@funpixel/tools 0.0.0-stage → 0.1.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (2414) hide show
  1. package/LICENSE +115 -0
  2. package/NOTICE +28 -0
  3. package/README.md +110 -2
  4. package/bench/LICENSE +674 -0
  5. package/bench/README.md +10 -0
  6. package/bench/entrypoint.py +94 -0
  7. package/bench/handlers/__init__.py +53 -0
  8. package/bench/handlers/apply_skin.py +192 -0
  9. package/bench/handlers/apply_texture.py +195 -0
  10. package/bench/handlers/audit_clips.py +351 -0
  11. package/bench/handlers/author_clips.py +297 -0
  12. package/bench/handlers/author_motion.py +298 -0
  13. package/bench/handlers/bake_emissive.py +136 -0
  14. package/bench/handlers/build_level.py +395 -0
  15. package/bench/handlers/decimate.py +220 -0
  16. package/bench/handlers/fit_rig.py +273 -0
  17. package/bench/handlers/fracture.py +233 -0
  18. package/bench/handlers/humanoid.py +119 -0
  19. package/bench/handlers/inspect.py +212 -0
  20. package/bench/handlers/level_check.py +68 -0
  21. package/bench/handlers/level_geo.py +150 -0
  22. package/bench/handlers/level_proof.py +117 -0
  23. package/bench/handlers/level_props.py +135 -0
  24. package/bench/handlers/lod.py +83 -0
  25. package/bench/handlers/merge_clips.py +122 -0
  26. package/bench/handlers/mirror_limb.py +336 -0
  27. package/bench/handlers/motion_specs.json +11 -0
  28. package/bench/handlers/normalize_materials.py +182 -0
  29. package/bench/handlers/normalize_transform.py +174 -0
  30. package/bench/handlers/prune_clips.py +141 -0
  31. package/bench/handlers/raster.py +98 -0
  32. package/bench/handlers/render.py +239 -0
  33. package/bench/handlers/render_views.py +101 -0
  34. package/bench/handlers/retarget_clips.py +185 -0
  35. package/bench/handlers/scene.py +311 -0
  36. package/bench/handlers/sheet.py +118 -0
  37. package/bench/handlers/texels.py +176 -0
  38. package/bench/handlers/views.py +232 -0
  39. package/dist/api/generated/openapi.js +1 -0
  40. package/dist/api/http.js +71 -0
  41. package/dist/api/jobs.js +94 -0
  42. package/dist/assets/bakeoff.js +61 -0
  43. package/dist/assets/counts.js +60 -0
  44. package/dist/assets/gen.js +230 -0
  45. package/dist/assets/lock.js +77 -0
  46. package/dist/assets/manifest.js +236 -0
  47. package/dist/assets/palette-fit.js +99 -0
  48. package/dist/assets/pixelart.js +192 -0
  49. package/dist/assets/pixels.js +131 -0
  50. package/dist/assets/plan.js +169 -0
  51. package/dist/assets/process.js +209 -0
  52. package/dist/assets/script.js +194 -0
  53. package/dist/assets/steps.js +294 -0
  54. package/dist/bin.js +8 -0
  55. package/dist/board/board.js +99 -0
  56. package/dist/cast/library.js +102 -0
  57. package/dist/cast/measure.js +222 -0
  58. package/dist/cli.js +2917 -0
  59. package/dist/clip/clip.js +83 -0
  60. package/dist/commands/account.js +158 -0
  61. package/dist/commands/assets-pixels.js +106 -0
  62. package/dist/commands/assets.js +473 -0
  63. package/dist/commands/beats.js +77 -0
  64. package/dist/commands/board.js +162 -0
  65. package/dist/commands/boxes.js +89 -0
  66. package/dist/commands/capture-all.js +92 -0
  67. package/dist/commands/cast.js +84 -0
  68. package/dist/commands/character.js +58 -0
  69. package/dist/commands/check.js +404 -0
  70. package/dist/commands/clip.js +112 -0
  71. package/dist/commands/compare-takes.js +204 -0
  72. package/dist/commands/compare-target.js +149 -0
  73. package/dist/commands/compare.js +117 -0
  74. package/dist/commands/compose-variations.js +202 -0
  75. package/dist/commands/compose.js +163 -0
  76. package/dist/commands/cut.js +13 -0
  77. package/dist/commands/decide.js +90 -0
  78. package/dist/commands/depth.js +171 -0
  79. package/dist/commands/dev.js +138 -0
  80. package/dist/commands/directions.js +106 -0
  81. package/dist/commands/doctor.js +281 -0
  82. package/dist/commands/export.js +88 -0
  83. package/dist/commands/feedback.js +496 -0
  84. package/dist/commands/feel.js +144 -0
  85. package/dist/commands/fidelity.js +95 -0
  86. package/dist/commands/find.js +116 -0
  87. package/dist/commands/firstlook.js +138 -0
  88. package/dist/commands/flow.js +600 -0
  89. package/dist/commands/framing.js +53 -0
  90. package/dist/commands/gdd.js +227 -0
  91. package/dist/commands/gen.js +512 -0
  92. package/dist/commands/greenlight.js +148 -0
  93. package/dist/commands/hook.js +171 -0
  94. package/dist/commands/init.js +234 -0
  95. package/dist/commands/inspect.js +161 -0
  96. package/dist/commands/job.js +41 -0
  97. package/dist/commands/jobs.js +87 -0
  98. package/dist/commands/journal.js +58 -0
  99. package/dist/commands/journey.js +228 -0
  100. package/dist/commands/judge.js +191 -0
  101. package/dist/commands/lanes.js +571 -0
  102. package/dist/commands/lessons.js +74 -0
  103. package/dist/commands/life.js +134 -0
  104. package/dist/commands/login.js +134 -0
  105. package/dist/commands/look-3d.js +105 -0
  106. package/dist/commands/look-fit.js +116 -0
  107. package/dist/commands/look-hud.js +180 -0
  108. package/dist/commands/look-read.js +162 -0
  109. package/dist/commands/look-sheet.js +152 -0
  110. package/dist/commands/look-theme.js +136 -0
  111. package/dist/commands/look.js +373 -0
  112. package/dist/commands/loop.js +112 -0
  113. package/dist/commands/loudness.js +69 -0
  114. package/dist/commands/mobile-qa.js +119 -0
  115. package/dist/commands/model.js +256 -0
  116. package/dist/commands/models.js +93 -0
  117. package/dist/commands/motion.js +305 -0
  118. package/dist/commands/next.js +72 -0
  119. package/dist/commands/note.js +294 -0
  120. package/dist/commands/optimize.js +212 -0
  121. package/dist/commands/owner.js +109 -0
  122. package/dist/commands/pack.js +66 -0
  123. package/dist/commands/parts.js +635 -0
  124. package/dist/commands/phone.js +398 -0
  125. package/dist/commands/pick.js +146 -0
  126. package/dist/commands/pitch.js +205 -0
  127. package/dist/commands/places.js +89 -0
  128. package/dist/commands/play.js +368 -0
  129. package/dist/commands/playable.js +51 -0
  130. package/dist/commands/playtest.js +262 -0
  131. package/dist/commands/profile.js +292 -0
  132. package/dist/commands/progress.js +537 -0
