@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 +1,78 @@
1
+ // The light as data, engine-free (the tests and funtools read it): a mood preset (values, never prose)
2
+ // that look.json's "light" block and each place's "light" adjust, and the quality tier that sizes the
3
+ // cost. A frame's light is key (the sun or moon: colour, strength, where it sits), fill (the sky's
4
+ // bounce from the other side), rim (behind, so the silhouette reads), the hemisphere (sky above,
5
+ // ground bounce below; never black: a black floor is unreadable, not moody), fog in the horizon's
6
+ // colour, spots (pools of light on the landmarks: the moonlit-spot look), exposure, and the grade
7
+ // (saturation, contrast, a tint, a vignette) and bloom. `funtools score --target` names its moves in
8
+ // these keys (`look set light.exposure=0.8`). Skill funpixel-3d, references/light-and-places.md.
9
+
10
+ export interface Light {
11
+ exposure: number;
12
+ key: string; keyIntensity: number; keyElevation: number; keyAzimuth: number;
13
+ fill: string; fillIntensity: number; rim: string; rimIntensity: number;
14
+ sky: string; bounce: string; ambient: number;
15
+ fogNear: number; fogFar: number; shadow: 'soft' | 'hard' | 'off';
16
+ spots: number; spot: string; spotIntensity: number;
17
+ saturation: number; contrast: number; tint: string; tintAmount: number; vignette: number;
18
+ bloom: number; bloomThreshold: number;
19
+ }
20
+ export type LightBlock = Partial<Light> & { preset?: string };
21
+
22
+ const base: Light = {
23
+ exposure: 1, key: '#fff2dc', keyIntensity: 2.4, keyElevation: 45, keyAzimuth: 35, fill: '#9fb6e0', fillIntensity: 0.4,
24
+ rim: '#c8d8ff', rimIntensity: 0.6, sky: '#b8c8e8', bounce: '#5a5040', ambient: 1.2, fogNear: 22, fogFar: 70, shadow: 'soft',
25
+ spots: 0, spot: '#ffd9a0', spotIntensity: 30, saturation: 1, contrast: 1, tint: '#ffffff', tintAmount: 0, vignette: 0.15, bloom: 0.3, bloomThreshold: 0.85,
26
+ };
27
+ /** The moods. Each is a whole light; a block names one and changes a few keys. */
28
+ export const PRESETS: Record<string, Light> = {
29
+ dusk: { ...base, exposure: 1.05, key: '#ffc58f', keyIntensity: 2.6, keyElevation: 16, fill: '#6f7fc8', fillIntensity: 0.35, rim: '#ff9a6a', rimIntensity: 0.9, sky: '#c9a6c8', bounce: '#5a4636', ambient: 1, saturation: 1.1, contrast: 1.05, tint: '#ff9a5c', tintAmount: 0.06, vignette: 0.3, bloom: 0.5, bloomThreshold: 0.8 },
30
+ 'moonlit-spot': { ...base, exposure: 0.95, key: '#a8b8e8', keyIntensity: 0.8, keyElevation: 55, keyAzimuth: -30, fill: '#3a4570', fillIntensity: 0.3, rim: '#8fa8ff', rimIntensity: 1.1, sky: '#4a5a8a', bounce: '#2a2632', ambient: 0.7, fogNear: 10, fogFar: 42, shadow: 'hard', spots: 3, spot: '#ffc870', spotIntensity: 80, saturation: 0.95, contrast: 1.15, tint: '#4060b0', tintAmount: 0.05, vignette: 0.55, bloom: 0.8, bloomThreshold: 0.7 },
31
+ overcast: { ...base, exposure: 1.1, key: '#e8eef2', keyIntensity: 0.9, keyElevation: 70, fill: '#c8d4dc', fillIntensity: 0.6, rimIntensity: 0.2, sky: '#d0d8e0', bounce: '#6a6c64', ambient: 1.8, fogNear: 14, fogFar: 58, saturation: 0.82, contrast: 0.95, tint: '#a0b4c0', tintAmount: 0.05, vignette: 0.12, bloom: 0, bloomThreshold: 1 },
32
+ studio: { ...base, key: '#ffffff', keyIntensity: 2.2, fill: '#ffffff', fillIntensity: 0.8, rim: '#ffffff', rimIntensity: 1.2, sky: '#e8e8ec', bounce: '#80807a', ambient: 0.9, fogNear: 60, fogFar: 200, vignette: 0.08, bloom: 0.2 },
33
+ noon: { ...base, key: '#fff4e0', keyIntensity: 3, keyElevation: 72, fill: '#9ec4ff', rimIntensity: 0.3, ambient: 1.4, fogNear: 30, fogFar: 90, shadow: 'hard', saturation: 1.1, contrast: 1.05, vignette: 0.12, bloom: 0.25 },
34
+ dawn: { ...base, key: '#ffd0c8', keyIntensity: 1.8, keyElevation: 10, keyAzimuth: -60, fill: '#8fb0e0', fillIntensity: 0.5, rim: '#ffe0a0', sky: '#e8c0c8', bounce: '#504650', ambient: 1.1, fogNear: 12, fogFar: 55, saturation: 0.95, tint: '#ff9fb0', tintAmount: 0.06, vignette: 0.22, bloom: 0.45 },
35
+ };
36
+ export const PRESET_NAMES = Object.keys(PRESETS);
37
+ export const LIGHT_KEYS = Object.keys(base) as Array<keyof Light>;
38
+
39
+ /** The light for a place: its preset (or the game's), the game's adjustments unless the place picked another mood, then the place's own. */
40
+ export function resolveLight(game: LightBlock = {}, place: LightBlock = {}): Light & { preset: string } {
41
+ const preset = [place.preset, game.preset, 'dusk'].find((p): p is string => !!p && p in PRESETS) as string;
42
+ const own = (b: LightBlock) => Object.fromEntries(Object.entries(b).filter(([k, v]) => k !== 'preset' && k in base && typeof v === typeof (base as any)[k]));
43
+ const gameAdjusts = !place.preset || place.preset === (game.preset ?? 'dusk');
