@maccesar/titools 4.12.0 → 4.13.0

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.
package/README.md CHANGED
@@ -177,7 +177,7 @@ The knowledge index is based on the latest Titanium SDK documentation. If your p
177
177
  | ti-expert | Architecture and implementation | Starting point for most tasks |
178
178
  | purgetss | Utility-first styling | UI styling and animations |
179
179
  | ti-ui | UI/UX patterns | Complex layouts, ListViews, platform UI |
180
- | ti-game | 2D games with the `ti.game` module | Sprites, physics, collisions, raycasts, pathfinding, text HUDs, particles, camera |
180
+ | ti-game | 2D games with the `ti.game` module | Sprites, physics, collisions, raycasts, pathfinding, text HUDs, sprite attachment, particles, camera |
181
181
  | ti-api | Complete Titanium API reference | Looking up properties, methods, events |
182
182
  | ti-guides | SDK fundamentals | tiapp.xml, Hyperloop, distribution, JDK/Xcode compatibility, release notes |
183
183
  | ti-howtos | Native feature integration | Location, push, media, platform APIs |
@@ -439,6 +439,7 @@ When it activates:
439
439
  - Raycasts for line of sight, ledge probes and hitscan shots
440
440
  - A* pathfinding (`findPath`) around tagged obstacles, feeding native patrol paths (`followPath`) and animation chaining (`play(name, { then })`)
441
441
  - Bitmap-font text sprites with native word wrap, and screen-fixed HUDs inside the scene
442
+ - Sprites pinned to other sprites (`attachTo`) — name tags, health bars, shadows, turrets, tracked natively every frame
442
443
  - Particle emitters, Verlet ropes, camera follow/zoom/shake/effects, `scrollFactor` parallax, low-latency sound
443
444
  - Game-clock timers that obey pause and slow motion, texture `unload()` for level streaming, and what LiveView reloads clean up on their own
444
445
  - Drag & drop, pinch, rotate, multitouch controls
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@maccesar/titools",
3
- "version": "4.12.0",
3
+ "version": "4.13.0",
4
4
  "description": "Titanium SDK skills and agents for AI coding assistants (Claude Code, Gemini CLI, Codex CLI)",
5
5
  "main": "lib/index.js",
6
6
  "type": "module",
@@ -20,7 +20,7 @@ Complete examples of common patterns with anti-patterns and correct implementati
20
20
  - [`rounded-full` Without Size](#rounded-full-without-size)
21
21
  - [Square Brackets for Arbitrary Values](#square-brackets-for-arbitrary-values)
22
22
  - [Layout Defaults](#layout-defaults)
23
- - [ScrollView Without `content-w-screen` / `content-h-auto`](#scrollview-without-content-w-screen-content-h-auto)
23
+ - [ScrollView Without `content-w-screen` / `content-h-auto`](#scrollview-without-content-w-screen--content-h-auto)
24
24
  - [Deprecated `theme.View.DEFAULT` vs `theme.extend.View`](#deprecated-themeviewdefault-vs-themeextendview)
25
25
  - [Quick Reference Table](#quick-reference-table)
26
26
 
@@ -12,7 +12,7 @@
12
12
  - [Community-Discovered Patterns](#community-discovered-patterns)
13
13
  - [Overview](#overview)
14
14
  - [Method 1: `$.UI.create()` (Recommended)](#method-1-uicreate-recommended)
15
- - [Method 2: `Alloy.createStyle()` + `applyProperties()`](#method-2-alloycreatestyle-applyproperties)
15
+ - [Method 2: `Alloy.createStyle()` + `applyProperties()`](#method-2-alloycreatestyle--applyproperties)
16
16
  - [Comparison: Which Method to Use?](#comparison-which-method-to-use)
17
17
  - [Real-World Examples](#real-world-examples)
18
18
  - [Important Notes](#important-notes)
@@ -18,7 +18,7 @@ For the terse flag reference, see the [`images` command reference](./cli-command
18
18
  - [Why multi-density?](#why-multi-density)
19
19
  - [Quick start](#quick-start)
20
20
  - [The `purgetss/images/` convention](#the-purgetssimages-convention)
21
- - [Source sizes — the 4× master convention](#source-sizes-the-4-master-convention)
21
+ - [Source sizes — the 4× master convention](#source-sizes--the-4-master-convention)
22
22
  - [Pinning the output width with `--width`](#pinning-the-output-width-with---width)
23
23
  - [The `images:` config section](#the-images-config-section)
24
24
  - [Per-file overrides with `images.files`](#per-file-overrides-with-imagesfiles)
@@ -6,10 +6,10 @@
6
6
  - [Compiler directives](#compiler-directives)
7
7
  - [Alloy.Globals](#alloyglobals)
8
8
  - [Alloy.CFG](#alloycfg)
9
- - [Alloy.isTablet / Alloy.isHandheld](#alloyistablet-alloyishandheld)
10
- - [$.args , controller arguments](#args-controller-arguments)
11
- - [Alloy.createController / Alloy.createWidget](#alloycreatecontroller-alloycreatewidget)
12
- - [Alloy.createModel / Alloy.createCollection](#alloycreatemodel-alloycreatecollection)
9
+ - [Alloy.isTablet / Alloy.isHandheld](#alloyistablet--alloyishandheld)
10
+ - [$.args , controller arguments](#args--controller-arguments)
11
+ - [Alloy.createController / Alloy.createWidget](#alloycreatecontroller--alloycreatewidget)
12
+ - [Alloy.createModel / Alloy.createCollection](#alloycreatemodel--alloycreatecollection)
13
13
  - [Conditional code in XML](#conditional-code-in-xml)
14
14
  - [Quick reference](#quick-reference)
15
15
 
