@pix3/cli 1.6.0 → 1.6.2

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Files changed (126) hide show
  1. package/LICENSE +201 -201
  2. package/README.md +788 -754
  3. package/dist/index.js +208 -203
  4. package/dist/runtime-types.json +1 -1
  5. package/dist/smoke/prebuilt/{chunk-J2SJVMDO.mjs → chunk-7MZGPAUK.mjs} +1 -1
  6. package/dist/smoke/prebuilt/chunk-7WOFGLW3.mjs +239 -0
  7. package/dist/smoke/prebuilt/runtime.mjs +1 -1
  8. package/dist/smoke/prebuilt/smoke-worker.mjs +1 -1
  9. package/dist/smoke/prebuilt/tree-defaults.mjs +1 -1
  10. package/dist/validate/prebuilt/bundle-main.js +13 -13
  11. package/dist/validate/prebuilt/chunk-HKG6YI6Y.js +239 -0
  12. package/dist/validate/prebuilt/runtime.js +1 -1
  13. package/kit/files/.claude/skills/pix3-nodes/SKILL.md +210 -210
  14. package/kit/files/.claude/skills/pix3-nodes/reference.md +32 -24
  15. package/kit/files/.claude/skills/pix3-scene-format/SKILL.md +238 -235
  16. package/kit/files/.claude/skills/pix3-scene-format/reference.md +28 -28
  17. package/kit/files/.claude/skills/pix3-scripts/SKILL.md +285 -281
  18. package/kit/files/.claude/skills/pix3-scripts/reference.md +69 -52
  19. package/kit/files/.claude/skills/pix3-verify/SKILL.md +298 -256
  20. package/kit/files/.claude/skills/pix3-verify/reference.md +21 -21
  21. package/kit/files/AGENTS.md +203 -203
  22. package/kit/files/CLAUDE.md +1 -1
  23. package/kit/kit.json +2 -2
  24. package/package.json +54 -54
  25. package/templates/empty-2d/files/README.md +20 -20
  26. package/templates/empty-2d/files/scenes/main.pix3scene +68 -68
  27. package/templates/empty-2d/template.yaml +7 -7
  28. package/templates/empty-3d/files/README.md +20 -20
  29. package/templates/empty-3d/files/scenes/main.pix3scene +108 -108
  30. package/templates/empty-3d/template.yaml +7 -7
  31. package/templates/idea-blank/files/README.md +22 -22
  32. package/templates/idea-blank/files/scenes/main.pix3scene +37 -37
  33. package/templates/idea-blank/template.yaml +10 -10
  34. package/templates/minigame-2d/files/README.md +44 -44
  35. package/templates/minigame-2d/files/design/tests/reachability.json +1 -1
  36. package/templates/minigame-2d/files/design/tests/routines/mute-music.json +44 -44
  37. package/templates/minigame-2d/files/scenes/main.pix3scene +84 -84
  38. package/templates/minigame-2d/files/scenes/menu.pix3scene +118 -118
  39. package/templates/minigame-2d/files/scenes/ui/settings-window.pix3scene +138 -138
  40. package/templates/minigame-2d/files/scripts/GameFlow.ts +133 -133
  41. package/templates/minigame-2d/files/scripts/MenuFlow.ts +217 -217
  42. package/templates/minigame-2d/files/scripts/SettingsWindow.ts +198 -198
  43. package/templates/minigame-2d/template.yaml +10 -10
  44. package/templates/playable-2d/files/README.md +30 -30
  45. package/templates/playable-2d/files/design/recipe.md +83 -83
  46. package/templates/playable-2d/files/design/tests/reachability.json +4 -4
  47. package/templates/playable-2d/files/design/tests/routines/intro-to-cta.json +32 -32
  48. package/templates/playable-2d/files/scenes/main.pix3scene +111 -111
  49. package/templates/playable-2d/files/scenes/ui/end-screen.pix3scene +91 -91
  50. package/templates/playable-2d/files/scenes/ui/intro.pix3scene +65 -65
  51. package/templates/playable-2d/files/scripts/GameFlow.ts +256 -256
  52. package/templates/playable-2d/template.yaml +9 -9
  53. package/templates/playable-3d/files/README.md +32 -32
  54. package/templates/playable-3d/files/design/recipe.md +127 -127
  55. package/templates/playable-3d/files/design/tests/reachability.json +4 -4
  56. package/templates/playable-3d/files/design/tests/routines/intro-to-cta.json +32 -32
  57. package/templates/playable-3d/files/scenes/main.pix3scene +230 -230
  58. package/templates/playable-3d/files/scenes/ui/end-screen.pix3scene +91 -91
  59. package/templates/playable-3d/files/scenes/ui/intro.pix3scene +65 -65
  60. package/templates/playable-3d/files/scripts/GameFlow.ts +309 -309
  61. package/templates/playable-3d/files/scripts/GameRules.ts +290 -290
  62. package/templates/playable-3d/files/scripts/ScoreHud.ts +113 -113
  63. package/templates/playable-3d/template.yaml +9 -9
  64. package/templates/recipe-arena-2d/files/README.md +48 -48
  65. package/templates/recipe-arena-2d/files/design/recipe.md +127 -127
  66. package/templates/recipe-arena-2d/files/scenes/main.pix3scene +292 -292
  67. package/templates/recipe-arena-2d/files/scenes/menu.pix3scene +100 -100
  68. package/templates/recipe-arena-2d/files/scenes/prefabs/hazard.pix3scene +42 -42
  69. package/templates/recipe-arena-2d/files/scenes/prefabs/pickup.pix3scene +45 -45
  70. package/templates/recipe-arena-2d/files/scenes/ui/result.pix3scene +85 -85
  71. package/templates/recipe-arena-2d/files/scripts/GameRules.ts +368 -368
  72. package/templates/recipe-arena-2d/files/scripts/MenuFlow.ts +106 -106
  73. package/templates/recipe-arena-2d/files/scripts/PlayerController.ts +151 -151
  74. package/templates/recipe-arena-2d/files/scripts/ScoreHud.ts +94 -94
  75. package/templates/recipe-arena-2d/files/scripts/Spawner.ts +214 -214
  76. package/templates/recipe-arena-2d/files/scripts/TouchRules.ts +174 -174
  77. package/templates/recipe-arena-2d/template.yaml +10 -10
  78. package/templates/recipe-blank-2d/files/README.md +61 -61
  79. package/templates/recipe-blank-2d/files/design/recipe.md +148 -148
  80. package/templates/recipe-blank-2d/files/design/tests/reachability.json +4 -4
  81. package/templates/recipe-blank-2d/files/design/tests/routines/restart.json +27 -27
  82. package/templates/recipe-blank-2d/files/scenes/main.pix3scene +224 -224
  83. package/templates/recipe-blank-2d/files/scenes/ui/result.pix3scene +85 -85
  84. package/templates/recipe-blank-2d/files/scripts/GameRules.ts +350 -350
  85. package/templates/recipe-blank-2d/files/scripts/ScoreHud.ts +110 -110
  86. package/templates/recipe-blank-2d/template.yaml +10 -10
  87. package/templates/recipe-bouncer-2d/files/README.md +81 -81
  88. package/templates/recipe-bouncer-2d/files/design/recipe.md +146 -146
  89. package/templates/recipe-bouncer-2d/files/scenes/main.pix3scene +615 -615
  90. package/templates/recipe-bouncer-2d/files/scenes/menu.pix3scene +191 -191
  91. package/templates/recipe-bouncer-2d/files/scenes/ui/result.pix3scene +87 -87
  92. package/templates/recipe-bouncer-2d/files/scripts/BallBody.ts +298 -298
  93. package/templates/recipe-bouncer-2d/files/scripts/GameRules.ts +377 -377
  94. package/templates/recipe-bouncer-2d/files/scripts/MenuFlow.ts +109 -109
  95. package/templates/recipe-bouncer-2d/files/scripts/PaddleController.ts +112 -112
  96. package/templates/recipe-bouncer-2d/files/scripts/ScoreHud.ts +94 -94
  97. package/templates/recipe-bouncer-2d/files/scripts/TouchRules.ts +263 -263
  98. package/templates/recipe-bouncer-2d/files/scripts/ball-collision.ts +307 -307
  99. package/templates/recipe-bouncer-2d/template.yaml +10 -10
  100. package/templates/recipe-grid-3d/files/README.md +22 -22
  101. package/templates/recipe-grid-3d/files/design/recipe.md +110 -110