44
+ return { ...PRESETS[preset], ...(gameAdjusts ? own(game) : {}), ...own(place), preset };
45
+ }
46
+
47
+ export type Tier = 'phone' | 'desktop' | 'high';
48
+ /** What `pickLevel` (@funpixel/sdk/device, past 0.6.0) decides from, and the same rule and storage key, so a quality menu set there works here. */
49
+ export interface TierSignals { phone?: boolean; saveData?: boolean; deviceMemory?: number; gpuTier?: 'low' | 'mid' | 'high'; userSetting?: string | null }
50
+ export function tierOf(s: TierSignals): Tier {
51
+ if (s.userSetting === 'phone' || s.userSetting === 'desktop' || s.userSetting === 'high') return s.userSetting;
52
+ if (s.phone || s.saveData || (s.deviceMemory !== undefined && s.deviceMemory <= 4) || s.gpuTier === 'low') return 'phone';
53
+ return s.gpuTier === 'high' && (s.deviceMemory === undefined || s.deviceMemory >= 8) ? 'high' : 'desktop';
54
+ }
55
+ export const QUALITY_KEY = 'funpixel.quality';
56
+
57
+ /** What each tier may spend on light and dressing: a mid phone at 60 fps holds one shadow map, no bloom pass, half the small props. */
58
+ export const TIERS: Record<Tier, { shadowMap: number; softShadows: boolean; spots: number; bloom: boolean; dressing: number; maxInstances: number }> = {
59
+ phone: { shadowMap: 1024, softShadows: false, spots: 1, bloom: false, dressing: 0.5, maxInstances: 6000 },
60
+ desktop: { shadowMap: 2048, softShadows: true, spots: 3, bloom: true, dressing: 1, maxInstances: 16000 },
61
+ high: { shadowMap: 2048, softShadows: true, spots: 4, bloom: true, dressing: 1, maxInstances: 24000 },
62
+ };
63
+
64
+ /** Where the key light sits (a unit vector) from its elevation and azimuth in degrees: the sky's sun or moon is drawn there too. */
65
+ export function keyDirection(l: Pick<Light, 'keyElevation' | 'keyAzimuth'>): [number, number, number] {
66
+ const e = (l.keyElevation * Math.PI) / 180, a = (l.keyAzimuth * Math.PI) / 180;
67
+ return [Math.cos(e) * Math.sin(a), Math.sin(e), Math.cos(e) * Math.cos(a)];
68
+ }
69
+
70
+
71
+ /** A GPU class from the WebGL renderer string, by the SDK's rule (`gpuTier` in @funpixel/sdk/device). */
72
+ export function gpuClass(r: string | null | undefined): 'low' | 'mid' | 'high' | undefined {
73
+ const s = (r ?? '').toLowerCase();
74
+ if (!s) return undefined;
75
+ if (/swiftshader|llvmpipe|softpipe|software|basic render/.test(s) || /mali|adreno|powervr|apple gpu|videocore|tegra/.test(s)) return 'low';
76
+ if (/geforce|nvidia|rtx|quadro|radeon( rx| pro)|apple m\d/.test(s)) return 'high';
77
+ return /intel|iris|uhd|radeon/.test(s) ? 'mid' : undefined;
78
+ }
@@ -0,0 +1,77 @@
1
+ // The light rig, driven by data (light-math.ts): a hemisphere (sky and ground bounce), one key that
2
+ // casts the frame's only shadow map (its box follows the hero, sized by the tier), a fill from the
3
+ // other side, a rim from behind, a few spot pools on the landmarks (the moonlit-spot look: the art
4
+ // lit, the room in shadow), fog in the horizon colour, tone mapping and exposure. `apply(light)` moves
5
+ // every value at once (a new place, a new mood) without making a light, so no shader recompiles.
6
+ // The grade and bloom are post.ts. Values: src/look.json "light", each place's "light" (places.json).
7
+
8
+ import * as THREE from 'three';
9
+ import { keyDirection, TIERS, type Light, type Tier } from './light-math';
10
+
11
+ const MAX_SPOTS = 4;
12
+
13
+ export class LightRig {
14
+ readonly hemi = new THREE.HemisphereLight();
15
+ readonly key = new THREE.DirectionalLight();
16
+ readonly fill = new THREE.DirectionalLight();
17
+ readonly rim = new THREE.DirectionalLight();
18
+ readonly spots: THREE.SpotLight[] = [];
19
+ private dir = new THREE.Vector3(0, 1, 0);
20
+ light: Light | null = null;
21
+
22
+ constructor(private scene: THREE.Scene, private renderer: THREE.WebGLRenderer, readonly tier: Tier) {
23
+ const t = TIERS[tier];
24
+ renderer.toneMapping = THREE.ACESFilmicToneMapping; renderer.outputColorSpace = THREE.SRGBColorSpace;
25
+ renderer.shadowMap.enabled = true; renderer.shadowMap.type = t.softShadows ? THREE.PCFSoftShadowMap : THREE.PCFShadowMap;
26
+ this.key.castShadow = true; this.key.shadow.mapSize.set(t.shadowMap, t.shadowMap);
27
+ this.key.shadow.bias = -0.0006; this.key.shadow.normalBias = 0.02;
28
+ Object.assign(this.key.shadow.camera, { left: -14, right: 14, top: 14, bottom: -14, near: 1, far: 60 });
29
+ scene.add(this.hemi, this.key, this.key.target, this.fill, this.fill.target, this.rim, this.rim.target);
30
+ // The pools are made once, as many as the tier allows, and dimmed to 0 when a place has fewer:
31
+ // a light count that changes recompiles every lit material (a hitch on a phone).
