@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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  2305. package/templates/common/src/world.ts +91 -0
  2306. package/templates/common/test/feel.json +36 -0
  2307. package/templates/common/test/platform.test.ts +42 -0
  2308. package/templates/common/test/probes.ts +72 -0
  2309. package/templates/common/test/rules.test.ts +88 -0
  2310. package/templates/common/tsconfig.json +16 -0
  2311. package/templates/common/vite.config.ts +6 -0
  2312. package/templates/pixi/src/character.ts +63 -0
  2313. package/templates/pixi/src/game.ts +99 -0
  2314. package/templates/pixi/src/world-hud.ts +16 -0
  2315. package/templates/spec/common/src/chapters.ts +97 -0
  2316. package/templates/spec/common/src/levels.ts +68 -0
  2317. package/templates/spec/common/src/probe-rooms.ts +63 -0
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  2319. package/templates/spec/common/src/tune.ts +93 -0
  2320. package/templates/spec/common/test/rooms.test.ts +59 -0
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  2322. package/templates/spec/three-world/test/rooms.ts +54 -0
  2323. package/templates/three/src/character.ts +65 -0
  2324. package/templates/three/src/game.ts +99 -0
  2325. package/templates/three/src/world-hud.ts +22 -0
  2326. package/templates/three-world/src/bot.ts +43 -0
  2327. package/templates/three-world/src/budget.ts +73 -0
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  2332. package/templates/three-world/src/cutouts.ts +99 -0
  2333. package/templates/three-world/src/dressing-math.ts +98 -0
  2334. package/templates/three-world/src/dressing.ts +84 -0
  2335. package/templates/three-world/src/expose.ts +82 -0
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  2340. package/templates/three-world/src/input.ts +73 -0
  2341. package/templates/three-world/src/juice.ts +91 -0
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  2344. package/templates/three-world/src/light.ts +77 -0
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  2347. package/templates/three-world/src/models.ts +62 -0
  2348. package/templates/three-world/src/palette.ts +21 -0
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@@ -0,0 +1,82 @@
1
+ // The hooks verify, journeys and feel read (HOOKS.md; fpx-hooks.ts is the contract). winRound and loseRound
2
+ // end a round through the rules (a sharp player, the round run out), so checks reach both endings. The
3
+ // state's feel fields each serve one measure `funtools feel` takes (skill funpixel-game-feel, references/
4
+ // measure.md): hero (a jump's height in bodies, grounded, the state its look shows), threats (tell to
5
+ // burn), control and dead (the death beat), actors (each node's state), t (the game clock), juice (what
6
+ // the renderer applies now). `render` is the frame budget (budget.ts) and `art` the models still drawn
7
+ // as placeholders (models.ts): both ride along so a check or a look can name them.
8
+ // Repeatable frames (HOOKS.md): rounds are seeded from __FPX_SEED__ (rules.ts) and each view CUTS to its
9
+ // named shot (shots.ts), so a capture shows the shot settled, never a blend that depends on what came
10
+ // before; `funtools capture` holds the clock and records the shot it saw.
11
+
12
+ import { BODY, type Phase, type Run } from './rules';
13
+ import { go, store } from './store';
14
+ import { exposeHooks } from './fpx-hooks';
15
+ import { juiceLevel } from './juice';
16
+ import { selfTests } from './selftests';
17
+ import { enterSplash, hasSplash } from './splash';
18
+ import { nudge, type Verb } from './input';
19
+ import { budget } from './budget';
20
+ import { placeholders } from './models';
21
+ import { shoot } from './shots';
22
+ import { world } from './places';
23
+ import places from './places.json';
24
+
25
+ interface Round {
26
+ session: { run: Run; beat: number; t: number; yaw: number };
27
+ inControl: () => boolean;
28
+ press: (verb: Verb) => void;
29
+ advance: (dt: number) => void;
30
+ playToEnd: () => void;
31
+ collectOne: () => void;
32
+ endBeat: () => void;
33
+ phase: () => Phase;
34
+ }
35
+
36
+ /** The hero's state in the game's words: what it is doing, as its look should show. */
37
+ export function heroState(s: Round['session']): 'dead' | 'dash' | 'jump' | 'fall' | 'run' | 'idle' {
38
+ const r = s.run;
39
+ return s.beat > 0 ? 'dead' : r.dashT > 0 ? 'dash' : !r.grounded ? (r.vy > 0 ? 'jump' : 'fall') : Math.hypot(r.vx, r.vz) > 0.5 ? 'run' : 'idle';
40
+ }
41
+
42
+ export function exposeRound(r: Round): void {
43
+ const { session: s } = r;
44
+ const lose = () => { if (store.screen !== 'playing') go('playing'); r.advance(s.run.timeLeft); };
45
+ /** Hold a camera-relative direction for a moment of game time, as a thumb on the stick would. */
46
+ const walk = (x: number, y: number) => () => { Object.assign(nudge, { x, y, left: 0.25 }); };
47
+ /** Enter a view on its named shot, cut (0 s), so the frame does not depend on the camera's last move. */
48
+ const on = (shot: 'title' | 'play', enter: () => void) => () => { enter(); shoot(shot, 0); };
49
+ exposeHooks({
50
+ state: () => ({
51
+ t: s.t, screen: store.screen, x: s.run.x, y: s.run.y, z: s.run.z, score: s.run.score, jumps: s.run.jumps, seed: s.run.seed,
52
+ wins: store.wins, losses: store.losses, timeLeft: s.run.timeLeft, control: r.inControl(), dead: s.beat > 0, juice: juiceLevel(),
53
+ hero: { x: s.run.x, y: s.run.y, z: s.run.z, body: BODY, unit: 'm', grounded: s.run.grounded, state: heroState(s), speed: Math.hypot(s.run.vx, s.run.vz) },
54
+ threats: [{ id: 'flare', phase: r.phase() }],
55
+ // Keyed by the scene node's name: game.ts names them 'player' and 'hazard'.
56
+ actors: { player: heroState(s), hazard: r.phase() },
57
+ render: budget.facts(), art: { placeholders: [...placeholders] }, world: JSON.parse(JSON.stringify(world.facts())),
58
+ // The objective and its distance (the Silt bar S2; `funtools hook` reads them at the first control).
