@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 +1,120 @@
1
+ ---
2
+ name: funpixel-feedback
3
+ description: Use when a step, test, dead end, lesson or decision happens while building a game, when the person changed the game by hand, and before ending a session that changed one. Covers the dev log with costs, the end-of-session report, the kit verdict and the game's memory (journal and decisions).
4
+ ---
5
+
6
+ # The dev log and feedback
7
+
8
+ Funpixel improves from what sessions report: which tool was missing, what the agent rebuilt by
9
+ hand, which trap cost an hour. Our studio's dev log, which a
10
+ Stop hook enforced and a person read, gathered 412 entries in two days (49 dead ends and 44
11
+ lessons, most with a cost). This skill is that log, and the Stop hook reminds you of it until it is
12
+ filed.
13
+
14
+ ## Tools
15
+
16
+ - `report_feedback` files the session's entries, its report and the kit verdict with Funpixel. The
17
+ game is optional: a game the server has never seen is filed without one.
18
+ - Without the MCP, or when the call fails: the same entries, one JSON object per line, in the
19
+ game's `.funtools/devlog.jsonl` (the kit verdict in `.funtools/kit-feedback.jsonl`), written with
20
+ your file tools, or one line per call: `npx @funpixel/tools feedback log "…" --kind lesson`.
21
+ - `npx @funpixel/tools feedback collect <folders…>`: the owner first, what worked ranked by its
22
+ measured change, dead ends by hours burned, A/B records, kit tools; `--propose` drafts kit
23
+ edits, `--html page.html` writes one page.
24
+ - The game's own memory, read at session start: `journal` (what the person changed and why) and
25
+ `decide` (choices against their alternative, `--supersedes` to replace one). Which record
26
+ goes where: [references/memory.md](references/memory.md).
27
+
28
+ ## 1. Log as you go
29
+
30
+ One entry per event, written when it happens, not reconstructed at the end:
31
+
32
+ | kind | When | Example text |
33
+ |---|---|---|
34
+ | `step` | a milestone reached; a progress card writes it (one event, not two) | "first slice passes verify: drag swings the cradle, windows score" |
35
+ | `test` | a check added or a measurement taken | "levels 1-50 solvable; median solver depth 9 rising to 21" |
36
+ | `dead-end` | something tried and abandoned | "keyed the pigeon sprite three times; the white feathers kept the green" |
37
+ | `lesson` | a fact the next session needs | "Pixi deltaTime is frames; use deltaMS / 1000" |
38
+ | `decision` | a choice with an alternative | "platformer card without a jump; the verb is swinging" |
39
+ | `worked` / `didnt` | a change measured to help, or not | "lean AO masks: phone p95 34 -> 25.5 ms" |
40
+ | `owner` | the owner's words or verdict | "the walk is still a cut-out; legs must stride" |
41
+
42
+ Fields: `kind`, `text` (one or two sentences), and where known `cost_usd` (a number), `minutes`,
43
+ `minutes_lost`, `evidence` (a path), `sha`, `test`, and for `worked`/`didnt` `metric`, `before`,
44
+ `after`, `unit`. Unfound evidence reads as unverified. Dead ends carry their time and cost. More:
45
+ [references/memory.md](references/memory.md).
46
+
47
+ ## 2. Report what was missing
48
+
49
+ Before finishing, one report with one category per item:
50
+
51
+ | category | Use when |
52
+ |---|---|
53
+ | `tool_gap` | a Funpixel tool was missing or too narrow |
54
+ | `workaround` | you built something the platform should have done; say where it lives and what it cost |
55
+ | `provider_failure` | a generation was refused, failed or came back wrong; say whether a retry cleared it |
56
+ | `verification_gap` | something you could not prove with verify, probe or review |
57
+ | `knowledge_gap` | a trap a skill would have prevented |
58
+ | `platform_trap` | build or publish behaviour that silently broke the game |
59
+ | `built_custom` | you hand-wrote a system a package or the SDK could have given |
60
+ | `package_gap` | an npm package you wanted and could not use |
61
+ | `prompt_feedback` | an instruction in this kit was wrong, unclear or contradicted another |
62
+ | `quality_note` | anything else about the result's quality |
63
+
64
+ Each item: `category`, `text`, and where they apply `pipeline_step` (plan, assets, code, verify,
65
+ review, publish), `blocking` (true or false), `attempted_first`, `cost`, `evidence_path`, and
66
+ `suggested_home` (`mcp_tool`, `cli`, `skill` or `server`). Nothing was missing is a valid report:
67
+ say so in one `quality_note`, with what went well.
68
+
69
+ ## 3. File it
70
+
71
+ With the MCP: one `report_feedback` call carrying the dev-log entries since the last report and the
72
+ items above.
73
+
74
+ Without it (or when the call fails), write lines to `.funtools/devlog.jsonl` in the game folder
75
+ with the Write or Edit tool; hosts refuse a shell redirect and your home folder. It never ships.