32
+ for (let i = 0; i < Math.min(MAX_SPOTS, t.spots); i++) {
33
+ const s = new THREE.SpotLight('#ffffff', 0, 18, 0.55, 0.5, 1.4); s.castShadow = false;
34
+ this.spots.push(s); scene.add(s, s.target);
35
+ }
36
+ scene.fog = new THREE.Fog('#000000', 20, 70);
37
+ }
38
+
39
+ /** Set every light from one resolved light; `horizon` is the sky's horizon colour (the fog's colour). */
40
+ apply(l: Light, horizon: THREE.Color): void {
41
+ this.light = l;
42
+ this.renderer.toneMappingExposure = l.exposure;
43
+ this.hemi.color.set(l.sky); this.hemi.groundColor.set(l.bounce); this.hemi.intensity = l.ambient;
44
+ this.key.color.set(l.key); this.key.intensity = l.keyIntensity; this.key.castShadow = l.shadow !== 'off';
45
+ this.key.shadow.radius = l.shadow === 'hard' ? 1 : 4;
46
+ this.dir.set(...keyDirection(l));
47
+ this.fill.color.set(l.fill); this.fill.intensity = l.fillIntensity;
48
+ this.rim.color.set(l.rim); this.rim.intensity = l.rimIntensity;
49
+ const fog = this.scene.fog as THREE.Fog;
50
+ fog.color.copy(horizon); fog.near = l.fogNear; fog.far = l.fogFar;
51
+ this.spots.forEach((s, i) => { s.color.set(l.spot); s.intensity = i < l.spots ? l.spotIntensity : 0; });
52
+ }
53
+
54
+ /** Pools of light on these points (the landmarks, the art): a spot above each, aimed down. */
55
+ aimSpots(points: Array<{ x: number; y: number; z: number }>): void {
56
+ this.spots.forEach((s, i) => {
57
+ const p = points[i];
58
+ if (!p) { s.intensity = 0; return; }
59
+ s.position.set(p.x + 0.6, p.y + 6, p.z + 0.6); s.target.position.set(p.x, p.y, p.z);
60
+ if (this.light && i < this.light.spots) s.intensity = this.light.spotIntensity;
61
+ });
62
+ }
63
+
64
+ /** Keep the key's shadow box over the hero, fill and rim placed against it. Each frame. */
65
+ follow(x: number, z: number): void {
66
+ const d = this.dir;
67
+ this.key.position.set(x + d.x * 24, Math.max(4, d.y * 24), z + d.z * 24); this.key.target.position.set(x, 0, z);
68
+ this.fill.position.set(x - d.x * 20, 10, z - d.z * 20); this.fill.target.position.set(x, 0, z);
69
+ this.rim.position.set(x - d.z * 16, 6, z + d.x * 16 - 12); this.rim.target.position.set(x, 1, z);
70
+ }
71
+
72
+ /** What the state shows (state.world.light) and `funtools places` compares between places. */
73
+ facts(): Record<string, unknown> {
74
+ const l = this.light;
75
+ return l ? { preset: (l as Light & { preset?: string }).preset ?? null, exposure: l.exposure, key: l.key, keyIntensity: l.keyIntensity, ambient: l.ambient, fog: [l.fogNear, l.fogFar], spots: Math.min(l.spots, this.spots.length), shadow: this.key.castShadow && this.renderer.shadowMap.enabled, tier: this.tier } : {};
76
+ }
77
+ }
@@ -0,0 +1,30 @@
1
+ {
2
+ "bg": "#1b2350",
3
+ "ink": "#fff6e8",
4
+ "primary": "#ffd36e",
5
+ "accent": "#ff9a5c",
6
+ "harm": "#ff5a4f",
7
+ "button-ink": "#3a1a12",
8
+ "sky-top": "#1b2350",
9
+ "sky-horizon": "#f0a073",
10
+ "ground": "#4a4436",
11
+ "ground-2": "#6e6a48",
12
+ "stone": "#9b8a78",
13
+ "hero": "#f4efe4",
14
+ "hero-accent": "#e2553f",
15
+ "key-light": "#ffe2c0",
16
+ "plate": "linear-gradient(180deg, rgba(92, 46, 30, 0.88), rgba(52, 24, 22, 0.9))",
17
+ "plate-edge": "rgba(255, 211, 110, 0.55)",
18
+ "plate-ink": "#fff6e8",
19
+ "plate-radius": "16px",
20
+ "plate-shadow": "0 4px 0 rgba(30, 10, 8, 0.55), 0 10px 24px rgba(10, 6, 20, 0.35)",
21
+ "ui-stroke": "2px",
22
+ "icon-line": "#3a1a12",
23
+ "icon-fill": "#ffd36e",
24
+ "icon-stroke": 2.4,
25
+ "font-display": "'Lilita One', 'Trebuchet MS', sans-serif",
26
+ "font-body": "'Nunito', 'Trebuchet MS', sans-serif",
27
+ "light": {
28
+ "preset": "dusk"
29
+ }
30
+ }
@@ -0,0 +1,38 @@
1
+ // The faces the UI is set in, bundled with the game (no font request at play time): the display face for
2
+ // the wordmark, banners and numbers, the body face for the rest. Swap them in package.json and here, and
3
+ // keep funpixel.json's metadata.fonts naming them so verify checks they load.
4
+ import '@fontsource/lilita-one/400.css';
5
+ import '@fontsource/nunito/700.css';
6
+ import '@fontsource/nunito/800.css';
7
+ import { render } from 'preact';
8
+ import { useEffect, useRef, useState } from 'preact/hooks';
9
+ import { Hud } from './hud';
10
+ import { Screens } from './screens';
11
+ import { startSplash } from './splash';
12
+ import './platform'; // pause when hidden, storage that never throws, first-tap fullscreen (yours to change)
13
+ import './frame'; // the safe HUD band: --band-* and __FPX_FRAME__ (yours to change)
14
+ import './levels'; // the level list and where the player got to (saved)
15
+ import { applyLook } from './look'; // src/look.json onto :root, before the first paint
16
+
17
+ function App() {
18
+ const stage = useRef<HTMLDivElement>(null), [failed, setFailed] = useState(false);
19
+ useEffect(() => {
20
+ // The engine is its own chunk, fetched behind the title so the title paints first; a failed fetch (a
21
+ // dropped phone connection) offers a retry card, never a blank page.
22
+ const host = stage.current;
23
+ if (host) import('./game').then((m) => m.startGame(host)).catch((e) => { console.error('the game did not load', e); setFailed(true); });
24
+ }, []);
25
+ return (
26
+ <>
27
+ {/* The 3D world is the whole play; the HUD and the thumbs float over it (data-fpx-play: look measures it). */}
28
+ <div ref={stage} class="stage" data-fpx-play />
29
+ <Hud />
30
+ <Screens title={document.title} />
31
+ {failed && <div class="load-failed plate" role="alert"><p>The game did not load.</p><button class="primary" onClick={() => location.reload()}>Try again</button></div>}
32
+ </>
33
+ );
34
+ }
35
+
36
+ applyLook();
37
+ startSplash();
38
+ render(<App />, document.getElementById('app')!);
@@ -0,0 +1,62 @@
1
+ // Models: a .glb at the conventional path replaces its placeholder with no code (public/assets/models/
2
+ // <name>.glb; skill funpixel-3d). The placeholder rule: every placeholder is a DESIGNED shape in the
3
+ // palette (a figure with a face and a direction, a lit crystal), never a magenta box or an error cube, so a
4
+ // first build reads as a game; and each one is named in state.art.placeholders until its model lands, so a
5
+ // placeholder never ships unseen. A model that fails to load logs why and keeps its placeholder.