59
+ objective: { title: 'Gather the gems', distance: store.goal }, goalDistance: store.goal,
60
+ }),
61
+ verbs: {
62
+ moveLeft: walk(-1, 0), moveRight: walk(1, 0), moveAway: walk(0, 1), moveToward: walk(0, -1),
63
+ jump: () => r.press('jump'), dash: () => r.press('dash'), pause: () => r.press('pause'),
64
+ collect: () => { if (store.screen !== 'playing') go('playing'); r.collectOne(); },
65
+ winRound: () => { if (store.screen !== 'playing') go('playing'); r.playToEnd(); },
66
+ loseRound: lose,
67
+ },
68
+ views: {
69
+ title: { enter: on('title', () => go('title')) }, ...(hasSplash ? { splash: { enter: enterSplash } } : {}),
70
+ howto: { enter: on('title', () => go('howto')) },
71
+ settings: { enter: on('title', () => go('settings')) },
72
+ playing: { motion: true, enter: on('play', () => go('playing')) },
73
+ paused: { enter: on('play', () => { go('playing'); go('paused'); }) },
74
+ won: { enter: on('play', () => { go('playing'); r.playToEnd(); }) },
75
+ lost: { enter: on('play', () => { lose(); r.endBeat(); }) },
76
+ // One play view per place (places.json), so `funtools places` and `boxes` set every place side by side.
77
+ ...Object.fromEntries(places.places.map((p) => [`place-${p.id}`, { motion: true, enter: on('play', () => { world.request = p.id; go('title'); go('playing'); }) }])),
78
+ },
79
+ keys: ['ArrowLeft', 'ArrowRight', 'ArrowUp', 'ArrowDown', 'Space', 'ShiftLeft', 'Escape', 'KeyM'],
80
+ selftests: selfTests,
81
+ });
82
+ }
@@ -0,0 +1,79 @@
1
+ // The juice table as data: what every event the player causes or suffers gets. It is the design note's
2
+ // `## Juice` table (skill funpixel-game-feel) in code: change a row there and here together. A self-test
3
+ // fails an event with no visual or no sound decision (a cue name, or SILENCE), and a big moment (a win, a
4
+ // loss, a hit) that answers no bigger than a small one (a pickup, a jump). The numbers are TUNE in juice.ts.
5
+
6
+ import { addTrauma, burst, flash, hitstop, punch, vignette, squash, TUNE } from './juice';
7
+ import { duck, play } from './sound';
8
+ import { show, store } from './store';
9
+
10
+ export const SILENCE = 'silence';
11
+
12
+ export interface Feel {
13
+ visual: string;
14
+ /** The sound file's name under public/assets/sfx/ (silent until it exists), or SILENCE. */
15
+ sfx: string;
16
+ burst?: number;
17
+ /** Sparks rise (true) or dust spreads low (false). */
18
+ up?: boolean;
19
+ /** + squash, − stretch; a landing scales it by how hard it landed. */
20
+ squash?: number;
21
+ flash?: number;
22
+ hitstop?: number;
23
+ trauma?: number;
24
+ vignette?: boolean;
25
+ /** The camera's field of view kicks out (a dash, a win). */
26
+ punch?: number;
27
+ pop?: string;
28
+ duck?: boolean;
29
+ moment?: 'small' | 'big';
30
+ }
31
+
32
+ export const FEEL: Record<string, Feel> = {
33
+ pickup: { visual: '16 sparks rise from it, the hero squashes, +1 by the count', sfx: 'pickup', burst: 16, squash: 0.2, pop: '+1', moment: 'small' },
34
+ jump: { visual: 'the hero stretches tall, a puff of dust at the feet', sfx: 'jump', squash: -0.25, burst: 6, up: false, moment: 'small' },
35
+ land: { visual: 'the hero squashes by how hard it landed, dust rings out', sfx: 'land', squash: 0.35, burst: 10, up: false, moment: 'small' },
36
+ dash: { visual: 'the view kicks wider, a streak of dust, a small shake', sfx: 'dash', punch: 1, burst: 8, up: false, trauma: 0.12, moment: 'small' },
37
+ bump: { visual: 'a short flash and shake against the wall', sfx: 'bump', flash: 3, hitstop: 2, trauma: 0.2, moment: 'small' },
38
+ tell: { visual: 'a ring glows on the ground under the hero for the whole tell', sfx: 'tell' },
39
+ hit: { visual: 'the flare bursts, the hero topples for the death beat, a flash, a heavy shake', sfx: 'lose', burst: 30, flash: 6, trauma: 0.5, vignette: true, duck: true, moment: 'big' },
40
+ won: { visual: '60 sparks, the view kicks wide, a shake', sfx: 'win', burst: 60, punch: 1.5, trauma: 0.3, duck: true, moment: 'big' },
41
+ lost: { visual: 'a flash, an edge vignette, a heavy shake', sfx: 'lose', flash: 6, hitstop: 8, trauma: 0.45, vignette: true, duck: true, moment: 'big' },
42
+ };
43
+
44
+ let popId = 0;
45
+
46
+ /** Play one event's row at a world position; `power` scales a landing's squash (m/s of impact). */
47
+ export function answer(event: keyof typeof FEEL, x = 0, y = 0, z = 0, power?: number): void {
48
+ const f = FEEL[event];
49
+ if (f.burst) burst(x, y + (f.up === false ? 0.05 : 0.5), z, f.burst, f.up !== false);
50
+ if (f.squash) squash(power === undefined ? f.squash : f.squash * Math.min(1, power / TUNE.hardLanding));
51
+ if (f.flash) flash(f.flash);
52
+ if (f.hitstop) hitstop(f.hitstop);
53
+ if (f.trauma) addTrauma(f.trauma);
54
+ if (f.vignette) vignette();
55
+ if (f.punch) punch(f.punch);
56
+ if (f.duck) duck();
57
+ if (f.sfx !== SILENCE) play(f.sfx);
58
+ if (f.pop) {
59
+ const pop = { id: ++popId, text: f.pop };
60
+ show({ pops: [...store.pops, pop].slice(-4) });
61
+ setTimeout(() => show({ pops: store.pops.filter((p) => p.id !== pop.id) }), 700);
62
+ }
63
+ }
64
+
65
+ export const weight = (f: Feel): number =>
66
+ (f.burst ?? 0) + 40 * (f.trauma ?? 0) + 2 * (f.flash ?? 0) + (f.hitstop ?? 0) + 20 * Math.abs(f.squash ?? 0) + 8 * (f.punch ?? 0) + (f.vignette ? 10 : 0);
67
+
68
+ export const feelTest = {
69
+ name: 'every juice row has a visual and a sound decision',
70
+ run: () => Object.values(FEEL).every((f) => f.visual.length > 0 && f.sfx.length > 0),
71
+ };
72
+
73
+ export const scaleTest = {
74
+ name: 'every big moment answers bigger than every small one',
75
+ run: () => {
76
+ const rows = Object.values(FEEL), small = rows.filter((f) => f.moment === 'small').map(weight);
77
+ return rows.filter((f) => f.moment === 'big').every((f) => weight(f) > Math.max(0, ...small));
78
+ },
79
+ };
@@ -0,0 +1,99 @@
1
+ // The renderer: it draws session.run and decides nothing. The place on stage (stage.ts: sky, light, post, dressing), the camera (camera-rig.ts),
2
+ // the models with their placeholders (models.ts) and the budget (budget.ts) are each their own file; this
3
+ // one wires them to the round every frame. A new round lays out a new world (layout.ts), rebuilt here.
