@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 +1,154 @@
1
+ # A world from a kit: scatter, landmarks, the route
2
+
3
+ Working code, checked in a scratch scaffold on pixi.js 8.21 and three 0.170 (captured and profiled
4
+ at 844×390). Take what helps; change the numbers to the place.
5
+
6
+ ## The kit
7
+
8
+ Six to twelve pieces in one style carry a whole area. Ways to get them:
9
+
10
+ | Piece | Tool | Note |
11
+ |---|---|---|
12
+ | 2D props (rock, bush, lamp, crate, fence) | `generate_sprite`, one call per piece with the same style words | a style lock keeps them one family (skill `fp:art`) |
13
+ | A state variant (lamp lit/unlit, bridge broken/mended) | `edit_image` on the accepted sprite | the same drawing changed, so the swap reads as the world changing |
14
+ | Ground and paths | `generate_image` texture or strip (`funtools gen texture`) | seamless tiles under the scatter; the scatter hides the grid |
15
+ | Characters that move | `generate_spritesheet` | idle and walk from one base |
16
+ | 3D props | code-built (below), `generate_3d_model`, or `find_material` type `model` (Poly Haven, CC0) | instance anything placed more than a few times |
17
+ | Sky | `generate_skybox`, or a Poly Haven HDRI via `get_material` | the sky sets the time of day and the palette |
18
+ | A set with a plan | `build_level` (skill `fp:3d`) | interiors, a village square, anything with doors |
19
+
20
+ ## Scatter by rule
21
+
22
+ Seeded dart-throwing with spacing: denser at the edges, sparse in the open, a clear route and a
23
+ ring around each landmark, jittered scale, flip and tint. Engine-free.
24
+
25
+ ```ts
26
+ // Dress a place from a kit: seeded, spaced, denser at the edges, the path kept clear.
27
+ // Engine-free: it returns placements; Pixi or Three draws them.
28
+
29
+ export interface Piece { name: string; radius: number; weight: number; zones?: Zone[] }
30
+ export type Zone = 'edge' | 'field' | 'path-side' | 'landmark';
31
+ export interface Placement { piece: string; x: number; y: number; scale: number; flip: boolean; tint: number; zone: Zone }
32
+ export interface Area {
33
+ w: number; h: number;
34
+ /** The walkable route as points; pieces keep `clear` away from it, `path-side` pieces hug it. */
35
+ path: Array<[number, number]>; clear: number;
36
+ /** Landmarks already placed (a tower, a tree): scatter leaves a ring around each. */
37
+ landmarks: Array<{ x: number; y: number; r: number }>;
38
+ }
39
+
40
+ export function rng(seed: number) {
41
+ return () => { seed = (seed + 0x6d2b79f5) | 0; let t = Math.imul(seed ^ (seed >>> 15), 1 | seed); t ^= t + Math.imul(t ^ (t >>> 7), 61 | t); return ((t ^ (t >>> 14)) >>> 0) / 4294967296; };
42
+ }
43
+
44
+ const distToPath = (x: number, y: number, path: Area['path']) => {
45
+ let best = Infinity;
46
+ for (let i = 1; i < path.length; i++) {
47
+ const [ax, ay] = path[i - 1], [bx, by] = path[i], dx = bx - ax, dy = by - ay;
48
+ const k = Math.max(0, Math.min(1, ((x - ax) * dx + (y - ay) * dy) / (dx * dx + dy * dy || 1)));
49
+ best = Math.min(best, Math.hypot(x - ax - k * dx, y - ay - k * dy));
50
+ }
51
+ return best;
52
+ };
53
+
54
+ /** Where a point sits: near an edge, beside the path, or in the open field. */
55
+ function zoneOf(x: number, y: number, a: Area): Zone | null {
56
+ const d = distToPath(x, y, a.path);
57
+ if (d < a.clear) return null; // the route stays readable
58
+ if (a.landmarks.some((l) => Math.hypot(x - l.x, y - l.y) < l.r)) return null; // landmarks breathe
59
+ if (d < a.clear * 1.8) return 'path-side';
60
+ const edge = Math.min(x, y, a.w - x, a.h - y);
61
+ return edge < Math.min(a.w, a.h) * 0.14 ? 'edge' : 'field';
62
+ }
63
+
64
+ /** Dart-throwing with spacing: `tries` candidates, each kept only if no neighbour is closer than the sum of radii. */
65
+ export function scatter(kit: Piece[], a: Area, seed: number, tries = 1500, density: Record<Zone, number> = { edge: 1, 'path-side': 0.6, field: 0.25, landmark: 0 }): Placement[] {
66
+ const r = rng(seed), out: Placement[] = [], total = kit.reduce((s, p) => s + p.weight, 0);
67
+ for (let i = 0; i < tries; i++) {
68
+ const x = r() * a.w, y = r() * a.h, zone = zoneOf(x, y, a);
69
+ if (!zone || r() > density[zone]) continue;
70
+ let pick = r() * total, piece = kit[0];
71
+ for (const p of kit) { pick -= p.weight; if (pick <= 0) { piece = p; break; } }
72
+ if (piece.zones && !piece.zones.includes(zone)) continue;
73
+ const scale = 0.8 + r() * 0.45;
74
+ if (out.some((o) => Math.hypot(o.x - x, o.y - y) < (kit.find((k) => k.name === o.piece)!.radius * o.scale + piece.radius * scale) * 0.9)) continue;
75
+ const warm = Math.round(235 + r() * 20); // a small tint jitter breaks the copy-paste look
76
+ out.push({ piece: piece.name, x, y, scale, flip: r() < 0.5, tint: (warm << 16) | (Math.round(240 + r() * 15) << 8) | 235, zone });
77
+ }
78
+ return out.sort((p, q) => p.y - q.y); // back to front for a 2D side or top view
79
+ }
80
+ ```
81
+
82
+ Pixi: draw the placements back to front (they come sorted by y), with the flip and tint.
