@playcraft/cli 0.1.23 → 0.1.24

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (278) hide show
  1. package/README.md +3 -38
  2. package/dist/agent/local-backend.js +1 -1
  3. package/dist/cli-root-help.js +0 -1
  4. package/dist/commands/build.js +4 -9
  5. package/dist/commands/create.js +33 -26
  6. package/dist/commands/image.js +6 -2
  7. package/dist/commands/login.js +42 -84
  8. package/dist/commands/skills.js +0 -2
  9. package/dist/commands/tools-generation.js +4 -2
  10. package/dist/commands/tools.js +0 -2
  11. package/dist/config.js +4 -59
  12. package/dist/index.js +1 -6
  13. package/dist/remix/clone.js +0 -2
  14. package/dist/remix/init-template.js +0 -2
  15. package/dist/remix/pull.js +0 -2
  16. package/dist/remix/push.js +1 -21
  17. package/dist/utils/agent-api-client.js +29 -148
  18. package/dist/utils/playcraft-http-client.js +4 -6
  19. package/package.json +2 -8
  20. package/project-template/.claude/skills/playcraft-image-generation/SKILL.md +61 -23
  21. package/project-templates/phaser/.claude/skills/playcraft-image-generation/SKILL.md +61 -23
  22. package/project-templates/threejs/.claude/skills/playcraft-image-generation/SKILL.md +61 -23
  23. package/dist/auth/account-activation.js +0 -157
  24. package/dist/auth/messages.js +0 -30
  25. package/dist/commands/platform-skills.generated.js +0 -19
  26. package/dist/commands/tools-batch.js +0 -59
  27. package/dist/commands/workspace-runtime.js +0 -54
  28. package/dist/project-skills/commands.js +0 -72
  29. package/dist/project-skills/lifecycle.js +0 -28
  30. package/dist/project-skills/local-run.js +0 -112
  31. package/dist/project-skills/local-store.js +0 -149
  32. package/dist/project-skills/messages.js +0 -72
  33. package/dist/project-skills/reconcile.js +0 -62
  34. package/dist/project-skills/remote-cache.js +0 -51
  35. package/dist/project-skills/validation.js +0 -19
  36. package/dist/utils/environment-endpoints.js +0 -17
  37. package/dist/utils/tool-operation-journal.js +0 -124
  38. package/dist/workspace-runtime/codex/app-server.js +0 -574
  39. package/dist/workspace-runtime/codex/config-toml.js +0 -108
  40. package/dist/workspace-runtime/codex/jsonrpc-stdio.js +0 -123
  41. package/dist/workspace-runtime/codex/launcher-client.js +0 -163
  42. package/dist/workspace-runtime/codex/loopback.js +0 -143
  43. package/dist/workspace-runtime/codex/model-broker.js +0 -239
  44. package/dist/workspace-runtime/codex/native-adapter.js +0 -9
  45. package/dist/workspace-runtime/main.js +0 -10
  46. package/dist/workspace-runtime/persistence/journal.js +0 -355
  47. package/dist/workspace-runtime/persistence/sqlite-client.js +0 -61
  48. package/dist/workspace-runtime/persistence/sqlite-worker.js +0 -1015
  49. package/dist/workspace-runtime/previews/publish.js +0 -259
  50. package/dist/workspace-runtime/previews/single-file.js +0 -43
  51. package/dist/workspace-runtime/processes/managed-writes.js +0 -69
  52. package/dist/workspace-runtime/production/contracts.js +0 -17
  53. package/dist/workspace-runtime/production/controller.js +0 -207
  54. package/dist/workspace-runtime/production/dependencies.js +0 -60
  55. package/dist/workspace-runtime/production/native.js +0 -70
  56. package/dist/workspace-runtime/production/processes.js +0 -86
  57. package/dist/workspace-runtime/production/save-command.js +0 -20
  58. package/dist/workspace-runtime/production/stages.js +0 -175
  59. package/dist/workspace-runtime/production/storage.js +0 -32
  60. package/dist/workspace-runtime/serve.js +0 -199
  61. package/dist/workspace-runtime/server/auth.js +0 -21
  62. package/dist/workspace-runtime/server/connectivity.js +0 -201
  63. package/dist/workspace-runtime/server/desktop-host.js +0 -429
  64. package/dist/workspace-runtime/server/desktop-preview-config.js +0 -81
  65. package/dist/workspace-runtime/server/desktop-preview-service.js +0 -157
  66. package/dist/workspace-runtime/server/desktop-preview-static.js +0 -53
  67. package/dist/workspace-runtime/server/desktop-preview.js +0 -189
  68. package/dist/workspace-runtime/server/dispatch.js +0 -848
  69. package/dist/workspace-runtime/server/endpoints.js +0 -19
  70. package/dist/workspace-runtime/server/execution-group.js +0 -85
  71. package/dist/workspace-runtime/server/http.js +0 -919
  72. package/dist/workspace-runtime/server/lock.js +0 -53
  73. package/dist/workspace-runtime/server/rfb-watch-gate.js +0 -168
  74. package/dist/workspace-runtime/server/terminal-host.js +0 -294
  75. package/dist/workspace-runtime/server/types.js +0 -1
  76. package/dist/workspace-runtime/workspaces/attachments.js +0 -109