4
+
5
+ import * as THREE from 'three';
6
+ import { setupGameResize } from '@funpixel/sdk';
7
+ import { floorAt } from './layout';
8
+ import { FLARE_R, phase } from './rules';
9
+ import { session, startSession, update } from './session';
10
+ import { juice, squashScale } from './juice';
11
+ import { onScreen, store } from './store';
12
+ import { Living, ROLE } from './living';
13
+ import { heroState } from './expose';
14
+ import { heroPose } from './pose';
15
+ import { budget } from './budget';
16
+ import { CameraRig } from './camera-rig';
17
+ import { cameraReport, shoot } from './shots';
18
+ import { makeRenderer, motes, solids } from './world';
19
+ import { Stage } from './stage';
20
+ import { world } from './places';
21
+ import { heroPlaceholder, model, pickupPlaceholder, useRenderer } from './models';
22
+ import { PALETTE } from './palette';
23
+
24
+ const glowTexture = () => {
25
+ const c = document.createElement('canvas'); c.width = c.height = 64;
26
+ const g = c.getContext('2d')!, r = g.createRadialGradient(32, 32, 0, 32, 32, 32);
27
+ r.addColorStop(0, 'rgba(255,255,255,1)'); r.addColorStop(0.4, 'rgba(255,255,255,0.5)'); r.addColorStop(1, 'rgba(255,255,255,0)');
28
+ g.fillStyle = r; g.fillRect(0, 0, 64, 64);
29
+ return new THREE.CanvasTexture(c);
30
+ };
31
+
32
+ export async function startGame(host: HTMLElement): Promise<void> {
33
+ const renderer = makeRenderer(host), scene = new THREE.Scene(), rig = new CameraRig(), camera = rig.camera;
34
+ const stage = new Stage(scene, renderer, camera, host); useRenderer(renderer);
35
+ world.facts = () => stage.facts();
36
+ onScreen((next) => { if (next === 'won') world.round++; }); // a won round travels on: the next round is the next place
37
+ const drift = motes(scene, glowTexture());
38
+ const makeHero = await model('hero', 1, heroPlaceholder), makePickup = await model('pickup', 0.7, pickupPlaceholder);
39
+ const hero = new THREE.Group().add(makeHero()); hero.name = 'player';
40
+ const blob = new THREE.Mesh(new THREE.CircleGeometry(0.42, 24).rotateX(-Math.PI / 2), new THREE.MeshBasicMaterial({ color: 0x000000, transparent: true, opacity: 0.35, depthWrite: false }));
41
+ // The flare: a ring on the ground through the tell, a column of light through the burn.
42
+ const ring = new THREE.Mesh(new THREE.RingGeometry(FLARE_R - 0.18, FLARE_R, 40).rotateX(-Math.PI / 2), new THREE.MeshBasicMaterial({ color: PALETTE.harm, transparent: true, depthWrite: false }));
43
+ const column = new THREE.Mesh(new THREE.CylinderGeometry(FLARE_R, FLARE_R * 0.8, 2.2, 28, 1, true), new THREE.MeshBasicMaterial({ color: PALETTE.harm, transparent: true, opacity: 0.6, blending: THREE.AdditiveBlending, side: THREE.DoubleSide, depthWrite: false }));
44
+ column.position.y = 1.1;
45
+ const hazard = new THREE.Group().add(ring, column); [hazard.name, ring.name, column.name] = ['hazard', 'ring', 'column'];
46
+ const sparks = new THREE.Points(new THREE.BufferGeometry(), new THREE.PointsMaterial({ map: glowTexture(), color: PALETTE.pickup, size: 0.35, transparent: true, depthWrite: false, blending: THREE.AdditiveBlending }));
47
+ scene.add(hero, blob, hazard, sparks);
48
+
49
+ // The world of the round in play: platforms, pillars and pickups from its layout, rebuilt for each new round.
50
+ let built: typeof session.run | null = null, level = new THREE.Group(), gems: THREE.Object3D[] = [];
51
+ const build = () => {
52
+ scene.remove(level); level = new THREE.Group(); built = session.run;
53
+ // Each round plays the next place (or the one a place-<id> view asked for): light, ground and dressing first, so the solids take its stone.
54
+ void stage.enter(world.request ?? world.round, built.boxes, built.posts, built.seed); world.request = null;
55
+ for (const o of solids(level, built.boxes, built.posts)) o.name ||= 'solid';
56
+ gems = built.pickups.map((p, i) => { const g = makePickup(); g.position.set(p.x, p.y, p.z); g.name = `pickup-${i}`; level.add(g); return g; });
57
+ scene.add(level);
58
+ };
59
+
60
+ // The instrumentation the probe projects a subject through (skill funpixel-verify), and what `funtools profile` reads.