@@ -8,7 +8,7 @@
8
8
  - [lib/ folder and module require paths](#lib-folder-and-module-require-paths)
9
9
  - [Data layer: two approaches](#data-layer-two-approaches)
10
10
  - [Controller rules](#controller-rules)
11
- - [Navigation & cleanup pattern](#navigation-cleanup-pattern)
11
+ - [Navigation & cleanup pattern](#navigation--cleanup-pattern)
12
12
  - [i18n and accessibility rules](#i18n-and-accessibility-rules)
13
13
  - [Widget structure](#widget-structure)
14
14
  - [config.json reference](#configjson-reference)
@@ -7,7 +7,7 @@
7
7
  - [ES6+ features (Non-Module)](#es6-features-non-module)
8
8
  - [No semicolons](#no-semicolons)
9
9
  - [Styling with TSS](#styling-with-tss)
10
- - [Platform & device modifiers](#platform-device-modifiers)
10
+ - [Platform & device modifiers](#platform--device-modifiers)
11
11
  - [applyProperties() pattern](#applyproperties-pattern)
12
12
  - [ListView templates](#listview-templates)
13
13
  - [Memory cleanup](#memory-cleanup)
@@ -8,7 +8,7 @@
8
8
  - [Native module wrapper service](#native-module-wrapper-service)
9
9
  - [i18n helper](#i18n-helper)
10
10
  - [Model with SQL adapter](#model-with-sql-adapter)
11
- - [Fully styled & accessible view](#fully-styled-accessible-view)
11
+ - [Fully styled & accessible view](#fully-styled--accessible-view)
12
12
  - [Cleanup pattern in controller](#cleanup-pattern-in-controller)
13
13
  - [Animation usage](#animation-usage)
14
14
  - [Complete crud example](#complete-crud-example)
@@ -1,13 +1,13 @@
1
1
  ---
2
2
  name: ti-game
3
- description: "Use when building or reviewing 2D games with the ti.game module for Titanium SDK (Android and iOS) — sprites, sprite sheets, animations, tweens, physics (gravity, solids, carMode drifting, thrust), collision groups, trigger zones, swept AABB, raycast, paths, bitmap text, particles, ropes, camera follow/zoom/shake, parallax, sound, drag & drop, multitouch. AUTO-DETECT: if tiapp.xml declares ti.game or any file calls require('ti.game'), invoke BEFORE writing ANY game code. Also trigger on: game, juego, sprite, spritesheet, platformer, endless runner, top-down, shooter, racer, flappy, breakout, rhythm, cards, puzzle, collision, hitbox, raycast, line of sight, pathfinding, maze, patrol, parallax, particles, HUD, score, game loop, 60 fps, GameView. ti.game is NOT Phaser, Godot or Box2D: you never write a game loop, never move a sprite from setInterval, and several familiar features (tilemap layer, sprite parenting, joystick, gamepads) do not exist yet — check references/roadmap.md before inventing an API."
3
+ description: "Use when building or reviewing 2D games with the ti.game module for Titanium SDK (Android and iOS) — sprites, sprite sheets, animations, tweens, physics (gravity, solids, carMode drifting, thrust), collision groups, trigger zones, swept AABB, raycast, paths, bitmap text, particles, ropes, camera follow/zoom/shake, parallax, sound, drag & drop, multitouch, attached labels, bars and turrets. AUTO-DETECT: if tiapp.xml declares ti.game or any file calls require('ti.game'), invoke BEFORE writing ANY game code. Also trigger on: game, juego, spritesheet, platformer, endless runner, top-down, shooter, racer, flappy, breakout, rhythm, cards, puzzle, hitbox, attachTo, line of sight, pathfinding, maze, patrol, HUD, score, game loop, 60 fps, GameView. ti.game is NOT Phaser, Godot or Box2D: you never write a game loop, never move a sprite from setInterval, and several familiar features (tilemap layer, parent/child transforms, joystick, gamepads) do not exist yet — check references/roadmap.md before inventing an API."
4
4
  argument-hint: "[genre or feature]"
5
5
  allowed-tools: Read, Grep, Glob, Edit, Write, Bash(node *)
6
6
  ---
7
7
 
8
8
  # ti.game — 2D game engine for Titanium SDK
9
9
 
10
- `ti.game` is a native OpenGL ES 2.0 sprite engine exposed to JavaScript, written and maintained by **Michael Gangolf (m1ga)** — upstream is https://github.com/m1ga/ti.game. This skill tracks upstream `main` as of **2026-08-23**, manifest **`0.4.0`** — that bump is the first in a long run of feature landings (the text engine, `screenFixed`, `swept` collisions, `collisionend`, `followPath`, animation chaining, `raycast`, `findPath`, game-clock timers, `scrollFactor` parallax and the `multiply`/`screen` blend modes all shipped while it still said `0.3.0`), so anything still calling itself 0.3.0 has none of them. The number lags the code in the other direction too: per-axis hitboxes (`hitboxScaleX`/`hitboxScaleY`), text word wrap (`maxWidth`), `unload()` on sheets and fonts, and the LiveView renderer lifecycle all landed on 2026-08-23 with the manifest still at `0.4.0`, so date the build rather than trusting the version. When upstream and any fork disagree, upstream wins. Same JS API on Android and iOS — the iOS side is a class-per-class Obj-C twin of the Android engine.
10
+ `ti.game` is a native OpenGL ES 2.0 sprite engine exposed to JavaScript, written and maintained by **Michael Gangolf (m1ga)** — upstream is https://github.com/m1ga/ti.game. This skill tracks upstream `main` as of **2026-08-26**, manifest **`0.4.0`** — that bump is the first in a long run of feature landings (the text engine, `screenFixed`, `swept` collisions, `collisionend`, `followPath`, animation chaining, `raycast`, `findPath`, game-clock timers, `scrollFactor` parallax and the `multiply`/`screen` blend modes all shipped while it still said `0.3.0`), so anything still calling itself 0.3.0 has none of them. The number lags the code in the other direction too: per-axis hitboxes (`hitboxScaleX`/`hitboxScaleY`), text word wrap (`maxWidth`), `unload()` on sheets and fonts and the LiveView renderer lifecycle (2026-08-23), then sprite attachment (`attachTo`/`detach`, 2026-08-26), all landed with the manifest still at `0.4.0`, so date the build rather than trusting the version. When upstream and any fork disagree, upstream wins. Same JS API on Android and iOS — the iOS side is a class-per-class Obj-C twin of the Android engine.
11
11
 
12
12
  Works in **both Classic and Alloy** projects. Nothing here depends on PurgeTSS.
13
13
 
@@ -33,6 +33,7 @@ The practical consequence, and the single biggest mistake to avoid:
33
33
  | Parallax layers under a moving camera | hand-scrolled layers | `scrollFactor` on each layer |
34
34
  | Camera that follows the player | timer writing `cameraX` | `gameView.follow(sprite, options)` |
35
35
  | A score, a title, a label | `Ti.UI.Label` overlays | `Game.createText({ text, screenFixed: true })` |
36
+ | A name tag, health bar or turret that rides a sprite | a timer copying `owner.x`/`y` onto it | `tag.attachTo(owner, { offsetY: -40 })` |
36
37
  | A dialog box that fits the screen | breaking the lines with `\n` after measuring in JS | `maxWidth` on the text sprite |
37
38
  | A bullet fast enough to skip past a thin wall | shrinking the time step | `swept: true` on the bullet |
38
39
  | To know the player *left* a zone | polling on a timer | the `collisionend` event |
@@ -168,6 +169,8 @@ One long string wraps itself: `maxWidth` breaks lines on word boundaries and re-
168
169
 