  77. package/dist/workspace-runtime/workspaces/batch-commit.js +0 -142
  78. package/dist/workspace-runtime/workspaces/cli-credentials.js +0 -111
  79. package/dist/workspace-runtime/workspaces/context-error.js +0 -2
  80. package/dist/workspace-runtime/workspaces/dependencies.js +0 -264
  81. package/dist/workspace-runtime/workspaces/developer-command.js +0 -64
  82. package/dist/workspace-runtime/workspaces/directories.js +0 -106
  83. package/dist/workspace-runtime/workspaces/directory-access.js +0 -20
  84. package/dist/workspace-runtime/workspaces/directory-maintenance.js +0 -111
  85. package/dist/workspace-runtime/workspaces/directory-stats.js +0 -49
  86. package/dist/workspace-runtime/workspaces/empty-template.js +0 -32
  87. package/dist/workspace-runtime/workspaces/files.js +0 -113
  88. package/dist/workspace-runtime/workspaces/git-credential-broker.js +0 -312
  89. package/dist/workspace-runtime/workspaces/git-credential-helper.js +0 -68
  90. package/dist/workspace-runtime/workspaces/git-direct-store.js +0 -155
  91. package/dist/workspace-runtime/workspaces/git.js +0 -471
  92. package/dist/workspace-runtime/workspaces/json5-edit.js +0 -170
  93. package/dist/workspace-runtime/workspaces/parameters.js +0 -272
  94. package/dist/workspace-runtime/workspaces/prepare.js +0 -263
  95. package/dist/workspace-runtime/workspaces/registry.js +0 -192
  96. package/dist/workspace-runtime/workspaces/revisions.js +0 -31
  97. package/dist/workspace-runtime/workspaces/skill-artifact-loader.js +0 -46
  98. package/dist/workspace-runtime/workspaces/skills.js +0 -179
  99. package/project-template-v2/.claude/agents/artist.md +0 -82
  100. package/project-template-v2/.claude/agents/developer.md +0 -153
  101. package/project-template-v2/.claude/agents/game-designer.md +0 -264
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  104. package/project-template-v2/.claude/agents/refs/artist-dimension-axis.md +0 -27
  105. package/project-template-v2/.claude/agents/refs/artist-master-composite-recipes.md +0 -208
  106. package/project-template-v2/.claude/agents/refs/atom-skill-library.md +0 -81
  107. package/project-template-v2/.claude/agents/refs/developer-impl-cookbook.md +0 -432
  108. package/project-template-v2/.claude/agents/refs/framework-5-component-filter.md +0 -252
  109. package/project-template-v2/.claude/agents/refs/framework-game-feel-juice.md +0 -266
  110. package/project-template-v2/.claude/agents/refs/framework-mda.md +0 -147
  111. package/project-template-v2/.claude/agents/refs/game-designer-gameplay-sufficiency.md +0 -123
  112. package/project-template-v2/.claude/agents/refs/ta-3d-flip-recipe.md +0 -88
  113. package/project-template-v2/.claude/agents/refs/ta-atlas-deliverable-standard.md +0 -67
  114. package/project-template-v2/.claude/agents/refs/ta-batch-pipeline-recipes.md +0 -120
  115. package/project-template-v2/.claude/agents/refs/ta-image-generation-detail.md +0 -300
  116. package/project-template-v2/.claude/agents/refs/ta-image-ops-reference.md +0 -495
  117. package/project-template-v2/.claude/agents/refs/ta-pipeline-cookbook.md +0 -1141
  118. package/project-template-v2/.claude/agents/refs/ta-tools-reference.md +0 -111
  119. package/project-template-v2/.claude/agents/refs/ta-vfx-preset-catalog.md +0 -365
  120. package/project-template-v2/.claude/agents/refs/threejs-cannon-pitfalls.md +0 -412
  121. package/project-template-v2/.claude/agents/reviewer.md +0 -75
  122. package/project-template-v2/.claude/agents/technical-artist.md +0 -86
  123. package/project-template-v2/.claude/hooks/snapshot-milestone.mjs +0 -243
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  125. package/project-template-v2/.claude/settings.json +0 -33
  126. package/project-template-v2/.claude/skills/brainstorming/SKILL.md +0 -161
  127. package/project-template-v2/.claude/skills/brainstorming/scripts/frame-template.html +0 -270
  128. package/project-template-v2/.claude/skills/brainstorming/scripts/helper.js +0 -177
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  130. package/project-template-v2/.claude/skills/brainstorming/scripts/start-server.sh +0 -148
  131. package/project-template-v2/.claude/skills/brainstorming/scripts/stop-server.sh +0 -56
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  133. package/project-template-v2/.claude/skills/brainstorming/spec-document-reviewer-prompt.md +0 -49
  134. package/project-template-v2/.claude/skills/brainstorming/visual-companion.md +0 -309
  135. package/project-template-v2/.claude/skills/playcraft-ad-psychology/SKILL.md +0 -182
