@pixelvibing/cli 0.10.0 → 0.11.0

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@pixelvibing/cli",
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- "version": "0.10.0",
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+ "version": "0.11.0",
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  "description": "PixelVibing: pixel art game assets from the command line, and the Skills that teach coding assistants to make them.",
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  "license": "MIT",
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  "homepage": "https://pixelvibing.com",
@@ -1,6 +1,6 @@
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  ---
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  name: pixelvibing
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- description: Make pixel art for this game with pixel-vibing-cli — objects, creatures, level designs and interface art (a HUD, skill and item icons, pieces laid out in a sketch) generated on the PixelVibing platform, listed and pulled into pixelvibing/out/, and sealed into the game's container. Use when the game needs a sprite, a prop, a creature, a level's art, its HUD or its icons, or art already made for it.
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+ description: Make pixel art for this game with pixel-vibing-cli — objects, creatures, level designs and interface art (a HUD, skill and item icons, pieces laid out in a sketch) generated on the PixelVibing platform, listed, pulled into the project's art and its folder, and exported or sealed for the game. Use when the game needs a sprite, a prop, a creature, a level's art, its HUD or its icons, or art already made for it.
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  ---
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  # PixelVibing art for this game
@@ -90,13 +90,21 @@ pixel-vibing-cli pull <id|name> [--as <name>] --json
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  - **Listing.** `list` answers the newest 50 assets. When there are more, it gives a
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  `next` id for `--before`. A kind is the generation that made the asset: `object`,
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  `creature`, `level-design`, `rotate`, `animate`…
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- - **Pulling.** `pull` writes an asset of one picture as `pixelvibing/out/<name>.png`, and
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- one of several as `pixelvibing/out/<name>/<n>.png`; a HUD set's pieces as
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- `pixelvibing/out/ui/hud/<piece>.png`, an icon set's as `pixelvibing/out/ui/icon/<name>.png`
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- and a UI sketch's as `pixelvibing/out/ui/sketch/<label>.png`.
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- It downloads again only when the platform's copy changed.
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- - **Collisions.** `pull` never writes over a picture it did not pull. When it refuses,
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- give the asset another name with `--as`.
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+ - **Pulling.** `pull` adds the asset to the project's art on the platform, where the editor
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+ sees it too, and then writes the folder from the platform. An asset of one picture
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+ lands as `<name>`, one of several as `<name>/<n>`; a HUD set's pieces as `ui/hud/<piece>`,
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+ an icon set's as `ui/icon/<name>` and a UI sketch's as `ui/sketch/<label>`, each under
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+ `pixelvibing/out/`. A level design or a HUD mockup is kept as a reference, under
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+ `pixelvibing/ref/`. Pulling again lands nothing while the art still holds it.
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+ - **Collisions.** `pull` lands nothing under a name the art holds for something else. When
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+ it refuses, give the asset another name with `--as`. A terrain set is landed from the
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+ editor's Library, never from `pull`.
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+ - **The folder is the platform's.** `pixelvibing/` is written from the platform project and
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+ never read back: change art in the editor, or by generating, not by editing its files.
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+ - **A folder with its own art.** A folder that kept a map or art before it was linked is
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+ refused until it is moved: `pixel-vibing-cli move` sends it once to a platform project
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+ holding nothing. Over a project that already has art, pass `--aside` to keep the folder's
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+ own files under `pixelvibing/before-platform/`. Ask the person which before doing either.
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  - **Using the art.** Use the pictures where they are, or copy them into the game's own
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  asset folders. A copy is not tracked.
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@@ -108,7 +116,9 @@ pixel-vibing-cli export <default|pixi|phaser|godot> [--out <dir>] --json
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  - **What it makes.** Every picture under `pixelvibing/out/`, packed into sprite sheets,
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  with the animations, and the map as placed sprites. It goes into
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- `pixelvibing/export/<engine>/`, or `--out`.
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+ `pixelvibing/export/<engine>/`, or `--out`. It first brings the folder to the platform's
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+ state, map and art, so it exports what the editor saved; `--offline` exports the folder
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+ as it is.
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  - **The formats.**
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  - `pixi`: a TexturePacker JSON Hash spritesheet per sheet, for `Assets.load`.
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  - `phaser`: a multi-atlas for `load.multiatlas`, and `animations.json` for
@@ -129,7 +139,8 @@ pixel-vibing-cli export <default|pixi|phaser|godot> [--out <dir>] --json
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  ## Sealing
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  `pixel-vibing-cli seal` builds `pixelvibing/build/assets.eac` from every picture under
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- `pixelvibing/out/`, as the editor does, for a game that reads the container.
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+ `pixelvibing/out/`, as the editor does, for a game that reads the container. It brings the
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+ art from the platform first, unless `--offline`.
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  ## By hand
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