83
+
84
+ ```ts
85
+ for (const p of scatter(KIT, { w, h, path, clear: 30, landmarks: [tower] }, 42)) {
86
+ const s = new Sprite({ texture: kitTextures[p.piece], anchor: { x: 0.5, y: 1 } });
87
+ s.position.set(p.x, p.y); s.scale.set(p.flip ? -p.scale : p.scale, p.scale); s.tint = p.tint;
88
+ world.addChild(s);
89
+ }
90
+ ```
91
+
92
+ Measured in the lab: about 280 pieces on an 844×390 view drew in 3 draw calls (Pixi batches
93
+ sprites and graphics that share a texture), JS work under 0.5 ms a frame. Put every kit piece on
94
+ one atlas (`npx @funpixel/tools optimize pack-atlas`) so they keep batching.
95
+
96
+ Three: one `InstancedMesh` per piece kind, so a few hundred props cost a few draw calls.
97
+
98
+ ```ts
99
+ /** Scatter on the XZ plane (area units = metres), one draw call per piece kind. */
100
+ export function dressGround(scene: THREE.Scene, size: number, path: Array<[number, number]>, landmark: THREE.Vector3, seed: number) {
101
+ const toArea = (x: number, z: number): [number, number] => [x + size / 2, z + size / 2];
102
+ const placed = scatter(KIT, { w: size, h: size, path: path.map(([x, z]) => toArea(x, z)), clear: 1.6, landmarks: [{ x: landmark.x + size / 2, y: landmark.z + size / 2, r: 4 }] }, seed, 4000);
103
+ const m = new THREE.Matrix4(), q = new THREE.Quaternion();
104
+ for (const piece of KIT) {
105
+ const mine = placed.filter((p) => p.piece === piece.name);
106
+ const [geo, mat] = GEO[piece.name];
107
+ const mesh = new THREE.InstancedMesh(geo, mat, mine.length);
108
+ mesh.name = 'kit-' + piece.name;
109
+ mine.forEach((p, i) => {
110
+ q.setFromAxisAngle(new THREE.Vector3(0, 1, 0), (p.x * 13.7) % (Math.PI * 2));
111
+ mesh.setMatrixAt(i, m.compose(new THREE.Vector3(p.x - size / 2, 0, p.y - size / 2), q, new THREE.Vector3(p.scale, p.scale, p.scale)));
112
+ mesh.setColorAt(i, new THREE.Color(p.tint));
113
+ });
114
+ scene.add(mesh);
115
+ }
116
+ return placed.length;
117
+ }
118
+ ```
119
+
120
+ Measured in the lab: 621 instances across the kit and trees, 16 draw calls, 17,640 triangles.
121
+
122
+ ## Landmarks and the route
123
+
124
+ - One landmark tall enough to see from most of the map, with its own silhouette and light (a
125
+ tower, a great tree). Place it first; the scatter leaves room around it.
126
+ - The route is the brightest, least cluttered band. In 2D a path texture or a stroked spline
127
+ (`Graphics.stroke({ width, cap: 'round', join: 'round' })`); in 3D a lighter ground strip.
128
+ - Two or three districts, each with one colour and one material: the orchard is warm and round,
129
+ the quarry grey and angular. A player should know where they are from one frame.
130
+ - Depth in 2D: two or three parallax layers (far hills move at 0.2–0.4 of the camera, near props
131
+ at 1.0), the far ones lighter and bluer; in 3D, fog in the sky's colour (skill `fp:art`).
132
+
133
+ ## Contact and life
134
+
135
+ - A soft shadow under anything standing on the ground (a blurred dark ellipse in 2D; a blob
136
+ texture or a shadow map in 3D) glues it to the place.
137
+ - Small ambient motion sells a place: grass sway (a sine on rotation with a per-piece phase),
138
+ drifting particles (pollen, fireflies, dust), water shimmer, smoke. Keep it low contrast so the
139
+ player and threats stay the clearest things on screen. Respect `prefers-reduced-motion`.
140
+ - Wildlife that reacts (birds that lift off as you pass) is cheap and reads as a living world.
141
+
142
+ ## A minimap, cheaply
143
+
144
+ A round mask over a small render of the world's layout: in 2D, draw the route and landmarks into a
145
+ `Graphics` in a corner at 1/20 scale with the player as an arrow; in 3D, a top-down orthographic
146
+ camera into a small `WebGLRenderTarget` shown on a plane, or a 2D canvas that draws the same
147
+ positions. Keep it off the thumbs' zones (skill `fp:mobile-ui`).
148
+
149
+ ## Checking a place
150
+
151
+ - Capture the play view at phone size and ask: can I see the landmark, the route and the goal?
152
+ - `npx @funpixel/tools look --read` for whether the player and threats stand out from the ground.
153
+ - `npx @funpixel/tools profile --views playing` before and after dressing; the draw calls and
154
+ object count say what the kit costs.
