); no second loop
93
+ room.onDisconnect(() => { paused = true; showBadge('Reconnecting…'); });
94
+ room.onReconnect(() => { paused = false; hideBadge(); reconcile(); }); // the roster was replaced silently
95
+ room.onReconnectFailed(() => showConnectionLost());
96
+ room.onError((code) => { if (code === 'SUPERSEDED') { room.leave(); showRejoin(); } });
97
+ ```
98
+
99
+ ## Testing in the dev room
100
+
101
+ Under `npx @funpixel/tools dev --relay` a full reload waits while two or more pages are in the room
102
+ (two tabs, or you and the bots), so saving a file never ends the match you are testing; it goes out as
103
+ soon as the room empties, or after ten minutes. `--no-hold` sends every reload at once.
@@ -0,0 +1,96 @@
1
+ # Load time and frame time, without touching the look
2
+
3
+ A game that takes twenty seconds to start, or freezes for one, loses players before the first
4
+ minute. Most of that time is work done at the wrong moment or drawn for nobody: a whole game
5
+ decoded before the title, a model drawn while off screen. Fixing it rarely needs a smaller
6
+ texture or a simpler model.
7
+
8
+ ## The rule: change when and how things load and draw, never what is seen
9
+
10
+ - Speed is never bought with smaller textures, simpler models or a lower resolution. When only a
11
+ visible cut would help, keep the look, report the number and let the owner choose (rule 7).
12
+ - Each change is proved on the same named views before and after: the frame cost per scene, and
13
+ a still of each view. The stills match.
14
+ - Fewer triangles come from not drawing what is hidden, never from drawing less of what shows.
15
+ - Anything streamed in later is ready before the player reaches it; when it is not, the game says
16
+ so (a short wait card, never a pop-in).
17
+ - A compressed texture format (KTX2) is checked side by side with its source, and the source
18
+ format stays wherever the compressed one looks worse.
19
+ - New content may choose its own cheap behaviour (an obstacle that rises out of the road as the
20
+ player nears it): nothing that already existed changed.
21
+
22
+ ## Measure like a phone
23
+
24
+ - A landscape phone: 844x390 at a pixel ratio of 3, the CPU slowed 4x, a Fast 4G network (9 Mbps,
25
+ 60 ms). `npx @funpixel/tools profile --throttle 4 --viewport phone` gives the frame;
26
+ `npx @funpixel/tools phone` runs the game in Mobile Safari on a simulator.
27
+ - For loading: the time to Play, the bytes fetched before it, every long task, and a CPU profile of
28
+ the load.
29
+ - Builds are compared alternately (A, B, A, B), never one run each: a throttled machine varies more
30
+ than most fixes save. Other work on the machine skews every number; say what else was running.
31
+ - A profile of a view that moves is not a benchmark: what reaches the screen during the sample
32
+ changes the count. Pin the camera, or say what was on screen.
33
+ - A headless browser's frame time comes from a software renderer, and a desktop GPU hides fill
34
+ cost: there, read draw calls, triangles and the CPU stages, not milliseconds.
35
+
36
+ ## Find where the frame goes, before changing anything
37
+
38
+ 1. **Budget the frame by stage.** Mark the end of each stage (simulation, world, animation,
39
+ culling, render submit), keep a running average and the worst case, and read them as
40
+ `window.__FPX_PROF__()` and on screen behind a `#prof` switch. When the game's logic is a small
41
+ share and the renderer's CPU side the rest, the work is in draw calls, state changes and
42
+ hitches, not in the logic. A worst case far above the average during play is often a shader
43
+ compiling.
44
+ 2. **Break the scene down by named group:** triangles and draw calls per group, skinned and
45
+ instanced marked. Totals say how much; groups say where.
46
+ 3. **Fix the biggest thing, capture the same view before and after, profile again,** and repeat.
47
+ The before and after numbers of each step keep the work honest.
48
+
49
+ A rewrite into an entity system pays only with thousands of like objects stepped every frame; a
50
+ handful of characters and some dozens of props spend about a millisecond in simulation.