76
+ Each line carries the time, and the report goes in a line with `"kind": "feedback"`, which is what
77
+ the Stop hook looks for:
78
+ ```json
79
+ {"at":"2026-09-26T14:02:11Z","kind":"dead-end","text":"keyed the pigeon sprite three times; the white feathers kept the green","cost_usd":0.39}
80
+ {"at":"2026-09-26T14:40:05Z","kind":"feedback","items":[{"category":"tool_gap","text":"no key for near-white sprites; drew the feathers in code instead","pipeline_step":"assets","blocking":false,"suggested_home":"mcp_tool"}]}
81
+ ```
82
+
83
+ ## 4. The kit verdict
84
+
85
+ At the hand-back of a complete game (the Stop hook asks once; `/fp:playtest` ends with it) say how
86
+ the kit did: the tools, skills, hooks and commands, not the game. Each item adds `kind` (`worked`,
87
+ `hurt` or `missing`) and `tool` (what it is about: `verify`, `capture --all`, `funpixel-art`,
88
+ the Stop hook). Pick the category that fits; one line with `tool` `kit` says whether the kit did
89
+ well or let you down, and why. Honest either way: a tool that cost an hour is worth more to us
90
+ than praise.
91
+ ```json
92
+ {"at":"2026-09-29T18:02:11Z","kind":"kit-verdict","items":[{"category":"verification_gap","kind":"hurt","tool":"audit-screens","text":"flagged below-the-fold scroll content as clipped; paged the list to pass"},{"category":"quality_note","kind":"worked","tool":"kit","text":"Overall: did well; verify caught two real bugs"}]}
93
+ ```
94
+ That line is the fallback in `.funtools/kit-feedback.jsonl`; with the MCP the same items go in the
95
+ `report_feedback` call.
96
+
97
+ ## When a person played it
98
+
99
+ Ask for, or record, four things: in the first five minutes, did they know the goal and the
100
+ controls; where were they confused; what delighted them; their top three changes. Log their words as
101
+ `owner` lines; they outrank any agent's claim.
102
+
103
+ ## Worked example
104
+
105
+ A session added a boss to a shooter. The log gained: `step` "boss fight passes verify", `dead-end`
106
+ "generated the boss as one sheet of 16 frames; frames 13-16 were one pose; regenerated as 4x3"
107
+ (cost 0.26), `lesson` "sheets over 12 frames repeat poses". The report: `workaround` "wrote a
108
+ frame-difference check to find repeated sheet frames" (suggested home `mcp_tool`, blocking false),
109
+ `verification_gap` "verify cannot tell whether the boss's attack telegraph is readable". One
110
+ `report_feedback` call filed both.
111
+
112
+ ## Common mistakes
113
+
114
+ - Writing the log at the end from memory: the dead ends and their costs are gone.
115
+ - "Everything worked" when you rebuilt a platform feature by hand: that is a `workaround`.
116
+ - Costs typed as `$0.26` in a shell command: the shell expands `$0`.
117
+ - Filing feedback about the person's idea; this is about the tools and the kit.
118
+ - A `worked` line with no numbers or evidence: it ranks last and reads as unverified.
119
+
120
+ Where this comes from: our studio's dev log and the kit-verdict loop.
@@ -0,0 +1,99 @@
1
+ # The game's memory: what the person changed, what was decided
2
+
3
+ A diff says what moved. It cannot say that the person slowed the ghosts on purpose because their
4
+ kids kept losing, or that tap-to-jump beat swipe after a bus ride. Without that, the next session
5
+ "fixes" the slow ghosts back to the design number, or re-opens the control question and quietly
6
+ reverses it. Two small files carry the why across sessions; both are private (they never ship,
7
+ and `funtools export` leaves them behind), and both are read at session start.
8
+
9
+ | File | Holds | Written by |
10
+ |---|---|---|
11
+ | `.funtools/journal.jsonl` | one line per change a person made: who, what, why, when, files or values | `npx @funpixel/tools journal`, and the hooks when files moved between agent turns |
12
+ | `design/decisions.md` | each choice against its alternative, with the reason, an id (`D3`) and a date | `npx @funpixel/tools decide`, or by hand |
13
+
14
+ When neither file exists the session start says nothing about them; an empty memory is not a
15
+ problem to fix.
16
+
17
+ ## The creator's journal
18
+
19
+ For the person's own changes: a number tuned in the editor, a sprite they redrew, a level they
20
+ reordered, a line of copy they rewrote.
21
+
22
+ - The person, in a terminal: `npx @funpixel/tools journal "ghost speed 4 → 3.2" --why "my kids lost in 20 s" --values ghostSpeed=3.2 --files src/feel.ts`.
23
+ - You, when the person tells you in chat what they changed by hand, may record it for them with
24
+ the same command; the entry says it came through the agent (the host's own shell says so, not
25
+ a guess), with `--by` naming the person if they gave a name.