  102. package/templates/recipe-grid-3d/files/scenes/main.pix3scene +169 -169
  103. package/templates/recipe-grid-3d/files/scenes/menu.pix3scene +100 -100
  104. package/templates/recipe-grid-3d/files/scenes/ui/result.pix3scene +105 -105
  105. package/templates/recipe-grid-3d/files/scripts/GridBoard.ts +319 -319
  106. package/templates/recipe-grid-3d/files/scripts/GridRules.ts +278 -278
  107. package/templates/recipe-grid-3d/files/scripts/MenuFlow.ts +106 -106
  108. package/templates/recipe-grid-3d/files/scripts/ScoreHud.ts +94 -94
  109. package/templates/recipe-grid-3d/template.yaml +10 -10
  110. package/templates/recipe-tapper-2d/files/README.md +39 -39
  111. package/templates/recipe-tapper-2d/files/design/recipe.md +132 -132
  112. package/templates/recipe-tapper-2d/files/design/tests/reachability.json +4 -4
  113. package/templates/recipe-tapper-2d/files/design/tests/routines/terminal-retry.json +23 -23
  114. package/templates/recipe-tapper-2d/files/scenes/main.pix3scene +269 -269
  115. package/templates/recipe-tapper-2d/files/scenes/menu.pix3scene +100 -100
  116. package/templates/recipe-tapper-2d/files/scenes/prefabs/hazard.pix3scene +42 -42
  117. package/templates/recipe-tapper-2d/files/scenes/prefabs/target.pix3scene +45 -45
  118. package/templates/recipe-tapper-2d/files/scenes/ui/result.pix3scene +85 -85
  119. package/templates/recipe-tapper-2d/files/scripts/GameRules.ts +368 -368
  120. package/templates/recipe-tapper-2d/files/scripts/MenuFlow.ts +106 -106
  121. package/templates/recipe-tapper-2d/files/scripts/ScoreHud.ts +94 -94
  122. package/templates/recipe-tapper-2d/files/scripts/Spawner.ts +214 -214
  123. package/templates/recipe-tapper-2d/files/scripts/TouchRules.ts +192 -192
  124. package/templates/recipe-tapper-2d/template.yaml +10 -10
  125. package/dist/smoke/prebuilt/chunk-OJXQXIIQ.mjs +0 -239
  126. package/dist/validate/prebuilt/chunk-BS2OZM7U.js +0 -239
@@ -1,130 +1,136 @@
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- ---
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- name: pix3-verify
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- description: How to check and run a Pix3 change — `pix3 check` / `pix3 validate` / `pix3 read`, the diagnostic codes, reading merge-log entries (the editor kept a human's value over yours), the live channel (`pix3 serve` + `pix3 mcp --workspace`, `game_run` with `expect` hashes, the barrier's answer fields and error codes), and how to report what was and was not verified. Use after every batch of edits to .pix3scene or scripts/*.ts, and before telling the user a change is done.
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- ---
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-
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- <!-- Pix3 agent kit 1.6.0 -->
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- # Verify a change
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-
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- Leave files that load and type-check, run the game when the live channel is there, and tell
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- the human exactly what to press and what they should see.
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-
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- ## 1. `pix3 check` after every batch
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-
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- ```bash
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- pix3 check # validate (both levels) + tsc over the scripts + merge-log + versions
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- pix3 check --json # the same, machine-readable
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- pix3 validate [paths] [--json] # scenes/prefabs only, no type-check
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- pix3 smoke scenes/main.pix3scene # then: run the game headless for 120 frames, report what threw
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- pix3 tree [scene] # outline of a scene (or of the project) instead of reading it
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- ```
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-
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- If `pix3` is not on your PATH, run the pinned one from `.mcp.json`: `npx -y @pix3/cli@1.6.0 check`.
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-
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- Exit code 1 = at least one **error**. Fix every error before reporting; warnings (off-screen
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- nodes, zero size, unused assets, out-of-range values) are for judgement.
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-
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- `--json` answers `{ ok, errorCount, warningCount, files, diagnostics, notes, typecheck,
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- mergeLog, kit, … }`:
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-
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- - `files` — every scene validated and every script type-checked, as
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- `[{ "file": "scenes/main.pix3scene", "sha256": "…" }]` (the key is `file`, not `path`) — the
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- **sha256 of its raw bytes**. These are the hashes `expect` and `pix3 ack --sha256` take.
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- - `diagnostics` — one list: `{ severity, code, file, line?, nodeId?, path?, message, fix? }`.
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- - `typecheck` — `{ ok, errors, tsconfig, mode, files, typescript, skipped }`; tsc errors are
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- `E_TYPE` diagnostics in the list above; `skipped` says why tsc did not run at all.
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- - `mergeLog` — the newest `.pix3/merge-log.jsonl` entries (section 2).
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- - `kit` — `{ version, cliVersion, upToDate }`: `pix3 kit --update` when it is stale.
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-
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- The first `check` on a machine may install TypeScript once into `~/.pix3/typescript/` (it
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- prints the `npm install` it runs; `--offline` refuses and prints the command instead).
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-
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- **A project with its own `package.json` needs `npm install` before `pix3 check` can
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- type-check.** Such a project has its own `tsconfig.json` and type-checks against its own
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- `node_modules`; without them `check` reports one `E_DEPENDENCIES_MISSING` (fix: `npm install`)
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- and skips tsc — the scenes are still validated. Run `npm install` once, then `check` again.