51
+
52
+ ## Load: get to Play sooner, and never freeze
53
+
54
+ - **Decoding and uploading every texture in one task is the freeze.** Decode pictures with
55
+ `createImageBitmap` (off the main thread). Warm up in slices: a few texture uploads and
56
+ `renderer.compileAsync` calls (with `KHR_parallel_shader_compile`) per frame, only for the render
57
+ targets the scene really uses. Mesh merges, lightmaps and environment maps run as sliced async
58
+ steps too.
59
+ - **The first minute is all that loads before Play.** The rest streams behind play: a dynamic-import
60
+ chunk per level, and a low fetch priority for audio and models needed later.
61
+ - **GLBs ship as binary;** base64 inside JSON is a third bigger and slow to parse. When the host
62
+ does not compress them, gzip them under a `.glbz` extension and read them through
63
+ `DecompressionStream`; a `.gz` extension gets mangled by some static servers.
64
+ - **GPU memory a level left is freed** (`dispose()` its textures and geometry). Meshopt compression
65
+ and quantization stay on; KTX2 is the next step, checked as above.
66
+
67
+ ## Frame: draw less of what nobody sees
68
+
69
+ - **Rigged meshes need their own culling.** A skinned mesh's bounds are its rest pose, so the usual
70
+ fix is `frustumCulled = false`, and then it is drawn everywhere, in the main pass and the shadow
71
+ pass. Give each a root bounding sphere large enough to cover its shadow and cull by that. Audit
72
+ every `frustumCulled = false`.
73
+ - **The shadow pass is not culled by the main camera.** What is behind the player still costs a
74
+ draw there.
75
+ - **Inverted-hull outlines thinner than about half a device pixel are dropped.** At that size nobody
76
+ sees them, and each is a second draw of the mesh.
77
+ - **Particles draw as one instanced billboard batch on one sheet,** sorted far to near, not one
78
+ sprite per particle.
79
+ - **Small repeated parts keep one material.** A part with three material groups is three draw
80
+ calls, three more in the shadow pass, times every copy; remap its UVs so one material serves.
81
+ - **A material made inside a placement loop is a material per object.** Share it.
82
+ - **Instancing draws every instance, always,** when the batch is not culled. For things spread
83
+ across the level, single culled meshes beat one batch; for things usually on screen together,
84
+ the batch wins. Measure which.
85
+ - A fix that would show at all (dropping small shadows) is the owner's to decide.
86
+
87
+ ## Worked examples
88
+
89
+ - The per-stage frame budget: one racer's `src/game/prof.ts`, with its marks in
90
+ `src/game/loop.ts` (private repository; copy the approach). It reads as `window.__FPX_PROF__()`
91
+ and on screen behind `#prof`.
92
+ - Measuring a load: one game's repository (private; copy the approach, not a dependency) keeps
93
+ the measuring scripts in `game/tools/perf/`: `phone-load.mjs` (the throttled load: time to Play,
94
+ bytes before it, long tasks and 20 s of play, as one JSON line), `phone-ab.sh` (builds
95
+ alternated), `phone-profile.mjs` (a CPU profile of the load) and `gpu-mem.mjs` with `gputrack.js`
96
+ (the biggest GPU textures per room). They take playwright-core from the game's own `node_modules`.
@@ -0,0 +1,26 @@
1
+ # Pixi 8 contracts
2
+
3
+ Each of these builds cleanly and breaks the game or the checks when missed.
4
+
5
+ - `import * as PIXI from 'pixi.js'`. Never a window global or a CDN script.
6
+ - Initialisation is async: `const app = new PIXI.Application(); await app.init({ … })`, then mount
7
+ `app.canvas`. Set `window.__PIXI_APP__ = app` after `init`, so verify and the inspector can find
8
+ the stage.
9
+ - Every display object gets a `.label` (lowercase with underscores). Pixi's lookups read `.label`,
10
+ not `.name`, and an unlabelled player cannot be found by a check's `subject`.