169
170
  `screenFixed: true` works on **any** sprite: `x`/`y` become surface coordinates and camera position, zoom and shake are ignored, while touch still maps back. That is the HUD pattern — the score stays put while the camera follows the player. Without it, text is world-space and scrolls past like scenery (signposts, floating damage numbers).
170
171
 
172
+ A label that belongs *on* a moving sprite is neither: `tag.attachTo(hero, { offsetY: -40 })` pins it natively, resolved every frame after physics and before collisions, so it never lags by a frame and needs no JS. It works on any sprite, not just text — health bars, shadows, an invisible hitbox on a body, and with `rotate: true` a turret whose offset swings with the tank. Removing the owner removes what is attached to it. What it does *not* inherit is scale, opacity, visibility or tint — position and rotation only.
173
+
171
174
  Overlaid `Ti.UI.Label` views still work and are still right for anything the engine cannot draw: native inputs, system fonts, accented text the built-in font lacks, scrollable menus. Just do not reach for them for a score any more.
172
175
 
173
176
  Standard Titanium touch events do not reach the GameView, but ordinary Titanium buttons and views layered on top work normally, and sibling views receive simultaneous pointers — which is how the demos build multitouch d-pads (hold ▶ and press jump at the same time). One caveat from the demos: Android's `touchFeedback` ripple cannot animate over this canvas and spams `RippleDrawable` errors, so on-screen buttons set their own `backgroundColor` on `touchstart`/`touchend`.
@@ -225,4 +228,5 @@ When this skill runs out — a brand-new feature, a demo's exact code, a build q
225
228
  8. Is the HUD `Game.createText` with `screenFixed: true`, rather than a stack of overlaid labels?
226
229
  9. Does anything travel far enough per frame to tunnel? Give it `swept: true`.
227
230
  10. Does a timer drive game logic (spawn waves, AI ticks, respawns)? Move it to `gameView.every`/`after` so it obeys pause and slow motion.
228
- 11. Are you using an API that actually exists? Anything involving tilemaps, sprite parenting, joysticks, gamepads or slopes — check [roadmap.md](references/roadmap.md) first.
231
+ 11. Does anything ride on top of a moving sprite — a name tag, a health bar, a turret, a hitbox? `attachTo` pins it natively; a timer copying coordinates is the old workaround.
232
+ 12. Are you using an API that actually exists? Anything involving tilemaps, full parent/child transforms, joysticks, gamepads or slopes — check [roadmap.md](references/roadmap.md) first.
@@ -1,9 +1,10 @@
1
1
  # ti.game API reference
2
2
 
3
- Complete JS surface of `ti.game` as of upstream `main` on 2026-08-23, verified against the module source (`android/src/ti/game/*.java` and `engine/*.java`, mirrored by `ios/Classes/TG*`). Defaults come from the engine fields, not from prose. The manifest reads **`0.4.0`** since 2026-08-20, and that bump matters: the text engine (`createFont`/`createText`), `screenFixed`, `swept`, `collisionend`, `followPath`, animation chaining, `raycast`, `findPath`, the game-clock timers, `scrollFactor` and the `multiply`/`screen` blend modes all landed while the manifest still said `0.3.0`, so a build calling itself 0.3.0 has none of them. The version number is not a feature list either: `hitboxScaleX`/`hitboxScaleY`, text `maxWidth`, `SpriteSheet.unload()`/`Font.unload()` and the LiveView renderer lifecycle all landed on 2026-08-23 with the manifest still at `0.4.0`, so two builds calling themselves 0.4.0 can differ — check the build date, or feature-detect by reading the property **before** ever writing it (`typeof sprite.hitboxScaleX === 'undefined'` means the build predates it). Writing first proves nothing: an unknown property is stored on the Kroll proxy and reads back exactly as it was set.
3
+ Complete JS surface of `ti.game` as of upstream `main` on 2026-08-26, verified against the module source (`android/src/ti/game/*.java` and `engine/*.java`, mirrored by `ios/Classes/TG*`). Defaults come from the engine fields, not from prose. The manifest reads **`0.4.0`** since 2026-08-20, and that bump matters: the text engine (`createFont`/`createText`), `screenFixed`, `swept`, `collisionend`, `followPath`, animation chaining, `raycast`, `findPath`, the game-clock timers, `scrollFactor` and the `multiply`/`screen` blend modes all landed while the manifest still said `0.3.0`, so a build calling itself 0.3.0 has none of them. The version number is not a feature list either: `hitboxScaleX`/`hitboxScaleY`, text `maxWidth`, `SpriteSheet.unload()`/`Font.unload()`, the LiveView renderer lifecycle (all 2026-08-23) and `attachTo`/`detach` (2026-08-26) landed with the manifest still at `0.4.0`, so two builds calling themselves 0.4.0 can differ — check the build date, or feature-detect by reading the property **before** ever writing it (`typeof sprite.hitboxScaleX === 'undefined'` means the build predates it). Writing first proves nothing: an unknown property is stored on the Kroll proxy and reads back exactly as it was set. Methods are the reliable probe — `typeof sprite.attachTo === 'function'` cannot be faked by a previous write.
4
4
 
5
5
  Every property listed is **live**: reading returns the current native value, even mid-drag or mid-tween. Every property can also be passed to its `create*` factory. All durations crossing the JS boundary are **milliseconds** (the engine converts to seconds internally).
6
6
 
7
+ <!-- TOC-START -->
7
8
  ## Contents
8
9
 
9
10
  - [Module](#module)
@@ -18,6 +19,8 @@ Every property listed is **live**: reading returns the current native value, eve
18
19
  - [Events at a glance](#events-at-a-glance)
19
20
  - [Gotchas the property tables do not show](#gotchas-the-property-tables-do-not-show)
20
21
 