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-
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- Codes and what they usually mean:
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-
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- | Code | Usual cause / fix |
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- | --- | --- |
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- | `E_YAML` | Bad indentation, unquoted `#colour`, a `:` inside an unquoted string |
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- | `E_UNKNOWN_NODE_TYPE` | Typo in the node type — use the suggested name |
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- | `E_UNKNOWN_COMPONENT` | `user:X` with no exported `class X extends Script` that has `static getPropertySchema()` in `scripts/`; or a `core:` name that does not exist |
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- | `E_UNKNOWN_PROPERTY` | Key not read for that node / component — check `pix3-nodes`; a flat `horizontalAlign` belongs in `layout:` |
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- | `E_PROPERTY_TYPE` | `"10"` for a number, a colour without quotes, an enum value not in the list |
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- | `E_MISSING_RESOURCE` | `res://` path typo, or the asset was never written |
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- | `E_MISSING_PREFAB`, `E_PREFAB_*`, `E_DUPLICATE_ID` | Fix the `instance:` path; a prefab file needs exactly one root; ids are unique |
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- | `E_EMOJI_AS_ART` | A `label`/`text` that is only emoji — use a sprite or `ColorRect2D` |
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- | `E_SVG_INVALID`, `E_SVG_NO_SIZE`, `W_SVG_VIEWBOX_ONLY` | An `.svg` sprite without `xmlns` or without `width`/`height` in px — see the SVG template in `pix3-nodes` |
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- | `W_SVG_EXTERNAL_REF` | An `.svg` that links a file, URL or font — it will draw without it; inline it |
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- | `E_TYPE` | A TypeScript error in a script (`TS2339: Property … does not exist …`) |
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- | `E_TYPECHECK_UNAVAILABLE` | TypeScript could not be installed — run the printed command |
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- | `E_DEPENDENCIES_MISSING` | A project with its own `tsconfig.json` and no `node_modules` — `npm install`; tsc was skipped |
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- | `W_RUNTIME_VERSION_MISMATCH` / `W_RUNTIME_NOT_INSTALLED` | A project with its own `tsconfig.json` type-checks against its own `node_modules/@pix3/runtime` — `npm install` it at the CLI's version |
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- | `W_KIT_OUTDATED` | This kit is older than the CLI — `pix3 kit --update` |
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-
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- `pix3 validate --help` and `pix3 check --help` list every code. Level 2 of validate compiles
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- and loads your scripts to check the properties of `user:` components; with `--no-hydrate` (or
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- when scripts cannot be loaded) those are **not** checked — say so if your change depends on them.
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-
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- ### `pix3 smoke` — when no editor is connected
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-
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- `pix3 smoke <scene>` (after a green `check`) runs that scene in Node: your scripts compiled, the
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- scene loaded by the real loader, `--frames N` steps of 1/60 s (default 120). **Name the scene you
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- changed** — the game is `pix3 smoke scenes/main.pix3scene`. Input is empty, so a menu never
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- presses PLAY: smoking the menu (the build's entry scene) proves nothing about the game. With no
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- scene, smoke runs several, one line each and exit 1 if any fails: the top-level scenes your
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- uncommitted changes reach (git: the scene, a prefab or overlay it instances, a `user:` script it
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- attaches), else — no git, nothing changed, or a change it cannot trace — every top-level scene,
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- `scenes/main.pix3scene` first (`--changed` / `--all` force either; `--json` then answers
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- `{ ok, selection, reason, runs: [one report per scene] }`). Exit 1 lists every
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- `E_SMOKE_SCRIPT` (a hook threw: script, node, frame — 0 = `onAttach`/`onStart` — and a stack
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- pointing at your `.ts` line), `E_SMOKE_CONSOLE_ERROR`, `E_SMOKE_UNHANDLED` (a rejected promise
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- nobody awaited), `E_SMOKE_DOM` (a browser API the headless run lacks — `domAccess` names it; a
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- browser-only feature, not necessarily a bug: say so). `W_SMOKE_MISSING_RESOURCE` is a `res://`
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- typo. Exit 2 = it could not run (`E_SMOKE_NO_SCENE`: pass the scene; `E_SMOKE_TIMEOUT`: a loop
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- that never ends). Nothing is drawn, heard or tapped: a green smoke run proves the game starts and
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- runs without throwing, not that it plays — report it as exactly that, and tell the human what to
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- press and what they should see (section 4). With the live channel, `game_run` (section 3) is the
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- stronger check.
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-
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- **No live channel: the fallback, in this order** — `pix3 check` (green), then
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- `pix3 smoke <the scene you changed>` (green), then ask the human to press Play in that scene,
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- naming what to press and what they should see.
95
-
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- ## 2. Merge-log: the editor kept the human's value
97
-
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- The human edits the same files in the editor. When you write a value over one the human set
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- after your last read, the editor keeps the human's value and logs it to
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- `.pix3/merge-log.jsonl`; `pix3 check` prints the newest entries, e.g.
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- `scenes/main.pix3scene merged: the editor KEPT 1 human value(s) over yours`.
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-
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- When you see one:
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-
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- 1. `pix3 read <file>` — prints the current file and records that you have read this version
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- (`.pix3/ack.json`).
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- 2. Decide: is your value still intended given what the human did? If yes, write it again —
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- it now sticks. If unsure, ask the human (that is your one question this turn).
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-
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- Without step 1 the editor keeps restoring the human's value on every write you make, even if
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- you write the same number the human chose.
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-
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- `check` prints `note: … read confirmation for a version the editor has not recorded — ignored`
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- as a note, not a merge-log line: your `pix3 read` named bytes the editor has no record of
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- having loaded or written (e.g. a version that was on disk only between two of its polls).
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- Nothing was lost and nothing is protected by it; no action unless a KEPT line follows. (`pix3 ack <file> --sha256 <hash>` confirms a
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- version whose hash you took from `pix3 check --json` without printing it again.)
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-
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- ## 3. Live channel — run the game yourself
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-
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- Available when the human runs `pix3 serve` in the project and connects the editor to it
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- (File → Connect to Workspace…); your MCP client starts `pix3 mcp --workspace` from `.mcp.json`
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- (`pix3 setup claude|codex` prints the registration for a client without it). Without a server
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- every tool answers `no_workspace_server`; without a connected window, `no_editor`.
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-
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- The 14 tools:
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-
1
+ ---
2
+ name: pix3-verify
3
+ description: How to check and run a Pix3 change — `pix3 check` / `pix3 validate` / `pix3 read`, the diagnostic codes, reading merge-log entries (the editor kept a human's value over yours), the live channel (`pix3 serve` + `pix3 mcp --workspace`, `game_run` with `expect` hashes, the barrier's answer fields and error codes), and how to report what was and was not verified. Use after every batch of edits to .pix3scene or scripts/*.ts, and before telling the user a change is done.
4
+ ---
5
+
6
+ <!-- Pix3 agent kit 1.6.2 -->
7
+ # Verify a change
8
+
9
+ Leave files that load and type-check, run the game when the live channel is there, and tell
10
+ the human exactly what to press and what they should see.
11
+
12
+ ## 1. `pix3 check` after every batch
13
+
14
+ ```bash
15
+ pix3 check # validate (both levels) + tsc over the scripts + merge-log + versions
16
+ pix3 check --json # the same, machine-readable
17
+ pix3 validate [paths] [--json] # scenes/prefabs only, no type-check
18
+ pix3 smoke scenes/main.pix3scene # then: run the game headless for 120 frames, report what threw
19
+ pix3 tree [scene] # outline of a scene (or of the project) instead of reading it
20
+ ```
21
+
22
+ If `pix3` is not on your PATH, run the pinned one from `.mcp.json`: `npx -y @pix3/cli@1.6.2 check`.