  133. package/dist/commands/publish.js +165 -0
  134. package/dist/commands/reach.js +72 -0
  135. package/dist/commands/reel.js +177 -0
  136. package/dist/commands/review.js +112 -0
  137. package/dist/commands/rooms.js +180 -0
  138. package/dist/commands/schema.js +29 -0
  139. package/dist/commands/score.js +326 -0
  140. package/dist/commands/serve.js +67 -0
  141. package/dist/commands/setup.js +254 -0
  142. package/dist/commands/sim.js +179 -0
  143. package/dist/commands/simulator.js +154 -0
  144. package/dist/commands/smoke-build.js +305 -0
  145. package/dist/commands/smoke.js +37 -0
  146. package/dist/commands/spec.js +114 -0
  147. package/dist/commands/store.js +154 -0
  148. package/dist/commands/test.js +104 -0
  149. package/dist/commands/trailer.js +255 -0
  150. package/dist/commands/unity-editor.js +322 -0
  151. package/dist/commands/unity-player.js +672 -0
  152. package/dist/commands/unity.js +198 -0
  153. package/dist/commands/upgrade.js +186 -0
  154. package/dist/commands/variety.js +108 -0
  155. package/dist/commands/verify.js +293 -0
  156. package/dist/commands/walk.js +449 -0
  157. package/dist/commands/widen.js +133 -0
  158. package/dist/commands/world.js +175 -0
  159. package/dist/commands/wow.js +143 -0
  160. package/dist/commands/zero.js +71 -0
  161. package/dist/compose/adsheet.js +61 -0
  162. package/dist/compose/contract.js +248 -0
  163. package/dist/compose/facts.js +81 -0
  164. package/dist/compose/hyperframes.js +102 -0
  165. package/dist/compose/page.js +216 -0
  166. package/dist/compose/probe.js +160 -0
  167. package/dist/compose/run.js +170 -0
  168. package/dist/compose/sheet.js +92 -0
  169. package/dist/compose/starters.js +247 -0
  170. package/dist/compose/variations.js +203 -0
  171. package/dist/criteria.js +35 -0
  172. package/dist/depth/experience.js +61 -0
  173. package/dist/depth/fill.js +102 -0
  174. package/dist/depth/inventory.js +161 -0
  175. package/dist/depth/pacing.js +173 -0
  176. package/dist/depth/story.js +97 -0
  177. package/dist/dev/devtools.js +119 -0
  178. package/dist/dev/hold.js +46 -0
  179. package/dist/dev/lan.js +15 -0
  180. package/dist/dev/open.js +30 -0
  181. package/dist/dev/qr.js +124 -0
  182. package/dist/devtools/LICENSES/pixi.js.LICENSE +21 -0
  183. package/dist/devtools/LICENSES/preact.LICENSE +21 -0
  184. package/dist/devtools/LICENSES/source-map-js.LICENSE +28 -0
  185. package/dist/devtools/LICENSES/three.LICENSE +21 -0
  186. package/dist/devtools/inspector/funpixel-inspector.pixi.min.js +1 -0
  187. package/dist/devtools/inspector/funpixel-inspector.threejs.min.js +1 -0
  188. package/dist/devtools/inspector/hooked-engines/pixi.min.js +8 -0
  189. package/dist/devtools/inspector/hooked-engines/preact.min.js +1 -0
  190. package/dist/devtools/inspector/hooked-engines/threejs.min.js +12 -0
  191. package/dist/devtools/kapture/funpixel-kapture.min.js +1 -0
  192. package/dist/devtools/profiler/funpixel-profiler.pixi.min.js +1 -0
  193. package/dist/devtools/profiler/funpixel-profiler.threejs.min.js +1 -0
  194. package/dist/direct/moves.js +234 -0
  195. package/dist/direct/read.js +59 -0
  196. package/dist/direct/round.js +80 -0
  197. package/dist/doctor/host.js +245 -0
  198. package/dist/doctor/unity-checks.js +380 -0
  199. package/dist/doctor/unity-history.js +589 -0
  200. package/dist/doctor/unity-host.js +160 -0
  201. package/dist/doctor/unity-import-rules.js +874 -0
  202. package/dist/doctor/unity-meta.js +225 -0
  203. package/dist/doctor/unity-project.js +297 -0
  204. package/dist/doctor/unity.js +171 -0
  205. package/dist/export/export.js +165 -0
  206. package/dist/export/metadata.js +25 -0
  207. package/dist/export/runtime.js +119 -0
  208. package/dist/export/scan.js +78 -0
  209. package/dist/export/select.js +193 -0
  210. package/dist/export/strip.js +42 -0
  211. package/dist/feedback/ab.js +55 -0
  212. package/dist/feedback/auto.js +44 -0
  213. package/dist/feedback/learn.js +255 -0
  214. package/dist/feedback/measure.js +49 -0
  215. package/dist/feedback/page.js +66 -0
  216. package/dist/feel/feedback.js +85 -0
  217. package/dist/feel/judge.js +420 -0
  218. package/dist/feel/run.js +185 -0
  219. package/dist/feel/spec.js +124 -0
  220. package/dist/feel/sweep.js +156 -0
  221. package/dist/fidelity/consistency.js +205 -0
  222. package/dist/fidelity/match.js +675 -0
  223. package/dist/fidelity/run.js +107 -0
  224. package/dist/find/keywords.js +97 -0
  225. package/dist/find/names.js +45 -0
  226. package/dist/find/route.js +59 -0
  227. package/dist/firstlook/quality.js +261 -0
  228. package/dist/firstlook/render.js +111 -0
  229. package/dist/firstlook/set.js +218 -0
  230. package/dist/flow/flow.js +455 -0
  231. package/dist/flow/look.js +139 -0
  232. package/dist/frame/behaviour.js +53 -0
  233. package/dist/frame/clock.js +117 -0
  234. package/dist/frame/contract.js +111 -0
  235. package/dist/frame/genre.js +65 -0
  236. package/dist/frame/idle.js +58 -0
  237. package/dist/frame/opening.js +171 -0
  238. package/dist/frames/loop.js +52 -0
  239. package/dist/frames/sheet.js +69 -0
  240. package/dist/gdd/book.js +483 -0
  241. package/dist/gdd/chapters.js +71 -0
  242. package/dist/gdd/design.js +135 -0
  243. package/dist/gdd/doc.js +32 -0
  244. package/dist/gdd/levelmap.js +428 -0
  245. package/dist/gdd/measures.js +477 -0
  246. package/dist/gdd/page.js +111 -0
  247. package/dist/gdd/rubric.js +250 -0
  248. package/dist/gdd/size.js +83 -0
  249. package/dist/gdd/tiers.js +148 -0
  250. package/dist/gdd/world.js +98 -0
  251. package/dist/gdd/worth.js +507 -0
  252. package/dist/gen/kinds.js +451 -0
  253. package/dist/gen/local/doctor.js +25 -0
  254. package/dist/gen/local/index.js +3 -0
  255. package/dist/gen/local/kokoro.js +334 -0
  256. package/dist/gen/local/master.js +248 -0
  257. package/dist/gen/local/provider.js +65 -0
  258. package/dist/gen/local/voice-rules.js +156 -0
  259. package/dist/gen/models.generated.js +469 -0
  260. package/dist/gen/models.js +53 -0
  261. package/dist/gen/prompt-lint.js +35 -0
  262. package/dist/gen/record.js +73 -0
  263. package/dist/gen/save.js +101 -0
  264. package/dist/gen/title.js +55 -0
  265. package/dist/gen/unity.js +334 -0