22
+ <!-- TOC-END -->
23
+
21
24
  ## Module
22
25
 
23
26
  ```javascript
@@ -44,8 +47,8 @@ A normal Titanium view — add it to a window or any container, size it with the
44
47
  | Member | Type | Default | Notes |
45
48
  | --- | --- | --- | --- |
46
49
  | `add(object)` / `add([objects])` | method | — | Accepts Sprite, Emitter or Rope. An array crosses the bridge once and is committed under a single native scene lock — build a level into an array and add it in one call |
47
- | `remove(object)` | method | — | Remove one object from the scene |
48
- | `removeAllSprites()` | method | — | Clear the whole scene |
50
+ | `remove(object)` | method | — | Remove one object from the scene — **and, recursively, every sprite attached to it** (see [Attachment](#attachment)) |
51
+ | `removeAllSprites()` | method | — | Clear the whole scene, dropping every attachment with it |
49
52
  | `pause()` / `resume()` | method | — | Render loop control. The activity/app lifecycle already pauses and resumes automatically |
50
53
  | `backgroundColor` | string | — | GL clear color |
51
54
  | `maxFps` | int | `0` | Frame cap. `60` stops 120 Hz ProMotion displays from doubling render work; `0` = display refresh rate |
@@ -86,6 +89,8 @@ Vertical follow is always on. **Horizontal follow is off until you pass `leftMar
86
89
 
87
90
  Each call **resets every option to its default** before applying what you passed. Calling `follow(sprite)` with no options after configuring it wipes the configuration.
88
91
 
92
+ Anything that is not a sprite — `null`, a plain object, a number — clears the follow instead of throwing, which is also what `stopFollow()` does. Since 2026-08-26 that is guaranteed on Android too: the binding takes an untyped argument and checks the type itself, because a typed proxy parameter aborts the whole app on the JNI type check when JS sends a plain object (it crosses as a `HashMap`). Passing an options dict where the sprite goes now silently stops the camera rather than killing the process — a real behaviour difference from older builds.
93
+
89
94
  ### `findPath(from, to, options)`
90
95
 
91
96
  | Option | Default | Effect |
@@ -120,7 +125,7 @@ Create one sheet per texture and share it across every sprite that uses it — s
120
125
  | `image` | — | Path to the texture, relative to the resources root (`'assets/hero.png'`) |
121
126
  | `frameWidth` / `frameHeight` | — | Grid mode: cell size in source pixels. Frames are numbered left-to-right, top-to-bottom, starting at 0 |
122
127
  | `atlas` | — | TexturePacker JSON (hash or array format) instead of a grid |
123
- | `smoothing` | `true` | `false` = GL_NEAREST, the pixel-art setting. On a **grid** sheet, `true` also insets the interior frame UVs by half a texel so magnified edges cannot sample the neighbouring frame; outer edges keep the exact 0..1 range so `tileRepeat` still wraps. Atlas frames come from the JSON untouched |
128
+ | `smoothing` | `true` | `false` = GL_NEAREST, the pixel-art setting. On a **grid** sheet, `true` also insets the frame UVs by half a texel so magnified edges cannot sample the neighbouring frame — **both** edges of any axis that has more than one frame, since 2026-08-24. An axis with a single frame keeps the exact 0..1 range, which is what `tileRepeat` needs to wrap. Atlas frames come from the JSON untouched |
124
129
  | `repeat` | `false` | GL_REPEAT wrap, required by sprites using `tileRepeat`. Needs power-of-two texture dimensions |
125
130
 
126
131
  | Member | Notes |
@@ -261,9 +266,39 @@ Every sprite gets its own phase, and the wobble unwinds exactly when disabled. T
261
266
  | `animate(options)` | Native tween, fires `complete` |
262
267
  | `clearTweens()` | Cancel tweens in progress — call before starting a replacement tween |
263
268
  | `flash(color, duration)` | Fills the sprite's silhouette with `color` (default white) and fades it out over `duration` ms (default 150). The classic damage/invincibility flash that a multiplicative `tintColor` cannot do |
269
+ | `attachTo(target, options)` | Pin this sprite to another one natively — see [Attachment](#attachment) below. `options`: `offsetX`, `offsetY` (both `0`), `rotate` (`false`). `attachTo(null)` detaches |
270
+ | `detach()` | Release the sprite where it is; `x`/`y` are writable again |
264
271
 
265
272
  `animate()` accepts exactly these keys — anything else is silently ignored: `x`, `y`, `scale`, `scaleX`, `scaleY`, `rotation`, `opacity`, `glowOpacity`, `duration` (ms), `delay` (ms), `easing`, `frame` (the sheet frame to set once the tween finishes). Re-calling `animate` from the `complete` handler is still how a ping-pong or a blink is built (there is no `repeat`/`yoyo` yet), but a fixed route is now `followPath` instead of a chain of tween legs.
266
273
 
274
+ ### Attachment
275
+
276
+ Added 2026-08-26. `sprite.attachTo(target, { offsetX, offsetY, rotate })` pins a sprite to another sprite natively: every frame the engine writes the sprite's `x`/`y` from the target's **final** position plus the offset, with no per-frame JS. Name tags, health bars, shadows, turrets, a hitbox that must sit on a moving body.
277
+
278
+ ```javascript
279
+ const tag = Game.createText({ text: 'PLAYER 1', zIndex: 6 });
280
+ tag.attachTo(hero, { offsetY: -40 }); // 40 px above the hero's anchor
281
+ gameView.add(tag); // still has to be in the scene
282
+ ```
283
+
284
+ | Member | Notes |
285
+ | --- | --- |
286
+ | `attachTo(target, options)` | `options.offsetX` / `offsetY` (default `0`) are in the **attached sprite's** own coordinate space. `options.rotate` (default `false`) copies the target's `rotation` onto the sprite each frame *and* swings the offset around the target — a turret or a hat. Left `false`, the sprite stays upright while the target spins. Every call replaces the previous offset and flag; there is no partial update |
287
+ | `detach()` | Stops the pinning, leaving the sprite where it was. Same as `attachTo(null)` |
288
+ | `attachedTo` | **Read-only** property: the target sprite, or `null`. Setting it does nothing (it is a getter — the write lands on the Kroll proxy and is never read back by the engine) |
289
+
290
+ Where it runs in the frame, and why it matters: after physics integration and solid resolution, before collision checks. So a tag never trails its owner by a frame — including an owner riding a moving platform — and an attached invisible hitbox is tested at the position it was just moved to, not the previous one.
291
+
292
+ The rest of the contract, all read from the engine:
293
+
294
+ - **The attached sprite must be in the scene** (`gameView.add(...)`). The pass iterates the scene's sprite list; a sprite that was never added is never repositioned. So is one whose *target* is not in the scene — it simply freezes where it stands.
295
+ - **While attached, position is not yours.** Direct `x`/`y` writes, `velocityX`/`velocityY`, gravity and position tweens still run, and are then overwritten the same frame. `detach()` first if the sprite has to move on its own.
296
+ - **A drag outranks the attachment.** While a finger holds the sprite (`draggable: true`, past the touch slop) the pinning is skipped, exactly as it is for a rider on a moving platform, and resumes when the finger lifts.
297
+ - **Chains work**: attach a hat to a tag attached to a hero. Parents resolve first through recursion, with a depth cap of 8 that breaks accidental cycles — beyond eight links the far ancestor is not re-resolved that frame and the chain lags instead of hanging. Attaching a sprite to itself is ignored.
298
+ - **Cross-space attach converts automatically.** A `screenFixed` sprite attached to a world sprite (or the reverse) has the target's position mapped through the camera first, so the offset stays in the sprite's own units.
299
+ - **Removing the target removes everything attached to it**, recursively — a tag never outlives its owner, and a chain goes with it. `detach()` first to keep one alive. `removeAllSprites()` clears every attachment as it empties the scene.
300
+ - **A non-sprite target detaches** instead of crashing (Android logs a warning; iOS is silent). Like `follow()`, the binding takes an untyped argument on purpose — a typed proxy parameter aborts the app on the JNI type check when JS sends a plain object.
301
+
267
302
  ### Sprite events
268
303
 
269
304
  | Event | Payload | Fires |
@@ -477,4 +512,9 @@ There is `collision` (enter) and `collisionend` (exit), but deliberately **no**
477
512
  - **Game-clock timers are not `setTimeout`.** `after`/`every` freeze at `timeScale: 0` and pause with the render loop — which is why spawn waves belong there — but a pause menu that needs a real countdown still needs `setTimeout`.
478
513
  - **`screenFixed` beats `scrollFactor`.** Setting both leaves the sprite screen-fixed; the parallax offset is skipped entirely.
