@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 +1,147 @@
1
+ # Content at scale: more levels, areas and waves without writing each one
2
+
3
+ The experience bar found the same gap in every game we measured: the design claimed content that
4
+ play never reached, because each level was hand-built and the budget ran out at two. A game that
5
+ plays 5–15 minutes needs 8–30 distinct stretches. This page is the authoring side: content as data,
6
+ a recipe that makes more of it, and bots that check each piece before a player sees it. How long a
7
+ run should be and how steep the curve is live in `depth.md` and `escalation.md`.
8
+
9
+ ## Hand-made anchors, generated fill
10
+
11
+ | Piece | Made how | Why |
12
+ |---|---|---|
13
+ | The first level, each chapter's opening, each set piece, the finale | by hand, as data | these teach and these are remembered; a generator's randomness costs most here |
14
+ | The stretches between them | from a recipe with a seed, kept once they pass the checks | variety at low cost; the recipe's knobs are the difficulty |
15
+ | Endless or daily play | the recipe live, seeded by date | replay without new writing |
16
+
17
+ Keep a generated piece as a file once it passes (`levels/07.json`), rather than regenerating it on
18
+ every load: a kept file can be named, tuned and rechecked; a live seed changes when the recipe does.
19
+
20
+ ## Levels as files a check can read
21
+
22
+ ```ts
23
+ // levels/*.json: one file per stretch; the same shape whether a person or a recipe wrote it.
24
+ export interface LevelFile {
25
+ id: string; // 'ch2-03'
26
+ chapter: number;
27
+ name: string; // what the content list and the chapter card call it
28
+ made: 'hand' | 'recipe';
29
+ seed?: number; // the recipe's seed, when made by one
30
+ knobs?: Record<string, number>; // the recipe's inputs: gaps, enemies, pickups, length
31
+ tiles?: string[]; // side or top view rows ('#' solid, '.' air, 'S' spawn, 'E' exit)
32
+ waves?: Array<{ at: number; kind: string; count: number; from: string }>;
33
+ beat?: string; // the story beat this level plays, if any (story-at-size.md)
34
+ }
35
+ ```
36
+
37
+ `funtools reach` reads tile levels directly (declare them in `funpixel.json` `reach`); a wave
38
+ file is checked by the probes.
39
+
40
+ ## A recipe from chunks (platformer, runner, top-down rooms)
41
+
42
+ Author ten to twenty small chunks by hand (a gap, a stair, a moving platform, a ledge with an enemy),
43
+ each tagged with how hard it is and what it teaches. A level is a walk through chunks chosen by the
44
+ seed within a difficulty band, always joined floor to floor.
45
+
46
+ ```ts
47
+ export interface Chunk { id: string; rows: string[]; difficulty: number; teaches?: string }
48
+
49
+ function rng(seed: number) { return () => ((seed = (seed * 1664525 + 1013904223) >>> 0) / 2 ** 32); }
50
+
51
+ /** A level from chunks: `length` chunks whose difficulty rises from lo to hi, no chunk twice in a row. */
52
+ export function fromChunks(chunks: Chunk[], seed: number, length: number, lo: number, hi: number, needs?: string): string[] {
53
+ const r = rng(seed), picked: Chunk[] = [];
54
+ for (let i = 0; i < length; i++) {
55
+ const want = lo + (hi - lo) * (i / Math.max(1, length - 1));
56
+ const fit = chunks.filter((c) => Math.abs(c.difficulty - want) <= 1 && c.id !== picked.at(-1)?.id);
57
+ // The chunk that teaches this level's new idea goes second, alone, before it is mixed in.
58
+ const teach = i === 1 && needs ? chunks.find((c) => c.teaches === needs) : undefined;
59
+ picked.push(teach ?? fit[Math.floor(r() * fit.length)] ?? chunks[0]);
60
+ }
61
+ const h = Math.max(...picked.map((c) => c.rows.length));
62
+ return Array.from({ length: h }, (_, y) => picked.map((c) => (c.rows[y - (h - c.rows.length)] ?? '.'.repeat(c.rows[0].length))).join(''));
63
+ }
64
+ ```
65
+
66
+ ## A recipe from a budget (waves, arenas, rounds)
67
+
68
+ Each enemy kind has a cost. A wave spends a budget that grows by a set step; a new kind debuts
69
+ alone in a quiet wave before it is mixed with others, and every few waves is a rest.