@@ -0,0 +1,25 @@
1
+ [
2
+ {
3
+ "id": "2BD21E87-2E73-5394-A9D6-AA32951E780C",
4
+ "name": "funtools",
5
+ "transport": {
6
+ "local": {
7
+ "command": "funtools",
8
+ "arguments": [
9
+ "mcp"
10
+ ]
11
+ }
12
+ },
13
+ "isEnabled": true
14
+ },
15
+ {
16
+ "id": "3A6AE192-EDEB-5DF3-BA9F-D06A09ABCF0C",
17
+ "name": "Funpixel",
18
+ "transport": {
19
+ "remote": {
20
+ "url": "https://api.funpixel.ai/mcp"
21
+ }
22
+ },
23
+ "isEnabled": true
24
+ }
25
+ ]
@@ -0,0 +1,20 @@
1
+ {
2
+ "id": "fp",
3
+ "name": "Funpixel GDK",
4
+ "version": "0.1.0",
5
+ "summary": "Use Funpixel asset tools, game skills and optional studio workflows in your agent. Build, verify and publish browser games with advisory hooks and project-controlled review.",
6
+ "tools": [
7
+ "funpixel",
8
+ "funtools"
9
+ ],
10
+ "skills": "skills",
11
+ "servers": [
12
+ {
13
+ "name": "funtools",
14
+ "command": "funtools",
15
+ "arguments": [
16
+ "mcp"
17
+ ]
18
+ }
19
+ ]
20
+ }
@@ -0,0 +1,59 @@
1
+ ---
2
+ name: fp-first-look
3
+ description: "Use when the person types /fp-first-look. Make the game's first look from its GDD, the whole game and not a few frames (key art, every screen, the HUD on phone and desktop, a frame per place, the living world, animation, juice, sound and fun), and render a page to show it."
4
+ ---
5
+
6
+ Make the first look for the Funpixel game in this folder, following the `funpixel-gdd` skill and its
7
+ `references/first-look.md`.
8
+
9
+ 1. Read `design/GDD.md` (or `design/README.md`). If there is none, write v0.1 from the skill's
10
+ template first: the pieces below are briefed from the design's words, so without one they have
11
+ nothing to agree on. Read its `## Experience` lines too, or offer them if empty (depth, content,
12
+ replay, story, world, the arc, the signature idea; the skill's `references/experience.md`): the
13
+ key art and the frames are where a world's places and the signature idea first become pictures.
14
+ 2. The order is the flow's: the key art and the hero's reference sheet come first (`npx
15
+ @funpixel/tools flow` names them, the owner's look, then a first playable). Once the owner has played
16
+ it, worth: run `npx @funpixel/tools greenlight worth` and show its verdict in the chat before the rest
17
+ of the art (the idea may shrink, change or be dropped). Run
18
+ `npx @funpixel/tools firstlook`: the required set for this game (scaled by its tier; places
19
+ and the living world only for a world game, the reason said), each item a picture or a page shown
20
+ in the chat and linked from the GDD, and what closes each missing one. A missing item is listed
21
+ with the plan when it goes to the owner (they drop one in their words: `firstlook skip <item>
22
+ --by owner "<why>"`). Then plan the pieces, in this order: reference sheets first, one turnaround per recurring
23
+ design (hero, companion, vehicle, pursuer, the thing carried), each a `ref-*` item with its
24
+ `pins`, drawn from the best draft you have (a rough frame is fine) and named in `## Identity
25
+ lock`; then key art (the title moment), four target frames (four rungs of the
26
+ moment ladder, each a whole frame from the game's camera, each named in the GDD's target-frames
27
+ table with its moment and intent, so the fidelity seat can later hold the game against it), for a
28
+ game of several levels a picture per place (`place-*`, the `## Places` rows), the world's kit
29
+ (`kit-*` sheets of its structures, ground, props and living cast, drawn to the style block and
30
+ cut into pieces with `npx @funpixel/tools cut` before the slice), the cast on one sheet at one scale,
31
+ about eight sound cues briefed in the world's own words, and two music clips sharing one
32
+ identity. Every picture of a recurring design names its sheets in `references`; reuse the style
33
+ file's words in every picture prompt; name the game's id so its style lock applies.
34
+ 3. Estimate before anything is made: `npx @funpixel/tools assets gen --only 'look-*' --dry-run`
35
+ with the pieces in `assets/assets.json`, or each tool's estimate. These are Funpixel's paid tools:
36
+ say the total in credits in one line, and above 50 credits wait for the person's yes.
37
+ 4. Make them into `design/first-look/` (`keyart`, `frame-…`, `cast`, `sfx/`, `music/`). You cannot
38
+ listen, so when two sound takes exist, keep the better by measurement and say why.
39
+ 5. Draw `design/first-look/hud.html`: one target frame at a phone's size with the HUD and touch
40
+ controls over it, numbered, with a legend, in each orientation the plan holds, and the same HUD
41
+ at a desktop's 1280 × 720; then every screen the set names (title as the play world, pause, the
42
+ end, and past small settings, results, a level select) the same way, each in a `.phone` element
43
+ with `data-mockup="<screen>"`, so a playtest can hold the game's screens against them. Add the
44
+ animation board (the hero's key poses per state, the creatures' cycles, the UI's motion), and in
45
+ the GDD the juice table, the sound list (`## Audio`) and the fun (`## Core loop`, or a `## Fun` of
46
+ its own: the loop, goals, streaks, the 2–3-minute novelty cadence, and the arc at the game's
47
+ length; a nugget's is why a second run).
48
+ 6. Look at every picture against the AD rules and the sheets: lay the frames side by side and read
49
+ each recurring design (hair, outfit, silhouette, colours). A frame that breaks a rule or drifts is
50
+ a finding: fix the words, redraw it to its sheet, keep the before and after, and record it. List
51
+ what still breaks, kept (the honest breaks).
52
+ 7. Render the page: `npx @funpixel/tools gdd page`. Copy the accepted gameplay frame to
53
+ `design/target.png`.
54
+ 8. Write `## First look` into the GDD (what it settled, what changed, the cost), bump it to v0.2
55
+ and the stage to Greenlight (Style test when the person skips it), then run
56
+ `npx @funpixel/tools gdd`; the owner judges these frames in the chat, and the rounds build to them.
57
+ The stage line names where the track is, never the owner's sign-off: their yes is
58
+ `npx @funpixel/tools flow agree --by owner "<their words>"`.