26
+ - Detected entries: the hooks keep what the files looked like when an agent last touched them
27
+ (every Stop, and each file a Write or Edit call wrote). When a session starts, or the person
28
+ sends a message, and shipping files or design notes differ from that, one entry is added,
29
+ marked detected: the files certainly moved, but who moved them and why is unknown (a person, a
30
+ `git pull`, a turn that was interrupted before its Stop). It names no person and invents no
31
+ reason.
32
+
33
+ What the session start shows: the last five entries, then a short line. What to do with them is
34
+ yours to judge; what worked in the studio's games:
35
+ - Read a changed file again before editing it, rather than trusting a copy from earlier in the
36
+ conversation; the person may have moved things since.
37
+ - Keep a told change unless the person asks otherwise. If it now fights the design, say so and
38
+ offer both, rather than reverting it.
39
+ - A detected change is a fact about bytes, not about intent. When it matters (a tuned number, a
40
+ deleted level), one question settles it; when it is plainly a pull or a formatter, carry on.
41
+
42
+ ## The decisions log
43
+
44
+ For choices a later session could plausibly reverse: the control scheme, the camera, the art
45
+ medium, a number a playtest settled, a feature cut on purpose, a pillar bent at the person's
46
+ request. Not every small call: if nobody would ever argue it, it is not a decision worth an id.
47
+
48
+ `npx @funpixel/tools decide "tap anywhere to jump" --over "swipe up" --because "one thumb on a bus; swipes misfired at 60 fps"`
49
+ appends `D<n>` to `design/decisions.md`. A decision reads best against what it beat (`--over`);
50
+ one that names no alternative is the one that gets re-argued.
51
+
52
+ Changing your mind is normal and creative freedom stays whole: a later decision may replace an
53
+ earlier one with `--supersedes D3`. The old entry stays, marked `Superseded by: D5`, so anyone can
54
+ see the path the design took and why. The session start lists only the live ones; `decide` with
55
+ no text lists both, and `npx @funpixel/tools gdd` shows the live ones beside the GDD's score.
56
+
57
+ Why a file of its own and not a GDD section: the GDD is rewritten whole at each version (v0.1,
58
+ v0.2, as built) and states the design as it is now. The log keeps how it got there and survives
59
+ every rewrite. The GDD's `Decision:` lines can cite an id ("Decision: D4, tap to jump"), so the
60
+ two agree without repeating each other.
61
+
62
+ ## Where each record goes
63
+
64
+ | Something happened | Where |
65
+ |---|---|
66
+ | The person changed the game by hand | the journal |
67
+ | A design choice with a real alternative was settled | the decisions log (and the GDD's current text) |
68
+ | A step, test, dead end or lesson of this session, with its cost | the dev log (`feedback log`) |
69
+ | A finding the next game of this genre should start with | `lessons add` |
70
+
71
+ One event can belong in two places: a choice settled after a dead end is a `dead-end` in the dev
72
+ log and a decision in the log. The dev log is the session's story for Funpixel; the decisions log
73
+ is the game's own record for whoever works on it next.
74
+
75
+ ## Measured outcomes, the owner and what logs itself
76
+
77
+ The dev log is also how the kit learns which practices work. `npx @funpixel/tools feedback collect`
78
+ ranks what worked by its measured change, so give a `worked` or `didnt` line its numbers:
79
+
80
+ ```
81
+ npx @funpixel/tools feedback log "lean AO masks and skipping frozen rigs" --kind worked --metric "phone p95" --before 34 --after 25.5 --unit ms --evidence src/view/aoLean.ts
82
+ npx @funpixel/tools feedback log "lighting passes on melted walls" --kind dead-end --minutes-lost 600
83
+ npx @funpixel/tools feedback log "the walk is still a cut-out" --kind owner --verdict reject --screenshot design/shots/walk.png
84
+ ```
85
+
86
+ - Evidence: `--evidence` (a path in the game), `--film`, `--sha` (a commit), `--test` (a test name);
87
+ each is checked to exist, at once and again by `collect`. A line whose evidence is not found reads
88
+ as unverified; words that name no file ("the deaths page") read as unverified too.
89
+ - A lesson that says it fixed something ("…fixed it", "now always recovers") counts as worked, and a
90
+ "34 -> 25.5 ms" in its words is read as its measured change.
91
+ - The owner outranks: owner lines and every game's open pipeline notes (`note add "…" --stage <s>`,
92
+ closed only by evidence, reopened by the owner's `note verdict N reject "…"`) lead the report.
93
+ - What logs itself: `sim` (the naive bot's lost runs, its warnings), `play` (high defects), `hook`
94
+ and `life` (warnings, movers), `profile` (frame p95) and `playtest` (the panel's mean) append a
95
+ `measure` line with the last value as `before` (`FUNTOOLS_NO_AUTOLOG=1` turns it off). A game's
96
+ post-merge hook can run `npx @funpixel/tools feedback merged`: the merge becomes a `worked` line
97
+ with the numbers that moved since its merge base.
98
+ - A/B records: `feedback ab "<game>" --routes gdk,non-gdk --overall 7.0,8.0 --axes "story=7.0/8.7"
99
+ --winner non-gdk --judges "3 blind seats"`; `collect` says where a route keeps losing.