70
+
71
+ ```ts
72
+ export interface Kind { id: string; cost: number; debut: number } // debut: the first wave it may appear in
73
+
74
+ export function waves(kinds: Kind[], count: number, seed: number, start = 6, step = 3, restEvery = 5) {
75
+ const r = rng(seed), out: Array<{ wave: number; spawns: Record<string, number>; note: string }> = [];
76
+ for (let w = 1; w <= count; w++) {
77
+ const debut = kinds.find((k) => k.debut === w);
78
+ if (debut) { out.push({ wave: w, spawns: { [debut.id]: 3 }, note: 'debut: ' + debut.id + ', alone' }); continue; }
79
+ if (w % restEvery === 0) { out.push({ wave: w, spawns: { [kinds[0].id]: 2 }, note: 'rest' }); continue; }
80
+ let budget = start + step * w; const spawns: Record<string, number> = {};
81
+ const open = kinds.filter((k) => k.debut < w);
82
+ while (budget > 0 && open.length) {
83
+ const k = open[Math.floor(r() * open.length)];
84
+ if (k.cost > budget) { if (open.every((o) => o.cost > budget)) break; continue; }
85
+ spawns[k.id] = (spawns[k.id] ?? 0) + 1; budget -= k.cost;
86
+ }
87
+ out.push({ wave: w, spawns, note: '' });
88
+ }
89
+ return out;
90
+ }
91
+ ```
92
+
93
+ ## Areas and chapters from a table
94
+
95
+ For a journey or an adventure, the unit is an area: a place with a palette, a kit of props, one
96
+ new idea and a few objectives. Write the table first; each row becomes a file and a chapter card.
97
+
98
+ | Id | Name | Palette and light | New idea | Objectives | Beat |
99
+ |---|---|---|---|---|---|
100
+ | ch1 | The Drowned Market | noon, teal water, red awnings | jump between roofs | 3 | goal |
101
+ | ch2 | The Wire District | dusk, cables, sodium lamps | slide along wires | 4 | ch2 |
102
+
103
+ Dress each area from its kit with the seeded scatter in `funpixel-world-and-story`
104
+ (`world-kit.md`); the table's palette row keeps the areas distinct.
105
+
106
+ ## Keep only what passes
107
+
108
+ Every generated piece goes through the same checks before it is kept, and the recipe's seed moves
109
+ on when one fails. Log what was rejected, so a recipe that rejects most of its output is fixed at
110
+ the recipe.
111
+
112
+ 1. **Reachable**: `funtools reach` for tile levels; the solver in `__FPX_LEVELS__` for boards.
113
+ 2. **Finishable by a bot in a sane time**: the game's probes (`references/probes.md`) play each
114
+ level; a level the skilled bot cannot finish, or the naive bot finishes as fast as the skilled
115
+ one, goes back.
116
+ 3. **Different from its neighbours**: compare the chunk ids or the spawn mix with the level before;
117
+ two levels that share most of their parts read as one.
118
+ 4. **In the band**: its measured difficulty sits where the curve wants it (lane of `escalation.md`).
119
+
120
+ ```ts
121
+ // scripts/make-levels.ts, run by the agent, not the game: keep the first seed per slot that passes.
122
+ for (const slot of plan) { // plan: [{ id, chapter, lo, hi, length, needs }]
123
+ for (let seed = slot.seedFrom ?? 1, tries = 0; tries < 50; seed++, tries++) {
124
+ const tiles = fromChunks(CHUNKS, seed, slot.length, slot.lo, slot.hi, slot.needs);
125
+ const verdict = check(tiles); // reach + probe + neighbour + band, each a small function
126
+ if (verdict.ok) { writeLevel({ ...slot, made: 'recipe', seed, tiles }); break; }
127
+ rejected.push({ slot: slot.id, seed, why: verdict.why });
128
+ }
129
+ }
130
+ ```
131
+
132
+ ## Reached in play, filled by play
133
+
134
+ The GDD's content list has a `Reached in play` column. Leave it for play to fill: run the blind
135
+ player (`funtools play --long 10`) or a journey, then `funtools depth --fill` writes what real
136
+ play reached into that column ("4 of 12 levels (blind round 2)"), and the story table's `Seen in
137
+ play` beside it. Expose the place in `__FPX_STATE__` (`level`, `area`, `chapter` or `wave`) so the
138
+ play log names it. A count that play never reached is the finding, not the count on paper.
139
+
140
+ ## Common mistakes
141
+
142
+ - Generating at load time with `Math.random()`: no two players see the same level, and none can be
143
+ rechecked.
144
+ - A recipe with no teach step: the new chunk appears first mixed with three others.
145
+ - Keeping every generated level: the checks exist to throw most of them away.
146
+ - Thirty levels that differ only in length; change the chunk mix, the palette or the idea.
147
+ - Counting files as content. The content list counts what a player reaches.
@@ -0,0 +1,89 @@
1
+ # Depth and replay
2
+
3
+ What a player gets from a game over ten minutes, and what brings them back for run two. A slice made
4
+ in one session can match a hit on feel per second; the next thing it loses on is depth. In our
5
+ head-to-heads against the genre hits (29 Sep), the player seat chose the hit almost every time and
6
+ said why: "a dense, escalating ten-minute score attack against a single sparse maze, a 1:38 run"
7
+ (a maze game against Pac-Man CE DX), "the early basket is too sparse, there is no packing pressure"
8
+ (a merge game against Suika Game), "no endless mode, no leaderboard" (an arcade game). Depth here is
9
+ structure and numbers, not content volume, so it is within a session's reach. Everything below is an
10
+ option with its reason; pick what serves the game and write the choice into the design note.