6
+
7
+ import * as THREE from 'three';
8
+ import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
9
+ import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader.js';
10
+ import { KTX2Loader } from 'three/examples/jsm/loaders/KTX2Loader.js';
11
+ import { MeshoptDecoder } from 'three/examples/jsm/libs/meshopt_decoder.module.js';
12
+ import { findAsset } from './assets';
13
+ import { PALETTE } from './palette';
14
+
15
+ /** The models still drawn as placeholders (state.art.placeholders). */
16
+ export const placeholders = new Set<string>();
17
+ const std = (color: THREE.Color, o: Partial<THREE.MeshStandardMaterialParameters> = {}) => new THREE.MeshStandardMaterial({ color, roughness: 0.8, ...o });
18
+
19
+ // Platform GLBs are Draco (static) or meshopt (rigged) with KTX2 textures: all three decoders. Since three r180
20
+ // the Draco and Basis loaders default to decoders bundled from the package (`new URL(…, import.meta.url)`), so
21
+ // vite ships them same-origin with no path to set; a hand-set path that 404s answers with index.html and hangs.
22
+ export const loader = new GLTFLoader().setMeshoptDecoder(MeshoptDecoder).setDRACOLoader(new DRACOLoader());
23
+ /** KTX2 needs the renderer to pick a format: game.ts calls this once the renderer exists, before any model loads. */
24
+ export const useRenderer = (r: THREE.WebGLRenderer): void => { loader.setKTX2Loader(new KTX2Loader().detectSupport(r)); };
25
+
26
+ /** A model `height` metres tall standing on y = 0, from its .glb when there is one, else `placeholder()`. */
27
+ export async function model(name: string, height: number, placeholder: () => THREE.Object3D): Promise<() => THREE.Object3D> {
28
+ const url = await findAsset('models', name);
29
+ const gltf = url ? await loader.loadAsync(url).catch((e) => { console.warn(`${url} did not load; drawing the placeholder`, e); return null; }) : null;
30
+ if (!gltf) placeholders.add(name);
31
+ return () => {
32
+ if (!gltf) return placeholder();
33
+ const m = gltf.scene.clone(true), box = new THREE.Box3().setFromObject(m), size = box.getSize(new THREE.Vector3());
34
+ m.scale.setScalar(height / Math.max(size.y, 1e-6));
35
+ m.position.y = -box.min.y * m.scale.y;
36
+ // A skinned mesh's bounds are its bind pose: an animated limb leaves them and the mesh vanishes at the frame's
37
+ // edge. One hero is cheap to never cull; a crowd gets real bounds instead.
38
+ m.traverse((o) => { if ((o as THREE.Mesh).isMesh) o.castShadow = true; if ((o as THREE.SkinnedMesh).isSkinnedMesh) o.frustumCulled = false; });
39
+ return new THREE.Group().add(m);
40
+ };
41
+ }
42
+
43
+ /** The hero's placeholder: a rounded body, a head, eyes and a scarf, so its facing and its squash read. */
44
+ export function heroPlaceholder(): THREE.Object3D {
45
+ const g = new THREE.Group(), skin = std(PALETTE.hero), accent = std(PALETTE.heroAccent), dark = std(new THREE.Color('#1c1a24'), { roughness: 0.3 });
46
+ const body = new THREE.Mesh(new THREE.CapsuleGeometry(0.3, 0.35, 6, 14), skin); body.position.y = 0.48;
47
+ const head = new THREE.Mesh(new THREE.SphereGeometry(0.24, 20, 14), skin); head.position.y = 0.92;
48
+ const scarf = new THREE.Mesh(new THREE.TorusGeometry(0.22, 0.07, 8, 20), accent); scarf.rotation.x = Math.PI / 2; scarf.position.y = 0.74;
49
+ const tail = new THREE.Mesh(new THREE.BoxGeometry(0.12, 0.05, 0.36), accent); tail.position.set(0.1, 0.72, -0.28); tail.rotation.x = 0.5;
50
+ for (const side of [-1, 1]) { const eye = new THREE.Mesh(new THREE.SphereGeometry(0.045, 10, 8), dark); eye.position.set(0.09 * side, 0.95, 0.21); g.add(eye); }
51
+ g.add(body, head, scarf, tail);
52
+ g.traverse((o) => { o.castShadow = true; });
53
+ return g;
54
+ }
55
+
56
+ /** A pickup's placeholder: a glowing crystal on a soft halo. */
57
+ export function pickupPlaceholder(): THREE.Object3D {
58
+ const gem = new THREE.Mesh(new THREE.OctahedronGeometry(0.3), std(PALETTE.pickup, { emissive: PALETTE.pickup, emissiveIntensity: 0.9, roughness: 0.3, flatShading: true }));
59
+ const halo = new THREE.Mesh(new THREE.TorusGeometry(0.42, 0.03, 6, 28), new THREE.MeshBasicMaterial({ color: PALETTE.pickup, transparent: true, opacity: 0.55 }));
60
+ halo.rotation.x = Math.PI / 2; halo.position.y = -0.35;
61
+ return new THREE.Group().add(gem, halo);
62
+ }
@@ -0,0 +1,21 @@
1
+ // The world's colours come from the same tokens as the UI (styles.css :root), so one edit restyles the
2
+ // sky, the fog, the ground and the screens together. Each is read once at start; the fog is always the
3
+ // sky's horizon colour, so the far edge of the world melts into the sky instead of ending in a line.