479
514
  - **Ghost lines along a frame's edge are a filtering artifact, not bad art.** A magnified `smoothing: true` sheet samples past the frame border — 1px seams, or the next row's heads at the bottom. Grid sheets have inset UVs upstream since 2026-08-19; an atlas needs padding and extrude at pack time, and an older module build needs either `smoothing: false` or a rebuild.
515
+ - **An animation that rocks side to side on a smoothed grid sheet dates the build.** Until 2026-08-24 the inset was applied only to the edge facing a neighbour, so the first and last frame of a strip came out half a texel wider than the rest with their centres a quarter texel to opposite sides — a cycle through them wobbles, most visibly on hard-edged art. Fixed by insetting both edges of any multi-frame axis. Unreachable with `smoothing: false`, which is why it went unnoticed for so long: check the build date before redrawing the art.
516
+ - **An attached sprite matches its target's world `x`/`y`, not where the target is *drawn*.** Give the attachment the same `scrollFactor` as its target, or a tag on a parallax sprite drifts off it as the camera travels — the two are pinned in world space and then drawn at different offsets.
517
+ - **A cross-space attachment is converted with the camera from the previous frame.** Attachments are applied before the camera update, so a `screenFixed` tag on a world sprite (or the reverse) lags by one frame while the camera is moving. Same-space attachments — the normal case — are exact.
518
+ - **Removing a sprite removes everything attached to it.** Pooling the owner with `visible = false` does not, but `gameView.remove(owner)` takes the tag, the health bar and anything chained off them. `detach()` first to keep one.
519
+ - **`attachedTo` is read-only.** Assigning to it stores a value on the proxy that the engine never reads — use `attachTo()` / `detach()`.
480
520
  - **`scrollFactor` does not move the sprite.** It shifts where the sprite is *drawn* and maps touch back to match. `x`, `y`, physics and collisions stay in world coordinates, so a `scrollFactor: 0.5` platform still collides where its world `x` says, not where it looks.
@@ -2,6 +2,7 @@
2
2
 
3
3
  Installing the module, wiring it into Classic and Alloy projects, organizing art and sound, and the lifecycle work the engine does not do for you.
4
4
 
5
+ <!-- TOC-START -->
5
6
  ## Contents
6
7
 
7
8
  - [Install the module](#install-the-module)
@@ -14,6 +15,8 @@ Installing the module, wiring it into Classic and Alloy projects, organizing art
14
15
  - [Debugging and tuning](#debugging-and-tuning)
15
16
  - [Platform differences](#platform-differences)
16
17
 
18
+ <!-- TOC-END -->
19
+
17
20
  ## Install the module
18
21
 
19
22
  There is no registry and no `ti module install` command — Titanium modules are zips you drop into a project. Grab the platform zips from the module's `dist/` folders (or build them yourself) and put them where the CLI looks:
@@ -49,8 +52,10 @@ Pinning `version` is worth the extra attribute: with two module versions install
49
52
  | `0.3.0` before 2026-08-19 | also `followPath`, `play(name, { then })`, `raycast`, `after`/`every`, `scrollFactor`, `multiply`/`screen` blends |
50
53
  | `0.3.0` before 2026-08-19 16:00 UTC+2 | additionally bleeds at grid-frame edges on smoothed sheets |
51
54
  | `0.4.0` — including the 2026-08-20 release zip | `hitboxScaleX`/`hitboxScaleY`, text `maxWidth`, `SpriteSheet.unload()`/`Font.unload()` and the LiveView renderer lifecycle, all added on 2026-08-23 with the manifest untouched |
55
+ | `0.4.0` built before 2026-08-24 | additionally rocks side to side through a multi-frame animation on a `smoothing: true` grid sheet — the half-texel inset was one-sided, so the end frames came out slightly wider and off-centre |
56
+ | `0.4.0` built before 2026-08-26 | additionally `sprite.attachTo()` / `detach()` / `attachedTo`, and `gameView.follow()` still aborts the app on Android if it is handed anything that is not a sprite |
52
57
 
53
- The published releases are pre-releases and lag `main`: the newest one is `0.4.0` (2026-08-20). If a call that this skill documents is `undefined` at runtime, check the manifest version *and the build date* before hunting for a typo, and rebuild from upstream `main`. More reliable than either is feature-detecting in code: read the property **before** ever writing it (`typeof sprite.hitboxScaleX === 'undefined'` means the build predates it). Write-then-read always says yes, because an unknown property is stored on the Kroll proxy and reads back exactly as it was set.
58
+ The published releases are pre-releases and lag `main`: the newest one is `0.4.0` (2026-08-20). If a call that this skill documents is `undefined` at runtime, check the manifest version *and the build date* before hunting for a typo, and rebuild from upstream `main`. More reliable than either is feature-detecting in code: read the property **before** ever writing it (`typeof sprite.hitboxScaleX === 'undefined'` means the build predates it). Write-then-read always says yes, because an unknown property is stored on the Kroll proxy and reads back exactly as it was set. A method has no such trap — `typeof sprite.attachTo === 'function'` is a clean probe whatever the app did earlier.
54
59
 
55
60
  Building the module from source:
56
61
 
@@ -62,7 +67,7 @@ ti build -p ios --build-only # macOS only → ios/dist/ti.game-iphone-<ve
62
67
 
63
68
  ## Classic projects
64
69
 
65
- `require('ti.game')` anywhere and add the GameView to a window. The 24 demos in the module's `example/` folder are Classic, each one a CommonJS module exporting a start function:
70
+ `require('ti.game')` anywhere and add the GameView to a window. The 26 demos in the module's `example/` folder are Classic, each one a CommonJS module exporting a start function (`app.js` is the launcher, not a demo):
66
71
 
67
72
  ```javascript
68
73
  // Resources/flappy.js
@@ -228,7 +233,7 @@ Practical rules:
228
233
  - **One sheet per scene if you can manage it.** Sprites sharing a texture batch into a single draw call. The endless-runner demo even draws its crash burst from the *player's* sheet to keep the whole scene on one texture.
229
234
  - **`smoothing: false` for pixel art.** Combine with `pixelSnap: true` on moving sprites when the texel phase must stay stable.
230
235
  - **Ship sheets as PNG, not JPG.** JPEG has no alpha channel, so every frame comes back on an opaque block, and its compression smears colour across frame borders — exactly where a sheet can least afford it. The module's own `basic.js` demo was converted from `hero.jpg` to `hero.png` on 2026-08-19 for this reason.
231
- - **Edge bleeding on a smoothed grid is fixed upstream, on grids only.** Linear filtering samples past a frame's edge when the sprite is magnified, which shows up as 1px ghost lines or the next row's heads peeking in at the bottom. Since 2026-08-19 a grid sheet with `smoothing: true` pulls its *interior* frame edges in by half a texel automatically; outer edges stay at the texture border, so full-texture `tileRepeat` frames still wrap seamlessly, and `smoothing: false` sheets skip the inset entirely (NEAREST cannot bleed, and pixel art at 1:1 needs exact UVs). **Atlas sheets are not covered** — their UVs come straight from the JSON, so prevent bleeding when packing instead: 2px padding and extrude in TexturePacker.
236
+ - **Edge bleeding on a smoothed grid is fixed upstream, on grids only.** Linear filtering samples past a frame's edge when the sprite is magnified, which shows up as 1px ghost lines or the next row's heads peeking in at the bottom. Since 2026-08-19 a grid sheet with `smoothing: true` pulls its frame edges in by half a texel automatically, and since 2026-08-24 it does so on **both** edges of any axis that holds more than one frame — the first version inset only the side facing a neighbour, which left the end frames of a strip half a texel wider than the rest and their centres a quarter texel off, so an animation cycling through them visibly rocked. An axis with a single frame keeps the exact texture border, so full-texture `tileRepeat` frames still wrap seamlessly, and `smoothing: false` sheets skip the inset entirely (NEAREST cannot bleed, and pixel art at 1:1 needs exact UVs). **Atlas sheets are not covered** — their UVs come straight from the JSON, so prevent bleeding when packing instead: 2px padding and extrude in TexturePacker.
232
237
  - **`repeat: true` for tiling.** Required by sprites using `tileRepeat`, and it needs power-of-two texture dimensions on ES 2.0 — a 512×64 street strip tiles, a 500×60 one does not.
233
238
  - **White art plus `tint`** covers every color variant of a particle or effect with one small texture.
234
239
 