11
+
12
+ ## Run length
13
+
14
+ How long one run lasts for a player who is trying. Too short and a run is a demo; too long for the
15
+ genre and the phone gets put down mid-run. Starting targets (sourced in research 18 unless marked
16
+ estimated):
17
+
18
+ | Genre | One run | First reward | Reference |
19
+ |---|---|---|---|
20
+ | Arcade, maze chase | a timed score attack of 5 or 10 minutes (estimated) | an eat or a pickup within 2 s | Pac-Man CE DX |
21
+ | Merge or drop puzzle | until the container overflows, 3–10 minutes (estimated) | a first merge within the first few drops | Suika Game |
22
+ | Survivor, wave survival | 20 waves: 20 s, +5 s a wave to a 60 s cap, a 90 s boss, about 17 minutes | the first upgrade within 20 s | Brotato, Vampire Survivors (30 minutes) |
23
+ | Precision platformer | a screen or room per attempt, 20–60 s (estimated); respawn in about 1 s | the first clear inside a minute | Celeste |
24
+ | Card run, roguelike | 10–20 minutes (estimated) | a choice in the first hand | Balatro, Slay the Spire |
25
+ | Day loop, sim | one day of about 14 minutes | the first harvest or sale inside the first day | Stardew Valley |
26
+ | Racing | 3 laps of 30–60 s (estimated) | the first gate or overtake within 5 s | — |
27
+
28
+ Measure it: the novice and skilled bots (the game-logic skill's balance section) report the run
29
+ length they reach on fixed seeds; `npx @funpixel/tools sim` prints it with events a minute. A novice run under a minute in a genre whose target is five means
30
+ the ramp bites too early or too hard; a skilled run that never ends means there is no ceiling.
31
+
32
+ ## Density: what happens per minute
33
+
34
+ Count what the player causes or answers per minute from the sim's event stream, over a bot run: eats,
35
+ merges, kills, pickups, decisions. Starting targets (estimated): an arcade chase scores something
36
+ every second or two and asks for a turn decision every 1–2 s; a drop puzzle drops every 1–3 s and
37
+ merges on most early drops; a survivor levels up every 20–40 s early and every minute or two later.
38
+ Compare minute one with minute five: the fifth should be denser or different, never emptier. A long
39
+ empty stretch (clearing the last dots of a maze, waiting for a spawn) reads as the game running out.
40
+
41
+ Options that raise density without new content: more pickups of smaller value; a field that refills
42
+ on a visible schedule; a second source of score (a combo, a chain, a train of chasers); spawns tied
43
+ to the player's progress instead of a clock.
44
+
45
+ ## Pressure in the first 30 seconds
46
+
47
+ The first real threat or decision arrives early, so the first minute is play, not setup. Options:
48
+ a board that starts partly filled from the seed; a tighter container, a faster clock or an awake
49
+ chaser from the first second; a timer visible from the start. Pressure is not difficulty: the novice
50
+ bot still clears the first stage (the game-logic skill's 80-of-100 floor for survival games, or the
51
+ genre's own first success).
52
+
53
+ ## Structures after the level
54
+
55
+ A complete level is the first thing to finish; one of these turns it into a game someone replays.
56
+
57
+ - **Score attack.** A fixed timer (2, 5 or 10 minutes), score as the goal, speed and multiplier
58
+ climbing with success, and a panic button that costs score (CE DX's bomb lowers speed and the
59
+ multiplier). Reason: two runs are comparable, so a stranger can try to beat the last one.
60
+ - **Endless.** The level loops and the ramp keeps going: a wave or cycle counter that never stops,
61
+ one new idea every few cycles, then a ceiling where it plays as survival. Reason: the run ends on
62
+ the player's mistake, never on the content running out.
63
+ - **Stages.** Three stages, each debuting one idea alone before combining it (research 18, property
64
+ 8). Reason: the fifth minute looks unlike the first.
65
+ - **Daily seed.** The same board for everyone that day (the seed from the date), with a share card.
66
+ Reason: a reason to come back tomorrow, at no content cost.
67
+ - **One thing carried to run two.** An unlock, a starting perk, the next mode opened by the first
68
+ clear. Reason: losing moves something forward (Hades, Vampire Survivors).
69
+
70
+ ## A local best
71
+
72
+ `SaveManager` from `@funpixel/sdk/save` keeps the best per mode on the device (skill `funpixel-game-spine`;
73
+ the SDK's `leaderboard()` has no service behind it yet, so do not wire it). The results screen shows
74
+ this run beside the best, a new best gets its own moment (its own sound and a longer hold), and a
75
+ local table of the top five runs with dates gives a reason to try again. Expose `best` in
76
+ `__FPX_STATE__`, and give verify a check that it rises after a finished run.
77
+
78
+ ## Replay hooks
79
+
80
+ - Restart in under 2 s from the results screen, one tap (research 18, property 7).
81
+ - Show the near miss: "412 short of your best", the line you almost reached (Vampire Survivors' 30
82
+ minutes makes falling short the reason for run two).
83
+ - The results screen names one thing to try next (a mode, a route, an unused power).