4
+
5
+ import * as THREE from 'three';
6
+
7
+ const css = typeof getComputedStyle === 'function' ? getComputedStyle(document.documentElement) : null;
8
+ const token = (name: string, fallback: string) => new THREE.Color((css?.getPropertyValue(name).trim() || fallback));
9
+
10
+ export const PALETTE = {
11
+ skyTop: token('--sky-top', '#1b2350'),
12
+ horizon: token('--sky-horizon', '#f0a073'),
13
+ ground: token('--ground', '#3d4a3a'),
14
+ ground2: token('--ground-2', '#5e6c45'),
15
+ stone: token('--stone', '#9b8a78'),
16
+ hero: token('--hero', '#f4efe4'),
17
+ heroAccent: token('--hero-accent', '#e2553f'),
18
+ pickup: token('--primary', '#ffd36e'),
19
+ harm: token('--harm', '#ff5a4f'),
20
+ key: token('--key-light', '#ffe2c0'),
21
+ };
@@ -0,0 +1,50 @@
1
+ {
2
+ "$comment": "The places as data (the GDD's ## Places rows): each its own light (a mood preset and a few changed keys, light-math.ts), palette, ground surface, dressing kit with a density target (things per 100 m², what funtools boxes measures), a landmark and the road kept clear to it. Round N plays place N mod the count. Skill funpixel-3d, references/light-and-places.md.",
3
+ "places": [
4
+ {
5
+ "id": "square", "name": "The Square at dusk",
6
+ "light": { "preset": "dusk" },
7
+ "palette": { "sky-top": "#1b2350", "sky-horizon": "#f0a073", "ground": "#4f5a34", "ground-2": "#7c8a44", "stone": "#9b8a78", "accent": "#ffd36e", "glow": "#ffcf7a" },
8
+ "surface": "grass", "density": 150,
9
+ "kit": [
10
+ { "role": "ground", "kind": "tuft", "density": 120, "scale": [0.7, 1.4], "clump": 0.7, "patch": 4, "roadside": 0.4 },
11
+ { "role": "ground", "kind": "flower", "density": 30, "scale": [0.8, 1.3], "clump": 0.85, "patch": 2.5, "roadside": 0.6 },
12
+ { "role": "mid", "kind": "rock", "density": 1.2, "scale": [0.6, 1.8], "clump": 0.5, "patch": 6 },
13
+ { "role": "mid", "kind": "bush", "density": 2, "scale": [0.7, 1.5], "clump": 0.6, "patch": 5, "roadside": 0.5 },
14
+ { "role": "mid", "kind": "tree", "density": 0.8, "scale": [1, 2.2], "clump": 0.6, "patch": 9 },
15
+ { "role": "life", "kind": "lantern", "count": 10, "scale": [1, 1.2], "roadside": 1 }
16
+ ],
17
+ "landmark": { "kind": "column", "at": [0, -34], "scale": 2.6 },
18
+ "road": { "to": [0, -34], "width": 2.6 }
19
+ },
20
+ {
21
+ "id": "grove", "name": "The Grey Grove",
22
+ "light": { "preset": "overcast" },
23
+ "palette": { "sky-top": "#6f7f86", "sky-horizon": "#c9d2d0", "ground": "#3e4a3a", "ground-2": "#5f7a52", "stone": "#7c8580", "accent": "#d8e6a0", "glow": "#e8f0c8" },
24
+ "surface": "moss", "density": 115,
25
+ "kit": [
26
+ { "role": "ground", "kind": "tuft", "density": 90, "scale": [0.8, 1.6], "clump": 0.8, "patch": 5, "roadside": 0.3 },
27
+ { "role": "ground", "kind": "reeds", "density": 18, "scale": [0.8, 1.5], "clump": 0.9, "patch": 3 },
28
+ { "role": "mid", "kind": "bush", "density": 4, "scale": [0.8, 1.8], "clump": 0.7, "patch": 6, "roadside": 0.4 },
29
+ { "role": "mid", "kind": "tree", "density": 2.4, "scale": [1.2, 2.6], "clump": 0.7, "patch": 10 },
30
+ { "role": "mid", "kind": "rock", "density": 1.5, "scale": [0.6, 2], "clump": 0.4, "patch": 6 }
31
+ ],
32
+ "landmark": { "kind": "tree", "at": [-6, -32], "scale": 5 },
33
+ "road": { "to": [-6, -32], "width": 2.2 }
34
+ },
35
+ {
36
+ "id": "court", "name": "The Moon Court",
37
+ "light": { "preset": "moonlit-spot" },
38
+ "palette": { "sky-top": "#070b1c", "sky-horizon": "#26305a", "ground": "#3a3a48", "ground-2": "#4c4a5a", "stone": "#b8b0a0", "accent": "#9db4d6", "glow": "#ffc870" },
39
+ "surface": "flagstone", "density": 40,
40
+ "kit": [
41
+ { "role": "ground", "kind": "tuft", "density": 40, "scale": [0.6, 1.1], "clump": 0.9, "patch": 2, "roadside": 0.8 },
42
+ { "role": "mid", "kind": "column", "density": 0.6, "scale": [0.8, 1.3], "clump": 0.3, "patch": 8 },
43
+ { "role": "mid", "kind": "rock", "density": 1, "scale": [0.5, 1.4], "clump": 0.6, "patch": 4 },
44
+ { "role": "life", "kind": "lantern", "count": 6, "scale": [1, 1.3], "roadside": 1 }
45
+ ],
46
+ "landmark": { "kind": "column", "at": [4, -30], "scale": 3.2 },
47
+ "road": { "to": [4, -30], "width": 3 }
48
+ }
49
+ ]
50
+ }
@@ -0,0 +1,56 @@
1
+ // The places, as places.json lists them (stage.ts imports the file; this part is engine-free and the tests run it): each place's
2
+ // light resolved against the game's look.json "light", its kit split into what dresses the play
3
+ // (ground cover and life, never on the road or a solid) and what dresses beyond it (mid props, trees,
4
+ // the landmark), its road from the play to the landmark, and its density target. Round N plays place
5
+ // N mod the count; the views place-<id> enter one directly (expose.ts), so `funtools places` can set
6
+ // every place side by side. Grow the list here, from the GDD's ## Places rows.