  266. package/dist/goals/goals.js +204 -0
  267. package/dist/goals/run.js +90 -0
  268. package/dist/greenlight/ambition.js +42 -0
  269. package/dist/greenlight/bible.js +138 -0
  270. package/dist/greenlight/lock.js +48 -0
  271. package/dist/greenlight/match.js +19 -0
  272. package/dist/greenlight/md.js +82 -0
  273. package/dist/greenlight/page.js +100 -0
  274. package/dist/greenlight/pitches.js +66 -0
  275. package/dist/greenlight/worth.js +90 -0
  276. package/dist/guidance.js +24 -0
  277. package/dist/init/bare.js +114 -0
  278. package/dist/init/git.js +56 -0
  279. package/dist/init/starter.js +166 -0
  280. package/dist/init/starters.js +179 -0
  281. package/dist/inspect/describe.js +125 -0
  282. package/dist/inspect/devserver.js +40 -0
  283. package/dist/journey/diff.js +74 -0
  284. package/dist/journey/from-round.js +44 -0
  285. package/dist/journey/record.js +76 -0
  286. package/dist/journey/run.js +139 -0
  287. package/dist/journey/script.js +223 -0
  288. package/dist/judge/common.js +60 -0
  289. package/dist/judge/identity.js +68 -0
  290. package/dist/judge/sources.js +37 -0
  291. package/dist/judge/structure.js +59 -0
  292. package/dist/keys/device.js +145 -0
  293. package/dist/keys/store.js +167 -0
  294. package/dist/lanes/fence.js +108 -0
  295. package/dist/lanes/gate.js +123 -0
  296. package/dist/lanes/lanes.js +355 -0
  297. package/dist/lanes/union.js +62 -0
  298. package/dist/lanes/where.js +49 -0
  299. package/dist/lessons/motifs.js +97 -0
  300. package/dist/lessons/store.js +56 -0
  301. package/dist/look/anim.js +206 -0
  302. package/dist/look/boxes.js +209 -0
  303. package/dist/look/dressing.js +24 -0
  304. package/dist/look/feedback.js +50 -0
  305. package/dist/look/fit.js +123 -0
  306. package/dist/look/held.js +92 -0
  307. package/dist/look/hook.js +169 -0
  308. package/dist/look/hud.js +189 -0
  309. package/dist/look/image-io.js +50 -0
  310. package/dist/look/life.js +96 -0
  311. package/dist/look/light.js +42 -0
  312. package/dist/look/look.js +85 -0
  313. package/dist/look/loops.js +108 -0
  314. package/dist/look/made-of.js +242 -0
  315. package/dist/look/moments.js +32 -0
  316. package/dist/look/motion.js +44 -0
  317. package/dist/look/phone-play.js +142 -0
  318. package/dist/look/player.js +32 -0
  319. package/dist/look/png.js +117 -0
  320. package/dist/look/readability.js +100 -0
  321. package/dist/look/roles.js +109 -0
  322. package/dist/look/sheet.js +104 -0
  323. package/dist/look/theme.js +278 -0
  324. package/dist/look/touch.js +129 -0
  325. package/dist/look/ui-style.js +102 -0
  326. package/dist/machine/procs.js +117 -0
  327. package/dist/managed.js +15 -0
  328. package/dist/mcp/hosted.js +174 -0
  329. package/dist/mcp/models.generated.js +538 -0
  330. package/dist/mcp/models.js +35 -0
  331. package/dist/mcp/server.js +330 -0
  332. package/dist/memory/decisions.js +138 -0
  333. package/dist/memory/journal.js +108 -0
  334. package/dist/model/bench.js +83 -0
  335. package/dist/model/blender.js +106 -0
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  337. package/dist/model/finalize.js +33 -0
  338. package/dist/motion/checks.js +173 -0
  339. package/dist/motion/contract.js +177 -0
  340. package/dist/motion/encode.js +37 -0
  341. package/dist/motion/render.js +167 -0
  342. package/dist/motion/starter.js +54 -0
  343. package/dist/optimize/check.js +29 -0
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  345. package/dist/owner/bar.js +285 -0
  346. package/dist/owner/match.js +105 -0
  347. package/dist/pack/build.js +97 -0
  348. package/dist/pack/deps.js +28 -0
  349. package/dist/pack/leaks.js +77 -0
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  355. package/dist/plan/actions.js +18 -0
  356. package/dist/plan/notes.js +15 -0
  357. package/dist/play/clock.js +40 -0
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  363. package/dist/play/server.js +274 -0
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  388. package/dist/playtest/report.js +209 -0
  389. package/dist/playtest/route.js +139 -0
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  394. package/dist/production/contract.js +61 -0
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  396. package/dist/production/tier.js +66 -0
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  404. package/dist/publish/funpixel.js +96 -0
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@@ -0,0 +1,154 @@
1
+ # A world from a kit: scatter, landmarks, the route
2
+
3
+ Working code, checked in a scratch scaffold on pixi.js 8.21 and three 0.170 (captured and profiled
4
+ at 844×390). Take what helps; change the numbers to the place.
5
+
6
+ ## The kit
7
+
8
+ Six to twelve pieces in one style carry a whole area. Ways to get them:
9
+
10
+ | Piece | Tool | Note |
11
+ |---|---|---|
12
+ | 2D props (rock, bush, lamp, crate, fence) | `generate_sprite`, one call per piece with the same style words | a style lock keeps them one family (skill `funpixel-art`) |
13
+ | A state variant (lamp lit/unlit, bridge broken/mended) | `edit_image` on the accepted sprite | the same drawing changed, so the swap reads as the world changing |
14
+ | Ground and paths | `generate_image` texture or strip (`funtools gen texture`) | seamless tiles under the scatter; the scatter hides the grid |
15
+ | Characters that move | `generate_spritesheet` | idle and walk from one base |
16
+ | 3D props | code-built (below), `generate_3d_model`, or `find_material` type `model` (Poly Haven, CC0) | instance anything placed more than a few times |
17
+ | Sky | `generate_skybox`, or a Poly Haven HDRI via `get_material` | the sky sets the time of day and the palette |
18
+ | A set with a plan | `build_level` (skill `funpixel-3d`) | interiors, a village square, anything with doors |
19
+
20
+ ## Scatter by rule
21
+
22
+ Seeded dart-throwing with spacing: denser at the edges, sparse in the open, a clear route and a
23
+ ring around each landmark, jittered scale, flip and tint. Engine-free.
24
+
25
+ ```ts
26
+ // Dress a place from a kit: seeded, spaced, denser at the edges, the path kept clear.
27
+ // Engine-free: it returns placements; Pixi or Three draws them.