@@ -2,28 +2,31 @@
2
2
 
3
3
  Working patterns distilled from the 26 official demos in `example/` and from a shipped Alloy game (Titanium Lander). Each recipe shows the part that is specific to the genre; the shared scaffolding is in [The scaffolding](#the-scaffolding) and is not repeated.
4
4
 
5
- Every snippet uses only API that exists in upstream `main` at `df66122`, 2026-08-23 (manifest `0.4.0`, unchanged since 2026-08-20 — the version number stopped tracking the code). Check [roadmap.md](roadmap.md) before reaching for anything not shown here.
5
+ Every snippet uses only API that exists in upstream `main` at `201bcf9`, 2026-08-26 (manifest `0.4.0`, unchanged since 2026-08-20 — the version number stopped tracking the code). Check [roadmap.md](roadmap.md) before reaching for anything not shown here.
6
6
 
7
+ <!-- TOC-START -->
7
8
  ## Contents
8
9
 
9
10
  - [The 26 demos, and what each one is the reference for](#the-26-demos-and-what-each-one-is-the-reference-for)
10
11
  - [The scaffolding](#the-scaffolding)
11
- - [Cross-cutting patterns](#cross-cutting-patterns) — pooling, freeing textures, parallax, multitouch controls, HUD text, wrapped dialog, invisible triggers, seeing the hitbox, enter/exit zones, patrol routes, line of sight, pathfinding, game-clock timers, hit-stop
12
- - [Tap-to-flap](#tap-to-flap) (`flappy.js`)
13
- - [Platformer](#platformer) (`platformer.js`)
14
- - [Top-down / Zelda](#top-down--zelda) (`topdown.js`)
15
- - [Top-down racer](#top-down-racer) (`racing.js`)
16
- - [Asteroids / space shooter](#asteroids--space-shooter) (`asteroids.js`)
12
+ - [Cross-cutting patterns](#cross-cutting-patterns)
13
+ - [Tap-to-flap](#tap-to-flap)
14
+ - [Platformer](#platformer)
15
+ - [Top-down / Zelda](#top-down--zelda)
16
+ - [Top-down racer](#top-down-racer)
17
+ - [Asteroids / space shooter](#asteroids--space-shooter)
17
18
  - [Lunar lander](#lunar-lander)
18
- - [Endless runner](#endless-runner) (`skate.js`)
19
- - [Rhythm game](#rhythm-game) (`rhythm.js`)
20
- - [Ball sports / breakout physics](#ball-sports--breakout-physics) (`volley.js`)
21
- - [Cards and board games](#cards-and-board-games) (`cards.js`, `puzzle.js`)
22
- - [Point & click adventure](#point--click-adventure) (`pointclick.js`, `maze.js`)
23
- - [Particles](#particles) (`particles.js`)
24
- - [Ropes and chains](#ropes-and-chains) (`rope.js`)
25
- - [Camera work](#camera-work) (`camera.js`)
26
- - [Visual effects](#visual-effects) (`blend.js`, `flip.js`, `timescale.js`, `demoscene.js`)
19
+ - [Endless runner](#endless-runner)
20
+ - [Rhythm game](#rhythm-game)
21
+ - [Ball sports / breakout physics](#ball-sports--breakout-physics)
22
+ - [Cards and board games](#cards-and-board-games)
23
+ - [Point & click adventure](#point--click-adventure)
24
+ - [Particles](#particles)
25
+ - [Ropes and chains](#ropes-and-chains)
26
+ - [Camera work](#camera-work)
27
+ - [Visual effects](#visual-effects)
28
+
29
+ <!-- TOC-END -->
27
30
 