7
+
8
+ import { ARENA } from './layout';
9
+ import { resolveLight, type LightBlock } from './light-math';
10
+ import type { Kit, Ring, Road, Slot } from './dressing-math';
11
+
12
+ export interface Place {
13
+ id: string; name: string; light: LightBlock; palette: Record<string, string>; surface: string;
14
+ /** Things per 100 m² the place is dressed to: what `funtools boxes` measures against. */
15
+ density: number; kit: Slot[];
16
+ landmark: { kind: string; at: [number, number]; scale: number };
17
+ road: { to: [number, number]; width: number };
18
+ /** The place's target picture, when the plan has one (`funtools places` sets it beside the view). */
19
+ target?: string;
20
+ }
21
+
22
+ /** How far past the play the dressing reaches (m): inside the fog, so the world never ends in a line. */
23
+ export const REACH = 30;
24
+
25
+ export const placeFor = (list: Place[], round: number): Place => list[((round % list.length) + list.length) % list.length];
26
+
27
+ /** The two dressing passes of a place: the play (small things only) and beyond its edge. */
28
+ export function passes(p: Place): Array<{ kit: Kit; ring: Ring }> {
29
+ const play = p.kit.filter((s) => s.role === 'ground' || s.role === 'life'), far = p.kit.filter((s) => s.role === 'mid');
30
+ return [
31
+ { kit: { slots: play }, ring: { x: 0, z: 0, inner: 0, outer: ARENA + REACH } },
32
+ { kit: { slots: far }, ring: { x: 0, z: 0, inner: ARENA + 2, outer: ARENA + REACH } },
33
+ ];
34
+ }
35
+ export const roadOf = (p: Place): Road => ({ pts: [[0, 0], p.road.to], width: p.road.width });
36
+ /** The ring a place's density is measured over (the whole dressed disc). */
37
+ export const ringOf = (): Ring => ({ x: 0, z: 0, inner: 0, outer: ARENA + REACH });
38
+
39
+ /** The place's light against the game's look block. */
40
+ export const lightOf = (p: Place, game: LightBlock | undefined) => resolveLight(game ?? {}, p.light);
41
+
42
+ /** Problems in the list, as words (a selftest and `funtools places` read them): a place with no id, a duplicate, an unknown preset. */
43
+ export function placeProblems(list: Place[], presets: string[]): string[] {
44
+ const out: string[] = [], seen = new Set<string>();
45
+ for (const p of list) {
46
+ if (!p.id) out.push('a place without an id');
47
+ else if (seen.has(p.id)) out.push(`two places are called ${p.id}`);
48
+ seen.add(p.id);
49
+ if (p.light?.preset && !presets.includes(p.light.preset)) out.push(`${p.id}: light preset ${p.light.preset} is not one of ${presets.join(', ')}`);
50
+ if (!(p.density > 0)) out.push(`${p.id}: no density target`);
51
+ }
52
+ return out;
53
+ }
54
+
55
+ /** The bridge between the stage and the hooks: the place a view asked for, and the stage's facts (state.world). */
56
+ export const world = { request: null as string | null, round: 0, facts: (): Record<string, unknown> => ({}) };
@@ -0,0 +1,22 @@
1
+ // What a renderer draws beyond position: the hero's key pose for each of its states, engine-free, so
2
+ // `funtools feel` sees one look per state (research 18: the hits draw each state; Dead Cells' rule, the
3
+ // fewest keys that read). Applied on top of the juice's squash and the living layer's breath. A rigged
4
+ // model plays clips by the same states instead (character.ts: gaitClip).
5
+
6
+ import type { Run } from './rules';
7
+
8
+ export interface HeroPose {
9
+ /** Forward lean in radians (into speed), a topple (the death beat), and a stretch on top of the squash. */
10
+ lean: number; topple: number; sx: number; sy: number;
11
+ }
12
+
13
+ /** Leaning into a run, stretched rising, a little squashed falling, toppled when dead. */
14
+ export function heroPose(state: string, run: Run): HeroPose {
15
+ const speed = Math.hypot(run.vx, run.vz);
16
+ if (state === 'dead') return { lean: 0, topple: -Math.PI / 2, sx: 1, sy: 1 };
17
+ if (state === 'jump') return { lean: 0.1, topple: 0, sx: 0.9, sy: 1.12 };
18
+ if (state === 'fall') return { lean: 0.05, topple: 0, sx: 1.04, sy: 0.97 };
19
+ if (state === 'dash') return { lean: 0.35, topple: 0, sx: 0.92, sy: 1.04 };
20
+ if (state === 'run') return { lean: Math.min(0.25, speed * 0.035), topple: 0, sx: 1, sy: 1 };
21
+ return { lean: 0, topple: 0, sx: 1, sy: 1 };
22
+ }
@@ -0,0 +1,47 @@
1
+ // The post stack, sized by the tier. Every tier gets the grade (saturation, contrast, tint, vignette:
2
+ // common grade.ts, a CSS layer the compositor applies, so a phone pays nothing for it). Desktop and
3
+ // high add bloom on what is brighter than the threshold (the lanterns, the pickups, the sun), at half
4
+ // resolution, before tone mapping (OutputPass, last). A phone that runs long sheds bloom first, before
5
+ // shadows and the pixel ratio (budget.ts). Values: the resolved light (light-math.ts).
6
+
7
+ import * as THREE from 'three';
8
+ import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js';
9
+ import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js';
10
+ import { UnrealBloomPass } from 'three/examples/jsm/postprocessing/UnrealBloomPass.js';
11
+ import { OutputPass } from 'three/examples/jsm/postprocessing/OutputPass.js';
12
+ import { applyGrade, gradeOf } from './grade';
13
+ import { TIERS, type Light, type Tier } from './light-math';
14
+ import { shedders } from './budget';
15
+
16
+ export class Post {
17
+ private composer: EffectComposer | null = null;
18
+ private bloom: UnrealBloomPass | null = null;
19
+
20
+ constructor(private renderer: THREE.WebGLRenderer, private scene: THREE.Scene, private camera: THREE.Camera, private host: HTMLElement, tier: Tier) {
21
+ if (!TIERS[tier].bloom) return;
22
+ const size = renderer.getSize(new THREE.Vector2());
23
+ this.composer = new EffectComposer(renderer);
24
+ this.composer.addPass(new RenderPass(scene, camera));
25
+ this.bloom = new UnrealBloomPass(new THREE.Vector2(size.x / 2, size.y / 2), 0.5, 0.4, 0.85);
26
+ this.composer.addPass(this.bloom);
27
+ this.composer.addPass(new OutputPass());
28
+ shedders.push(() => { if (!this.bloom?.enabled) return false; this.bloom.enabled = false; return true; });
29
+ }
30
+
31
+ /** Apply a light's grade and bloom (a new place, a new mood). */
32
+ apply(l: Light): void {
33
+ applyGrade(this.host, gradeOf(l as unknown as Record<string, unknown>));
34
+ if (this.bloom) { this.bloom.strength = l.bloom; this.bloom.threshold = l.bloomThreshold; this.bloom.enabled = l.bloom > 0; }
35
+ }
36
+
37
+ setSize(w: number, h: number): void {
38
+ this.composer?.setSize(w, h); this.composer?.setPixelRatio(this.renderer.getPixelRatio());
39
+ this.bloom?.resolution.set(w / 2, h / 2);
40
+ }
41
+
42
+ render(): void {
43
+ if (this.composer && this.bloom?.enabled) this.composer.render(); else this.renderer.render(this.scene, this.camera);
44
+ }
45
+
46
+ facts(): Record<string, unknown> { return { bloom: !!this.bloom?.enabled, grade: this.host.dataset.fpxGrade ? JSON.parse(this.host.dataset.fpxGrade) : null }; }
47
+ }
@@ -0,0 +1,29 @@
1
+ // Where a drawn thing rests on the terrain, engine-free (the tests run it): its footprint's corners as placed and
2
+ // the lowest point that the kit's world read (funtools boxes and walk, the grounding probe) calls standing on the
3
+ // ground. dressing.ts applies it to every instance of the dressing and the landmark. Skill funpixel-3d.