28
+
29
+ export interface Piece { name: string; radius: number; weight: number; zones?: Zone[] }
30
+ export type Zone = 'edge' | 'field' | 'path-side' | 'landmark';
31
+ export interface Placement { piece: string; x: number; y: number; scale: number; flip: boolean; tint: number; zone: Zone }
32
+ export interface Area {
33
+ w: number; h: number;
34
+ /** The walkable route as points; pieces keep `clear` away from it, `path-side` pieces hug it. */
35
+ path: Array<[number, number]>; clear: number;
36
+ /** Landmarks already placed (a tower, a tree): scatter leaves a ring around each. */
37
+ landmarks: Array<{ x: number; y: number; r: number }>;
38
+ }
39
+
40
+ export function rng(seed: number) {
41
+ return () => { seed = (seed + 0x6d2b79f5) | 0; let t = Math.imul(seed ^ (seed >>> 15), 1 | seed); t ^= t + Math.imul(t ^ (t >>> 7), 61 | t); return ((t ^ (t >>> 14)) >>> 0) / 4294967296; };
42
+ }
43
+
44
+ const distToPath = (x: number, y: number, path: Area['path']) => {
45
+ let best = Infinity;
46
+ for (let i = 1; i < path.length; i++) {
47
+ const [ax, ay] = path[i - 1], [bx, by] = path[i], dx = bx - ax, dy = by - ay;
48
+ const k = Math.max(0, Math.min(1, ((x - ax) * dx + (y - ay) * dy) / (dx * dx + dy * dy || 1)));
49
+ best = Math.min(best, Math.hypot(x - ax - k * dx, y - ay - k * dy));
50
+ }
51
+ return best;
52
+ };
53
+
54
+ /** Where a point sits: near an edge, beside the path, or in the open field. */
55
+ function zoneOf(x: number, y: number, a: Area): Zone | null {
56
+ const d = distToPath(x, y, a.path);
57
+ if (d < a.clear) return null; // the route stays readable
58
+ if (a.landmarks.some((l) => Math.hypot(x - l.x, y - l.y) < l.r)) return null; // landmarks breathe
59
+ if (d < a.clear * 1.8) return 'path-side';
60
+ const edge = Math.min(x, y, a.w - x, a.h - y);
61
+ return edge < Math.min(a.w, a.h) * 0.14 ? 'edge' : 'field';
62
+ }
63
+
64
+ /** Dart-throwing with spacing: `tries` candidates, each kept only if no neighbour is closer than the sum of radii. */
65
+ export function scatter(kit: Piece[], a: Area, seed: number, tries = 1500, density: Record<Zone, number> = { edge: 1, 'path-side': 0.6, field: 0.25, landmark: 0 }): Placement[] {
66
+ const r = rng(seed), out: Placement[] = [], total = kit.reduce((s, p) => s + p.weight, 0);
67
+ for (let i = 0; i < tries; i++) {
68
+ const x = r() * a.w, y = r() * a.h, zone = zoneOf(x, y, a);
69
+ if (!zone || r() > density[zone]) continue;
70
+ let pick = r() * total, piece = kit[0];
71
+ for (const p of kit) { pick -= p.weight; if (pick <= 0) { piece = p; break; } }
72
+ if (piece.zones && !piece.zones.includes(zone)) continue;
73
+ const scale = 0.8 + r() * 0.45;
74
+ if (out.some((o) => Math.hypot(o.x - x, o.y - y) < (kit.find((k) => k.name === o.piece)!.radius * o.scale + piece.radius * scale) * 0.9)) continue;
75
+ const warm = Math.round(235 + r() * 20); // a small tint jitter breaks the copy-paste look
76
+ out.push({ piece: piece.name, x, y, scale, flip: r() < 0.5, tint: (warm << 16) | (Math.round(240 + r() * 15) << 8) | 235, zone });
77
+ }
78
+ return out.sort((p, q) => p.y - q.y); // back to front for a 2D side or top view
79
+ }
80
+ ```
81
+
82
+ Pixi: draw the placements back to front (they come sorted by y), with the flip and tint.
83
+
84
+ ```ts
85
+ for (const p of scatter(KIT, { w, h, path, clear: 30, landmarks: [tower] }, 42)) {
86
+ const s = new Sprite({ texture: kitTextures[p.piece], anchor: { x: 0.5, y: 1 } });
87
+ s.position.set(p.x, p.y); s.scale.set(p.flip ? -p.scale : p.scale, p.scale); s.tint = p.tint;
88
+ world.addChild(s);
89
+ }
90
+ ```
91
+
92
+ Measured in the lab: about 280 pieces on an 844×390 view drew in 3 draw calls (Pixi batches
93
+ sprites and graphics that share a texture), JS work under 0.5 ms a frame. Put every kit piece on
94
+ one atlas (`npx @funpixel/tools optimize pack-atlas`) so they keep batching.
95
+
96
+ Three: one `InstancedMesh` per piece kind, so a few hundred props cost a few draw calls.
97
+
98
+ ```ts
99
+ /** Scatter on the XZ plane (area units = metres), one draw call per piece kind. */
100
+ export function dressGround(scene: THREE.Scene, size: number, path: Array<[number, number]>, landmark: THREE.Vector3, seed: number) {
101
+ const toArea = (x: number, z: number): [number, number] => [x + size / 2, z + size / 2];
102
+ const placed = scatter(KIT, { w: size, h: size, path: path.map(([x, z]) => toArea(x, z)), clear: 1.6, landmarks: [{ x: landmark.x + size / 2, y: landmark.z + size / 2, r: 4 }] }, seed, 4000);
103
+ const m = new THREE.Matrix4(), q = new THREE.Quaternion();
104
+ for (const piece of KIT) {
105
+ const mine = placed.filter((p) => p.piece === piece.name);
106
+ const [geo, mat] = GEO[piece.name];
107
+ const mesh = new THREE.InstancedMesh(geo, mat, mine.length);
108
+ mesh.name = 'kit-' + piece.name;
109
+ mine.forEach((p, i) => {
110
+ q.setFromAxisAngle(new THREE.Vector3(0, 1, 0), (p.x * 13.7) % (Math.PI * 2));
111
+ mesh.setMatrixAt(i, m.compose(new THREE.Vector3(p.x - size / 2, 0, p.y - size / 2), q, new THREE.Vector3(p.scale, p.scale, p.scale)));
112
+ mesh.setColorAt(i, new THREE.Color(p.tint));
113
+ });
114
+ scene.add(mesh);
115
+ }
116
+ return placed.length;
117
+ }
118
+ ```
119
+
120
+ Measured in the lab: 621 instances across the kit and trees, 16 draw calls, 17,640 triangles.
121
+
122
+ ## Landmarks and the route
123
+
124
+ - One landmark tall enough to see from most of the map, with its own silhouette and light (a
125
+ tower, a great tree). Place it first; the scatter leaves room around it.
126
+ - The route is the brightest, least cluttered band. In 2D a path texture or a stroked spline
127
+ (`Graphics.stroke({ width, cap: 'round', join: 'round' })`); in 3D a lighter ground strip.
128
+ - Two or three districts, each with one colour and one material: the orchard is warm and round,
129
+ the quarry grey and angular. A player should know where they are from one frame.
130
+ - Depth in 2D: two or three parallax layers (far hills move at 0.2–0.4 of the camera, near props
131
+ at 1.0), the far ones lighter and bluer; in 3D, fog in the sky's colour (skill `funpixel-art`).
132
+
133
+ ## Contact and life
134
+
135
+ - A soft shadow under anything standing on the ground (a blurred dark ellipse in 2D; a blob
136
+ texture or a shadow map in 3D) glues it to the place.
137
+ - Small ambient motion sells a place: grass sway (a sine on rotation with a per-piece phase),
138
+ drifting particles (pollen, fireflies, dust), water shimmer, smoke. Keep it low contrast so the
139
+ player and threats stay the clearest things on screen. Respect `prefers-reduced-motion`.
140
+ - Wildlife that reacts (birds that lift off as you pass) is cheap and reads as a living world.
141
+
142
+ ## A minimap, cheaply
143
+
144
+ A round mask over a small render of the world's layout: in 2D, draw the route and landmarks into a
145
+ `Graphics` in a corner at 1/20 scale with the player as an arrow; in 3D, a top-down orthographic
146
+ camera into a small `WebGLRenderTarget` shown on a plane, or a 2D canvas that draws the same
147
+ positions. Keep it off the thumbs' zones (skill `funpixel-mobile-ui`).