28
31
  ## The 26 demos, and what each one is the reference for
29
32
 
@@ -49,7 +52,7 @@ Every snippet uses only API that exists in upstream `main` at `df66122`, 2026-08
49
52
  | `flip.js` | `flipX`/`flipY` driven by movement; tap inverts gravity | [Visual effects](#visual-effects) |
50
53
  | `hitbox.js` | `debug: true` overlays, and why the per-axis hitbox scales exist | [Seeing the hitbox](#seeing-the-hitbox--hitboxjs) |
51
54
  | `blend.js` | The four blend modes side by side, `flash()` variants | [Visual effects](#visual-effects) |
52
- | `text.js` | Screen-fixed HUD, world-space labels, text buttons, wrapped dialog | [HUD](#hud--textjs-flappyjs) |
55
+ | `text.js` | Screen-fixed HUD, world-space labels, text buttons, wrapped dialog, a name tag pinned with `attachTo` | [HUD](#hud--textjs-flappyjs), [Labels pinned to a sprite](#labels-bars-and-turrets-pinned-to-a-sprite--attachto-textjs) |
53
56
  | `swept.js` | `swept: true` vs tunneling, same bullets, rising speed | [Object pooling](#object-pooling) |
54
57
  | `path.js` | Smoothed circuits, sharp patrols, `play(name, { then })` chains | [Patrol routes and animation chains](#patrol-routes-and-animation-chains--pathjs) |
55
58
  | `raycast.js` | Line of sight, ledge probes, tap-fired hitscan | [Line of sight, ledge probes and hitscan](#line-of-sight-ledge-probes-and-hitscan--raycastjs) |
@@ -111,6 +114,8 @@ Sizing everything as a fraction of `W`/`H` is not cosmetic — a jump tuned in a
111
114
 
112
115
  ## Cross-cutting patterns
113
116
 
117
+ The pieces every genre below reuses: pooling, freeing a level's textures, parallax, multitouch controls, HUD text, wrapped dialog, labels and bars attached to a sprite, invisible triggers, seeing the hitbox, enter/exit zones, patrol routes, line of sight, pathfinding, game-clock timers and hit-stop.
118
+
114
119
  ### Object pooling
115
120
 
116
121
  Create a fixed set once, recycle forever. `visible = false` also removes the sprite from collision, which is what makes this work.
@@ -337,6 +342,46 @@ dialog.addEventListener('tap', () => {
337
342
 
338
343
  Overlaid `Ti.UI.Label` views remain the answer for text the engine's font cannot draw (accents, system fonts, right-to-left) and for real UI: menus, dialogs, text inputs.
339
344
 
345
+ ### Labels, bars and turrets pinned to a sprite — `attachTo`, `text.js`
346
+
347
+ A HUD is `screenFixed`; a name tag, a health bar or a shadow is the opposite — it belongs *on* a sprite that moves. `attachTo` is the native version of the JS everyone wrote before it: a timer copying `owner.x` into `tag.x`, one bridge round trip per tag per tick, and always a frame behind.
348
+
349
+ ```javascript
350
+ const tag = Game.createText({ text: 'THE BALL', scale: UNIT, tintColor: '#7fd4ff', zIndex: 6 });
351
+ tag.attachTo(ball, { offsetY: -(W * 0.09) }); // offset in the tag's own units
352
+ gameView.add(tag); // the tag is still a scene sprite
353
+ ```
354
+
355
+ The tag now tracks the ball through gravity, tweens, a moving platform and a finger drag, with no JS in the loop, and disappears with it — `gameView.remove(ball)` removes everything attached to the ball, recursively.
356
+
357
+ A health bar is the same idea with two sprites, and shows what `attachTo` does *not* do:
358
+
359
+ ```javascript
360
+ // blockSheet is any small opaque texture stretched and tinted — a sheet-less
361
+ // sprite draws nothing at all, that is the invisible-trigger idiom below
362
+ const barBack = Game.createSprite({ sheet: blockSheet, width: 40, height: 5, zIndex: 5, tintColor: '#222' });
363
+ const barFill = Game.createSprite({ sheet: blockSheet, width: 40, height: 5, zIndex: 6, anchorX: 0, tintColor: '#3f6' });
364
+
365
+ barBack.attachTo(hero, { offsetY: -34 });
366
+ barFill.attachTo(hero, { offsetX: -20, offsetY: -34 }); // anchorX 0 → grows to the right
367
+ gameView.add([barBack, barFill]);
368
+
369
+ // on damage: only the width changes — scale, opacity and visibility are not inherited
370
+ barFill.width = 40 * (hp / hpMax);
371
+ ```
372
+
373
+ `rotate: true` is the other half: the offset swings around the target and the sprite copies its rotation, which is what a turret on a tank or a hat on a tumbling hero needs.
374
+
375
+ ```javascript
376
+ turret.attachTo(tank, { offsetY: -12, rotate: true });
377
+ ```
378
+
379
+ Three things to keep in mind:
380
+
381
+ - **The attached sprite has to be added to the scene**, and so does its target. Neither pins otherwise — the sprite just sits at whatever `x`/`y` it was created with.
382
+ - **Its position stops being yours.** Velocity, gravity and `animate({ x })` still run and are overwritten the same frame. To fling a tag off a dying enemy, `detach()` first, then give it velocity.
383
+ - **Match `scrollFactor` between the two.** Attachment pins world coordinates; parallax changes only where a sprite is *drawn*. A tag at `scrollFactor: 1` on a background sprite at `0.5` stays pinned in world space and drifts across the screen anyway.
384
+
340
385
  ### Invisible triggers
341
386
 