61
+ Object.assign(window, { __THREEJS_SCENE__: scene, __THREEJS_RENDERER__: renderer, __THREEJS_CAMERA__: camera, camera, THREE, __FPX_CAMERA__: () => cameraReport(rig, renderer.toneMappingExposure) });
62
+ setupGameResize((width, height) => { camera.aspect = width / height; camera.updateProjectionMatrix(); renderer.setSize(width, height); stage.setSize(width, height); });
63
+ startSession(); build();
64
+ // Warm-up: compile every material's shader before the first frame, so play never hitches on one.
65
+ await renderer.compileAsync(scene, camera).catch(() => {});
66
+ const clock = new THREE.Clock(), life = new Living('player', ROLE.hero), lean = { x: 0 }, PLAY_SCREENS = new Set<string>(['playing', 'paused', 'won', 'lost']);
67
+ let lastScreen = '';
68
+ renderer.setAnimationLoop(() => {
69
+ const dt = Math.min(clock.getDelta(), 0.1); update(dt);
70
+ const run = session.run, t = clock.elapsedTime, state = heroState(session);
71
+ if (built !== run) build();
72
+ drift(t);
73
+ // The camera plan (shots.ts): only a change of screen picks the shot, so a beat's own (shoot('reveal')) holds.
74
+ if (store.screen !== lastScreen) { const inPlay = PLAY_SCREENS.has(store.screen); if (inPlay !== PLAY_SCREENS.has(lastScreen)) shoot(inPlay ? 'play' : 'title', 1.1); lastScreen = store.screen; }
75
+ rig.update(dt, run, run.boxes, run.posts);
76
+ session.yaw = rig.yaw;
77
+ run.pickups.forEach((p, i) => { gems[i].visible = !p.taken; gems[i].position.y = p.y + Math.sin(t * 2.5 + i) * 0.12; gems[i].rotation.y = t * 1.6 + i; });
78
+ // The hero: facing its heading, leaning into speed, squashed on a landing, toppled in the death beat.
79
+ const sq = squashScale(), pose = life.update(dt), kp = heroPose(state, run);
80
+ hero.position.set(run.x, run.y, run.z);
81
+ hero.rotation.set(0, run.heading, 0);
82
+ lean.x += (kp.lean - lean.x) * Math.min(1, dt * 10);
83
+ hero.children[0].rotation.set(kp.topple || lean.x, 0, 0);
84
+ hero.scale.set(sq.x * pose.scaleX * kp.sx, sq.y * pose.scaleY * kp.sy, sq.x * pose.scaleX * kp.sx);
85
+ hero.traverse((o) => ((o as THREE.Mesh).material as THREE.MeshStandardMaterial | undefined)?.emissive?.setScalar(juice.flash * 0.6));
86
+ const floor = floorAt(run.boxes, run.x, run.z, run.y, 0.3, 0.17);
87
+ blob.position.set(run.x, floor + 0.02, run.z);
88
+ blob.scale.setScalar(Math.max(0.4, 1 - (run.y - floor) * 0.25));
89
+ const ph = phase(run);
90
+ hazard.visible = ph !== 'rest';
91
+ if (run.flare) hazard.position.set(run.flare.x, run.flare.y + 0.03, run.flare.z);
92
+ (ring.material as THREE.MeshBasicMaterial).opacity = ph === 'tell' ? 0.45 + 0.45 * Math.sin(t * 22) ** 2 : 0.9;
93
+ ring.scale.setScalar(ph === 'tell' ? 0.85 + 0.15 * (run.flare?.t ?? 0) : 1); column.visible = ph === 'burn';
94
+ sparks.geometry.setFromPoints(juice.particles.map((p) => new THREE.Vector3(p.x, p.y, p.z)));
95
+ host.style.setProperty('--vignette', juice.vignette.toFixed(3)); // the edge vignette (styles.css .stage::after), never a full-screen flash
96
+ stage.tick(t, run.x, run.z); // the place's light (its key and shadow box follow the hero), sky and dressing
97
+ budget.begin(); stage.render(); budget.frame(dt);
98
+ });
99
+ }
@@ -0,0 +1,44 @@
1
+ // The HUD while playing, as data: each readout is a row (an icon, a label a newcomer can read, the value)
2
+ // on the shared plate, along the top edge inside the safe areas, so the 3D play keeps the middle and the
3
+ // thumbs keep the bottom (controls.tsx). Change the rows, not the markup. A row with `count` counts up and
4
+ // pulses; the time row turns urgent in its last seconds (hud-kit.tsx: Counter, Pips, Bar, all optional).
5
+
6
+ import { GOAL } from './rules';
7
+ import { Icon, type IconName } from './icons';
8
+ import { Counter, Toasts } from './hud-kit';
9
+ import { useStore, type store } from './store';
10
+ import { Controls } from './controls';
11
+
12
+ type State = typeof store;
13
+
14
+ /** What the HUD shows. Every number carries a label: an unlabelled number reads as noise. */
15
+ export const HUD: Array<{ id: string; icon: IconName; label: string; value: (s: State) => string; count?: (s: State) => number; urgent?: (s: State) => boolean }> = [
16
+ // The objective and its distance, on screen from the first control: "Gems 3 / 16 · 12 m" (rules.ts nearestPickup).