148
+
149
+ ## Checking a place
150
+
151
+ - Capture the play view at phone size and ask: can I see the landmark, the route and the goal?
152
+ - `npx @funpixel/tools look --read` for whether the player and threats stand out from the ground.
153
+ - `npx @funpixel/tools profile --views playing` before and after dressing; the draw calls and
154
+ object count say what the kit costs.
@@ -0,0 +1,3 @@
1
+ {
2
+ "skillListingBudgetFraction": 0.03
3
+ }
@@ -0,0 +1,28 @@
1
+ # Private files that must never ship with the game (funtools stage / publish). Rules are rooted with
2
+ # a leading slash so each one matches only the path it names. Everything not matched is uploaded, and
3
+ # the platform installs dependencies and builds the upload, so package.json, the lockfile,
4
+ # tsconfig.json, vite.config.ts, index.html, funpixel.json, src/ and public/ stay.
5
+ /AGENTS.md
6
+ /CLAUDE.md
7
+ /.agents/
8
+ /.claude/
9
+ /.funtools/
10
+ /verify.json
11
+ /design/
12
+ /dist-playable/
13
+ # Local tooling and generation inputs: scripts, tools, the asset manifest, raw provider originals and
14
+ # the costs ledger (assets gen). What ships is the processed copy under public/.
15
+ /scripts/
16
+ /tools/
17
+ /assets/
18
+ /reference/
19
+ # Notes, tests and test config: README.md stays, every other note is the team's.
20
+ *.md
21
+ !/README.md
22
+ /test/
23
+ /vitest.config.ts
24
+ # Secrets, if one is ever dropped here.
25
+ .env
26
+ .env.*
27
+ # src/splash-funpixel/ (the "Made with Funpixel" card) ships only when funpixel.json says
28
+ # "splash": "funpixel"; funtools applies that itself, whatever this file says.
@@ -0,0 +1,135 @@
1
+ <!-- funpixel-gdk:brief -->
2
+ # Game development with the Funpixel toolkit
3
+
4
+ Start with the creator's goal. An asset repair stays an asset repair; a new game gets the path
5
+ below. The creator and host agent own scope, style and workflow. Recipes here and in the
6
+ skills are defaults, not boundaries: keep locked choices, explore open ones, find another way when
7
+ no recipe fits.
8
+
9
+ Assets work in any engine; build, preview and publish target browser games (Pixi 8 or Three.js,
10
+ Preact, the SDK).
11
+
12
+ ## The shelf
13
+
14
+ Skills hold what great looks like, with numbers; each loads in one call (Skill tool or `SKILL.md`):
15
+ - starting, planning or reshaping a game, the GDD: `funpixel-gdd`; code, the SDK, multiplayer:
16
+ `funpixel-game-spine`; rules, levels, balance, depth and replay: `funpixel-game-logic`
17
+ - the look, 2D art, light and effects: `funpixel-art`; 3D models, the bench and levels: `funpixel-3d`
18
+ - feel and payoffs: `funpixel-game-feel`; a place with a story: `funpixel-world-and-story`; sound
19
+ and music: `funpixel-audio`; phone HUD, touch: `funpixel-mobile-ui`
20
+ - proving it plays, the panel and blind player: `funpixel-verify`; dev log: `funpixel-feedback`;
21
+ publish, trailer, store shots, playable ads: `funpixel-publish`; a store: `funpixel-store`;
22
+ Unity: `funpixel-unity-game`
23
+
24
+ The session start names the few this game needs. Local hooks advise (`funpixel.json` `gdk.gate`:
25
+ `"block"` or `"off"`; `FUNPIXEL_GDK_GATE`); no setting changes publishing's own checks.
26
+
27
+ ## The path
28
+
29
+ For a complete game, the path our best games took: you are the person's copilot, not an autopilot.
30
+ A plan made with them is a contract, target frames show what done looks like, and every round
31
+ closes the gap between the two. The locked plan
32
+ is the job; how you build it is yours. Why, tool and signal per step:
33
+ `funpixel-gdd/references/the-path.md`.
34
+
35
+ Start each session from `npx @funpixel/tools flow`: the owner's notes first (they outrank an
36
+ agent's claim), then the one next step. After every step, a short status in the chat with a
37
+ capture of the build: the owner watches and steers.
38
+
39
+ 1. **Brief back, one screen, one question.** A short brief (title, kind, verb, world, length,
40
+ failing, look, platforms), your calls in a line each, then one question: is it right? Decide
41
+ the rest and say it: their ask outranks a standing request.
42
+ 2. **First look, then a first playable.** The key art and the hero's reference sheet, shown in
43
+ the chat for the owner to steer. Then a playable built from them with real assets (the hero,
44
+ the place in the key art's light, title, music, the verb's sounds), sized by the game (short:
45
+ about 1 minute; long: 3 to 5), judged against the key art. They play: potential, or not.
46
+ 3. **Plan the whole game around it** (skill `funpixel-gdd`): the genre's best, pillars, story,
47
+ levels and maps, fun and wow moments, screens and HUD, a numbers contract with named tests,
48
+ the rest of the first look (target frames), the asset list with its price.
49
+ 4. **Lock** (`flow ask`): the owner's "looks good, let's build" (price shown; not a cap). It
50
+ stands until they say otherwise; a new direction is a new GDD version locked again; a
51
+ departure goes in "Where the build moved", with why.
52
+ 5. **Sim first** (`sim`, `test`), then **build with the assets as they land** in `public/assets/`,
53
+ each judged under the game's light. The slice: one verb, a win and a loss, progress, keys and
54
+ touch, `check` exits 0.
55
+ 6. **Each round, the look-dev loop**: capture at the target moments, set each beside its target
56
+ (`compare --target`), fix the biggest difference, then play it (`play`, `playtest`). Repeat
57
+ until each beat is close. Matching the targets is the job, never a style choice: only the owner
58
+ relaxes a target.
59
+ 7. **Extend** chapter by chapter (each to its targets, then the owner's yes); fold a new
60
+ request into the pillars first.
61
+ 8. **Finish when the person plays it and says yes.** Green means stop. When verify passes and the
62
+ goal is met, stop editing. No renames, restyles or polish nobody asked for; they break what
63
+ worked and hide which change did what.
64
+ Hand back what plays now (keys and touch), what is out on purpose, the next two or three steps,
65
+ and every stand-in. File the dev log with `report_feedback` before you finish.
66
+
67
+ ## A funtools scaffold
68
+
69
+ A folder `funtools init` made is a finished frame around a demo round (`init --bare`: none). Replace
70
+ the demo with your game (`rules.ts`, `session.ts`, `game.ts`, `feel.ts`, `hud.tsx`, `screens.tsx`,
71
+ `look.json`, a check per mechanic in `funpixel.json`); keep the frame, host integration and checks.
72
+
73
+ ## Silent failures
74
+
75
+ - dt is in seconds and clamped: `dt = Math.min(dt, 0.1)`. A background tab hands you one huge
76
+ frame and everything tunnels. Pixi: `ticker.deltaMS / 1000`, never `deltaTime`.
77
+ - Resize with `setupGameResize((w, h) => …)` from `@funpixel/sdk`, never a `resize` listener or
78
+ `resizeTo: window`: those miss iframe resizes. It fires once at the call, so create the renderer
79
+ first.