@@ -0,0 +1,104 @@
1
+ ---
2
+ name: funpixel-game-feel
3
+ description: Use when an action feels unanswered, mistimed or hard to read (mushy, floaty or laggy controls), or when designing the response to a new action or payoff. Covers event-to-feedback mapping, payoff ladders, motion and audio by role, accessibility and testing. In Unity (haptics, hit-stop, screen shake), follow references/unity.md.
4
+ ---
5
+
6
+ # Game feel: make the response readable
7
+
8
+ Feel is why a player keeps pressing the button. Look at what the hits tune: Celeste's dash opens
9
+ with a 50 ms freeze and a shake along its direction, and its jump still fires 0.1 s after the ledge is gone;
10
+ Enter the Gungeon's roll is safe for only its first half, so every roll is a decision; Suika's
11
+ watermelon is rare enough that its arrival is the story of a run. Each is one response, sized to
12
+ what happened, and tuned for months.
13
+
14
+ The player should know that an action registered, what it changed, and what they can do next.
15
+ Choose feedback for the game: an impact, a chess move and a quiet deduction need different
16
+ responses. More particles or shake do not automatically mean better feel.
17
+
18
+ ## Tools
19
+
20
+ - `check_plan` reviews the design note. For a complete game, keep the event map under `## Juice`
21
+ in the design document (`design/GDD.md`, or an older `design/README.md`); a focused fix only
22
+ needs the affected event and its acceptance check.
23
+ - `capture_view`, or `npx @funpixel/tools capture --view playing --verbs <verb> --hold 60
24
+ --viewport phone`, records visible responses. Use the actual verb and response timing.
25
+ - `inspect_scene`, locally `scene --motion`, measures the sampled scene, not quality or intent.
26
+ - `npx @funpixel/tools feel` plays `test/feel.json` through the real controls and reads timing a
27
+ still cannot show: the verb's jump, dash and invulnerable numbers beside the design's, tell to
28
+ strike, the death beat and the time back to control, and each actor's look in each state. The
29
+ optional `__FPX_STATE__` fields it reads, and why each helps, are in
30
+ [references/measure.md](references/measure.md).
31
+ - `probe`, locally `npx @funpixel/tools verify`, checks declared self-tests and audio events.
32
+ - `generate_sound` and `generate_sprite` supply assets when needed; reuse accepted ones first.
33
+ - `npx @funpixel/tools play --viewport phone` lets the blind player test timing and controls;
34
+ the `critic` agent reviews presentation through `funpixel-verify`.
35
+
36
+ ## The checklist
37
+
38
+ 1. **Find the unanswered event.** Reproduce it through real controls. Map the core action,
39
+ relevant failure and resolution to feedback. Record when, what changes visually, duration,
40
+ motion, sound and camera response. Explicitly mark intentional silence or stillness. Use the
41
+ smallest set that communicates the result; a silent game still needs a readable response.
42
+
43
+ 2. **Tune to the role.** For physical combat, try recoil, contact poses, a local flash, particles
44
+ or sound, sized to impact weight. For placement, try a legal-position preview and a decisive
45
+ settle. For deduction, reveal the changed rule or connection. These are techniques, not a
46
+ compulsory bundle. Keep the most important event distinct from routine actions. In an action
47
+ game with several weapons, one contact function they all call keeps the feel consistent and
48
+ tunable in one place; a new weapon that opens or cashes a state the old verbs already make
49
+ (a reeling enemy) gives combos without new systems. One action game's values, its weapons as tools
50
+ of a pillar, and what its blind player caught: [references/contact.md](references/contact.md).
51
+
52
+ 3. **Protect control and fairness.** Hitstop freezes the picture, not the player: a press during
53
+ it that is dropped reads as lag. Telegraph danger early enough for the intended player to react; measure the timing (`feel`) rather than copying one duration.
54
+ Use shape and position as well as colour. Distinguish a missed action from an ignored press.
55
+ Linear motion can be right for projectiles or exact placement; easing is there to serve control.
56
+
57
+ 4. **Keep the payoff legible.** At phone size, avoid overlapping reward text, banners and the
58
+ action. Separate world effects from HUD feedback. Use a stored base scale for squash instead
59
+ of compounding transforms. Pool frequent effects and measure the target device's frame time;
60
+ particle counts in a recipe are starting values, not universal budgets.
61
+
62
+ 5. **Offer comfortable feedback.** Respect `prefers-reduced-motion` and provide controls for
63
+ effects the game uses. Replace camera shake, flashing or large movement with stable outlines,
64
+ concise state changes or other readable cues. Reduced motion may remove hitstop and local
65
+ flashes too. Avoid rapid flashing; a frequency cap alone does not establish accessibility.