17
+ { id: 'score', icon: 'gem', label: 'Gems', value: (s) => ` / ${GOAL}${s.goal !== null ? ` · ${s.goal} m` : ''}`, count: (s) => s.score },
18
+ { id: 'time', icon: 'clock', label: 'Time', value: (s) => `${Math.ceil(s.timeLeft)}s`, urgent: (s) => s.timeLeft <= 10 },
19
+ ];
20
+
21
+ export function Hud() {
22
+ const s = useStore();
23
+ if (s.screen !== 'playing') return null;
24
+ return (
25
+ <>
26
+ <div class="hud">
27
+ {HUD.map((r) => (
28
+ <span class={`hud-row plate hud-${r.id}${r.urgent?.(s) ? ' urgent' : ''}`} key={r.id} aria-label={r.label}>
29
+ <Icon name={r.icon} size={22} />
30
+ <span class="hud-label">{r.label}</span>
31
+ <span class="hud-value">{r.count && <Counter value={r.count(s)} />}{r.value(s)}</span>
32
+ {r.id === 'score' && s.pops.map((p) => <span class="pop" key={p.id}>{p.text}</span>)}
33
+ </span>
34
+ ))}
35
+ <span class="hud-buttons">
36
+ <button class="icon plate" data-fpx-touch="KeyM" aria-label={s.muted ? 'sound off' : 'sound on'}><Icon name={s.muted ? 'soundOff' : 'soundOn'} /></button>
37
+ <button class="icon plate" data-fpx-touch="Escape" aria-label="pause"><Icon name="pause" /></button>
38
+ </span>
39
+ </div>
40
+ <Toasts />
41
+ <Controls />
42
+ </>
43
+ );
44
+ }
@@ -0,0 +1,36 @@
1
+ // The starter's icon family: chunky, rounded, filled shapes with a thick line, sized for a thumb and read
2
+ // at a glance over a 3D scene. A starting family, not this game's: redraw them in the game's own style
3
+ // (its stroke, corners and a motif of its world) with the same names, so no call site changes (skill
4
+ // funpixel-mobile-ui, references/restyle-ui.md). Inline SVG, never emoji. Two tones from styles.css's
5
+ // tokens: the fill in --icon-fill, the line in --icon-line, the stroke --icon-stroke.
6
+
7
+ type Glyph = { line: string; fill?: string };
8
+
9
+ export const ICONS = {
10
+ left: { line: 'M14.5 6.5 9 12l5.5 5.5', fill: 'M16 4.5 7.5 12l8.5 7.5c1 .9 2.3.2 2.3-1.1V5.6c0-1.3-1.3-2-2.3-1.1z' },
11
+ right: { line: 'M9.5 6.5 15 12l-5.5 5.5', fill: 'M8 4.5 16.5 12 8 19.5c-1 .9-2.3.2-2.3-1.1V5.6c0-1.3 1.3-2 2.3-1.1z' },
12
+ up: { line: 'M6.5 14.5 12 9l5.5 5.5', fill: 'M4.5 16 12 7.5l7.5 8.5c.9 1 .2 2.3-1.1 2.3H5.6c-1.3 0-2-1.3-1.1-2.3z' },
13
+ pause: { line: 'M9 7.5v9M15 7.5v9', fill: 'M6.5 4.5h3.8a1 1 0 0 1 1 1v13a1 1 0 0 1-1 1H6.5a1 1 0 0 1-1-1v-13a1 1 0 0 1 1-1zm7.2 0h3.8a1 1 0 0 1 1 1v13a1 1 0 0 1-1 1h-3.8a1 1 0 0 1-1-1v-13a1 1 0 0 1 1-1z' },
14
+ play: { line: 'M9.5 8.2v7.6l6-3.8z', fill: 'M7.2 4.6c0-1 1.1-1.6 1.9-1.1l11 7.4c.8.5.8 1.7 0 2.2l-11 7.4c-.8.5-1.9-.1-1.9-1.1z' },
15
+ soundOn: { line: 'M16 9.2c1.6 1.4 1.6 4.2 0 5.6M18.6 6.8c3 2.8 3 7.6 0 10.4', fill: 'M3.5 9.2c0-.7.5-1.2 1.2-1.2h2.8l4.6-3.7c.8-.6 1.9-.1 1.9.9v13.6c0 1-1.1 1.5-1.9.9L7.5 16H4.7c-.7 0-1.2-.5-1.2-1.2z' },
16
+ soundOff: { line: 'M16 9.5l4.5 5M20.5 9.5l-4.5 5', fill: 'M3.5 9.2c0-.7.5-1.2 1.2-1.2h2.8l4.6-3.7c.8-.6 1.9-.1 1.9.9v13.6c0 1-1.1 1.5-1.9.9L7.5 16H4.7c-.7 0-1.2-.5-1.2-1.2z' },
17
+ help: { line: 'M10 9.6c.2-1.3 1.1-2 2.2-2 1.3 0 2.2.9 2.2 2 0 1.6-2.3 1.8-2.3 3.6M12.1 16.4v.1', fill: 'M12 2.8c5.1 0 9.2 4.1 9.2 9.2s-4.1 9.2-9.2 9.2S2.8 17.1 2.8 12 6.9 2.8 12 2.8z' },
18
+ settings: { line: 'M12 9.6a2.4 2.4 0 1 0 0 4.8 2.4 2.4 0 0 0 0-4.8z', fill: 'M10.6 2.8h2.8l.6 2.4 1.8.8 2.2-1.3 2 2-1.3 2.2.8 1.8 2.4.6v2.8l-2.4.6-.8 1.8 1.3 2.2-2 2-2.2-1.3-1.8.8-.6 2.4h-2.8l-.6-2.4-1.8-.8-2.2 1.3-2-2 1.3-2.2-.8-1.8-2.4-.6v-2.8l2.4-.6.8-1.8-1.3-2.2 2-2 2.2 1.3 1.8-.8z' },
19
+ gem: { line: 'M5 9.5h14M9.5 4.8 12 9.5l2.5-4.7M12 9.5v10', fill: 'M7.6 4.2h8.8l4.4 5.4-8.8 10.8L3.2 9.6z' },
20
+ heart: { line: 'M8.5 8.6c-.9 0-1.6.7-1.7 1.6', fill: 'M12 20.4s-8.4-5-8.4-10.6c0-2.8 2.1-4.9 4.7-4.9 1.6 0 2.9.8 3.7 2 .8-1.2 2.1-2 3.7-2 2.6 0 4.7 2.1 4.7 4.9 0 5.6-8.4 10.6-8.4 10.6z' },
21
+ clock: { line: 'M12 7.6V12l3.2 2', fill: 'M12 2.8c5.1 0 9.2 4.1 9.2 9.2s-4.1 9.2-9.2 9.2S2.8 17.1 2.8 12 6.9 2.8 12 2.8z' },
22
+ jump: { line: 'M12 17.5V8.2M8.2 11.6 12 7.8l3.8 3.8', fill: 'M5 19.2c0-.7.5-1.2 1.2-1.2h11.6c.7 0 1.2.5 1.2 1.2s-.5 1.2-1.2 1.2H6.2c-.7 0-1.2-.5-1.2-1.2z' },
23
+ dash: { line: 'M4.5 9h5M3.5 12h6M4.5 15h5', fill: 'M11 5.4c0-.9 1-1.4 1.8-.9l8 5.9c.7.6.7 1.6 0 2.2l-8 5.9c-.8.5-1.8 0-1.8-.9z' },
24
+ } satisfies Record<string, Glyph>;
25
+
26
+ export type IconName = keyof typeof ICONS;
27
+
28
+ export const Icon = ({ name, size = 24 }: { name: IconName; size?: number }) => {
29
+ const g: Glyph = ICONS[name];
30
+ return (
31
+ <svg viewBox="0 0 24 24" width={size} height={size} aria-hidden="true" class="ico">
32
+ {g.fill && <path class="ico-fill" d={g.fill} />}
33
+ <path class="ico-line" d={g.line} />
34
+ </svg>
35
+ );
36
+ };
@@ -0,0 +1,73 @@
1
+ // Input: a move direction (held keys, the touch stick, the gamepad's left stick, all the same vector) and
2
+ // verbs, one name per action, reached from the keyboard, the on-screen buttons and a gamepad alike, so a
3
+ // phone reaches every action a keyboard does and a check can drive any of them. The stick is screen-space
4
+ // (x right, y up = away from the camera); session.ts turns it by the camera's yaw into the world.