59
+ 9. Hand back: the page's path, the cost, what the look settled, the open questions for the person.
@@ -0,0 +1,50 @@
1
+ ---
2
+ name: fp-flow
3
+ description: "Use when the person types /fp-flow. Resume the Funpixel game's flow — the owner's notes first, then the one next step, round after round of the look-dev loop until the owner's yes or their rounds per session."
4
+ ---
5
+
6
+ Resume this game where its run stands. In the game folder (the one with `funpixel.json`), run
7
+ `npx @funpixel/tools flow`: where the run is (the plan, waiting for the owner, or round N) and the
8
+ ONE next step with its command. Do that step, then run `flow` again.
9
+
10
+ 1. **The owner's words first.** What they said in the chat, or a note they left between sessions (`funtools note`),
11
+ a change to the plan, an answer: act on it before anything else; the GDD's `## Where we are` says what you did with it.
12
+ 2. **The plan is locked once, by the owner.** Before the lock, finish the plan at the game's real
13
+ size (the brief's path: target frames, the numbers contract, the asset list and its price), then
14
+ `npx @funpixel/tools flow ask` readies it; show it in the chat (the GDD, its target frames, its
15
+ price) and wait for their yes, then record it with their words: `flow agree --by owner "<words>"`. You never agree it for them. Waiting on them is a fine place to end the
16
+ session. After the lock the plan is the job: only the owner relaxes a target, and a departure
17
+ goes in the plan's "Where the build moved" table, with why.
18
+ 3. **Each round is the look-dev loop.** Build; capture at the target moments; set each beside its
19
+ target (`compare --target`); fix the biggest difference; play it (`play`, `playtest`); repeat
20
+ until each beat is close. `check` stays green throughout. Close the round: update the GDD's
21
+ `## Where we are` (each capture beside its target, the gap left, the next step), show the
22
+ captures in the chat, then `npx @funpixel/tools flow round`. What the whole-game review named as
23
+ working (the flow's "do not regress" list) stays working: a fix that breaks one is a regression,
24
+ and `flow` makes putting it back the first step. A critic score under 3 for three playtests is
25
+ next: a 2 is not a resting place, so raising it is the round's fix until a playtest scores it higher.
26
+ 4. **The whole-game look.** The round after the first playable, and every three rounds after
27
+ (funpixel.json `flow.look_every`), `flow` says the whole-game look is due. Run
28
+ `npx @funpixel/tools flow look`: it writes a brief; hand it to a fresh agent with only that file
29
+ (it plays the whole game and answers "would you ship this today?", each defect with a severity and
30
+ an owner), then run `flow look` again: each defect goes to the lane of its kind, to the owner (ask
31
+ them in the chat) or to your round. It routes and never vetoes: a "no" stops nothing.
32
+ 5. **The locked plan is the go-ahead for its assets: make them.** Before each paid call, say the route, its
33
+ cost and the free alternative in one line in the chat; the owner can reverse it there. No
34
+ budget unless the owner sets a cap; out of credits is a pause: say so, they top up, go on.
35
+ 6. **Show every step**, in the game's words, never the kit's (no stage numbers, gates or commands
36
+ unless asked), ending on what comes next. After each asset, build, fix or playtest: two or three
37
+ lines in the chat with a capture of the build; the key art, the first playable and each chapter
38
+ are reveals (a clip, the game open, "try this first": `in-the-loop.md`). The owner watches and steers at any time; their message outranks
39
+ the step you were on. A new direction is a new GDD version they lock again (`flow ask`).
40
+ 7. **Judge before the owner sees.** Everything you show them in the chat carries the kit's read (`score`
41
+ against the targets, the blind player or panel when they ran). Below the bar, the first line
42
+ says "below the bar: <why>"; a read that never ran is "not judged yet", never a pass.
43
+ 8. **A drop is the owner's.** When they say so in the chat, `flow drop --by owner "<their words>"` ends
44
+ the game. You may recommend it, with the numbers.
45
+ 9. **The owner's rounds per session.** After funpixel.json `flow.rounds_per_session` rounds
46
+ (default 3), hand back in the chat, with the GDD's `## Where we are` current: what plays, how it compares with its targets, the next
47
+ round. The next session resumes with `/fp:flow`.
48
+
49
+ The owner follows in the chat: the GDD (`design/GDD.md`, `## Where we are` on top) and the running game,
50
+ side by side with the chat: open it beside the chat where they are: your host's own browser when it has one (Cursor's, Codex's), else `npx @funpixel/tools dev --open` (the system browser, in its own tab).
@@ -0,0 +1,38 @@
1
+ ---
2
+ name: fp-lanes
3
+ description: "Use when the person types /fp-lanes. Run a Funpixel game's stage as lanes at once — one brief, checkout, spend cap and merge gate per lane, a verifier that did not build it, the owner's picks before a merge."
4
+ ---
5
+
6
+ You are the integrator. The lanes do the building; you plan them, launch them together, and merge
7
+ each one only when its gate says so. Work in the game folder (the one with `funpixel.json`).
8
+
9
+ 1. **Plan.** `npx @funpixel/tools lanes plan` splits the stage the game is at (or `--stage <id>`,
10
+ or `--lanes play,look,audio`, `room-2`, `rooms`) into lanes and writes each brief under
11
+ `.funtools/lanes/<id>/brief.md`. Before you plan, turn each open note from the owner into a
12
+ decision: `npx @funpixel/tools decide --from N<n>`. The briefs it touches then quote their words.
13
+ A brief is capped at 12,000 characters: past it, what failed before leaves first, then the other
14
+ lanes' paths, the standing bar, the extra reading, why now and the look's defects, each saying how
15
+ many it left out; the goal, the checks and the rules never leave.