80
+ - Audio: one `new AudioEngine({ iosPatch: false })` from `@funpixel/sdk/audio`; connect every
81
+ source to `audio.master` and call `audio.unlock()` from the first click, pointerup or keydown.
82
+ `iosPatch: false` lets the iPhone ringer switch mute the game; pass `true`
83
+ only when sound is the game (rhythm, music). Keep an existing game's choice.
84
+ - Pointer handlers use `addEventListener`. Assigning `onpointerdown = …` twice kills the first
85
+ control without an error.
86
+ - Three: GLBs need `DRACOLoader`, `KTX2Loader` and the meshopt decoder with same-origin decoder
87
+ paths, an environment map (they render flat grey without one), and `mixer.update(dt)` every frame.
88
+ - Pixi: every display object gets a `.label`; `window.__PIXI_APP__ = app` after `app.init()`.
89
+ - Room codes, share codes and seeds carry `data-funpixel-selectable` (else they cannot be copied).
90
+ - `@funpixel/sdk` is pinned exactly (`"0.7.0"`). Import the root only for `setupGameResize`;
91
+ everything else from a subpath. Multiplayer is `Room.autoJoin(getGameKey(), …)`, never a raw
92
+ WebSocket (skill `funpixel-game-spine`).
93
+ - A performance fix changes how a frame is made (pooling, atlases, instancing), never what it shows.
94
+ - Assets arrive as expiring URLs: `npx @funpixel/tools job <id> --wait --out public/assets/<file>`;
95
+ never base64 in code.
96
+ - Hosts may refuse chains, loops, `sed -i`, heredocs and outside paths: use the edit tool, one
97
+ command per call (`doctor --host`); keep captures in `design/shots/`.
98
+
99
+ ## Red flags: thoughts before broken games
100
+
101
+ - "It compiles, so it works." Verify it; a runtime crash builds green.
102
+ - "I'll cast it to make the error go away." Look the name up (skill `funpixel-game-spine`); `as any` and
103
+ `?.` compile code that does nothing.
104
+ - "The class exists, so the feature exists." Trace it from boot, the loop or an input handler, and
105
+ give it a check.
106
+ - "The shapes will do for now." They won't: make the planned asset. A shape is only a fallback
107
+ until it lands; name every one still in the game at hand-back.
108
+ - "The Play button surely works." Press it (skill `funpixel-verify`, front door).
109
+
110
+ ## Spending
111
+
112
+ Scope, time and spend are the creator's: never shrink an agreed game to save them. The locked plan
113
+ is the go-ahead for its assets: make them (pass `confirm_cost`); before each paid call say the
114
+ route and its cost in one line. No budget unless the owner sets a cap. Out of credits is a pause: say so;
115
+ they top up and you go on. Long jobs return an id: collect
116
+ with `get_job`. Never end a session (headless `-p` too) while a background job, subagent
117
+ or recording runs: a session that ends does not come back. Do the work in the session.
118
+
119
+ ## Hosted and local
120
+
121
+ The Funpixel MCP does the paid and hosted work; `funtools` runs locally and free. When the MCP is
122
+ not connected, use the local column and say which steps you could not do.
123
+
124
+ | Job | MCP tool | Local (`npx @funpixel/tools …`) |
125
+ |---|---|---|
126
+ | New game | `create_game`, only with no local files (`init` mints the id) | `init` |
127
+ | Build and preview | `build`, `preview` | `npm run build`, `dev` |
128
+ | Check it plays | `probe`, `screenshot` (`click` presses Play) | `verify`, `verify --watch`, `verify --front-door` |
129
+ | Look at a state | `capture_view`, `audit_screens`, `inspect_scene` | `capture` (`--all`: every view), `audit-screens`, `scene` |
130
+ | Critic panel, blind player | `review`, `play` | `playtest`: `critic`, `player` agent seats |
131
+ | Images, sprites, sheets | `generate_image`, `generate_sprite`, `edit_image`, `generate_spritesheet` | `gen image\|sprite\|edit\|sheet`, `assets gen` |
132
+ | Sound and music | `generate_sound`, `generate_music` | `gen sound`, `gen music` |
133
+ | 3D models | `generate_3d_model`, then the bench tools (skill `funpixel-3d`) | `gen model3d`, `model …` (`--local` on your Blender) |
134
+ | Publish | `publish_game` | `publish` (needs `funtools login`) |
135
+ | Dev log and feedback | `report_feedback` | lines in `.funtools/devlog.jsonl` |
@@ -0,0 +1 @@
1
+ @AGENTS.md
@@ -0,0 +1,9 @@
1
+ {
2
+ "about": "Optional. Copy to assets/assets.json to make assets from text with `npx @funpixel/tools assets gen` (dry run first: --dry-run). Each subject is composed with assets/style.json. The names match the files src/assets.ts looks for, so a made sprite or sound is used with no code. Hand-made or one-off assets never need to be listed here.",
3
+ "items": [
4
+ { "name": "player", "kind": "sprite", "subject": "the player character, whole, facing right", "role": { "h": 96 }, "draws": 2 },
5
+ { "name": "gem", "kind": "sprite", "subject": "a small cut gem that glints", "role": { "h": 48 } },
6
+ { "name": "pickup", "kind": "sound", "subject": "a bright short chime for collecting a gem", "params": { "duration_seconds": 0.5 } },
7
+ { "name": "theme", "kind": "music", "subject": "a light looping theme for the game's world", "params": { "instrumental": true } }
8
+ ]
9
+ }
@@ -0,0 +1,13 @@
1
+ <!doctype html>
2
+ <html lang="en">
3
+ <head>
4
+ <meta charset="utf-8" />
5
+ <meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover" />
6
+ <title>{{name}}</title>
7
+ <link rel="stylesheet" href="./src/styles.css" />
8
+ </head>
9
+ <body>
10
+ <div id="app"></div>
11
+ <script type="module" src="./src/main.tsx"></script>
12
+ </body>
13
+ </html>
@@ -0,0 +1,27 @@
1
+ // node src/art/files.mjs — the first step of `npm run build` (Node, not the game: nothing imports it).
2
+ //
3
+ // Writes src/art/files.json: every file under public/assets/ ("sfx/pickup.mp3"), so the built game asks only
4
+ // for the asset files that are there (src/assets.ts findAsset) and a fresh game, drawing its placeholders,
5
+ // logs no 404 per missing sound or sprite. The dev server is asked directly, so a file dropped in while it
6
+ // runs is used at once. Written only when the list changes. No dependencies. It lives in src/ so an export
7
+ // or an upload keeps it with the build that runs it.
8
+
9
+ import { existsSync, mkdirSync, readdirSync, readFileSync, writeFileSync } from 'node:fs';
10
+ import { dirname, join, relative, sep } from 'node:path';
11
+ import { fileURLToPath } from 'node:url';
12
+
13
+ const root = join(dirname(fileURLToPath(import.meta.url)), '..', '..');
14
+ const dir = join(root, 'public', 'assets');
15
+ const out = join(root, 'src', 'art', 'files.json');
16
+
17
+ const walk = (d) => readdirSync(d, { withFileTypes: true }).flatMap((e) =>
18
+ e.name.startsWith('.') ? [] : e.isDirectory() ? walk(join(d, e.name)) : e.isFile() ? [relative(dir, join(d, e.name)).split(sep).join('/')] : []);
19
+
20
+ const files = existsSync(dir) ? walk(dir).sort() : [];
21
+ const text = JSON.stringify({ about: 'Every file under public/assets/, written by src/art/files.mjs at the start of npm run build: the built game asks only for these.', files }, null, 2) + '\n';
22
+ let was = '';
23
+ try { was = readFileSync(out, 'utf8'); } catch { /* the first build */ }
24
+ if (was !== text) {
25
+ mkdirSync(dirname(out), { recursive: true });
26
+ writeFileSync(out, text);
27
+ }
@@ -0,0 +1,62 @@
1
+ // Conventional asset paths: drop a file at one of these and the game uses it
2
+ // on the next load, with no code; until then it draws a placeholder.