5
+
6
+ export type Verb = 'jump' | 'dash' | 'pause' | 'confirm' | 'mute';
7
+
8
+ /** KeyboardEvent.code → a direction held. */
9
+ export const MOVE_KEYS: Record<string, [number, number]> = {
10
+ ArrowLeft: [-1, 0], KeyA: [-1, 0], ArrowRight: [1, 0], KeyD: [1, 0],
11
+ ArrowUp: [0, 1], KeyW: [0, 1], ArrowDown: [0, -1], KeyS: [0, -1],
12
+ };
13
+ /** KeyboardEvent.code → verb. Each verb's first code is declared in __FPX_KEYS__; on a phone the buttons carry them. */
14
+ export const KEYS: Record<string, Verb> = {
15
+ Space: 'jump', KeyJ: 'jump', ShiftLeft: 'dash', KeyK: 'dash',
16
+ Escape: 'pause', KeyP: 'pause', Enter: 'confirm', KeyM: 'mute',
17
+ };
18
+
19
+ /** Standard-mapping gamepad: A jumps, X or B dashes, Start pauses; the left stick moves. */
20
+ const PAD_BUTTONS: Record<number, Verb> = { 0: 'jump', 2: 'dash', 1: 'dash', 9: 'pause' };
21
+ const held = new Set<string>(), padHeld = new Set<Verb>();
22
+ /** The touch stick's vector (controls.tsx writes it) and the gamepad's, each length ≤ 1. */
23
+ export const stick = { x: 0, y: 0, active: false }; const pad = { x: 0, y: 0 };
24
+ /** The jump is held (a held jump rises higher; a release cuts it). */
25
+ export const hold = { jump: false };
26
+ /** A verb's own nudge (checks and journeys): a direction held for a moment of game time. */
27
+ export const nudge = { x: 0, y: 0, left: 0 };
28
+
29
+ /** The direction asked for now, screen-space, length ≤ 1. */
30
+ export function moveVector(): { x: number; y: number } {
31
+ let x = stick.x + pad.x, y = stick.y + pad.y;
32
+ for (const code of held) { const d = MOVE_KEYS[code]; if (d) { x += d[0]; y += d[1]; } }
33
+ if (nudge.left > 0) { x += nudge.x; y += nudge.y; }
34
+ const len = Math.hypot(x, y);
35
+ return len > 1 ? { x: x / len, y: y / len } : { x, y };
36
+ }
37
+
38
+ export function bindInput(press: (verb: Verb) => void): void {
39
+ addEventListener('keydown', (e) => {
40
+ if (MOVE_KEYS[e.code]) { held.add(e.code); e.preventDefault(); return; }
41
+ const verb = KEYS[e.code];
42
+ if (!verb) return;
43
+ if (verb !== 'pause') e.preventDefault();
44
+ if (verb === 'jump') hold.jump = true;
45
+ if (!e.repeat) press(verb);
46
+ });
47
+ addEventListener('keyup', (e) => { held.delete(e.code); if (KEYS[e.code] === 'jump') hold.jump = false; });
48
+ // The on-screen buttons and the HUD's icons: data-fpx-touch="<code>" presses that code's verb.
49
+ document.addEventListener('pointerdown', (e) => {
50
+ const el = (e.target as Element | null)?.closest?.('[data-fpx-touch]');
51
+ const verb = el ? KEYS[el.getAttribute('data-fpx-touch') ?? ''] : undefined;
52
+ if (!verb) return;
53
+ e.preventDefault();
54
+ if (verb === 'jump') hold.jump = true;
55
+ press(verb);
56
+ });
57
+ addEventListener('pointerup', () => { if (!held.has('Space')) hold.jump = false; });
58
+ addEventListener('blur', () => { held.clear(); hold.jump = false; Object.assign(stick, { x: 0, y: 0, active: false }); });
59
+ }
60
+
61
+ /** Poll the first gamepad once a frame: the left stick moves (dead zone 0.2), a button presses once per push. */
62
+ export function pollGamepad(press: (verb: Verb) => void): void {
63
+ const gp = typeof navigator.getGamepads === 'function' ? navigator.getGamepads()[0] : null;
64
+ if (!gp) { pad.x = pad.y = 0; return; }
65
+ const ax = gp.axes[0] ?? 0, ay = gp.axes[1] ?? 0, len = Math.hypot(ax, ay);
66
+ [pad.x, pad.y] = len < 0.2 ? [0, 0] : [ax, -ay];
67
+ const down = new Set<Verb>();
68
+ for (const [i, verb] of Object.entries(PAD_BUTTONS)) if (gp.buttons[Number(i)]?.pressed) down.add(verb);
69
+ hold.jump = hold.jump || down.has('jump');
70
+ for (const v of down) if (!padHeld.has(v)) press(v);
71
+ padHeld.clear();
72
+ for (const v of down) padHeld.add(v);
73
+ }
@@ -0,0 +1,91 @@
1
+ // Juice: the numbers the renderer applies every frame, in metres. Every feel default is tunable in one
2
+ // place, TUNE below: shake is trauma² × a maximum, capped and decaying; flashes last a few frames;
3
+ // particles are capped and the oldest go first; hitstop freezes the sim's bodies, never input, the HUD
4
+ // or the particles; squash and stretch are the body's (a landing squashes by how hard it landed).