23
+
24
+ Exit code 1 = at least one **error**. Fix every error before reporting; warnings (off-screen
25
+ nodes, zero size, unused assets, out-of-range values) are for judgement.
26
+
27
+ `--json` answers `{ ok, errorCount, warningCount, files, diagnostics, notes, typecheck,
28
+ mergeLog, kit, … }`:
29
+
30
+ - `files` — every scene validated and every script type-checked, as
31
+ `[{ "file": "scenes/main.pix3scene", "sha256": "…" }]` (the key is `file`, not `path`) — the
32
+ **sha256 of its raw bytes**. These are the hashes `expect` and `pix3 ack --sha256` take.
33
+ - `diagnostics` — one list: `{ severity, code, file, line?, nodeId?, path?, message, fix? }`.
34
+ - `typecheck` — `{ ok, errors, tsconfig, mode, files, typescript, skipped }`; tsc errors are
35
+ `E_TYPE` diagnostics in the list above; `skipped` says why tsc did not run at all.
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+ - `mergeLog` — the newest `.pix3/merge-log.jsonl` entries (section 2).
37
+ - `kit` — `{ version, cliVersion, upToDate }`: `pix3 kit --update` when it is stale.
38
+
39
+ The first `check` on a machine may install TypeScript once into `~/.pix3/typescript/` (it
40
+ prints the `npm install` it runs; `--offline` refuses and prints the command instead).
41
+
42
+ **A project with its own `package.json` needs `npm install` before `pix3 check` can
43
+ type-check.** Such a project has its own `tsconfig.json` and type-checks against its own
44
+ `node_modules`; without them `check` reports one `E_DEPENDENCIES_MISSING` (fix: `npm install`)
45
+ and skips tsc — the scenes are still validated. Run `npm install` once, then `check` again.
46
+
47
+ Codes and what they usually mean:
48
+
49
+ | Code | Usual cause / fix |
50
+ | --- | --- |
51
+ | `E_YAML` | Bad indentation, unquoted `#colour`, a `:` inside an unquoted string |
52
+ | `E_UNKNOWN_NODE_TYPE` | Typo in the node type — use the suggested name |
53
+ | `E_UNKNOWN_COMPONENT` | `user:X` with no exported `class X extends Script` that has `static getPropertySchema()` in `scripts/`; or a `core:` name that does not exist |
54
+ | `E_UNKNOWN_PROPERTY` | Key not read for that node / component — check `pix3-nodes`; a flat `horizontalAlign` belongs in `layout:` |
55
+ | `E_PROPERTY_TYPE` | `"10"` for a number, a colour without quotes, an enum value not in the list |
56
+ | `E_MISSING_RESOURCE` | `res://` path typo, or the asset was never written |
57
+ | `E_MISSING_PREFAB`, `E_PREFAB_*`, `E_DUPLICATE_ID` | Fix the `instance:` path; a prefab file needs exactly one root; ids are unique |
58
+ | `E_EMOJI_AS_ART` | A `label`/`text` that is only emoji — use a sprite or `ColorRect2D` |
59
+ | `E_SVG_INVALID`, `E_SVG_NO_SIZE`, `W_SVG_VIEWBOX_ONLY` | An `.svg` sprite without `xmlns` or without `width`/`height` in px — see the SVG template in `pix3-nodes` |
60
+ | `W_SVG_EXTERNAL_REF` | An `.svg` that links a file, URL or font — it will draw without it; inline it |
61
+ | `E_TYPE` | A TypeScript error in a script (`TS2339: Property … does not exist …`) |
62
+ | `E_TYPECHECK_UNAVAILABLE` | TypeScript could not be installed — run the printed command |
63
+ | `E_DEPENDENCIES_MISSING` | A project with its own `tsconfig.json` and no `node_modules` — `npm install`; tsc was skipped |
64
+ | `W_RUNTIME_VERSION_MISMATCH` / `W_RUNTIME_NOT_INSTALLED` | A project with its own `tsconfig.json` type-checks against its own `node_modules/@pix3/runtime` — `npm install` it at the CLI's version |
65
+ | `W_KIT_OUTDATED` | This kit is older than the CLI — `pix3 kit --update` |
66
+
67
+ `pix3 validate --help` and `pix3 check --help` list every code. Level 2 of validate compiles
68
+ and loads your scripts to check the properties of `user:` components; with `--no-hydrate` (or
69
+ when scripts cannot be loaded) those are **not** checked — say so if your change depends on them.
70
+
71
+ ### `pix3 smoke` — when no editor is connected
72
+
73
+ `pix3 smoke <scene>` (after a green `check`) runs that scene in Node: your scripts compiled, the
74
+ scene loaded by the real loader, `--frames N` steps of 1/60 s (default 120). **Name the scene you
75
+ changed** — the game is `pix3 smoke scenes/main.pix3scene`. Input is empty, so a menu never
76
+ presses PLAY: smoking the menu (the build's entry scene) proves nothing about the game. With no
77
+ scene, smoke runs several, one line each and exit 1 if any fails: the top-level scenes your
78
+ uncommitted changes reach (git: the scene, a prefab or overlay it instances, a `user:` script it
79
+ attaches), else — no git, nothing changed, or a change it cannot trace — every top-level scene,
80
+ `scenes/main.pix3scene` first (`--changed` / `--all` force either; `--json` then answers
81
+ `{ ok, selection, reason, runs: [one report per scene] }`). Exit 1 lists every
82
+ `E_SMOKE_SCRIPT` (a hook threw: script, node, frame — 0 = `onAttach`/`onStart` — and a stack
83
+ pointing at your `.ts` line), `E_SMOKE_CONSOLE_ERROR`, `E_SMOKE_UNHANDLED` (a rejected promise
84
+ nobody awaited), `E_SMOKE_DOM` (a browser API the headless run lacks — `domAccess` names it; a
85
+ browser-only feature, not necessarily a bug: say so). `W_SMOKE_MISSING_RESOURCE` is a `res://`
86
+ typo. Exit 2 = it could not run (`E_SMOKE_NO_SCENE`: pass the scene; `E_SMOKE_TIMEOUT`: a loop
87
+ that never ends). Nothing is drawn, heard or tapped: a green smoke run proves the game starts and
88
+ runs without throwing, not that it plays — report it as exactly that, and tell the human what to
89
+ press and what they should see (section 4). With the live channel, `game_run` (section 3) is the
90
+ stronger check.
91
+
92
+ **No live channel: the fallback, in this order** — `pix3 check` (green), then
93
+ `pix3 smoke <the scene you changed>` (green), then ask the human to press Play in that scene,
94
+ naming what to press and what they should see.
95
+
96
+ ## 2. Merge-log: the editor kept the human's value
97
+
98
+ The human edits the same files in the editor. When you write a value over one the human set
99
+ after your last read, the editor keeps the human's value and logs it to
100
+ `.pix3/merge-log.jsonl`; `pix3 check` prints the newest entries, e.g.
101
+ `scenes/main.pix3scene merged: the editor KEPT 1 human value(s) over yours`.