84
+
85
+ ## In the design note
86
+
87
+ One line under Loops: `Depth: run length <m:ss> · events per minute <n> · first pressure at <s> ·
88
+ after the level: <score attack | endless | stages | daily seed> · best: <what is saved>`. Fill it
89
+ from bot runs, not guesses, and update it when the ramp changes.
@@ -0,0 +1,41 @@
1
+ # Escalation that changes what the player does
2
+
3
+ Detail for the escalation section of the game-logic skill. Faster alone leaves the game the same,
4
+ only harder to read. One game's review found its ramp invisible: the area indicator was computed
5
+ and not drawn. What has worked:
6
+
7
+ 1. A ramp written as a list of what changes: a new enemy type, a pattern, a narrower gap, a second
8
+ resource, with speed riding along.
9
+ 2. One new thing at a time, first met with no threat nearby, so the player learns it before it
10
+ bites (adapted from Claude Code Game Studios, MIT).
11
+ 3. Intensity in waves with a rest after each peak; a run that only climbs exhausts.
12
+ 4. A ramp the player can see: a wave number, an area name, a colour shift, exposed in
13
+ `__FPX_STATE__` so a check can prove it moves.
14
+
15
+
16
+ ## The curve per level, and the shape each genre wants
17
+
18
+ `funtools sim` splits the probe run by `level(run)` (a level, stage, wave or cup): for the naive,
19
+ novice and skilled players, how many clear each level, how many lose there and how long they spend.
20
+ It warns on four shapes that lost players on 30 Sep:
21
+
22
+ - **Flat**: everyone clears it, nobody loses, in under 45 s (one game's first garden gave three
23
+ stars in 35 s). A first level may teach; a flat level mid-ramp is time with nothing to learn.
24
+ - **A wall for people**: the skilled bot clears it only at 60 decisions a second (one racer's last
25
+ cup). Wrap the sharp policy in `humanRate` (12 decisions a second, 200 ms to react; a thumb makes
26
+ 10–15) and read both: a level the twin cannot clear asks for superhuman input.
27
+ - **Cannot be lost**: no player lost a run over minutes of play (one of our games). A puzzle or toy on purpose
28
+ says so; else a threat, a clock or a resource can end a run.
29
+ - **No ramp**: the novice loses no more and takes no longer later than early.
30
+
31
+ The default shape is a ramp with breathers: each step a little harder, a calmer stretch after a
32
+ spike, the hardest near the end, and an ending worth reaching. Per genre, as offers:
33
+
34
+ - **Waves (survivors-like, brawler, shooter):** the first minute safe, each wave a little denser,
35
+ a lighter wave after each new enemy kind, a boss as the peak; a run of 5–15 minutes.
36
+ - **Levels (platformer, puzzle):** each idea met alone, then twisted twice, then combined with the
37
+ last; a short breather level when a new idea arrives; a checkpoint before each spike.
38
+ - **Cups and races:** each cup a step up in rival pace, every cup clearable at a human rate.
39
+ - **Board pressure (drop, merge, falling blocks):** the curve is the spawn mix and the board
40
+ filling, not the speed; the score attack carries the minutes.
41
+ - **Chase (maze, stealth):** speed and aggression step per level with a short rest between.
@@ -0,0 +1,61 @@
1
+ # Levels a solver can check
2
+
3
+ Detail for the Levels section of the game-logic skill: how to prove every level can be finished
4
+ and how hard it is, before anyone plays it.
5
+
6
+ ## Data, not code paths
7
+
8
+ One file or seed per level (tiles, spawn, exit, hazards). A level written as code branches cannot
9
+ be rechecked after an edit; a level as data can be re-solved by the same function every time.
10
+
11
+ ## Solvable by construction
12
+
13
+ Generate backwards from a solved state: start from the goal, apply reverse moves, and record the
14
+ intended order. A board that dead-ends by chance reads as unfair, not hard. In Stitch, a test that
15
+ inferred the order from duplicate spools failed until the generator recorded it (research 12).
16
+
17
+ ## Checked by a solver
18
+
19
+ - A breadth-first search from the start proves the exit is reachable.
20
+ - For platformers, every gap and ledge is within the jump's reach, computed from the `R` constants
21
+ for run speed, gravity and jump velocity, and every spawn stands on ground. Falling out of the
22
+ world respawns the player. `funtools reach` (below) measures both from the level files.
23
+ - The solver goes in `__FPX_LEVELS__`; every other invariant is a `__FPX_SELFTEST__` entry:
24
+ `{ name: 'spawns stand on ground', run: () => levels.every(safeSpawn) }`.
25
+
26
+ ## Difficulty, measured
27
+
28
+ `exposeHooks({ levels: { count, solve: (i) => ({ solvable, moves }) } })` lets verify run the solver
29
+ over every level (engine-free, 2 s each): an unsolvable level fails, and a flat or inverted curve is
30
+ reported. Hard levels on a rhythm (every 7th or 10th) with an easier one after each read as
31
+ designed; hard levels at random read as noise.
32
+
33
+ Density targets can be unreachable: solvable boards seal off cells, so measure the fill a generator
34
+ actually achieves before promising one.