4
+
5
+ /** Where the lowest point of a drawn thing of height `h` rests once its shape is known, from the ground under its footprint's corners and
6
+ * centre (as placed: turned and scaled). The kit's world read (funtools boxes and walk, the grounding probe) judges a big
7
+ * prop by those points: it must touch the ground at one (within max(0.25 m, 3% of h)), go more than max(0.5 m, 35% of h)
8
+ * into it at fewer than half, and hang more than max(1.5 m, 40% of h) over it at fewer than half of those it stands
9
+ * over. The lowest point that holds all three, so a slope buries the uphill side a little and floats the downhill side
10
+ * as little as it can. Grounded at its trunk, a tree's canopy hovered over the downhill side of a slope ("dress-mid-tree
11
+ * hovers 0.66 m", a fresh game's own world read); grounded at its lowest corner, a wide bush sank into the uphill one. */
12
+ export function restOn(ground: number[], h: number): number {
13
+ // A quarter inside each line: the world read samples the drawn ground mesh, a few centimetres off this function.
14
+ const touch = Math.max(0.25, 0.03 * h), sink = 0.75 * Math.max(0.5, 0.35 * h), drop = 0.75 * Math.max(1.5, 0.4 * h);
15
+ const s = [...ground].sort((a, b) => a - b);
16
+ for (const at of s) {
17
+ const y = at - 0.03;
18
+ const sunk = s.filter((g) => g > y + sink).length;
19
+ const over = s.filter((g) => g <= y + touch), hung = over.filter((g) => y - g > drop).length;
20
+ if (sunk * 2 < s.length && !(over.length >= 2 && hung * 2 >= over.length)) return y;
21
+ }
22
+ return s[Math.floor(s.length / 2)] - 0.03;
23
+ }
24
+
25
+ /** The four corners of a footprint `[x0, x1, z0, z1]` (the shape's own bounds at scale 1) placed at (x, z), turned and scaled. */
26
+ export function cornersOf(foot: [number, number, number, number], x: number, z: number, turn: number, scale: number): Array<[number, number]> {
27
+ const [x0, x1, z0, z1] = foot, c = Math.cos(turn), s = Math.sin(turn);
28
+ return ([[x0, z0], [x1, z0], [x0, z1], [x1, z1]] as Array<[number, number]>).map(([px, pz]) => [x + (px * c + pz * s) * scale, z + (-px * s + pz * c) * scale]);
29
+ }
@@ -0,0 +1,89 @@
1
+ // The game's rules, engine-free (no Three, no DOM): the renderer draws this state and the self-tests and
2
+ // test/probes.ts play it offline, so a rule is testable without a frame. Grow the game here first. A small
3
+ // 3D round: run and jump around a lit square, collect GOAL pickups before the clock runs out. From
4
+ // FLARE_FIRST s a ring glows under the hero (the tell), then flares along the ground: jump over it or run
5
+ // out of it. Units are metres and seconds; the hero is BODY tall. random() is seeded (__FPX_SEED__ + n).
6
+
7
+ import { ARENA, floorAt, layout, pushOut, random, type Box, type Pickup, type Post } from './layout';
8
+
9
+ export const BODY = 1, GOAL = 16, ROUND_SECONDS = 45, PICK_RADIUS = 1;
10
+ /** The character's feel, one table (skill funpixel-game-feel): speeds m/s, rates m/s², times s, heights m.
11
+ * Forgiveness as Celeste does it: coyote (a jump just after a ledge still counts) and a buffer (a press
12
+ * just before landing fires on landing), 0.1 s each. A released jump cuts the rise (a tap hops low). */
13
+ export const MOVE = {
14
+ run: 6.5, accel: 42, decel: 32, air: 0.6, turn: 14,
15
+ jumpHeight: 1.6, apex: 0.36, fallBoost: 1.5, release: 2.5, coyote: 0.1, buffer: 0.1,
16
+ dash: 15, dashTime: 0.16, dashCool: 0.7, radius: 0.35, step: 0.3,
17
+ } as const;
18
+ const G = (2 * MOVE.jumpHeight) / MOVE.apex ** 2, V0 = (2 * MOVE.jumpHeight) / MOVE.apex;
19
+ /** The flare: glows FLARE_TELL s, burns FLARE_BURN s up to FLARE_HIGH m off its ground within FLARE_R m; a
20
+ * hit lands only FLARE_LATE s after it lights, so a jump that late still saves. */
21
+ export const FLARE_TELL = 0.7, FLARE_BURN = 0.25, FLARE_LATE = 0.1, FLARE_R = 1.5, FLARE_HIGH = 0.5, FLARE_FIRST = 8, FLARE_EVERY = 2.5;
22
+
23
+ export interface Run {
24
+ x: number; y: number; z: number; vx: number; vy: number; vz: number; heading: number;
25
+ grounded: boolean; coyote: number; buffer: number; dashT: number; dashCool: number; jumps: number;
26
+ score: number; timeLeft: number; boxes: Box[]; posts: Post[]; pickups: Pickup[];
27
+ flare: { x: number; y: number; z: number; t: number } | null; nextFlare: number; seed: number;
28
+ }
29
+ /** What the player asks for this frame: a world direction (length ≤ 1), the jump held, and presses. */
30
+ export interface Input { x: number; z: number; held?: boolean; jump?: boolean; dash?: boolean }
31
+ export interface Ev { type: 'jump' | 'land' | 'pickup' | 'tell' | 'dash' | 'bump'; x: number; y: number; z: number; power?: number }
32
+ export type Outcome = 'won' | 'lost' | null; export type Phase = 'rest' | 'tell' | 'burn';
33
+
34
+ let runs = 0; /* runs started in this page */ const nextSeed = (fixed = (globalThis as { __FPX_SEED__?: unknown }).__FPX_SEED__): number => (typeof fixed === 'number' ? (fixed + runs++) | 0 : Date.now() | 0);