102
+
103
+ When you see one:
104
+
105
+ 1. `pix3 read <file>` — prints the current file and records that you have read this version
106
+ (`.pix3/ack.json`).
107
+ 2. Decide: is your value still intended given what the human did? If yes, write it again —
108
+ it now sticks. If unsure, ask the human (that is your one question this turn).
109
+
110
+ Without step 1 the editor keeps restoring the human's value on every write you make, even if
111
+ you write the same number the human chose.
112
+
113
+ `check` prints `note: … read confirmation for a version the editor has not recorded — ignored
114
+ (harmless …)` as a note, not a merge-log line: your `pix3 read` named bytes the editor has no
115
+ record of having loaded or written (e.g. a version that was on disk only between two of its
116
+ polls). Nothing was lost and nothing is protected by it; no action unless a KEPT line follows,
117
+ and it stops printing once the file changes. (`pix3 ack <file> --sha256 <hash>` confirms a
118
+ version whose hash you took from `pix3 check --json` without printing it again.)
119
+
120
+ **A compile error hides level 2.** With `E_SCRIPT_COMPILE` in the list, every scene with `user:`
121
+ components is skipped at level 2 — `check` says `SKIPPED: N scene(s) …` and the summary line
122
+ reads `level 2 hydrated 0 file(s), N SKIPPED`. Their config/property errors are *missing*, not
123
+ passed: fix the compile error, run `check` again, and only then read the rest.
124
+
125
+ ## 3. Live channel — run the game yourself
126
+
127
+ Available when the human runs `pix3 serve` in the project and connects the editor to it
128
+ (File → Connect to Workspace…); your MCP client starts `pix3 mcp --workspace` from `.mcp.json`
129
+ (`pix3 setup claude|codex` prints the registration for a client without it). Without a server
130
+ every tool answers `no_workspace_server`; without a connected window, `no_editor`.
131
+
132
+ The 14 tools:
133
+
128
134
  - `project_status` — Whether a Pix3 editor window is connected to this project, what it has open, external versions it has not applied yet, unreadable files, merge conflicts and the latest merge-log entries (why a write of yours did not land as written).
129
135
  - `play_start` — Enter play mode.
130
136
  - `play_stop` — Exit play mode.
@@ -133,98 +139,120 @@ The 14 tools:
133
139
  - `game_run` — Run the game frame by frame until a predicate holds (`until`, OR), fails (`fail`) or a budget runs out, or run a stored routine from design/tests/routines (`routine`, `args`).
134
140
  - `game_input` — Send real input to the running game (steps: tap / key / keys / drag / hover / invoke / wait) and report the reaction; `observe` watches nodes over the window.
135
141
  - `game_observe` — Read live node state of the running game (by name or id) without sending input.
136
- - `read_errors` — Recent runtime errors captured in the editor (console.error, window errors, rejections).
142
+ - `read_errors` — Recent runtime errors captured in the editor (console.error, window errors, rejections), each with an epoch-ms `at`; `since` (epoch ms) returns only newer ones.
137
143
  - `read_logs` — Recent editor log entries; `since` (epoch ms) returns only newer ones.
138
144
  - `viewport_screenshot` — A screenshot as an image: the running game while playing, else the editor viewport.
139
145
  - `generate_asset` — Generate an image with the editor's configured image provider (the user's keys — the editor asks the user to allow this for the session), post-process it and save it into the project.
140
146
  - `generate_sfx` — Generate a prototype sound effect (WAV under res://sfx/) with the editor's LLM (asks the user to allow this for the session).
141
- - `get_selection` — What the human has selected in the editor right now (node ids, primary, hovered).
142
-
143
- The loop after a batch of edits:
144
-
145
- 1. `pix3 check --json` → take the `sha256` of every file you wrote from `files`
146
- (`{ file, sha256 }` entries).
147
- 2. A barrier tool — `game_run`, `play_start` or `play_restart` — with
148
- `expect: { "<path>": "<sha256>", … }`: the run starts only if the disk holds exactly those
149
- versions and the editor loaded them.
150
- 3. Green = no error, `matchesAgent: true`, `matchesDisk: true`, empty `changedDuringRun`. Then
151
- `read_errors`, `game_observe` / `viewport_screenshot` to see what happened.
152
- 4. `disk_differs_from_agent` with `mergeLog: true` → the editor merged your file with a human
153
- edit: `pix3 read` it (section 2). With `recovery` → someone overwrote it; the named file under
154
- `.pix3/recovery/` holds your version. Otherwise write the file again.
155
-
156
- ### Two ways to prove behaviour
157
-
158
- **Every barrier call stops the game and starts it again from the files on disk.** `game_run`
159
- included: it is always a run from a fresh start, so it can never judge state that an earlier
160
- `game_input` produced — that state is gone before its first frame. Pick the pattern by what
161
- causes the behaviour:
162
-
163
- - **(a) Autonomous behaviour** (spawns, timers, physics, a HUD that counts on its own):
164
- one `game_run` with `expect`, predicates in `until` (any one ends the run as a pass) and
165
- `fail` (any one ends it as a failure), e.g. `until:
166
- [{ kind: "nodeProperty", name: "ScoreLabel", path: "text", op: "contains", value: "10" }]`,
167
- `fail: [{ kind: "newErrors" }]` (a script threw). Read `verdict`, then the result's
168
- `newErrors` count, then `read_errors` when it is not 0.
169
- - **(b) Input-driven behaviour** (taps, keys, combos): `play_start` or `play_restart` with
170
- `expect` (the barrier, once) → one or more `game_input` calls → `game_observe` / `read_logs`.
171
- `game_input` and `game_observe` are observing tools: they neither stop nor resync, so the
172
- state builds up across calls. Do **not** end with `game_run` to "check the result" — it
173
- restarts the game.
174
-
175
- ### `game_input` — what the steps really do
176
-
177
- - **Coordinates** (`x`, `y` on `tap` / `drag` / `hover`) are the 2D design space the scene
178
- file uses: origin at the **centre**, **Y up**, the same numbers as a node's `position`. With
179
- the 2D camera at rest, `{ x: 0, y: 0 }` is the centre of the viewport and the top edge of a
180
- 1080 x 1920 design is `y: 960` — not `(540, 960)` or `(960, 540)`. Coordinates follow the 2D
181
- camera; a node under a `CanvasLayer2D` (a HUD) is pinned to the screen instead, so for HUD and
182
- buttons prefer `target: "<node name or id>"`, which projects the node's live position the
183
- right way for either.
184
- - **`tap` holds the pointer down 700 ms by default** (so a `Button2D` sees a real press). For
185
- fast repeated hits — a combo window, a rhythm check — pass `holdMs` (e.g. `holdMs: 50`) and a
186
- short `wait` between taps; `frames` instead of `ms` / `holdMs` counts game ticks.
187
- - **One call is capped at 15 s** of requested time (holds + drags + waits); longer answers
188
- `Input script too long` — split it into several `game_input` calls.
189
- - **Input goes through the engine's `InputService`**: `PointerEvent`s on the game canvas and
190
- `KeyboardEvent`s on `window`. Scripts that read `this.input` see it. A game that listens for
191
- DOM `mouse*` / `click` / `touch*` events, keys on `document`, or on a canvas of its own does
192
- **not** — verify such input by hand.