11
+ - dt in seconds: `app.ticker.add((t) => game.update(Math.min(t.deltaMS / 1000, 0.1)))`.
12
+ `ticker.deltaTime` is a frame ratio, and `dt * (1000 / 60)` is the same mistake.
13
+ - Resize with `setupGameResize((w, h) => { app.renderer.resize(w, h); layout(w, h); })`, not
14
+ `resizeTo: window`.
15
+ - `FillGradient` takes the options form `{ type, start, end, colorStops }` in local 0 to 1 space;
16
+ the positional constructor renders a flat slab in 8.5 and later.
17
+ - Remove a child with `container.removeChild(sprite)`. A `Container` has no `.contains()`; that is
18
+ a DOM method and throws.
19
+ - Many similar sprites: one `ParticleContainer` or one atlas-backed batch per family. Three or more
20
+ sprites in a scene means pack an atlas before writing the loading code, because the atlas
21
+ changes how you load (skill `funpixel-art`).
22
+ - Move the world container for the camera, never the player; the HUD lives in a sibling container
23
+ or in the DOM so it never moves.
24
+ - Round the world container's position to whole pixels for pixel art, or it shimmers.
25
+ - Animate scale by multiplying a stored `baseScale`, never by assigning `scale` directly: two
26
+ overlapping "pop" tweens otherwise leave a sprite permanently enlarged.
@@ -0,0 +1,102 @@
1
+ # Replaying a run, and proving a split
2
+
3
+ Two options for a game whose rules already step from input (skill `funpixel-game-logic`: seeded,
4
+ engine-free, a fixed step): keep a run as data and play it back frame by frame, and prove a
5
+ refactor changed nothing a player sees. Both are lessons from one game (a third-person
6
+ 3D horror chapter in three.js, September 2026, hand-iterated over many agent sessions), gathered by
7
+ its lane. No first-try action game has tested them yet; read them as options with the
8
+ reasons they earned, not as a procedure.
9
+
10
+ ## What the kit already does
11
+
12
+ Point at these before building anything:
13
+
14
+ - `npx @funpixel/tools journey` keeps a player's path through the real controls as a script,
15
+ replays it on one seed, holds the clock at each mark and sets the run beside the last one (skill
16
+ `funpixel-verify`, `references/journeys.md`). `feel --journey` traces every frame of it.
17
+ - The scaffold's `replayTo(game, policy, seed, seconds)` (`src/probe-kit.ts`, the kit `sim` runs)
18
+ plays a bot's run of the rules to a second, which is how a moment view reaches a payoff the game
19
+ really reaches (skill `funpixel-game-logic`, `references/probes.md`).
20
+ - `capture --all`, then `compare --baseline` before a change and `compare` after, sets each view's
21
+ before beside its after and says how much of it changed.
22
+ - `profile --compare` reads a run against the last run made the same way.
23
+
24
+ What they do not do: stop a long 3D run on one exact frame, every time, and step it a frame at a
25
+ time. That part is the game's own hook, below.
26
+
27
+ ## A run as data: recorded intents
28
+
29
+ If the sim advances one fixed step per intent (what the hands asked for this step: move, aim,
30
+ dodge), a run is the list of intents plus the seed and any setting that changes the sim. Replaying
31
+ it means feeding that list instead of live input.
32
+
33
+ - **That game's shape.** Its chapter bots produce intents; a small script wrote a bot run's intents
34
+ to JSON, and the game read them from a window global in place of the controls, through the real
35
+ renderer, camera and sound. One test made the replay trustworthy:
36
+ `same_seed_same_inputs_same_events` plays a bot's intents again on a fresh sim with the same seed
37
+ and asserts the same event list and the same final snapshot.
38
+ - **Record everything that changes the sim.** An assist setting (the automatic dodge side) changed
39
+ what a step did; turning it on by default silently broke every recorded replay. The game now
40
+ turns the assist off whenever a replay runs. Store such settings with the recording.