16
+ 2. **Launch them at once.** `npx @funpixel/tools lanes start --all` makes one checkout per lane and
17
+ prints one line per lane. Send every lane in ONE message, one Agent call each, so they run in
18
+ parallel: `subagent_type` `fp:lane`, prompt "Read <brief> and do exactly what it says." Never
19
+ build a lane's work yourself. In Claude Code a lane's write outside the paths it owns is refused
20
+ as it is made (you are never fenced), except its one line inside a shared list's `fp:union` block.
21
+ 3. **Watch.** `npx @funpixel/tools lanes status` shows each lane's state, spend against its cap and
22
+ time against its box. A lane that is stuck (over its cap, past its box, silent for two
23
+ checkpoints) needs the owner, not a guess. Show the lane checkpoints in the chat, each with a
24
+ still, and keep the GDD's `## Where we are` current.
25
+ 4. **Verify with another seat.** When a lane hands back and its gate passes, launch a verifier that
26
+ did not build it: Agent `fp:qa-lead`, prompt "Read .funtools/lanes/<id>/verify.md and do exactly
27
+ what it says." The kit refuses a verdict from the lane's own builder.
28
+ 5. **The owner picks.** A lane that put candidates to the owner (`npx @funpixel/tools pick`) waits
29
+ for their choice in the chat. Do not answer it for them.
30
+ 6. **Merge.** `npx @funpixel/tools lanes merge <id>` refuses until the gate, the verifier and the
31
+ owner's picks pass, then merges with `--no-ff`, writes the lane's section into
32
+ `design/MAKING.md` and removes its checkout. Tell the other running lanes to take the landed work
33
+ first (`npx @funpixel/tools lanes sync <id>`).
34
+ 7. **Hand back.** `npx @funpixel/tools lanes report` is the lanes' making-of: what each tried, cost
35
+ and took, and what is still weak. Then `npx @funpixel/tools flow` names the next round.
36
+
37
+ Other hosts run the same briefs. Codex: one `codex exec` per lane in its checkout with the same
38
+ line. Cursor: one background agent per checkout. The kit only writes briefs and judges gates.
@@ -0,0 +1,28 @@
1
+ ---
2
+ name: fp-mobile-qa
3
+ description: "Use when the person types /fp-mobile-qa. Judge whether the Funpixel game in this folder is native to a phone (touch-native controls, the play area's share of the screen, thumb reach, chrome during play, safe areas, orientation, first touch) from real phone evidence, and get its findings ranked with a frame and a number each. Applies nothing."
4
+ ---
5
+
6
+ Look at the game in this folder (the one with `funpixel.json`) the way a phone player meets it. The
7
+ review is a mirror: it changes nothing, and its findings are for the person to pick from.
8
+
9
+ 1. Say in one line what runs: free measurements here (a few minutes; every view captured at both
10
+ sizes, the phone screens audited, a WebKit phone shot, key parity at phone size, five windows
11
+ swept with `look --fit` from wide-short desktops to the phone either way), real Mobile
12
+ Safari when this Mac has baguette (about a minute per orientation), then one Mobile QA seat as an
13
+ agent on the person's own setup.
14
+ 2. On a Mac with baguette (`npx @funpixel/tools doctor` says), build and add `--phone`: it runs
15
+ `funtools phone` in portrait and landscape first, so the seat sees real Mobile Safari (its bars,
16
+ the notch, iOS taps). It boots its own simulator and shuts it down. Without it, the seat judges
17
+ WebKit and Chromium at phone size and says iOS was not observed.
18
+ 3. Run `npx @funpixel/tools mobile-qa` (with `--phone` when chosen). It prints the seat's prompt file.
19
+ 4. Run the `mobile-qa` agent in the foreground as a fresh agent given only that file's contents; it
20
+ writes its answer beside the prompt. A seat that sees this conversation or the code judges the
21
+ intent instead of the phone.
22
+ 5. Run `npx @funpixel/tools mobile-qa report` and hand back its findings in order, each with its
23
+ frame and number, and the phone-native score. What the seat judges and why: skill
24
+ `funpixel-verify`, `references/mobile-qa.md`.
25
+ 6. Ask which to take on. When the phone is the game's primary platform, `"platform": "phone"` in
26
+ `funpixel.json` metadata says so, and a key no touch reaches ranks high.
27
+
28
+ `/fp:playtest` runs the same seat with its other seats.
@@ -0,0 +1,94 @@
1
+ ---
2
+ name: fp-new
3
+ description: "Use when the person types /fp-new. Start a new Funpixel game from an idea, the way our best games were made: brief back, the first look and a nice first playable the owner steers, the whole game planned around it and locked, then built round after round against the plan's target frames until the owner plays it and says yes."
4
+ ---
5
+
6
+ Start a new Funpixel game from the idea the person gave with this command; with nothing given, ask
7
+ what game they want in a sentence. You are their copilot: you plan the game with them in this chat,
8
+ then build it with them round after round. Ask little and decide well: "you choose" is always an
9
+ answer, and you say why. The path is the brief's (each step's why
10
+ and tools: `funpixel-gdd`'s `references/the-path.md`). The locked plan is the job; how you build
11
+ it is yours.
12
+
13
+ 1. **Brief back, on one screen, with one question.** Turn their sentence into a short brief and
14
+ show it once, first thing in the reply: title, kind (genre and camera), the verb, the world, the
15
+ length, how failing works, the look, phone and desktop, each in a line. Under it, your calls in
16
+ one line each (genre, engine, title, and anything you found on the way). Then the one question:
17
+ is the brief right? Their yes or their edit starts the work. Everything else is yours to decide
18
+ and say, never a second question: what they asked for outranks a standing request it
19
+ contradicts (a one-minute game stays one minute); a folder already there under the game's name
20
+ is left as it is and the game starts beside it; a file that might be reused is kept as the
21
+ fallback and a new one is made. A choice only they can make (the one that changes what the game
22
+ is) may be the question in place of "is it right", with your pick already written in.