193
-
194
- ### Reading the answers
195
-
196
- - **Barrier answers** carry `revision`, `startupMs` (how long the game took to start),
197
- `matchesAgent` / `agentExpectations`, `matchesDisk`, `changedDuringRun`,
198
- `editorWroteDuringRun`, `editorChangedSinceAgentWrite` and `result` (the editor tool's own
199
- answer). **Observing answers** are `{ revision, stale, result }`.
200
- - `revision` is the running game's file → hash map: every open scene, every script the build
201
- read, `pix3project.yaml` — it can run to hundreds of lines. Check `stale` and the match
202
- flags; never paste `revision` into a report.
203
- - **Labels and HUD text.** An observed node reports its rendered `text` only at the window's
204
- **start and end** — `observed.<node>.before.text` / `.after.text` in `game_input`,
205
- `nodes.<node>.text` (and `movement.<node>.before` / `.after` with `sampleMs` or `frames`) in
206
- `game_observe`;
207
- there is no per-frame text timeline. The one-line `verdict` does not count a text change:
208
- it can say `NO ACTIVITY` while the label went from `x1` to `x3`. For HUD text, read the text
209
- fields, never the verdict alone.
210
- - **Timing proofs** ("the combo resets after 1 s", "x3 appears on the third hit"): add
211
- temporary `console.info('[combo] x3')` markers in the script, note the current epoch ms
212
- before the input, run it, then `read_logs` with `since` set to that value — every console line
213
- the game prints arrives with its own epoch-ms `timestamp`, so the gaps between markers are the
214
- timing. **Remove the markers afterwards** and run `pix3 check` again.
215
- - **Movement below ~0.5 units reads as `moved: false`**, and a shake that returns to rest
216
- inside the window has no endpoint delta at all — a small camera shake is not provable from
217
- `moved`. Take a `viewport_screenshot` mid-shake or log the offset with a marker.
218
- - **Sound**: synthetic input is not a user gesture, so the browser may keep Web Audio
219
- suspended; nothing in the answers says whether a sound was heard. Report it as "code path
220
- verified, audibility not".
221
- - **Latency** (measured in trials): observing calls take about 1 s; a barrier call takes the
222
- game's startup plus 1–2 s — a small 2D game a few seconds, a heavy 3D game 13–14 s
223
- (`startupMs` says which). Batch several input steps into one `game_input` rather than many
224
- calls.
225
-
226
- The contract, as the CLI documents it:
227
-
147
+ - `get_selection` — What the human has selected in the editor right now (node ids, primary, hovered).
148
+
149
+ The loop after a batch of edits:
150
+
151
+ 1. `pix3 check --json` → take the `sha256` of every file you wrote from `files`
152
+ (`{ file, sha256 }` entries).
153
+ 2. A barrier tool — `game_run`, `play_start` or `play_restart` — with
154
+ `expect: { "<path>": "<sha256>", … }`: the run starts only if the disk holds exactly those
155
+ versions and the editor loaded them.
156
+ 3. Green = no error, `matchesAgent: true`, `matchesDisk: true`, empty `changedDuringRun`. Then
157
+ `read_errors`, `game_observe` / `viewport_screenshot` to see what happened.
158
+ 4. `disk_differs_from_agent` with `mergeLog: true` → the editor merged your file with a human
159
+ edit: `pix3 read` it (section 2). With `recovery` → someone overwrote it; the named file under
160
+ `.pix3/recovery/` holds your version. Otherwise write the file again.
161
+ 5. `expectation_stale` → the disk held your version when the call started, then moved on
162
+ (the editor merged your write, a human saved, another agent wrote) and the editor already
163
+ holds the new bytes. Not editor lag, and nothing started: `pix3 read` the file, re-run
164
+ `pix3 check --json`, pass the new hashes. `sync_timeout` is the other case — the editor is
165
+ still catching up with a write; call again when the writes are done.
166
+
167
+ ### Two ways to prove behaviour
168
+
169
+ **Every barrier call stops the game and starts it again from the files on disk.** `game_run`
170
+ included: it is always a run from a fresh start, so it can never judge state that an earlier
171
+ `game_input` produced — that state is gone before its first frame. Pick the pattern by what
172
+ causes the behaviour:
173
+
174
+ - **(a) Autonomous behaviour** (spawns, timers, physics, a HUD that counts on its own):
175
+ one `game_run` with `expect`, predicates in `until` (any one ends the run as a pass) and
176
+ `fail` (any one ends it as a failure), e.g. `until:
177
+ [{ kind: "nodeProperty", name: "ScoreLabel", path: "text", op: "contains", value: "10" }]`,
178
+ `fail: [{ kind: "newErrors" }]` (a script threw). Read `verdict`, then the result's
179
+ `newErrors` count, then `read_errors` when it is not 0 (pass `since`, the epoch ms you noted
180
+ before the run, or old errors come back too).
181
+ **`game_run` outruns real time**: it steps hundreds of frames in a fraction of a second, so a
182
+ game whose `onStart` awaits something real (a physics WASM module, assets, a fetch) is still
183
+ initialising when the run ends — an empty screenshot or `ready: false` there is not a bug yet.
184
+ Give it real time with `settleMs` (e.g. `2000`) and assert readiness first
185
+ (`until: [{ kind: "gameState", path: "ready", op: "eq", value: true }]`); the report's
186
+ `notes`/`verdict` say `OUTRAN REAL TIME` when a run stepped far faster than real time and the
187
+ game's state never changed.
188
+ - **(b) Input-driven behaviour** (taps, keys, combos): `play_start` or `play_restart` with
189
+ `expect` (the barrier, once) → one or more `game_input` calls → `game_observe` / `read_logs`.
190
+ `game_input` and `game_observe` are observing tools: they neither stop nor resync, so the
191
+ state builds up across calls. Do **not** end with `game_run` to "check the result" — it
192
+ restarts the game.
193
+
194
+ ### `game_input` — what the steps really do
195
+
196
+ - **Coordinates** (`x`, `y` on `tap` / `drag` / `hover`) are the 2D design space the scene
197
+ file uses: origin at the **centre**, **Y up**, the same numbers as a node's `position`. With
198
+ the 2D camera at rest, `{ x: 0, y: 0 }` is the centre of the viewport and the top edge of a
199
+ 1080 x 1920 design is `y: 960` — not `(540, 960)` or `(960, 540)`. Coordinates follow the 2D
200
+ camera; a node under a `CanvasLayer2D` (a HUD) is pinned to the screen instead, so for HUD and
201
+ buttons prefer `target: "<node name or id>"`, which projects the node's live position the
202
+ right way for either.
203
+ - **`tap` holds the pointer down 80 ms by default** — a tap (a `Button2D` sees the press on one
204
+ tick and the release on a later one). A game that tells a tap from a **hold** (mine while the
205
+ finger is down, charge a shot) needs `holdMs` set to what it expects — the old 700 ms default
206
+ read as a hold and produced "no activity"; a NO ACTIVITY verdict now names the hold it used.
207
+ `frames` instead of `ms` / `holdMs` counts game ticks.