66
+
67
+ 6. **Measure, play, fix.** Test that each relevant sim event reaches its intended feedback and
68
+ that repeated input remains responsive. Capture before, contact and aftermath at phone and
69
+ desktop sizes. Verify audio events when audio is promised; a started cue does not establish
70
+ its audible quality. Play with sound off and reduced motion. File concrete findings, change
71
+ one cause and repeat the affected action; `npx @funpixel/tools compare` sets the view's before
72
+ and after side by side, so a reported fix is seen. A still frame cannot prove timing; `feel`
73
+ measures it, and neither proves enjoyment.
74
+
75
+ Use [references/recipes.md](references/recipes.md) for optional implementation patterns,
76
+ [references/motion.md](references/motion.md) for gaits and strikes as tunable data, and
77
+ [references/payoffs.md](references/payoffs.md) for reward hierarchy and fairness. Adapt their
78
+ values and effect choices to the brief; mechanics added to fill a table make the game louder, not clearer.
79
+
80
+ ## Worked example
81
+
82
+ A quiet tile puzzle registers a drop but gives no clue why it was refused. Preserve the static
83
+ board style: preview legal cells, return an illegal tile to its origin, and show the conflicting
84
+ edge with a stable outline. Replay legal and illegal drops on phone, then test reduced motion.
85
+ No idle bob, combat flash or sound generation is needed. In an action game, the same unanswered
86
+ input problem may instead need a contact pose and a short impact cue.
87
+
88
+ ## Common mistakes
89
+
90
+ - Adding every effect recipe to every genre instead of making the result clearer.
91
+ - Timing feedback for a critic's screenshot instead of the player performing the action.
92
+ - Deleting feedback in reduced motion instead of replacing uncomfortable effects.
93
+ - Calling effects measured in a quiet one-second sample proof that attacks read correctly.
94
+ - A verb that exists only in the sim: with no pose, sound or visible result, players report it
95
+ missing (one game's shove, for weeks).
96
+ - Limiting a helper the genre's hit never limits (one game's capped jar, reported as a bug
97
+ twice; Peggle's bucket never runs out). A real resource keeps its empty state visible.
98
+ - A tell carried by sound alone: a muted phone never hears it, so the visual has to build across
99
+ the whole warning.
100
+
101
+ Where this comes from: our own games (the juice tables, one action game's contact work, the `feel`
102
+ measures) and the hits in research 18; the juice vocabulary from Vlambeer's talks and "Juice it or
103
+ lose it"; review habits from Claude Code Game Studios (MIT); hitstop that freezes the picture, not
104
+ the player, began as a platform engine note.
@@ -0,0 +1,110 @@
1
+ # Contact, verbs and weapons in an action game
2
+
3
+ What one 3D action game learned about hits, verbs and weapons. It is a third-person
4
+ deep-sea horror game in three.js, built with the GDK's tools in September 2026 (its making notes:
5
+ `design/MAKING.md`, `PERF.md`, `assets.md`). Between its first and second playtest, the round
6
+ that added the contact work below, the blind critic panel's juice score went 5.60 → 6.17 and look
7
+ and feel 7.15 → 7.62. The same round changed other things too, so treat these as ideas with a
8
+ reason, not a proven recipe. A quiet puzzle needs none of this.
9
+
10
+ ## One contact function
11
+
12
+ Every weapon in it calls one `impact(target, dir, kind)`, so a weapon added later inherits
13
+ the feel, and tuning happens in one place. What that function did:
14
+
15
+ | Part | Its value | Why |
16
+ |---|---|---|
17
+ | Target jolt | along the hit direction | shows where the force went |
18
+ | Flash | the struck part goes white for a few frames | says "that one", even in the dark |
19
+ | Hit marker | at the reticle; coral for a sever or a kill | confirms the hit where the eye already is |
20
+ | Camera punch | a few centimetres toward the hit | weight without a shake that blurs the target |
21
+ | Hitstop | 45–90 ms, by the weight of the hit | the contact frame is held long enough to register |
22
+ | Slow motion | a short beat on severs and kills only | kept rare so it still means a payoff |
23
+
24
+ Under reduced motion it kept the marker and the flash and dropped the punch and the slow motion,
25
+ so the hit still reads. Two traps it met: the flash lit every enemy's arm at once until each limb
26
+ had its own material (three.js shares materials between copies; skill `funpixel-3d`,
27
+ its three-loading reference, "Copies"), and hitstop that
28
+ froze input read as lag (hitstop freezes the bodies; see [recipes](recipes.md#hitstop-on-the-bodies-not-the-loop)).
29
+
30
+ ```ts
31
+ export function impact(t: Target, dir: Vec3, kind: 'hit' | 'sever' | 'kill') {
32
+ t.jolt(dir, kind === 'hit' ? 0.06 : 0.12); // metres along the hit
33
+ t.flash(kind === 'hit' ? 0.06 : 0.1); // seconds, the part's own material
34
+ hud.marker(kind === 'hit' ? 'white' : 'coral');
35
+ if (!reduced) camera.punch(dir, 0.03);
36
+ hitstop([t, hero], kind === 'hit' ? 0.045 : 0.09); // bodies only; input keeps running
37
+ if (!reduced && kind !== 'hit') time.slow(0.35, 0.25); // scale, seconds
38
+ }
39
+ ```
40
+
41
+ ## A verb nobody can see does not exist
42
+
43
+ The game's shove worked in the sim for weeks with no body animation, and the owner asked "don't we
44
+ have a melee attack?". To a player, a verb without a pose, a sound and a visible result is not
45
+ there. A two-handed shove and a slash fixed it. `funtools feel` reads each actor's look per state
46
+ ([measure](measure.md)), which shows a state that borrows another's pose.