342
387
  A sprite with `width`/`height` and no `sheet` renders nothing but still collides. This is how scores, goals, ceilings, kill floors, walls and checkpoints are built.
@@ -1,6 +1,6 @@
1
1
  # What does not exist yet — and what to do instead
2
2
 
3
- The most expensive mistake with `ti.game` is writing code against a feature that sounds like it should be there because Phaser, Godot or Cocos has it. This file is the guard rail: everything below is **absent from upstream `main` as of 2026-08-23** (`df66122`, manifest `0.4.0`), with the workaround that is idiomatic today.
3
+ The most expensive mistake with `ti.game` is writing code against a feature that sounds like it should be there because Phaser, Godot or Cocos has it. This file is the guard rail: everything below is **absent from upstream `main` as of 2026-08-26** (`201bcf9`, manifest `0.4.0`), with the workaround that is idiomatic today.
4
4
 
5
5
  Planned items come from the module's `TODO.md`. Planned is not shipped — when a game needs one of these, use the workaround and keep the code isolated enough to swap later.
6
6
 
@@ -9,7 +9,7 @@ Planned items come from the module's `TODO.md`. Planned is not shipped — when
9
9
  | You might reach for | Status | What to do now |
10
10
  | --- | --- | --- |
11
11
  | A tilemap layer, Tiled JSON import, collision layer | Planned (priority 4) | One sprite per tile. Fine at 12×15, dead at 200×200. For large ground planes use a single `tileRepeat` sprite instead of a grid, and add sparse invisible solids for collision. `findPath` already rasterizes those per-tile sprites, so a tile maze pathfinds today — the planned collision layer is meant to feed the same grid |
12
- | `sprite.parent`, attaching a turret to a tank, a hat to a hero, multi-part bosses | Planned (priority 7), the biggest structural item | Move the parts together from JS on the same coarse tick, or bake the combination into sheet frames. There is no transform inheritance |
12
+ | `sprite.parent` and full transform inheritance — a child that scales, fades and flips with its parent | Partly shipped, the rest still planned (priority 7) | **Position and rotation are done**: `attachTo(target, { offsetX, offsetY, rotate })` pins a sprite to another natively, chains included, so turrets, hats, name tags and health bars need no JS. What is *not* inherited is everything else — `scale`, `opacity`, `visible`, `flipX`/`flipY`, `tintColor` — and there is no `parent` property, no hit-test or `ySort` integration. Set those on each part yourself, on the coarse tick that changes them |
13
13
  | `gameView.panTo(x, y, { duration, easing })` for a cutscene camera move | Planned (priority 1) | `follow()` an invisible sprite and tween that sprite, then `follow()` the player again |
14
14
  | Ping-pong animation playback, a per-sprite animation speed multiplier, a random start offset | Planned (priority 9) | Author the ping-pong into the sheet as a longer animation. Desync a field of torches by giving each one its own `idleAnimation` timing, or start them from staggered timers |
15
15
  | Native virtual joystick or d-pad bound to a sprite | Planned (priority 6) | Overlaid Titanium views, one per button, writing `velocityX`/`steering`/`throttle` on `touchstart`/`touchend`. Sibling views get simultaneous pointers, so multitouch works |
@@ -60,7 +60,8 @@ Recent additions that are easy to miss and easy to reimplement badly in JS:
60
60
  - **`hitboxScaleX` / `hitboxScaleY`** (2026-08-23): per-axis corrections multiplied on top of `hitboxScale`, for art that fills its frame by a different fraction on each axis. The old workaround — settling for one compromise scale, or padding the frame so a single number fits — is obsolete.
61
61
  - **`spriteSheet.unload()` / `font.unload()`** (2026-08-23): frees a GL texture on the next frame instead of holding it until the context dies. Level streaming no longer needs a fresh window to reclaim GPU memory. Permanent — it is not a cache eviction.
62
62
  - **LiveView reloads retire the previous generation** (2026-08-23): stale render loops, the old `SoundPool`, `MediaPlayer`s and audio proxies are shut down by the module itself. Do not write your own reload guard, and do not read a scene stuttering after several reloads as an engine limit — it dates the build.
63
+ - **`sprite.attachTo(target, { offsetX, offsetY, rotate })` / `detach()`** (2026-08-26): a sprite pinned to another sprite, resolved natively after physics and before collisions. Name tags, health bars, shadows, turrets and hitboxes that must sit on a moving body stop needing a per-frame JS copy of `x`/`y` — which is what everyone wrote before, one bridge round trip per tag per tick, always a frame late. Chains, `rotate: true` for an offset that swings with the target, automatic conversion between world and `screenFixed` space, and recursive removal so a tag never outlives its owner. It is not full parenting: only position and rotation are inherited.
63
64
 
64
65
  ## Checking the current state
65
66
 
66
- This file describes upstream `main` at `df66122` on 2026-08-23 — a moving target: thirteen items on this list shipped within a week of the skill being written, four of them in a single day, and the manifest tracks none of it precisely (`0.3.0` → `0.4.0` on 2026-08-20, after nine of them; word wrap, the per-axis hitbox, `unload()` and the LiveView lifecycle all landed on 2026-08-23 with the number unchanged). Before relying on any "planned" item being still absent — or on a workaround still being necessary — read `TODO.md` and `README.md` at https://github.com/m1ga/ti.game, the module's upstream repo. `README.md` there is the canonical API documentation; the `documentation/` folder only points at it. The priorities quoted above are the maintainer's, not a roadmap this skill decides.
67
+ This file describes upstream `main` at `201bcf9` on 2026-08-26 — a moving target: fourteen items on this list shipped within ten days of the skill being written, four of them in a single day, and the manifest tracks none of it precisely (`0.3.0` → `0.4.0` on 2026-08-20, after nine of them; word wrap, the per-axis hitbox, `unload()` and the LiveView lifecycle landed on 2026-08-23 and `attachTo` on 2026-08-26, all with the number unchanged). `attachTo` is also the first entry to move *out* of the "not available" table rather than simply appearing in the shipped list — a planned item can land partly done, so read what it does not cover before treating the whole row as solved. Before relying on any "planned" item being still absent — or on a workaround still being necessary — read `TODO.md` and `README.md` at https://github.com/m1ga/ti.game, the module's upstream repo. `README.md` there is the canonical API documentation; the `documentation/` folder only points at it. The priorities quoted above are the maintainer's, not a roadmap this skill decides.