3
+ //
4
+ // public/assets/sprites/<name>.png the player and gem (Pixi)
5
+ // public/assets/models/<name>.glb the player and gem (Three)
6
+ // public/assets/sfx/<name>.mp3 pickup, bump, win, lose (the juice table, feel.ts)
7
+ // public/assets/music/<name>.mp3 theme, looped from the first input
8
+ //
9
+ // A built game asks only for the files src/art/files.json lists (npm run build writes it).
10
+ //
11
+ // e.g. npx @funpixel/tools gen sprite "a round blue slime" --out public/assets/sprites/player.png
12
+ //
13
+ // A picture is drawn into a BOX, never at its pixel size: a re-made sprite of any size lands where the old one
14
+ // stood. `funtools assets process` records each item's box in src/art/assets.json (declared in the manifest, or
15
+ // its size the first time it lands, kept on every re-make); pass it to fitInBox.
16
+
17
+ export type Kind = 'sprites' | 'models' | 'sfx' | 'music';
18
+ const EXT: Record<Kind, string> = { sprites: 'png', models: 'glb', sfx: 'mp3', music: 'mp3' };
19
+ const TYPE: Record<Kind, RegExp> = { sprites: /^image\//, models: /gltf|octet-stream/, sfx: /^audio\//, music: /^audio\// };
20
+
21
+ export const assetPath = (kind: Kind, name: string) => `assets/${kind}/${name}.${EXT[kind]}`;
22
+
23
+ // What is under public/assets/ as the last `npm run build` saw it (src/art/files.json, written by its first
24
+ // step, src/art/files.mjs): a built game asks only for files that are there, so a fresh game drawing its
25
+ // placeholders logs no 404 per missing sound or sprite. The dev server is asked directly (it answers a missing
26
+ // file with the page, never a 404), so a file dropped in while it runs is used at once. No list (an older game,
27
+ // or run outside Vite): every file is asked for, as before. A file added after the last build: build again.
28
+ const LISTED = (() => {
29
+ try {
30
+ // (ts-ignore: Vite's own types name glob and env; the kit's Node tests type-check this file without them.)
31
+ // @ts-ignore
32
+ const got = Object.values(import.meta.glob('./art/files.json', { eager: true, import: 'default' }))[0] as { files?: unknown } | undefined;
33
+ // @ts-ignore
34
+ const dev: boolean = !!import.meta.env?.DEV;
35
+ return !dev && Array.isArray(got?.files) ? new Set(got.files as string[]) : null;
36
+ } catch {
37
+ return null;
38
+ }
39
+ })();
40
+
41
+ /**
42
+ * The file's URL when a real one is there, else null. Checked by type too: a
43
+ * dev server answers a missing path with the page itself.
44
+ */
45
+ export async function findAsset(kind: Kind, name: string): Promise<string | null> {
46
+ const url = assetPath(kind, name);
47
+ if (LISTED && !LISTED.has(url.slice('assets/'.length))) return null;
48
+ try {
49
+ const r = await fetch(url, { method: 'HEAD' });
50
+ return r.ok && TYPE[kind].test(r.headers.get('content-type') ?? '') ? url : null;
51
+ } catch {
52
+ return null;
53
+ }
54
+ }
55
+
56
+ /** The size a picture is drawn at and the point of it on its position (fractions: [0.5, 1] = feet, [0.5, 0.5] = middle). */
57
+ export interface Box { w: number; h: number; anchor: [number, number] }
58
+
59
+ /** A picture of pw x ph pixels fitted inside its box (contain): the scale to draw it at, and its anchor. */
60
+ export function fitInBox(pw: number, ph: number, box: Box): { scale: number; anchor: [number, number] } {
61
+ return { scale: Math.min(box.w / Math.max(pw, 1), box.h / Math.max(ph, 1)), anchor: box.anchor };
62
+ }
@@ -0,0 +1,50 @@
1
+ // The music's beat map in the game (written by `npx @funpixel/tools beats`, beside each track as
2
+ // <track>.beats.json): where the beat is now, how far an input landed from the nearest one, when
3
+ // the next bar starts. Engine-free; feed it the music's own clock (sound.ts `musicTime()`), never
4
+ // the frame clock, so a dropped frame or a paused tab cannot drift the game off the music.
5
+
6
+ export interface BeatMap {
7
+ bpm: number;
8
+ period: number;
9
+ offset: number;
10
+ detected: boolean;
11
+ meter: number;
12
+ downbeat: number;
13
+ seconds: number;
14
+ beats?: number[];
15
+ confidence?: number;
16
+ }
17
+
18
+ /** The map for a track URL (its .beats.json), or null when there is none or the music has no clear pulse. */
19
+ export async function loadBeats(trackUrl: string): Promise<BeatMap | null> {
20
+ try {
21
+ const r = await fetch(trackUrl.replace(/\.[a-z0-9]+(\?.*)?$/i, '.beats.json'));
22
+ if (!r.ok) return null;
23
+ const m = (await r.json()) as BeatMap;
24
+ return m && m.detected && m.period > 0 ? m : null;
25
+ } catch {
26
+ return null;
27
+ }
28
+ }
29
+
30
+ /** Where the music is: the beat (0-based from the first), the bar, the beat inside the bar, and the phase 0–1 to the next. */
31
+ export function beatAt(m: BeatMap, t: number): { beat: number; bar: number; inBar: number; phase: number; downbeat: boolean } {
32
+ const x = (t - m.offset) / m.period;
33
+ const beat = Math.floor(x);
34
+ const fromDown = beat - m.downbeat;
35
+ const inBar = ((fromDown % m.meter) + m.meter) % m.meter;
36
+ return { beat, bar: Math.floor(fromDown / m.meter), inBar, phase: x - beat, downbeat: inBar === 0 };
37
+ }
38
+
39
+ /** The nearest beat to `t` and how far off it was, in ms (negative = early): judge a press with it. */
40
+ export function nearestBeat(m: BeatMap, t: number): { beat: number; offMs: number } {
41
+ const beat = Math.round((t - m.offset) / m.period);
42
+ return { beat, offMs: Math.round((t - (m.offset + beat * m.period)) * 1000) };
43
+ }
44
+
45
+ /** Seconds of music time when the next beat (or with `bar`, the next downbeat) begins after `t`. */
46
+ export function nextBeat(m: BeatMap, t: number, bar = false): number {
47
+ let k = Math.floor((t - m.offset) / m.period) + 1;
48
+ if (bar) while (((k - m.downbeat) % m.meter + m.meter) % m.meter !== 0) k++;
49
+ return m.offset + k * m.period;
50
+ }
@@ -0,0 +1,54 @@
1
+ // Library characters: animated before your game asks. `npx @funpixel/tools character list`
2
+ // shows the shelf; `character get <id>` copies one into public/assets/characters/<id>/
3
+ // (free): a 2D sheet (sheet.json + sheet.png, the feet as every frame's anchor) or a 3D
4
+ // model.glb whose clips play by name. Every 2D character has the same cycle names, and
5
+ // every 3D one the same clip names on the same rig, so this code plays any of them;
6
+ // `character restyle` gives one your look and keeps every motion.