35
+
36
+ ## Reach, measured
37
+
38
+ One option when levels are data: `npx @funpixel/tools reach` fills each level from its spawn and
39
+ names every exit, pickup, checkpoint or room nothing reaches, with what is in the way. It runs
40
+ locally and free and reads files only, so it catches a sealed room or a jump one tile too wide
41
+ before anyone plays; how the level feels to cross is still a play test's question.
42
+
43
+ - **What it reads.** `design/level.json` (the `build_level` spec) and `design/levels/*.json`, or
44
+ the files `funpixel.json` names in `"reach": { "levels": [...] }`. A tile level is
45
+ `{ "name", "view": "side" | "top", "tiles": ["#..S", ...] }`, or many under `"levels"`. The
46
+ default legend: `#` solid, `S` spawn, `E` exit, `*` pickup, `C` checkpoint, `^` hazard, `=`
47
+ one-way platform, `H` ladder; `"legend"` renames any character.
48
+ - **The jump is the game's own.** `"reach": { "movement": { ... } }` gives `jump_height` and
49
+ `jump_distance` in level units, or `gravity` with `jump_velocity` and `run_speed`; any value can
50
+ name a rules constant (`"jump_height": "JUMP_H"`, read from `src/sim/rules.ts`) so the check and
51
+ the game share one number. `air_jumps`, `dash`, `step`, `size` and `unit` (movement units per tile)
52
+ are optional; `"jump": false` says there is none. Nothing is guessed: a side view with no movement
53
+ reports "not observed".
54
+ - **What it says.** Each unreached target comes with its gap: the tiles or metres on either side,
55
+ how far across and how high, and what the jump clears at that rise; or "something solid is in
56
+ the way" when the jump is long enough on paper; or, in 3D, a wall with no opening the body fits.
57
+ A gap within a hair of the limit is reported too: a perfect-takeoff jump reads as a miss.
58
+ - **Places meant to be seen, not entered** (a vault behind glass) go in `"reach": { "sealed": [...] }`.
59
+ - Exit 0 all reached, 1 something unreachable, 2 not observed (no level data, no spawn, no
60
+ movement for a side view); the record is `.funtools/reach.json`. Props are not read; the 3D
61
+ bench's collider audit already names one that blocks a door.
@@ -0,0 +1,122 @@
1
+ # Probes: bots on your own rules
2
+
3
+ A playtest finds a degenerate line late, after art and juice are built around it. A probe finds it
4
+ in seconds: five simple players over 100 seeds each, on the engine-free rules, with no browser.
5
+ Each is an option with its reason; none is a gate. `npx @funpixel/tools sim` runs
6
+ `test/probes.ts` and reads what it prints. A `funtools init` game has both files: `src/probe-kit.ts`
7
+ (`cohort`, `stageMoment`, `replayTo`, `timeline`) and `test/probes.ts` wired to the demo round.
8
+
9
+ **The rules and their probe are one piece.** When you replace the demo's rules, rewrite
10
+ `test/probes.ts` in the same step: its game (`newRun`, `step`, `outcome`, `progress`, and `level`
11
+ when the game has levels) and its five players. Of eight GDK games only one had a probe that ran
12
+ on its own rules; the others measured nothing, or the demo. Set the seconds per run past the length
13
+ the game means to have, so a good run can end on its own.
14
+
15
+ ## The five players, and what each one caught
16
+
17
+ | Role | Plays | Finds | Where it came from |
18
+ |---|---|---|---|
19
+ | `idle` | never presses | standing still wins, or waves clear themselves | one arcade game: the blind phone player idled ~12 s reading the screen and wave 3 cleared itself; `idle-probe.ts` then measured it on 40 seeds per wave |
20
+ | `naive` | steers straight at the nearest target, human-slow | no skill ceiling: the objective set holds no challenge | Research 19 §15 lesson 9: if a naive steer-to-marker bot clears everything, the design note says so on purpose |
21
+ | `taught` | does exactly what the tutorial teaches, with ~0.2 s reaction | a tutorial that teaches a losing line; a mechanic that hurts the player who uses it | the same game's `core-metrics.ts`: "tap a bug, wait for the wedge to go white, slip sideways out"; it measured how often the bee was safe from its own chain and whether the chain's reward reached it |
22
+ | `skilled` | the sharp line, fast | exploits, and whether a win is reachable at all | every bar game's balance bot |
23
+ | `novice` | slow, hesitates, one press in five wrong, only what a player sees | onboarding: does a newcomer reach the first success? | the same game's `novice.ts`: frozen policy and policy hash, 100 fixed seeds plus 100 held out, deaths by cause |
24
+ | `middle` (optional) | SOME of what is taught (leans and rests, never takes cover) | a difficulty cliff: half the lesson loses like none of it | one game's round 4: the careless and the careful bots, nothing between |
25
+
26
+ Each player sees only what a player could see: positions, marks, the HUD, never the rules'
27
+ private state. A policy that clones the run or simulates seconds ahead (that round's sharp bot:
28
+ `glare()` looked 4–7 s ahead) is not a person at any rate: say so with `foresight: '<what it
29
+ knows>'` on the policy, and sim does not count its wins as a careful player's at a human pace. Freeze the novice (its code, its seeds) before tuning, or the floor moves with
30
+ the balance.