23
+ 2. **Start.** `npx @funpixel/tools flow start <folder> --idea "<the brief in one line>" --name
24
+ "<title>"` (add `--framework pixi|three-world|three` when the line doesn't make it clear) creates
25
+ the game (it runs `npx @funpixel/tools init `, which mints the game's id when an API key is
26
+ set); `npm install`. If `flow start` or the first paid step says the Funpixel tools cannot be
27
+ reached or the key is refused, stop there and tell them in one line what to start or sign in to
28
+ (`npx @funpixel/tools doctor` names it): a game drawn from boxes and spheres in place of its
29
+ models, sounds and music is not the first playable, and is built only on their yes. Then write
30
+ the plan's opening from the brief before anything is drawn:
31
+ the pitch, the loop, the content list at the length they asked for, the look, with no template
32
+ line left unfilled. `npx @funpixel/tools gdd page` writes it as a page, `design/GDD.html`
33
+ (every later step keeps it current): show them that page, not a file path, so they read the plan
34
+ and decide on it while the first pictures are made. Once the game runs, show the game itself:
35
+ open it beside the chat where they are: your host's own browser when it has one (Cursor's, Codex's), else `npx @funpixel/tools dev --open` (the system browser, in its own tab). Do not call `create_game` as well (it mints a second, empty draft). From then on,
36
+ `npx @funpixel/tools flow` each turn names the owner's notes first, then the one next step.
37
+ 3. **First look, then a first playable** (the game's opening stages; `flow` names each). Make the
38
+ key art (the game's look in its own light, at the play framing) and the hero's reference sheet;
39
+ put both in the plan (`## First look`, as their paths) so they appear on its page, show them, and
40
+ take their words before anything 3D is paid for. Then build a first
41
+ playable from them, in the game itself, with real assets: the hero (rigged where it moves), the
42
+ place in the key art's light, the title art, a music loop, the verb's sounds. Size it by the game:
43
+ a short game about 1 minute (mostly the place, its look and feel, the verb once), a mid game 2 to
44
+ 3, a long game 3 to 5 (the core loop once, a win and a loss). Judge it against the key art
45
+ (`score --target`, `check --front-door`) before they see it, then show it with captures and the
46
+ preview link. Reveal it as a moment: a 12-second clip of real play (`reel`), the game open beside
47
+ the chat, "try this first: …", in the game's words, never the kit's. They play it and say whether it has potential: `npx @funpixel/tools note verdict
48
+ prototype accept "<their words>"`; "not this" means a new key art, or dropping the idea.
49
+ 4. **Plan the whole game around it, at its real size** (skill `funpixel-gdd`), in the chat and the GDD: the
50
+ genre's best games beside it (what they do, what we take); pillars; the story and how deep it
51
+ goes; levels and the environment maps; characters and the living world; fun factors and the wow
52
+ moments; screens and HUD for phone and desktop; the look and its locked style; a numbers contract
53
+ with tests named after it; and the rest of the first look: target frames for the moments that
54
+ matter, the screens, the HUD over play, a frame per place. Finish with the asset list: the GDD's `## Asset script`,
55
+ every piece the game ships (cast, environments, props, title and HUD art, sound, music), made
56
+ the list with `npx @funpixel/tools assets script --write` and priced with `assets gen --dry-run`.
57
+ The first look's pictures are its references, never the shipped art. Ask the person the choices a studio lead decides; propose
58
+ the rest. Size it to the length in the brief, never smaller.
59
+ Lines in `~/.funpixel/owner.md` are the owner's standing requests: answer the ones that apply in
60
+ the plan.
61
+ Notes the owner writes on the plan page (a host that can mark up a page sends them with the part they
62
+ point at) are their words on the plan: revise `design/GDD.md` there, raise its version, run
63
+ `npx @funpixel/tools gdd page` so the open page comes back rewritten, and say in one line what changed.
64
+ Show, mark, revise, apply, as many times as they want before the lock and after it. The owner can
65
+ also agree to the plan a section at a time; `flow` names the sections still open, and changing an
66
+ agreed section's words opens it again, so say so when you do.
67
+ Not sure which skill or command a step needs? `npx @funpixel/tools find "<what you want to do>"`.
68
+ 5. **Lock.** `npx @funpixel/tools flow ask` readies the plan and its price; show it in the chat
69
+ (the GDD, its target frames, the price) and wait for their yes. Record it with their words,
70
+ `flow agree --by owner "<their words>"`. The lock means "good, let's build, unless I say otherwise":
71
+ a new direction becomes a new GDD version they lock again. Where the build later has
72
+ to move, write it in the plan's "Where the build moved" table, with why.
73
+ 6. **Sim first**, then **build with the assets as they land**: the rules and numbers as seeded,
74
+ tested code with bots (`sim`, `test`); generate every planned asset from the locked style (cast,
75
+ environments, props, screens, HUD art, sound, music) into `public/assets/` while you build
76
+ (the locked plan is the go-ahead), saying the route and cost of each paid call in one line. Out
77
+ of credits is a pause: say so; they top up. The slice: the player moves, one verb works, a win and a loss fire, progress
78
+ shows, keys and touch both work, `npx @funpixel/tools check` exits 0. Keep `dev` or `verify
79
+ --watch` running from the first edit.
80
+ 7. **Each round, the look-dev loop**: capture at the target moments, set each beside its target
81
+ (`compare --target`), fix the biggest difference, then play it on phone and desktop (`play`, `playtest`). Repeat
82
+ until each beat is close and you are both confident the game is good; matching the targets is the job, and only the owner relaxes one. Close the
83
+ round: update the GDD's `## Where we are` (each capture beside its target), show the captures in
84
+ the chat, then `npx @funpixel/tools flow round`; after their
85
+ cap of rounds (default 3), hand back and they resume with `/fp:flow`. When `flow` says the
86
+ whole-game look is due (after the first playable, then every few rounds), run `flow look` and
87
+ hand its brief to a fresh agent: it routes each defect to an owner and never vetoes.