5
+ // The motion setting (store.motion; off under prefers-reduced-motion until the player turns it on) is
6
+ // the off switch for shake, the camera's punch and full-screen flashes; the local response a row declares
7
+ // stays, so every action still answers. What each event gets is the table in feel.ts; `funtools feel`
8
+ // reads juiceLevel() (state.juice) to time each key event's answer and to check a win answers bigger.
9
+
10
+ import { store } from './store';
11
+
12
+ export interface Particle { x: number; y: number; z: number; vx: number; vy: number; vz: number; life: number; warm: boolean }
13
+
14
+ const FRAME = 1 / 60;
15
+
16
+ /** The feel defaults, one place to tune them (skill funpixel-game-feel). */
17
+ export const TUNE = {
18
+ /** Shake: trauma is capped at traumaCap; the camera moves trauma² × shakeMax (m); trauma lost per second. */
19
+ traumaCap: 0.6, shakeMax: 0.5, traumaDecay: 1.8,
20
+ /** Squash springs back at this rate per second; a flash fades at this rate. A landing at `hardLanding` m/s squashes fully. */
21
+ squashDecay: 4, flashDecay: 15, hardLanding: 12,
22
+ /** The edge vignette's strength and fade per second: a hurt shows at the screen's edges, never as a full-screen flash. */
23
+ vignette: 0.6, vignetteDecay: 4,
24
+ /** The camera's field of view kick on a dash or a win (degrees), and how fast it settles. */
25
+ fovPunch: 6, fovDecay: 5,
26
+ /** Particles: at most this many alive, their speed (m/s), gravity (m/s²) and life lost per second. */
27
+ maxParticles: 220, particleSpeed: 3.2, particleGravity: 7, particleFade: 1.6,
28
+ } as const;
29
+
30
+ export const ease = {
31
+ outCubic: (t: number) => 1 - (1 - t) ** 3,
32
+ outBack: (t: number) => 1 + 2.7 * (t - 1) ** 3 + 1.7 * (t - 1) ** 2,
33
+ inOutSine: (t: number) => -(Math.cos(Math.PI * t) - 1) / 2,
34
+ };
35
+
36
+ export const juice = {
37
+ /** + squashes (wide and flat), − stretches (tall and thin). */
38
+ squash: 0,
39
+ flash: 0,
40
+ vignette: 0,
41
+ trauma: 0,
42
+ fov: 0,
43
+ /** Seconds the sim's bodies stay frozen (hitstop). */
44
+ freeze: 0,
45
+ particles: [] as Particle[],
46
+ };
47
+
48
+ export const squash = (amount = 0.3): void => { juice.squash = amount; };
49
+ export const flash = (frames = 4): void => { juice.flash = Math.max(juice.flash, frames * FRAME * TUNE.flashDecay); };
50
+ export const hitstop = (frames: number): void => { juice.freeze = Math.max(juice.freeze, frames * FRAME); };
51
+ export const addTrauma = (t: number): void => { juice.trauma = Math.min(TUNE.traumaCap, juice.trauma + t); };
52
+ export const vignette = (): void => { if (store.motion) juice.vignette = TUNE.vignette; };
53
+ export const punch = (scale = 1): void => { if (store.motion) juice.fov = TUNE.fovPunch * scale; };
54
+
55
+ /** A burst at a point: `up` sends it up like sparks; without, it spreads low like dust. */
56
+ export function burst(x: number, y: number, z: number, count = 12, up = true): void {
57
+ const n = store.motion ? count : Math.ceil(count / 2);
58
+ for (let i = 0; i < n; i++) {
59
+ const a = (i / n) * Math.PI * 2 + Math.random() * 0.4, s = TUNE.particleSpeed * (0.5 + Math.random() * 0.8);
60
+ juice.particles.push({ x, y, z, vx: Math.cos(a) * s, vy: up ? s * (0.6 + Math.random()) : 0.6, vz: Math.sin(a) * s, life: 1, warm: up });
61
+ }
62
+ juice.particles.splice(0, Math.max(0, juice.particles.length - TUNE.maxParticles));
63
+ }
64
+
65
+ export function stepJuice(dt: number): void {
66
+ juice.squash -= Math.sign(juice.squash) * Math.min(Math.abs(juice.squash), dt * TUNE.squashDecay);
67
+ juice.flash = Math.max(0, juice.flash - dt * TUNE.flashDecay);
68
+ juice.vignette = Math.max(0, juice.vignette - dt * TUNE.vignetteDecay);
69
+ juice.trauma = Math.max(0, juice.trauma - dt * TUNE.traumaDecay);
70
+ juice.fov = Math.max(0, juice.fov - dt * TUNE.fovDecay * Math.max(1, juice.fov));
71
+ for (const p of juice.particles) {
72
+ p.x += p.vx * dt; p.y = Math.max(0.02, p.y + p.vy * dt); p.z += p.vz * dt;
73
+ p.vy -= TUNE.particleGravity * dt; p.life -= dt * TUNE.particleFade;
74
+ }
75
+ juice.particles = juice.particles.filter((p) => p.life > 0);
76
+ }
77
+
78
+ /** The body's scale this frame: wide and flat on a squash, tall and thin on a stretch, volume kept. */
79
+ export const squashScale = () => ({ x: 1 + juice.squash * 0.8, y: 1 - juice.squash });
80
+
81
+ /** The camera's offset this frame, in metres; zero with motion off. */
82
+ export function shakeOffset(): { x: number; y: number } {
83
+ const a = store.motion ? juice.trauma * juice.trauma * TUNE.shakeMax : 0, t = performance.now() / 1000;
84
+ return { x: a * Math.sin(t * 47.3), y: a * Math.sin(t * 61.7 + 1.3) };
85
+ }
86
+
87
+ /** What the renderer applies right now (state.juice): `funtools feel` times each key event's answer by it. */
88
+ export const juiceLevel = () => ({
89
+ trauma: juice.trauma, flash: juice.flash, squash: Math.abs(juice.squash), vignette: juice.vignette,
90
+ freeze: juice.freeze, particles: juice.particles.length, fov: juice.fov,
91
+ });
@@ -0,0 +1,73 @@
1
+ // The world's layout from one seed, engine-free: platforms to jump onto, pillars to run around, the
2
+ // pickups (a third of them up on the platforms, so the jump is the way to the score). The renderer
3
+ // draws exactly this list and the rules collide with it, so what you see is what you stand on.