31
+
32
+ ## What `sim` reports
33
+
34
+ - **warn**: standing still wins or gets half as far as the sharp bot; the taught line does worse
35
+ than the naive one, or wins under half its seeds when the sharp bot wins (r4: 4/20 is not "the
36
+ lesson pays"); only a policy with `foresight` wins at a human pace; the novice reaches the first success on fewer than 80 of 100 seeds (the
37
+ floor in the skill; name your own first success in `ProbeGame.firstSuccess`); a `broken()` check
38
+ failed (NaN, off the map, inside a wall), with the seed and time to replay.
39
+ - **note**: no skill ceiling. The naive player wins as often, and as fast, as the sharp one; or
40
+ wins as often and skill shows only as time. Fine for a toy, a relaxed game or a race against
41
+ the clock: say so in the design note. Otherwise give the verb something to master: a risk that
42
+ pays (the arcade game's chain that reaches the bee), a line to read, a combo that holds.
43
+ - **length**: how long the sharp bot's run lasts (with its spread over seeds, and the second it
44
+ reached each level when `level(run)` is given) against 15 minutes (funpixel.json
45
+ `play_min_minutes` moves it) and the design doc's `Play length:` line. Under it is a warn: a game
46
+ is at least 15 minutes of real play by a first-time player; a smaller scope is a choice the
47
+ play-length line states "on purpose". A probe that stops runs before the bar says so instead of guessing.
48
+ - **ending**: `ended(run)` on the game names the ending (the last content reached, an end screen; a
49
+ won outcome counts too), and the cohort reports `ended` (seeds) and `endedAt` (the mean second)
50
+ apart from losses. A skilled run that never ends warns "no ending reached in 900 s" (content that
51
+ loops, as one game's three mazes did); an endless score attack says "on purpose" on its line.
52
+ - **curve** (with `level(run)`): clear rate, loss rate and time per level for each player. A flat
53
+ level, a wall, a run nothing loses and a missing ramp are named ([escalation.md](escalation.md)).
54
+ A human-rate twin of the sharp player (`humanRate(skilled, game.dt, { rest: 0 })` from `src/probe-human.ts`, 12 decisions a
55
+ second with 200 ms to react) shows a wall only a 60 Hz bot gets past; without one the human rate is
56
+ "not measured". When the design doc's content list names more areas, levels or waves than the
57
+ skilled bot reaches (half or fewer), that is a warn.
58
+ - **bot broken**: the sharp bot made no progress, or a naive or idle player gets clearly further.
59
+ - **human-win** names the policy that won at a human pace (`sharp@12hz (the sharp policy …)`), and
60
+ the taught policy's own count beside it when it trails.
61
+ - **middle**: with a `middle` policy, one that loses like the naive player while the careful one wins
62
+ is a difficulty cliff (a note); without one, and with careless and careful far apart, it is "not
63
+ measured". Add one: `{ name: 'middle', role: 'middle', says: 'leans and rests, never takes cover',
64
+ make }` in `test/probes.ts`.
65
+ The bot is measured then, not the game: fix it before reading the ceiling, length or moments.
66
+ - **depth**: for the sharp and the novice player, how long a run lasts and what happens per minute
67
+ (the events your `step` returns, by type), the two numbers [depth.md](depth.md) asks for. A
68
+ novice whose runs mostly end lost inside a minute is a note: in most genres that is a demo, not a
69
+ run. Count what the player causes or answers (eats, pickups, near misses, decisions) as events.
70
+ - **not measured**: a player you did not write. It is never a pass.
71
+
72
+ A game made before the probes (or whose rules moved to `src/sim/`) has no `test/probes.ts`;
73
+ `funtools upgrade` leaves a skeleton on the game's own rules module beside it as
74
+ `test/probes.ts.funtools-new` (it names what the rules export and marks the five places to fill).
75
+ Copy it and fill them (vite-style imports without `.ts` resolve under `sim`): that is the whole
76
+ wiring, and it replaces a hand-written bot script. A probe still importing the demo's names says
77
+ so when `sim` runs it; `--timeout` gives a campaign probe more than 300 s, and anything the probe
78
+ prints to stderr is shown.
79
+
80
+ The worst case matters, not the average (one game's playtest tracked the deepest overlap and
81
+ the longest stuck time over 240 s of AI against AI). What should not happen at all goes in `broken()`.
82
+
83
+ ## Stage the signature moment from the rules
84
+
85
+ Critics judge stills, and a moment view that fakes its payoff shows a frame play cannot reach.
86
+ `stageMoment(game, skilled, { seeds, at: [6, 8, 10, 12], window: 6, score })` plays each seed to
87
+ each start time, then scores the events in the window after (the arcade game's `moment.ts`: the longest
88
+ real chain within 6 s). `sim` prints the best seed and time. The moment view replays it through
89
+ the rules:
90
+
91
+ ```ts
92
+ const views = {
93
+ moment: { moment: true, enter: () => { session.run = replayTo(game, skilled, 23, 8); go('playing'); } },
94
+ };
95
+ ```
96
+
97
+ `capture` then shoots a payoff the game really reaches, and a later rules change that breaks the
98
+ moment shows up as a lower score in `sim`, not as a stale picture.