7
+ //
8
+ // This file is engine-free: which clip a moving actor plays, and how fast. Like living.ts,
9
+ // the numbers are data with tuned ranges — a value outside one throws, naming the field.
10
+ // The loaders are the engine's: character.ts beside game.ts.
11
+
12
+ /** Every library character's clip names. 2D: idle walk run jump attack hit death blink (a
13
+ * flyer has no jump; its walk and run are flying). 3D: those less blink, plus wave nod hop
14
+ * flinch celebrate. A one-shot (attack, hit, death, jump, emotes) plays once and holds. */
15
+ export const LOOPS = new Set(['idle', 'walk', 'run']);
16
+
17
+ /** Each dial, its tuned range and default. */
18
+ export const GAIT_RANGES = {
19
+ walkAt: [0.05, 0.5, 0.12], // share of top speed where idle turns into walk
20
+ runAt: [0.35, 0.95, 0.6], // share of top speed where walk turns into run
21
+ fade: [0.05, 0.4, 0.2], // seconds a 3D clip cross-fades into the next
22
+ // How far a clip's rate may follow the body's speed. Outside it a walk reads as a
23
+ // moonwalk (too slow) or a scramble (too fast): switch clip instead.
24
+ minRate: [0.5, 1, 0.75], maxRate: [1, 2, 1.4],
25
+ } as const;
26
+ export type Gait = { -readonly [K in keyof typeof GAIT_RANGES]: number };
27
+
28
+ /** A full gait from a partial one; throws `characters: <actor>.<field> …` out of range. */
29
+ export function gaitSpec(actor: string, spec: Partial<Gait> = {}): Gait {
30
+ const out = {} as Gait;
31
+ for (const [k, [lo, hi, def]] of Object.entries(GAIT_RANGES) as Array<[keyof Gait, readonly [number, number, number]]>) {
32
+ const v = spec[k] ?? def;
33
+ if (!Number.isFinite(v) || v < lo || v > hi) throw new Error(`characters: ${actor}.${k} is ${v}; it must be ${lo}–${hi}`);
34
+ out[k] = v;
35
+ }
36
+ if (out.runAt <= out.walkAt) throw new Error(`characters: ${actor}.runAt must be above walkAt`);
37
+ return out;
38
+ }
39
+
40
+ /** The clip a body moving at `share` of its top speed (0…1) plays. */
41
+ export function gaitClip(g: Gait, share: number): 'idle' | 'walk' | 'run' {
42
+ const s = Math.abs(share);
43
+ return s < g.walkAt ? 'idle' : s < g.runAt ? 'walk' : 'run';
44
+ }
45
+
46
+ /**
47
+ * The rate to play a travel clip at so the feet keep up with the body. 3D: `speed` and the
48
+ * clip's `ground_speed_mps` (character.json / get_character's answer) in metres a second.
49
+ * 2D: pixels a second against the distance one cycle covers. Held inside the gait's range.
50
+ */
51
+ export function clipRate(g: Gait, speed: number, clipSpeed: number): number {
52
+ if (!(clipSpeed > 0)) return 1;
53
+ return Math.min(g.maxRate, Math.max(g.minRate, Math.abs(speed) / clipSpeed));
54
+ }
@@ -0,0 +1,63 @@
1
+ // The hooks verify, journeys and feel read (HOOKS.md; fpx-hooks.ts is the contract). winRound and
2
+ // loseRound end a round through the rules (a sharp player, the round run out), so checks reach
3
+ // both endings. The state's feel fields are optional, each for one measure `funtools feel` takes
4
+ // (skill funpixel-game-feel, references/measure.md): hero (a jump's height and arc, a dash, the
5
+ // invulnerable window), threats (tell to strike), control and dead (the death beat and the time
6
+ // back to control), actors (each node's look in each of its states), t (the game's clock in seconds,
7
+ // so a window is timed in game time and a stutter cannot lengthen it), juice (what the renderer applies
8
+ // now: feel times each key event's answer — a score, a hit, a win — and checks a win answers bigger
9
+ // than a point). Drop what your game lacks.
10
+
11
+ import { BODY, hopHeight, phase, safe, type Run } from './rules';
12
+ import { go, store } from './store';
13
+ import { exposeHooks } from './fpx-hooks';
14
+ import { juiceLevel } from './juice';
15
+ import { selfTests } from './selftests';
16
+ import { enterSplash, hasSplash } from './splash';
17
+ import type { Verb } from './input';
18
+
19
+ interface Round {
20
+ session: { run: Run; beat: number; stepFor: number; t: number };
21
+ inControl: () => boolean;
22
+ press: (verb: Verb) => void;
23
+ advance: (dt: number) => void;
24
+ playToEnd: () => void;
25
+ endBeat: () => void;
26
+ }
27
+
28
+ /** The hero's state in the game's words: what it is doing, as its look should show. */
29
+ export function heroState(s: Round['session']): 'dead' | 'hop' | 'step' | 'idle' {
30
+ return s.beat > 0 ? 'dead' : s.run.hop >= 0 ? 'hop' : s.stepFor > 0 ? 'step' : 'idle';
31
+ }
32
+
33
+ export function exposeRound(r: Round): void {
34
+ const { session: s } = r;
35
+ const lose = () => { if (store.screen !== 'playing') go('playing'); r.advance(s.run.timeLeft); };
36
+ exposeHooks({
37
+ state: () => ({
38
+ t: s.t, screen: store.screen, x: s.run.x, score: s.run.score, seed: s.run.seed, wins: store.wins, losses: store.losses,
39
+ control: r.inControl(), dead: s.beat > 0, juice: juiceLevel(),
40
+ // In slots, with the body's height, so a hop reads back in body heights.
41
+ hero: { x: s.run.x, y: hopHeight(s.run), body: BODY, unit: 'slot', grounded: s.run.hop < 0, state: heroState(s), invulnerable: safe(s.run) },
42
+ threats: [{ id: 'spike', phase: phase(s.run) }],
43
+ // Keyed by the scene node's label: game.ts labels them 'player' and 'hazard'.
44
+ actors: { player: heroState(s), hazard: phase(s.run) },
45
+ }),
46
+ verbs: {
47
+ moveLeft: () => r.press('left'), moveRight: () => r.press('right'), hop: () => r.press('hop'), pause: () => r.press('pause'),
48
+ winRound: () => { if (store.screen !== 'playing') go('playing'); r.playToEnd(); },
49
+ loseRound: lose,
50
+ },
51
+ views: {
52
+ title: { enter: () => go('title') }, ...(hasSplash ? { splash: { enter: enterSplash } } : {}),
53
+ howto: { enter: () => go('howto') },
54
+ settings: { enter: () => go('settings') },
55
+ playing: { motion: true, enter: () => go('playing') },
56
+ paused: { enter: () => { go('playing'); go('paused'); } },
57
+ won: { enter: () => { go('playing'); r.playToEnd(); } },
58
+ lost: { enter: () => { lose(); r.endBeat(); } },
59
+ },
60
+ keys: ['ArrowLeft', 'ArrowRight', 'ArrowUp', 'Escape', 'KeyM'],
61
+ selftests: selfTests,
62
+ });
63
+ }