88
+ 8. **Extend** with levels and story; fold a mid-build request into the pillars first.
89
+ 9. **Hand back** with an honest verdict: what plays now (keys and touch), how it compares with its
90
+ targets ("below the bar: <why>" when it is), what is out on purpose, every fallback still in the
91
+ game, and the next two or three steps. File `report_feedback` (skill `funpixel-feedback`).
92
+
93
+ Spend is the owner's: never shrink an agreed game to save credits. Only the owner drops a game
94
+ (when they say so in the chat: `flow drop --by owner "<their words>"`); you may recommend it, with the numbers.
@@ -0,0 +1,66 @@
1
+ ---
2
+ name: fp-playtest
3
+ description: Use when the person types /fp-playtest. Playtest the Funpixel game in this folder between creator rounds (a long blind phone session, the calibrated critic panel, the plan-fidelity and experience seats, a head to head with the genre hit when its evidence is here, and free measurements) and get 3–4 ranked next steps with evidence. Applies nothing.
4
+ ---
5
+
6
+ Playtest the game in this folder (the one with `funpixel.json`). The playtest is a mirror for the
7
+ person: it changes nothing in the game, and its steps are suggestions they pick from.
8
+
9
+ 1. Say in one line what will run and how long it takes: the free measurements (2 to 4 minutes),
10
+ then 3 critic seats (2 with `--quick`; each re-reads the phone captures), the Mobile QA seat, the fidelity seat when the GDD has target frames, one
11
+ blind phone round (a ten-minute session; `--quick` plays a short one) and, when the hit's evidence
12
+ is on this machine, 6 head-to-head calls; then 2 experience seats (1 with `--quick`). All run as
13
+ agents here on the person's own setup; about 30 to 45 minutes in all. `--quick` is the fast look.
14
+ 2. If `.funtools/playtest/premise.txt` is missing, write 4 to 6 neutral sentences there: what the
15
+ game is and what the player does, as a store page would say it. No intentions, design notes or
16
+ praise; a seat told why a frame looks as it does scores it kinder.
17
+ 3. Run `npx @funpixel/tools playtest` (with `--quick` when asked; add `--phone` on a Mac with
18
+ baguette, so the Mobile QA seat sees real Mobile Safari in both orientations). It builds, verifies, captures
19
+ every view at both sizes with moments as strips, audits the phone screens, measures the HUD in
20
+ play and how the actors stand out from the ground, and profiles, then prints one prompt file per
21
+ seat. Each prompt carries those numbers as facts F1, F2, … to read before the frames (Scenario's
22
+ numbers first, then eyes); the report says which facts each seat cited.
23
+ 4. Run every seat now, in parallel in the foreground (a background seat answered after a session
24
+ had already ended, in one game's third session), each as a fresh agent given only the contents of its prompt
25
+ file: one per `seats/<name>.md`, per `versus/<name>.md` and `fidelity/fidelity.md` when printed (and `fidelity/ui.md` from step 5), each a general-purpose
26
+ agent (the `critic` agent's own format would override the prompt's), and the `player` agent with
27
+ `player.md` at phone size. The Mobile QA seat (`mobile/mobile-qa.md`, the `mobile-qa` agent: is
28
+ it native to a phone, `references/mobile-qa.md` in skill `funpixel-verify`) reads the blind round
29
+ too, so it runs in step 5. A seat that sees another seat's answer, the code or this conversation
30
+ drifts toward them, so each gets only its file and writes its own answer file; an answer file
31
+ written by anyone else is no longer a seat's verdict.
32
+ 5. Once the blind round is filed, run `npx @funpixel/tools playtest experience`: the first time, it
33
+ keeps the steps the blind player played as the saved route (`test/journeys/playtest-route.json`:
34
+ its steps, viewport and seed) and films it at the plan's timed moments, so later playtests replay
35
+ the same route with the same camera and compare like with like. It measures depth for free (the
36
+ content inventory, the pacing of real play, the come-back answer) and prints the experience seats'
37
+ prompts, the UI fidelity seat's when the GDD has mockups, the Mobile QA seat's with the round
38
+ added, the fidelity seat's again when it now has played frames, and from the second playtest on,
39
+ the ledger seat's (`ledger/ledger.md`: last round's blockers, judged fixed, still there or changed, and the
40
+ do-not-regress list, each judged held, lost or not observed). Run them the same way, each a fresh agent given only its file. What
41
+ they judge, and why beside the panel: skill `funpixel-verify`, `references/experience.md`.
42
+ 6. Run `npx @funpixel/tools playtest report`, then read `.funtools/playtest/<n>/report.md`. After
43
+ the next steps it shows the do-not-regress list (up to eight things the panel named as working, kept
44
+ in `.funtools/keep.json`; `playtest keep` lists it), last round's blockers with this round's verdict, and the round history
45
+ (`.funtools/playtest/history.json`: panel axes, the experience bar, the blind player, minutes of
46
+ real play, fidelity per moment and the AD lines, every round), with each drop marked. When it
47
+ opens with "Look at the captures first", open those frames before trusting any score: a view
48
+ that never reached its beat is scored as the wrong game (one game scored 4.9 on views stuck at
49
+ the opening shot, 6.55 once they reached their beats). A thing on the list that is lost is a
50
+ regression: the report leads with it and exits 1, the flow makes putting it back the round's first
51
+ step, and only the owner takes an item off (`playtest keep --drop K<n> --by owner "<their words>"`).