4
+ // Grow the world here: rooms, a route, set pieces (skill funpixel-game-logic, content-at-scale).
5
+
6
+ /** An axis-aligned platform: centre (x, z), half sizes (hw, hd), top height. */
7
+ export interface Box { x: number; z: number; hw: number; hd: number; top: number }
8
+ /** A round solid (a pillar, a tree trunk): centre and radius. The camera keeps clear of these too. */
9
+ export interface Post { x: number; z: number; r: number; h: number }
10
+ /** A pickup at its centre; `taken` once collected. */
11
+ export interface Pickup { x: number; y: number; z: number; taken: boolean }
12
+
13
+ /** The square's radius in metres, how many platforms and pillars, and the pickup count. */
14
+ export const ARENA = 15, BOXES = 7, POSTS = 6;
15
+
16
+ /** The one random source (mulberry32): a number in [0, 1) that advances `s.seed`. */
17
+ export function random(s: { seed: number }): number {
18
+ s.seed = (s.seed + 0x6d2b79f5) | 0;
19
+ let t = Math.imul(s.seed ^ (s.seed >>> 15), 1 | s.seed);
20
+ t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
21
+ return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
22
+ }
23
+
24
+ const inBox = (b: Box, x: number, z: number, pad = 0) => Math.abs(x - b.x) <= b.hw + pad && Math.abs(z - b.z) <= b.hd + pad;
25
+
26
+ /** Platforms, pillars and `count` pickups for a seed; every pickup is reachable with one jump. */
27
+ export function layout(s: { seed: number }, count: number): { boxes: Box[]; posts: Post[]; pickups: Pickup[] } {
28
+ const boxes: Box[] = [], posts: Post[] = [], pickups: Pickup[] = [];
29
+ const free = (x: number, z: number, pad: number) => boxes.every((b) => !inBox(b, x, z, pad)) && posts.every((p) => Math.hypot(x - p.x, z - p.z) > p.r + pad);
30
+ for (let i = 0; boxes.length < BOXES && i < 200; i++) {
31
+ const a = random(s) * Math.PI * 2, d = 4 + random(s) * (ARENA - 7);
32
+ const b = { x: Math.sin(a) * d, z: Math.cos(a) * d, hw: 1 + random(s) * 1.2, hd: 1 + random(s) * 1.2, top: 0.6 + Math.round(random(s) * 3) * 0.2 };
33
+ if (boxes.every((o) => Math.abs(o.x - b.x) > o.hw + b.hw + 2.5 || Math.abs(o.z - b.z) > o.hd + b.hd + 2.5)) boxes.push(b);
34
+ }
35
+ for (let i = 0; posts.length < POSTS && i < 200; i++) {
36
+ const a = random(s) * Math.PI * 2, d = 3.5 + random(s) * (ARENA - 5), x = Math.sin(a) * d, z = Math.cos(a) * d;
37
+ if (free(x, z, 2.5)) posts.push({ x, z, r: 0.45 + random(s) * 0.3, h: 2.5 + random(s) * 2 });
38
+ }
39
+ const high = Math.floor(count / 3);
40
+ boxes.slice(0, high).forEach((b) => pickups.push({ x: b.x, y: b.top + 0.6, z: b.z, taken: false }));
41
+ for (let i = 0; pickups.length < count && i < 2000; i++) {
42
+ const a = random(s) * Math.PI * 2, d = 2.5 + random(s) * (ARENA - 4), x = Math.sin(a) * d, z = Math.cos(a) * d;
43
+ if (free(x, z, 1.2) && pickups.every((p) => Math.hypot(p.x - x, p.z - z) > 2.5)) pickups.push({ x, y: 0.6, z, taken: false });
44
+ }
45
+ return { boxes, posts, pickups };
46
+ }
47
+
48
+ /** The highest surface under (x, z) the feet can stand on from height y (a step up of `step` is allowed). */
49
+ export function floorAt(boxes: Box[], x: number, z: number, y: number, step: number, foot: number): number {
50
+ let floor = 0;
51
+ for (const b of boxes) if (b.top <= y + step && b.top > floor && inBox(b, x, z, foot)) floor = b.top;
52
+ return floor;
53
+ }
54
+
55
+ /** Push a body of radius r at height y out of every platform side taller than a step and every post. True when it hit one. */
56
+ export function pushOut(p: { x: number; z: number; vx: number; vz: number }, y: number, r: number, step: number, boxes: Box[], posts: Post[]): boolean {
57
+ let hit = false;
58
+ for (const b of boxes) {
59
+ if (b.top <= y + step || !inBox(b, p.x, p.z, r)) continue;
60
+ const ox = b.hw + r - Math.abs(p.x - b.x), oz = b.hd + r - Math.abs(p.z - b.z);
61
+ if (ox < oz) { p.x += Math.sign(p.x - b.x || 1) * ox; p.vx = 0; } else { p.z += Math.sign(p.z - b.z || 1) * oz; p.vz = 0; }
62
+ hit = true;
63
+ }
64
+ for (const q of posts) {
65
+ const dx = p.x - q.x, dz = p.z - q.z, d = Math.hypot(dx, dz), min = q.r + r;
66
+ if (d >= min || y > q.h) continue;
67
+ const nx = d ? dx / d : 1, nz = d ? dz / d : 0, into = p.vx * nx + p.vz * nz;
68
+ p.x = q.x + nx * min; p.z = q.z + nz * min;
69
+ if (into < 0) { p.vx -= into * nx; p.vz -= into * nz; } // slide along it, keep the tangent speed
70
+ hit = true;
71
+ }
72
+ return hit;
73
+ }