47
+
48
+ The same goes for touch: on the phone a tap on a joint that missed showed nothing, so the blind
49
+ player could not tell a cut from no cut. A miss that answers (a spark, a small "miss") tells the
50
+ player the press arrived.
51
+
52
+ ## Combos from what is already there
53
+
54
+ The dive knife added no enemy and no system. It cashes a state several existing verbs already
55
+ create: anything *reeling* (opened by the pendulum dodge, pinned by a rivet, thrown by a Counter or
56
+ a gun's stagger) loses a joint to the knife for free. That turned the old verbs into combos:
57
+ Counter → knife → knife drops one; rivet → close in → knife. The strike button becomes KNIFE, lit,
58
+ exactly when a reeling enemy is in reach, so the HUD teaches the combo at the moment it applies.
59
+
60
+ A question to ask of any new verb or weapon: which state does it open, and which verb cashes it?
61
+
62
+ ## Weapons as tools that serve a pillar
63
+
64
+ The game's three tools each answer a design pillar and draw on the one shared resource (the gas
65
+ canister), so adding them kept the economy:
66
+
67
+ - the cutter takes joints (the core verb);
68
+ - the rivet driver pins an enemy to the wall behind it by a limb, and its rivets are recovered from
69
+ the walls (the twin of the weld pillar: what you fix in place stays);
70
+ - the scattergun throws everything back and takes limbs up close, with rare shells, and it is the
71
+ loudest thing she carries, so it costs stealth.
72
+
73
+ The owner asked for a famous game's stake gun. The team built the *fantasy* (pin an enemy to a
74
+ wall) as its own tool with its own name and silhouette, and sent no franchise name or image to any
75
+ generator: the ideas are free to use, the look and marks belong to their owner.
76
+
77
+ Mid-build requests can quietly break a pillar. "Add guns" broke "you have no gun", "make her
78
+ faster" broke the gas economy, "make manoeuvres easier" softened the pendulum as a skill. Each was
79
+ kept and folded back: every tool costs gas, the automatic dodge side became an Assist setting.
80
+ Re-reading the pillars after a request is cheap (skill `funpixel-gdd`).
81
+
82
+ ## Movement numbers that held, and how they were found
83
+
84
+ | Verb | Design | Measured by `feel` | Note |
85
+ |---|---|---|---|
86
+ | Walk / run | 2.5 / 4.5 m/s | — | 2.7 / 4.8 broke the gas economy: the chapter bots rushed into extra fights and could not afford the second weld |
87
+ | Dodge | 2.0 m in 0.26 s | 1.92 m in 0.30 s | one press; the side follows the pendulum |
88
+ | Untouchable window | 0.21 s | 0.217 s | |
89
+
90
+ Two lessons in that table. The speed change was caught by bots that play the whole chapter on five
91
+ seeds in the tests, not by feel. And the dodge started as Space plus a direction, which was the main
92
+ "hard to manoeuvre" complaint; one key that picks the side the pendulum wants fixed it, offered as
93
+ an assist so the skill stays for players who want it.
94
+
95
+ A long frame (a first-use shader compile) moves a wall-clock window: one `feel` run's dodge hit the
96
+ rail. Warm up before measuring and run it twice (skill `funpixel-art`, its frames reference).
97
+
98
+ ## Tells that carry without sound
99
+
100
+ The blind phone player died twice at the first enemy: the white arm showed about 0.3 s before the
101
+ swing, and the rest of the 0.7 s warning was the hum, which a muted phone never hears. A tell that
102
+ builds visibly across the whole warning (the arm growing toward white) carries on a silent phone;
103
+ sound can add to it without carrying it alone.
104
+
105
+ ## Films need a bot that fights
106
+
107
+ The game's route bots only cut, so films made from their runs showed no combat and a review could
108
+ not judge the weapons. A `fighter` bot style, for films only (the tests keep the median bot), plays
109
+ the verbs a keen player would: Counters, knives, rivets, a death. If the payoff is a fight, film a
110
+ fight.
@@ -0,0 +1,125 @@
1
+ # Measuring feel: the verb, the tell, the death, the look by state
2
+
3
+ Panels judge stills, so four things that separate the hits from generated games went unmeasured
4
+ (research 18's craft properties 1, 2, 4 and 7): whether the verb does what the design's numbers
5
+ say, how long a threat warns before it hits and what the player can do about it, how long a death
6
+ takes to read and to undo, and whether an actor looks different in each of its states.