208
+ - **One call is capped at 15 s** of requested time (holds + drags + waits); longer answers
209
+ `Input script too long` — split it into several `game_input` calls.
210
+ - **Input goes through the engine's `InputService`**: `PointerEvent`s on the game canvas and
211
+ `KeyboardEvent`s on `window`. Scripts that read `this.input` see it. A game that listens for
212
+ DOM `mouse*` / `click` / `touch*` events, keys on `document`, or on a canvas of its own does
213
+ **not** — verify such input by hand.
214
+
215
+ ### Reading the answers
216
+
217
+ - **Barrier answers** carry `revision`, `startupMs` (how long the game took to start),
218
+ `matchesAgent` / `agentExpectations`, `matchesDisk`, `changedDuringRun`,
219
+ `editorWroteDuringRun`, `editorChangedSinceAgentWrite` and `result` (the editor tool's own
220
+ answer). **Observing answers** are `{ revision, stale, result }`.
221
+ - `revision` describes the running game's verified files (every open scene, every script the
222
+ build read, `pix3project.yaml`) **compactly**: `{ files, digest, changed }` — the count, a
223
+ digest of the whole map, and only the entries that changed since the previous answer of your
224
+ `pix3 mcp` process (all of them on the first answer). `fullRevision: true` on any barrier or
225
+ observing call returns the whole `{ path: sha256 }` map; `project_status` →
226
+ `editor.playRevision` has it too while the game plays. Check `stale` and the match flags;
227
+ never paste `revision` into a report.
228
+ - `game_observe` nodes carry `size` (`{ width, height }`) and `bounds` (axis-aligned world
229
+ rectangle, rotation ignored) for 2D nodes that have a width/height — enough to tell "on
230
+ screen / overlapping" without a screenshot.
231
+ - **Labels and HUD text.** An observed node reports its rendered `text` only at the window's
232
+ **start and end** — `observed.<node>.before.text` / `.after.text` in `game_input`,
233
+ `nodes.<node>.text` (and `movement.<node>.before` / `.after` with `sampleMs` or `frames`) in
234
+ `game_observe`;
235
+ there is no per-frame text timeline. The one-line `verdict` does not count a text change:
236
+ it can say `NO ACTIVITY` while the label went from `x1` to `x3`. For HUD text, read the text
237
+ fields, never the verdict alone.
238
+ - **Timing proofs** ("the combo resets after 1 s", "x3 appears on the third hit"): add
239
+ temporary `console.info('[combo] x3')` markers in the script, note the current epoch ms
240
+ before the input, run it, then `read_logs` with `since` set to that value — every console line
241
+ the game prints arrives with its own epoch-ms `timestamp`, so the gaps between markers are the
242
+ timing. **Remove the markers afterwards** and run `pix3 check` again.
243
+ - **Movement below ~0.5 units reads as `moved: false`**, and a shake that returns to rest
244
+ inside the window has no endpoint delta at all — a small camera shake is not provable from
245
+ `moved`. Take a `viewport_screenshot` mid-shake or log the offset with a marker.
246
+ - **Sound**: synthetic input is not a user gesture, so the browser may keep Web Audio
247
+ suspended; nothing in the answers says whether a sound was heard. Report it as "code path
248
+ verified, audibility not".
249
+ - **Latency** (measured in trials): observing calls take about 1 s; a barrier call takes the
250
+ game's startup plus 1–2 s — a small 2D game a few seconds, a heavy 3D game 13–14 s
251
+ (`startupMs` says which). Batch several input steps into one `game_input` rather than many
252
+ calls.
253
+
254
+ The contract, as the CLI documents it:
255
+
228
256
  A stdio MCP server the agent starts from its config (`.mcp.json`, `pix3 setup`). It has no port
229
257
  of its own: it finds the running `pix3 serve` of the project (`--project`, else the nearest
230
258
  ancestor of the cwd with `pix3project.yaml`) through `.pix3/workspace.json` and confirms it with
@@ -265,7 +293,12 @@ raw bytes of every file the agent wrote.
265
293
  MCP process gives this call 100 s. These hashes (plus `expect`) are compared with `/ws/agent/hash` at that moment;
266
294
  a mismatch retries the editor's sync for up to ~5 s. Then: loader/compiler errors →
267
295
  `load_failed` (`{file, line, message, kind}`); a file that stays unreadable →
268
- `pending_external`; hashes that never agree → `sync_timeout` with the differing paths. The
296
+ `pending_external`; hashes that never agree → `sync_timeout` with the differing paths — except
297
+ when every difference is an `expect` path whose disk version moved on *after* step 1 while the
298
+ editor already holds what the disk holds (`loadedHash === diskHash !== agentHash`): that is the
299
+ agent's expectation being stale (the editor merged the write with a human edit, a human saved,
300
+ another agent wrote), retrying cannot bring the old bytes back, and it answers
301
+ `expectation_stale` at once. The
269
302
  window then starts the game (`game_run` starts play itself; `play_restart` of a stopped game is
270
303
  a start) and answers only once the game is actually running: up to 30 s, as soon as it runs,
271
304
  failing fast (`load_failed` with the play-mode error) when play mode stops instead; `startupMs`
@@ -281,7 +314,8 @@ The answer of a barrier tool:
281
314
 
282
315
  ```json
283
316
  {
284
- "revision": { "<path>": "<sha256 of the verified version>" },
317
+ "revision": { "files": 91, "digest": "<sha256 of the whole map>",
318
+ "changed": { "<path>": "<sha256 of the verified version>" }, "removed?": ["<path>"] },
285
319
  "startupMs": 8123,
286
320
  "matchesAgent": true,
287
321
  "matchesDisk": true,
@@ -292,9 +326,15 @@ The answer of a barrier tool:
292
326
  }
293
327
  ```
294
328
 
295
- `startupMs` is always present: the milliseconds from the start request until the game was
296
- running, or `null` when no start happened (the game was already running, so there was nothing to
297
- measure). `matchesAgent` is `null` (with `agentExpectations: "none"`) without `expect`; `matchesDisk` is
329
+ `revision` is **compact by default**: the verified map (every open scene, every source the build
330
+ read, the manifest — ~90 entries on a real game) used to open every answer in full. Now `files` is
331
+ its size, `digest` a sha256 over its sorted `path\0hash` lines (equal digests = equal maps), and
332
+ `changed` holds only the entries that are new or different since the **previous answer of this
333
+ `pix3 mcp` process** (the whole map on the first answer; `removed` names paths that dropped out).
334
+ Pass `fullRevision: true` to any barrier or observing tool for the plain `{ "<path>": "<sha256>" }`
335
+ map, or read `editor.playRevision` from `project_status` while the game plays. `startupMs` is
336
+ always present: the milliseconds from the start request until the game was running, or `null`
337
+ when no start happened (the game was already running, so there was nothing to measure). `matchesAgent` is `null` (with `agentExpectations: "none"`) without `expect`; `matchesDisk` is
298
338
  whether every verified hash still matched the disk at the final check; `changedDuringRun` is what
299
339
  the barrier did not verify: every file changed meanwhile by someone other than the editor, plus
300
340
  every verified file whose hash moved between the two checks with no editor write on record
@@ -310,9 +350,10 @@ lazily.