41
+ - **Re-record after a sim change.** A recording holds intents, not positions: a tuned run speed
42
+ moves where she stands when the next intent arrives, and the replay drifts. The symptom the
43
+ game learned to read: a still of her staring at a wall is usually a stale recording.
44
+ - **A recorder in the game.** A key saves a person's run the same way, with its long frames,
45
+ camera jumps and errors marked. The game's note says a human run beats any bot for feel; when it
46
+ was written, no human run had been replayed yet.
47
+
48
+ ## Film mode: the same frame every time
49
+
50
+ A flag stops the page's own clock, and a hook advances the one loop by a fixed step and renders:
51
+
52
+ ```ts
53
+ const w = window as unknown as { __FILM__?: boolean; __TICK__?: (dt: number) => void };
54
+ let filmT = 0, last = performance.now();
55
+ w.__TICK__ = (dt) => { filmT += dt; game.frame(dt, filmT); }; // the same update the loop calls
56
+ function loop(now: number) {
57
+ if (!w.__FILM__) game.frame(Math.min((now - last) / 1000, 0.1), now / 1000);
58
+ last = now; requestAnimationFrame(loop);
59
+ }
60
+ ```
61
+
62
+ Its stills script replayed an intent file, ticked 1/60 s at a time until the sim's clock
63
+ reached each requested second, held the sim for about 20 frames so the camera settled, then shot.
64
+ A still at 36.8 s was the same picture every run, so:
65
+
66
+ - **A moment can be debugged a frame at a time.** Replay to just before it, tick, read
67
+ `__FPX_STATE__` and `funtools inspect --at x,y` on each frame. Its "what is that white
68
+ ball?" was found this way: at one fixed frame, hide one thing at a time (the torch light, the
69
+ enemy, the particles, the beam) until it goes. It was an additive beam seen down its own axis
70
+ (skill `funpixel-art`, `references/frames.md`).
71
+ - **An A/B at a frame only means something if the frame keeps it.** The game's torch and emissive
72
+ materials were re-posed every frame, so turning them off in a debug step did nothing, while the
73
+ albedo, which nothing re-set, could be tested. Turn a thing off where the frame reads it from.
74
+ - **Wall-clock work does not follow the film clock.** CSS transitions and timers ran in real time;
75
+ the script waited about a second before shooting screens that used them.
76
+
77
+ This is the spine's one loop and one clock with a second driver, not a second loop.
78
+
79
+ ## Proving a refactor or a split
80
+
81
+ The game's `sim.ts`, `station.ts` and `game.ts` each grew past 800 to 1,100 lines and were split
82
+ into small modules with typed seams. A split that should change nothing was accepted on four
83
+ agreements, each an option:
84
+
85
+ | Evidence | With the kit |
86
+ |---|---|
87
+ | Golden stills of the same views, pixel-diffed before and after | `capture --all` and `compare --baseline` before; `capture --all` and `compare` after. For a refactor the reading turns over: every view unchanged is the proof, and a changed view is the finding |
88
+ | Identical bot traces | the determinism test above on a recorded run, or `journey replay` on the same seed: the counters at each mark should not move |
89
+ | The tests | `npm test`; a test named after a rule still passing means the rule still holds |
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+ | An unchanged profile | `profile --compare` against the run made the same way before |
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+
92
+ `compare` calls a view unchanged below 0.5% of pixels changed. A view that animates, or reads the
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+ wall clock, can differ between two captures of one build; capture the same build twice first, and
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+ treat a later difference no larger than that as noise (the same idea as `journey replay --repeat 2`).
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+ With film mode the stills can be identical to the pixel, and then any difference is real.
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+
97
+ The case for it, from that game: after the game split, the capture hook reached the game through a
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+ loose cast, the replay cursor and the intro timer had moved, and every capture view silently sat at
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+ t = 0 behind the opening shot. A blind panel scored that round 4.9 ("no enemy in any capture").
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+ Typing the seam (no cast) and logging an error when a view misses its beat fixed it; on real
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+ captures the next panel scored 6.55. Our reading: views compared against their pre-split stills
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+ would have shown every one changed before any critic saw them.