7
+ `npx @funpixel/tools feel` answers them from a trace: a script plays the real controls on the built
8
+ game while every frame's `__FPX_STATE__` (only the fields below) and each named actor's look are
9
+ kept. It is a mirror, not a gate: a note never fails it, and "not measured" is never a pass.
10
+
11
+ ## The fields it reads
12
+
13
+ All optional. Expose what your game has; a field you leave out is a measure that says "not
14
+ measured", which is honest.
15
+
16
+ | Field | Why | What it measures |
17
+ |---|---|---|
18
+ | `t` | the game's own clock, in seconds: every step your loop gives the rules, after its clamp | every time measured on it, so a stutter in the browser that your game clamps does not lengthen a window; without it the page's clock is used and a long frame is said beside a gap |
19
+ | `hero: { x, y, grounded }` | where the body is and whether it stands | jump height, time in the air, apex hang (time in the top 10% of the arc); a fall off a ledge never turns back, so it is not counted as a jump |
20
+ | `hero.body` | the hero's height in the state's units | distances in body heights, the unit the hits' numbers translate to across engines |
21
+ | `hero.unit` | `px`, `tile`, `slot`, `m` | a design row in those units compares without `body` |
22
+ | `hero.vx` | speed, for a hero that accelerates | top speed and time to it from rest, leaving out dash and invulnerable frames (a stepper's position jumps, so speed is read only from `vx`) |
23
+ | `hero.state` | the game's word: `idle`, `run`, `jump`, `dash`, `hurt`, `dead` | a dash's distance, time and speed (`dash`, `roll`, `dodge`), apart from the run's; a death; the player's look per state |
24
+ | `hero.invulnerable` | true while nothing can hurt the hero | the safe window; one that opens with a verb is a defensive verb, with its committed tail after |
25
+ | `threats: [{ id, kind?, phase }]` | a phase naming a tell (`tell`, `windup`, `warn`, `charge`, `aim`) and a strike (`strike`, `attack`, `active`, `fire`, `slam`) | tell to strike per kind, and strikes that came with no tell |
26
+ | `dead` | true from the fatal hit until the cut | the death beat |
27
+ | `control` | false while input does nothing (a beat, a card, a fade) | death to control again |
28
+ | `actors: { nodeName: state }` | keyed by the scene node's `label` (Pixi) or `name` (Three) | each actor's look in each of its states |
29
+
30
+ List every threat that can hurt the hero in `threats` on each frame it exists (a spike row, a
31
+ guard, a projectile), even one that never winds up. If the list is empty, feel sees nothing that can end
32
+ the run: tells, strikes, the death beat and the restart all come back "not measured", and the report says why.
33
+
34
+ The scaffold's demo exposes all of them (`src/expose.ts`), draws a key pose per state
35
+ (`src/pose.ts`), and `test/feel.json` plays it: a hop, a mashed hop, standing on a spike, a retry.
36
+
37
+ ## The script
38
+
39
+ `test/feel.json`: `{ "viewport": "desktop", "seed": 1, "steps": [...], "expect": { ... } }`. Steps are
40
+ a journey's (tap, drag, hold, press, wait; no `view` or `verb` jumps) plus two:
41
+ `until field=value [ms]` waits for the state (`until screen=playing`, `until control=false 9000`), and
42
+ `retry <step>` repeats an input every 150 ms until the player has control again, so the time from
43
+ death to control is the game's, not the script's pause. Wait for the death with `until control=false`
44
+ rather than `dead=true`: a game with no beat never sets `dead`, and the wait would count against
45
+ its restart. Put a retry after the card is up when the state has no `control` field. `--journey <name>` plays a journey's steps instead. To read a
46
+ cooldown, press through it (`press Space 12`); the gap reads the cooldown to within the press spacing.
47
+ Modifier keys hold under another key with `&`: `hold ShiftLeft 1500 & hold ArrowRight 1500` is a
48
+ held run (`ShiftLeft`, `ShiftRight`, `ControlLeft`, `AltLeft`, `MetaLeft`…, the codes a game reads).
49
+
50
+ ## Forgiveness windows: a sweep across runs
51
+
52
+ Coyote time (a jump pressed just after leaving the ledge still jumps) and the jump buffer (one
53
+ pressed just before landing is kept) cannot be read from one run: it cannot tell a window from a
54
+ missing one. `sweeps` in the script times attempts instead, each on a fresh load of the same seed:
55
+ its setup `steps`, then the page presses the verb at an exact offset from a moment on the game's
56
+ clock and reads whether it took. Offsets step out from the moment (0, 20, 40 … 200 ms by default,
57
+ `offsets: [first, last, step]`) until two in a row miss; the window is the largest that took.