52
+ What a great playtest looks like, and
53
+ the review page the person read: skill `funpixel-verify`, `references/playtest.md`.
54
+ 7. Hand back the report's next steps in its order, each with its quote, frame and number, last
55
+ round's blockers, the round history with its drops (never leave a drop out), any staged frame
56
+ the played route never reached, and what ran. Ask which to take on; the playtest applies
57
+ nothing, so the game stays as it was until the person picks.
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+ 8. Last, once: how did the kit do in this playtest and the rounds before it? One `report_feedback`
59
+ call with the kit verdict (skill `funpixel-feedback`, "The kit verdict"): what helped, what got
60
+ in the way or was wrong, what was missing, each naming its tool or skill, and one overall line.
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+ About the kit, not the game; when the call fails, the same line goes in
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+ `.funtools/kit-feedback.jsonl`.
63
+
64
+ `npx @funpixel/tools playtest status` names any seat still owed. With a Funpixel API key,
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+ `npx @funpixel/tools playtest --hosted` runs the panel and the blind player as hosted jobs for
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+ credits instead, quoted first (`--yes` to spend a quote over 50).
@@ -0,0 +1,23 @@
1
+ ---
2
+ name: fp-publish
3
+ description: Use when the person types /fp-publish. Publish the Funpixel game in this folder as a draft, after a fresh passing verify and filed feedback.
4
+ ---
5
+
6
+ Publishing needs a passing `verify.json` for the current files: the server refuses a missing, stale
7
+ or failing one. So run `npm run build && npx @funpixel/tools verify` first, and fix what it names
8
+ (skill `funpixel-verify`) until it exits 0.
9
+
10
+ Then, following the `funpixel-publish` skill:
11
+
12
+ 1. List what will ship and check it for leaks (keys, local paths, private notes): a published game
13
+ is public to anyone with the link, and everything outside `.harnessignore` ships.
14
+ 2. Publish as a draft: `publish_game` when the Funpixel MCP is connected, otherwise
15
+ `npx @funpixel/tools publish --name "<title>"` (needs `FUNPIXEL_API_KEY`). The id in
16
+ `funpixel.json` makes every later publish update the same draft in place; no flag needed.
17
+ 3. Load the published URL the way a player does and confirm it renders:
18
+ `npx @funpixel/tools verify <play url>`. When publish printed no address, its server verify is
19
+ that check, so a second publish to get an address repeats it (a real Claude Code session did). A publish that
20
+ succeeded but does not render is its own problem: the same files give the same page, so read the
21
+ build rather than publishing again.
22
+ 4. File `report_feedback` (skill `funpixel-feedback`), then tell the person the draft's link and
23
+ that sharing it to Community is their choice in the app.
@@ -0,0 +1,25 @@
1
+ ---
2
+ name: fp-smoke-build
3
+ description: Use when the person types /fp-smoke-build. The 10-minute smoke build before any full build — one locked-art picture and one generated 3D model in a bare scene, captured and judged.
4
+ ---
5
+
6
+ Before a full build, prove the kit end to end on this machine and account. In a new, empty folder next to
7
+ the plan (never the game itself), run:
8
+
9
+ `npx @funpixel/tools smoke-build ../smoke --plan <the folder holding design/plan.md and design/first-look/ref-*.png>`
10
+
11
+ It runs the shortest path a real build takes: `init --bare`, the plan's locked sheets imported and
12
+ pinned on the game's lock, one world picture and one 3D model through the hosted tools, both placed in
13
+ the scene, then capture, `check --world`, `score --target` against the plan's target frame, and one
14
+ progress card. It costs one picture and one model.
15
+
16
+ Read the four verdicts (exit 0 pass, 1 fail, 3 error; the record is `.funtools/smoke-build.json`):
17
+
18
+ 1. **a generated 3D model in the world** — a failed model is retried, switched (provider, tier), or put
19
+ to the person (`progress ask … --kind scope`); it is never drawn in code;
20
+ 2. **the locked look** — the picture came back drawn to a locked sheet, and the target score is at the bar;
21
+ 3. **no primitives** — the world read holds by name (no boxes, box figures, gliding cut-outs);
22
+ 4. **a real card** — the card carries a frame of the build.
23
+
24
+ Any FAIL means the full build would hand back what the last ones did. Fix the kit or the provider,
25
+ run the smoke again, and only then start the game. Report the four verdicts as they stand.
@@ -0,0 +1,20 @@
1
+ ---
2
+ name: fp-verify
3
+ description: Use when the person types /fp-verify. Build and verify the Funpixel game in this folder, fix what fails, and stop when it passes.
4
+ ---
5
+
6
+ Run `npm run build`, then `npx @funpixel/tools verify` (or `npx @funpixel/tools check`: both and
7
+ the rules suite in one call) in the game folder now (the one with `funpixel.json`). If the Funpixel MCP is connected and the local build cannot run, use `build` then
8
+ `probe` instead.
9
+
10
+ Then, following the `funpixel-verify` skill:
11
+
12
+ 1. Read the exit code: 0 pass, 1 fail, 2 nothing measured (not a pass), 3 a tool error.
13
+ 2. For every FAIL line, fix the cause in the game, rebuild, verify again. A check weakened, or a
14
+ state field negated to pass it, makes verify report a game that does not exist (the harness
15
+ learned this on control checks passed by flipping a sign instead of fixing the camera).
16
+ 3. Exit 2: declare the missing `__FPX_*` hooks, then verify again.
17
+ 4. On exit 0, press the real start control once (the front door) and confirm the play screen:
18
+ verify enters play through its hooks and skips the title, so a dead Play button still passes it.
19
+ 5. Green is where this command ends. Report the verdict, what you fixed, and anything you could
20
+ not verify.