99
+
100
+ ## Numbers from one arcade game (its own probes, 100 seeds unless named)
101
+
102
+ - Idle: the blind phone player idled about 12 s and wave 3 cleared itself. On today's rules an
103
+ idle bee clears 0 of 40 seeds in every combat wave and lives 17 to 28 s (`idle-probe.ts`, 29 Sep).
104
+ - Taught, before and after one creator session's rules change: chains the bee survived 19.1% →
105
+ 92.5%; chains whose reward reached the bee 2.3% → 99% (`metrics-before.json`,
106
+ `metrics-after.json`). The tuning could not quietly make the taught line worse.
107
+ - Novice (frozen policy): through practice and the first combat wave alive and scoring, 32 → 97 of
108
+ 100 seeds over the same change.
109
+
110
+ ## Music that follows play
111
+
112
+ `timeline(game, skilled, seed, seconds, 0.5, (run, events) => ({ threats: …, ...musicMix(run) }))`
113
+ samples the game's own mix while a bot plays. Declare what each layer follows,
114
+ `{ name: 'wave 3', follow: [{ layer: 'swarm', driver: 'threats' }], rows }`, and `sim` says whether
115
+ the layer moved and how closely (skill `funpixel-audio`, references/adaptive-music.md).
116
+
117
+ ## What the rules alone cannot show
118
+
119
+ Probes play the rules with no renderer and no clock a player watches, so they cannot say how long a
120
+ tell shows on screen, whether a hit holds a readable beat, how fast control comes back or whether an
121
+ actor changes pose by state. `funtools feel` measures those in the built page from `__FPX_STATE__`
122
+ while a script plays the real controls (skill `funpixel-game-feel`, `references/measure.md`).
@@ -0,0 +1,108 @@
1
+ # Game logic in a Unity game
2
+
3
+ Rules kept in plain C#, outside the engine, can be tested in seconds and played by bots thousands
4
+ of times. That only helps when the tests and bots see what a player sees. A 3D platformer's first
5
+ TestFlight build drew every moving platform frozen after the first level behind 1,118 green
6
+ tests, and a ball puzzle was tuned twice against bots that aimed worse than a person, who then
7
+ cleared level 62 in one shot.
8
+
9
+ ## Tools
10
+
11
+ Not shipped by the kit: the Unity starter, these Code-stage checks and the studio scripts they were
12
+ learned with (`unity_check.py` among them) are proposed. "Partial" below means a version exists in one
13
+ studio's games, not in the kit. Until the starter ships, run what exists: `dotnet test` on an
14
+ engine-free core (seconds, many agents at once), Unity's own test runner for the rest
15
+ (`funtools unity run -- -nographics -runTests -testPlatform EditMode -testResults results.xml`,
16
+ or `-testPlatform PlayMode` for tests that need a running scene, as one game's `PlayTests` assembly does,
17
+ queued one run per project across agents, and never with `-quit`: the test runner exits by itself), and each check below as an ordinary test in your own project.
18
+
19
+ | Check | Pass | Status and tool |
20
+ |---|---|---|
21
+ | `compile_fast` | 0 errors, about 2 s | proposed (a studio script, not in the kit); until then `dotnet build` on the core |
22
+ | `core_tests` | 0 failures, count ≥ baseline, csproj tracked | partial: a `CoreTests~` project; count and csproj checks proposed |
23
+ | `core_engine_free` | no `UnityEngine` in Core | partial: compiler-enforced, no lint guards the flag |
24
+ | `determinism_lint` | 0 uses of `Math.Round`, `List.Sort`, `Mathf.*` and similar outside the JS-math shims | proposed |
25
+ | `web_goldens` | 0 diffs against web traces | partial: one port |
26
+ | `rules_guard` | `Rules.Mobile` with fix flags off equals `Rules.WebParity` | partial: branches |
27
+ | `alloc_quiet` | 0 B per warm sim step | partial: an allocation test in one game |
28
+ | `balance_gate` | every character 40–60% at every AI level, N ≥ 200 per pairing | partial: one game, one level only |
29
+ | `difficulty_bots` | sharp bot ≥ 2 shots past onboarding; noisy bot ≥ 75% clears per section | partial: one game |
30
+ | `softlock_bot` | 0 states with no valid action | partial: one game's level tests |
31
+ | `economy_pacing` | time to finish in band; offline pay ≤ next purchase | partial: two games |
32
+ | `physics_fuzz` | 0 inside-solid, tunnel, NaN or stuck | partial: one game |
33
+
34
+ `Rules` flags are default-off switches in the Core for experiments and mobile fixes. The report
35
+ defines `Rules.WebParity` and `Rules.Mobile` only through `rules_guard`.
36
+
37
+ ## Procedure
38
+
39
+ 1. Put the rules in `Scripts/Core` with an asmdef set to `noEngineReferences: true`. Unity allows
40
+ one Editor per project, so agents cannot run Unity tests in parallel; plain .NET tests they
41
+ can.