310
350
 
311
351
  **Observing tools** (`play_status`, `game_input`, `game_observe`, `viewport_screenshot`,
312
352
  `read_errors`, `read_logs`) neither stop nor sync: `{ revision, stale, result }`, where `revision` is
313
- what the running game was verified against (`null` when play was not started through the barrier)
314
- and `stale: true` when the editor saw an external change during play or a `revision` path's disk
315
- hash moved since. Other tools (`project_status`, `play_stop`, `get_selection`, `generate_*`) answer
353
+ what the running game was verified against (compact, as above; `null` when play was not started
354
+ through the barrier) and `stale: true` when the editor saw an external change during play or a
355
+ `revision` path's disk hash moved since. `read_errors` takes `since` (epoch ms) like `read_logs`;
356
+ every entry carries its `at`. Other tools (`project_status`, `play_stop`, `get_selection`, `generate_*`) answer
316
357
  with the editor's result as is. `project_status` without a window answers
317
358
  `{ connected: false, server, editor: null, message }` (not an error).
318
359
 
@@ -321,7 +362,8 @@ with the editor's result as is. `project_status` without a window answers
321
362
  | Code | When |
322
363
  | --- | --- |
323
364
  | `disk_differs_from_agent` | Step 1: the disk does not hold the `expect` versions (`differing[]` with `recovery`, `mergeLog`, `hint`). |
324
- | `sync_timeout` | Step 2: the editor's loaded hashes did not match the disk within ~5 s (`differing[]` with `loadedHash` / `agentHash` / `diskHash`). |
365
+ | `expectation_stale` | Step 2, at once: the disk moved past an `expect` version after step 1 and the editor already matches the disk (`differing[]` with `diskHash` / `agentHash` / `loadedHash`, plus `mergeLog` / `recovery` / `hint` as in step 1). Somebody wrote a newer version — re-read it, re-run `pix3 check --json`, pass the new hashes. Not editor lag. |
366
+ | `sync_timeout` | Step 2: the editor's loaded hashes did not match the disk within ~5 s (`differing[]` with `loadedHash` / `agentHash` / `diskHash`) — the editor is still catching up with a write. |
325
367
  | `load_failed` | Step 2: the loader or the script compiler failed on the current files, or an open scene has no verified version (`errors[]`). At the start: the game was not running within 30 s, or play mode stopped (`result` carries it, with `startupMs`). |
326
368
  | `pending_external` | Step 2: a file stays unreadable (partial / invalid write); the editor keeps its last good version. |
327
369
  | `no_editor` | No window holds the lease, it did not answer (`reason: "no_reply"`), or it lost the lease mid-call (`reason: "lease_lost"`). |
@@ -335,10 +377,10 @@ channel off) is passed through as the editor wrote it.
335
377
  session + lease + `pix3 mcp` process) opens a prompt in the editor naming the process and what it
336
378
  calls itself (unverified); the call waits up to 60 s. Allowed → 20 generations, then it asks again.
337
379
  In memory only: a reconnect, a new `pix3 serve` run, a lease takeover or a new `pix3 mcp` process
338
- resets it; the status-bar Agent pill has a revoke button and switches the channel off.
339
-
340
- ### MCP configuration
341
-
380
+ resets it; the status-bar Agent pill has a revoke button and switches the channel off.
381
+
382
+ ### MCP configuration
383
+
342
384
  `pix3 new` and `pix3 kit` write the project's `.mcp.json` (Claude Code's project format), **pinned
343
385
  to the CLI version that wrote it** — never a bare `@pix3/cli`:
344
386
 
@@ -356,31 +398,31 @@ best-effort, check `codex mcp --help` of your Codex version.
356
398
  **Dev mode.** From a checkout of the pix3 repo (the CLI runs from `packages/pix3-cli/src/`), or
357
399
  with `PIX3_CLI_DEV=1`, both write `node <repo>/packages/pix3-cli/src/index.ts mcp --workspace`
358
400
  instead, so the channel can be tried before that version is on npm. `PIX3_CLI_DEV=0` forces the
359
- pinned form.
360
-
361
- ## 4. Report honestly
362
-
363
- A file that passes `check` loads and compiles. It is not a game that works. End the turn
364
- with:
365
-
366
- - what you changed (files), and whether `pix3 check` was green;
367
- - whether you ran it (the barrier answer, and which pattern: `game_run` predicates or
368
- `game_input` + observed text / log markers) — or **what the human should do to see it**:
369
- "press Play in `scenes/main.pix3scene`, tap the gold stars — the combo label top-right should
370
- count x2, x3";
371
- - what you could not verify (feel, audibility, small shakes, anything the channel cannot see);
372
- - placeholders you left — art (`ColorRect2D`, tinted PNGs, hand-written SVGs) and sound. A sound
373
- you made with `pix3 sfx` is a real `.wav`, not a placeholder in the file sense, but say it is a
374
- synthesised stand-in and that you could not listen to it.
375
-
376
- If the human reports an error from the editor, ask for the exact text (the editor's console
377
- or the load error shown on the scene), fix the first one, and check again.
378
-
379
- ## Known gaps
380
-
381
- - `pix3 check` shows the newest merge-log entries, not only the ones since your last write —
382
- compare their age with when you wrote.
383
- - The barrier verifies the open scenes and the built scripts; prefabs and assets the game loads
384
- lazily are only caught afterwards, in `changedDuringRun`.
385
- - `.pix3/kit-manifest.json` (how `pix3 kit --update` knows which files are still the kit's) is
386
- in the gitignored `.pix3/`: on a fresh clone every kit file counts as edited and is skipped.
401
+ pinned form.
402
+
403
+ ## 4. Report honestly
404
+
405
+ A file that passes `check` loads and compiles. It is not a game that works. End the turn
406
+ with:
407
+
408
+ - what you changed (files), and whether `pix3 check` was green;
409
+ - whether you ran it (the barrier answer, and which pattern: `game_run` predicates or
410
+ `game_input` + observed text / log markers) — or **what the human should do to see it**:
411
+ "press Play in `scenes/main.pix3scene`, tap the gold stars — the combo label top-right should
412
+ count x2, x3";
413
+ - what you could not verify (feel, audibility, small shakes, anything the channel cannot see);
414
+ - placeholders you left — art (`ColorRect2D`, tinted PNGs, hand-written SVGs) and sound. A sound
415
+ you made with `pix3 sfx` is a real `.wav`, not a placeholder in the file sense, but say it is a
416
+ synthesised stand-in and that you could not listen to it.
417
+
418
+ If the human reports an error from the editor, ask for the exact text (the editor's console
419
+ or the load error shown on the scene), fix the first one, and check again.
420
+
421
+ ## Known gaps
422
+
423
+ - `pix3 check` shows the newest merge-log entries, not only the ones since your last write —
424
+ compare their age with when you wrote.
425
+ - The barrier verifies the open scenes and the built scripts; prefabs and assets the game loads
426
+ lazily are only caught afterwards, in `changedDuringRun`.
427
+ - `.pix3/kit-manifest.json` (how `pix3 kit --update` knows which files are still the kit's) is
428
+ in the gitignored `.pix3/`: on a fresh clone every kit file counts as edited and is skipped.