35
+ export function newRun(seed = nextSeed()): Run {
36
+ const s = { seed }, world = layout(s, GOAL);
37
+ return { x: 0, y: 0, z: 0, vx: 0, vy: 0, vz: 0, heading: Math.PI, grounded: true, coyote: 0, buffer: 0, dashT: 0, dashCool: 0, jumps: 0,
38
+ score: 0, timeLeft: ROUND_SECONDS, ...world, flare: null, nextFlare: FLARE_FIRST, seed: s.seed };
39
+ }
40
+ /** Ask for a jump: it fires now when on the ground (or within coyote time), else when it lands within the buffer. */
41
+ export const jump = (run: Run): void => { run.buffer = MOVE.buffer; };
42
+ export function dash(run: Run): boolean { if (run.dashCool > 0) return false; run.dashT = MOVE.dashTime; run.dashCool = MOVE.dashCool; return true; }
43
+ export const phase = (run: Run): Phase => (!run.flare ? 'rest' : run.flare.t < FLARE_TELL ? 'tell' : 'burn');
44
+ export const inReach = (run: Run, x = run.x, z = run.z): boolean => !!run.flare && Math.hypot(x - run.flare.x, z - run.flare.z) < FLARE_R;
45
+ export const burning = (run: Run): boolean => !!run.flare && run.flare.t >= FLARE_TELL + FLARE_LATE && inReach(run) && run.y - run.flare.y < FLARE_HIGH && run.y > run.flare.y - 0.3; // a flare on a platform burns its top, not the ground below
46
+ const turnTo = (a: number, b: number, max: number) => { const d = Math.atan2(Math.sin(b - a), Math.cos(b - a)); return a + Math.max(-max, Math.min(max, d)); };
47
+
48
+ /** Advance in steps of at most 1/120 s; the events this frame and 'won'/'lost' when the round ends. */
49
+ /** Metres from the hero to the nearest pickup still there (the objective's distance), or null when none is left. */
50
+ export function nearestPickup(run: Run): number | null {
51
+ let best = Infinity;
52
+ for (const p of run.pickups) if (!p.taken) best = Math.min(best, Math.hypot(p.x - run.x, p.z - run.z));
53
+ return Number.isFinite(best) ? best : null;
54
+ }
55
+
56
+ export function tick(run: Run, input: Input, dt: number): { events: Ev[]; outcome: Outcome } {
57
+ const events: Ev[] = [], at = (type: Ev['type'], power?: number) => events.push({ type, x: run.x, y: run.y, z: run.z, power });
58
+ if (input.jump) jump(run);
59
+ if (input.dash && dash(run)) at('dash');
60
+ const n = Math.max(1, Math.ceil(dt * 120 - 1e-6)), h = dt / n, len = Math.min(1, Math.hypot(input.x, input.z)), held = input.held ?? true;
61
+ for (let k = 0; k < n; k++) {
62
+ run.coyote -= h; run.buffer -= h; run.dashCool -= h; run.dashT -= h;
63
+ if (len > 0.1) run.heading = turnTo(run.heading, Math.atan2(input.x, input.z), MOVE.turn * h);
64
+ if (run.dashT > 0) { run.vx = Math.sin(run.heading) * MOVE.dash; run.vz = Math.cos(run.heading) * MOVE.dash; } else {
65
+ const k2 = len > 0.1 ? 1 / Math.hypot(input.x, input.z) : 0, tx = input.x * k2 * len * MOVE.run, tz = input.z * k2 * len * MOVE.run;
66
+ const rate = (len > 0.1 ? MOVE.accel : MOVE.decel) * (run.grounded ? 1 : MOVE.air) * h, dx = tx - run.vx, dz = tz - run.vz, d = Math.hypot(dx, dz);
67
+ if (d <= rate) { run.vx = tx; run.vz = tz; } else { run.vx += (dx / d) * rate; run.vz += (dz / d) * rate; }
68
+ }
69
+ if (run.buffer > 0 && (run.grounded || run.coyote > 0)) { run.vy = V0; run.grounded = false; run.coyote = 0; run.buffer = 0; run.jumps++; at('jump'); }
70
+ run.vy -= G * h * (run.vy < 0 ? MOVE.fallBoost : held ? 1 : MOVE.release);
71
+ run.x += run.vx * h; run.z += run.vz * h;
72
+ if (pushOut(run, run.y, MOVE.radius, MOVE.step, run.boxes, run.posts) && Math.hypot(run.vx, run.vz) < 1 && len > 0.5 && run.dashT > 0) at('bump');
73
+ const r = Math.hypot(run.x, run.z); if (r > ARENA) { run.x *= ARENA / r; run.z *= ARENA / r; }
74
+ const floor = floorAt(run.boxes, run.x, run.z, run.y, MOVE.step, MOVE.radius * 0.5);
75
+ run.y += run.vy * h;
76
+ if (run.y <= floor) { if (!run.grounded) at('land', -run.vy); run.y = floor; run.vy = 0; run.grounded = true; }
77
+ else if (run.grounded && run.y - floor > MOVE.step) { run.grounded = false; run.coyote = MOVE.coyote; } // walked off a ledge
78
+ else if (run.grounded) { run.y = floor; run.vy = 0; }
79
+ for (const p of run.pickups) if (!p.taken && Math.hypot(p.x - run.x, p.z - run.z) < PICK_RADIUS && Math.abs(run.y + BODY / 2 - p.y) < 1) { p.taken = true; run.score++; at('pickup'); }
80
+ if (run.score >= GOAL) return { events, outcome: 'won' };
81
+ if (!run.flare && (run.nextFlare -= h) <= 0) { run.flare = { x: run.x, y: run.grounded ? run.y : floorAt(run.boxes, run.x, run.z, run.y, 0, 0), z: run.z, t: 0 }; at('tell'); }
82
+ else if (run.flare && (run.flare.t += h) >= FLARE_TELL) {
83
+ if (burning(run)) return { events, outcome: 'lost' };
84
+ if (run.flare.t >= FLARE_TELL + FLARE_BURN) { run.flare = null; run.nextFlare = FLARE_EVERY + random(run); }
85
+ }
86
+ if ((run.timeLeft = run.timeLeft - h <= 1e-6 ? 0 : run.timeLeft - h) === 0) return { events, outcome: 'lost' };
87
+ }
88
+ return { events, outcome: null };
89
+ }