58
+
59
+ ```json
60
+ "sweeps": {
61
+ "coyote": { "steps": ["until screen=title", "press Space", "until screen=playing"],
62
+ "anchor": "hero.grounded=false", "press": "ArrowUp", "success": "hero.state=jump" },
63
+ "buffer": { "steps": ["until screen=title", "press Space", "until screen=playing"], "cue": "ArrowUp",
64
+ "anchor": "hero.grounded=true", "press": "ArrowUp", "success": "hero.grounded=false", "within": 300 }
65
+ }
66
+ ```
67
+
68
+ `anchor` is the moment (a state turning true after it was false: leaving the ground, a strike
69
+ starting); a coyote press comes after it. A buffer press comes before it, so the `cue` key starts
70
+ the jump whose landing is the anchor, and a calibration run times the landing first. `success`
71
+ must hold within `within` ms (default 300) after both the press and the anchor. The attempts are
72
+ frame-quantized: at 60 fps a window reads to a frame either way, and the result shows the offset
73
+ that took, the first that missed and how many runs it took. The scaffold's demo has both: a hop
74
+ pressed up to 0.1 s before landing is kept, and a spike hits only 0.1 s after it stands, so a hop
75
+ that late still clears it (its coyote time, since it has no ledge). Each attempt reloads the game,
76
+ so a sweep takes a minute or so; `--no-sweep` skips them, and `playtest --quick` does too.
77
+
78
+ `expect` holds the script's own numbers, read like the design's. The design wins on the same
79
+ measure: a row of `design/GDD.md` `## The numbers` whose words name one (jump height, time in the
80
+ air, apex hang, top speed, time to top speed, dash distance, dash time, dash speed, invulnerable
81
+ window, cooldown, coyote time, jump buffer, tell, death beat, restart), with a unit: s, ms, frames at 60 fps, body heights, px,
82
+ tiles, per second; a range (`0.2–0.3 s`) or a bound (`under 2 s`).
83
+
84
+ ## What it says, with the numbers behind it
85
+
86
+ - **The verb against the design.** Each row, design beside measured, within 15% or one frame, else
87
+ the gap in units and per cent. The number the player feels is the measured one: change the code
88
+ or the design so they agree. Celeste's `Player.cs` for scale: run 90 px/s reached at 1000 px/s²
89
+ (about 0.09 s), jump launch 105 px/s held up to 0.2 s, half gravity near the apex while jump is
90
+ held, coyote time 0.1 s, dash 240 px/s for 0.15 s, dash cooldown 0.2 s, a buffered jump kept 4 frames.
91
+ - **Tell and dodge.** A tell under 0.5 s is noted: research 18's own target is 0.5–0.8 s by shape
92
+ and sound, ours rather than a source's. For scale: Slay the Spire shows each enemy's next action
93
+ and its damage a whole turn ahead; Gungeon's dodge roll lasts about 0.7 s, invulnerable for its
94
+ first half and open for the rest. A game whose threats struck while no verb opened a safe window
95
+ gets a note, and the choice stays yours: a roll, a hop, a parry, or a line in the design saying
96
+ why stepping away is the whole answer. (Hades' dash invulnerability is unverified in research 18,
97
+ so it is not used as a reference.)
98
+ - **Death beat and restart.** A hit that cuts straight to the card (under 0.1 s), or a pause where
99
+ the hero looks the same as the second before, is noted; so is a restart over 2 s. Research 18's
100
+ targets, ours: a readable 0.3–0.6 s beat, then control back in under 2 s (Celeste respawns in
101
+ about a second, an estimate).
102
+ - **Looks by state.** An actor with one look across its states is noted. Dead Cells' rule is the
103
+ way in: the fewest key poses that read, frames added only around a key; Celeste stretches its
104
+ hero to 0.6 × 1.4 on a jump. The look key sees a picture or sheet frame change, a part shown or
105
+ hidden, a tint, a squash of 20% or more, a turn of 45° or more; it ignores a breath, a small lean
106
+ and a facing flip, so two states that differ only there share a look (said as detail, not noted).
107
+
108
+ ## What it cannot say
109
+
110
+ A window the script has no sweep for reads "not measured": sweep it, or pin it in the rules tests
111
+ (the scaffold's `test/rules.test.ts` does both). Without `t` in the state, times are the page's
112
+ clock in this machine's browser: a long frame lengthens a tell by that frame, so compare runs made
113
+ the same way. Sweep presses are synthetic key events: a game that checks `isTrusted` ignores them. `funtools playtest` runs `feel`
114
+ when `test/feel.json` exists and puts each property's numbers in the facts every seat reads first.
115
+
116
+ ## Feedback on key events
117
+
118
+ `feel` also reads the state's `juice` (the scaffold's `juiceLevel()`: shake, flash, squash, screen
119
+ flash, hitstop, particles) around every key event the trace shows: the score rising, a hit, a life
120
+ lost, a death (`dead` turning true) and a won or lost screen. An event with no rise within about
121
+ 100 ms is a note (a late answer reads as lag), and a win, loss or death that answers no bigger than
122
+ a point is a note: each channel is sized against its own peak in the trace, so size means how many
123
+ channels answered and how hard. The numbers live in one place, `TUNE` in `src/juice.ts`, and each
124
+ row of the `FEEL` table in `src/feel.ts` says whether it is a small or big moment; a self-test fails a
125
+ big one that gets no more than every small one. A game whose state has no `juice` is not measured.