42
+ 2. Keep numbers in `Scripts/Core/Config.cs`, and each experiment as a default-off `Rules` flag so
43
+ it runs headless. There is no live tuning: a number changes only with a build.
44
+ 3. After each change build the core, then run its tests from the game's `CoreTests~` folder:
45
+ `dotnet test` (Unity ships a `dotnet` inside the Editor, under `Contents/Resources/Scripting/DotNetSdk/`,
46
+ if none is on the PATH).
47
+ 4. Pick how levels are made:
48
+
49
+ | Pattern | Proof | Game |
50
+ |---|---|---|
51
+ | Generated, solvable by construction | a solver test | a puzzle game: 600 levels by reverse removal, 29 tests |
52
+ | Generated, fitted to a bot | budgets fitted to sharp-bot shots, then capped from human play | the ball puzzle |
53
+ | Data from the web build | level laws as tests | every port |
54
+
55
+ Level laws are properties held as tests. The platformer's: widest gap, dock distance, player at
56
+ least 9% of screen height, every attack at least 0.6 s after its tell, plus a journey bot
57
+ that frees all crew on 5 seeds.
58
+ 5. Set difficulty with two bots and a person. A sharp bot plays like a sharp player and gives
59
+ the floor; a noisy bot gives the clear rate; the cap comes from a person playing. The ball
60
+ puzzle ended at budget = bot estimate × 0.5, capped at 10 balls (one room) and 14 (two).
61
+ 6. Gate balance at every AI level, on unseen seeds, one change at a time. Four matches per
62
+ pairing is ±5 points of noise, so use 200. Run the sweep before building art for a rule
63
+ change: a soccer game built two rounds of goal art first.
64
+ 7. Judge a power-up with paired seeds at large N. Pass: the holder's goal delta is under 0.3
65
+ either way (2,400 pairs, about 10 minutes, in the soccer game).
66
+ 8. Simulate the economy with offline earnings and a spend-everything bot.
67
+ 9. Hold the warm sim step at 0 B of garbage with a test: a 40-robot chain went from 4 KB to 0 B
68
+ (game not in the report), and one port holds 0 B over 600 frames.
69
+ 10. Fuzz physics per level: a short fuzz every run, a deep fuzz before TestFlight.
70
+ 11. Test levels the way players reach them: enter each as a second or later level through Next,
71
+ Continue or Restart (the check `entry_path`, proposed).
72
+ 12. Run each new regression test against the parent commit, where it must fail. A soccer-game
73
+ cheat test passed on the old server too.
74
+ 13. Play by hand through remote input after the bots pass. Bots miss readability: hand play in
75
+ the platformer found fans that looked walkable.
76
+ 14. Test the save: migration from every earlier format and corruption (the games test 12 kinds of
77
+ bad JSON). Unity's NUnit is old (no `Assert.Multiple`, no `Does.Contain` on an enum), so write
78
+ those tests for the plain .NET project or keep to the old asserts.
79
+ 15. Treat a hit you are measuring against as a reference, not a target: measure it frame by frame
80
+ (the owner's recording at `ffmpeg -vf fps=1`, contact sheets, a timed log) before copying a
81
+ number. The soccer game's ball was 40% too big and play 1.6× faster than Head Ball 2's; a taller goal
82
+ to match it added 15–20% goals and was rejected ("if it makes scoring too easy, don't"). A tempo
83
+ of 0.75 matched its 10.5 goals per 90 s.
84
+
85
+ ## Worked example
86
+
87
+ The soccer game's balance gate (a three.js port with several characters and AI levels):
88
+ 1. A narrower pitch with ground goals looked fine at the "good" AI level.
89
+ 2. At the Alpha level it spread 33–68%.
90
+ 3. The dead end cost about 220,000 simulated matches.
91
+ 4. The gate that held: 13,200 matches, 200 per pairing, one change at a time.
92
+ 5. Final: every character at 41–56% at every AI level, inside the 40–60% pass band.
93
+
94
+ ## Common mistakes
95
+
96
+ - Tuning against a weak bot: the ball puzzle's random-aim bot won 90–100% everywhere, and its
97
+ "human-style" bot left 33 balls on level 72. Two redesigns in two days.
98
+ - Calibrating at one AI level: one head then spread 15–76% at Alpha.
99
+ - Leaving offline pay out of the economy sim: an idle city game paid about $50K for two hours away
100
+ at minute 5, about the price of the whole city. Offline pay is now ≤ the next pad's cost, and
101
+ cost growth 1.12 gives a 162-minute city.
102
+ - A bot that takes only legal actions: it missed food picked up with nowhere to deliver it
103
+ (reported with the idle game).
104
+ - Starting every level fresh at boot: the platformer's movers drew frozen in every level after the
105
+ first; the audit's frozen count went 219 → 0 once fixed.
106
+ - Skipping the physics fuzz: the platformer had 1,988 respawns inside solid geometry on 24 of 26
107
+ levels.
108
+ - A test that never asserts: the soccer game's "always ends with a winner" did not.