  136. package/project-template-v2/.claude/skills/playcraft-art-style-guide/SKILL.md +0 -123
  137. package/project-template-v2/.claude/skills/playcraft-asset-state-sheet/SKILL.md +0 -205
  138. package/project-template-v2/.claude/skills/playcraft-audio-generation/SKILL.md +0 -280
  139. package/project-template-v2/.claude/skills/playcraft-batch-pipeline/SKILL.md +0 -184
  140. package/project-template-v2/.claude/skills/playcraft-build-optimizer/SKILL.md +0 -306
  141. package/project-template-v2/.claude/skills/playcraft-image-generation/SKILL.md +0 -298
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  148. package/project-template-v2/.claude/skills/playcraft-image-generation/reference/prompt-cookbook.md +0 -397
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  150. package/project-template-v2/.claude/skills/playcraft-image-ops/SKILL.md +0 -122
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  152. package/project-template-v2/.claude/skills/playcraft-masking/SKILL.md +0 -373
  153. package/project-template-v2/.claude/skills/playcraft-playable-optimization/SKILL.md +0 -161
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  163. package/project-template-v2/.claude/skills/playwright-cli/SKILL.md +0 -390
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  269. package/project-template-v2/skills/playable-verify-ui/scripts/verify_hardcoded_layout.js +0 -64
  270. package/project-template-v2/skills/playable-verify-ui/scripts/verify_runtime_contract.js +0 -58
  271. package/project-template-v2/skills/playable-verify-ui/scripts/verify_text_overlap.py +0 -333
  272. package/project-template-v2/ta-workspace/scripts/.gitkeep +0 -0
  273. package/project-template-v2/tsconfig.json +0 -20
  274. package/project-template-v2/vite.config.ts +0 -27
  275. package/project-templates/batch-locks/phaser.yaml +0 -922
  276. package/project-templates/batch-locks/threejs.yaml +0 -978
  277. package/project-templates/empty/AGENTS.md +0 -23
  278. package/project-templates/empty/gitignore +0 -31
@@ -1,432 +0,0 @@
1
- # Developer Implementation Cookbook
2
-
3
- > Pattern reference for implementation decisions. Jump to the relevant section when you encounter that problem. Does not define when Developer runs, what Developer owns, or how STOP/handoff works.
4
-
5
- | Section | Jump to when |
6
- | -------------------------- | ---------------------------------------------------------- |
7
- | Asset Placeholder Strategy | Phase 1 — every assetMapping entry needs a file on disk |
8
- | Atlas binding | Any element backed by `atlasPath + frameId` in layout-spec |
9
- | index.html Skeleton | Setting up the entry point |
10
- | PGS Implementation | Implementing gameplay rules |
11
- | Scene module split | Any `game/scenes/*.ts` approaching 350 lines |
12
-
13
- Skill atoms with `skillRef` are intentionally not covered here — load skillRef or read the linked SKILL.md directly from `.claude/skills/<skillRef>/SKILL.md` (skills are already linked by plan stage). The Skills contain the authoritative recipe, binding pattern, and constraints for that atom. If a skill is not yet linked, load `playcraft-skill-recommender` for CLI reference.
14
-
15
- ## Scene module split (hard constraint)
16
-
17
- - **`game/scenes/*.ts` must stay ≤ 350 lines** — split logic into `game/gameplay/` and constants into `game/config/` before the scene file grows
18
- - Use **Write / Edit per module** — never concatenate with `cat >` / `cat >>` heredoc (each append costs a full model turn)
19
- - If Write fails with `InputValidationError`, **split the file** — do not fall back to Bash heredoc
20
-
21
- ## Asset Placeholder Strategy (Phase 1)
22
-
23
- > **Core rule**: Developer's job in the `build` loop is **playability + correct wiring**, not art. Visual presentation is explicitly out of scope until ring 4. Wire contract paths, batch-generate placeholder images where files are expected, and only code-draw when a static file truly cannot substitute. `playcraft skills link --from-atom-tree --prune` may already have placed Tier 1 assets on disk before Developer enters.
24
-
25
- ### Develop-stage success criteria (not visual quality)
26
-
27
- | In scope (must pass) | Out of scope (defer) |
28
- | -------------------------------------------------------------------------- | ---------------------------------------- |
29
- | Core loop operable (input → response → state change) | Color harmony, style match, juice polish |
30
- | First-level win path reachable | ASR / MC visual fidelity |
31
- | All contract image paths resolve (Tier 1/2) or documented Tier 3 exception | AI-generated or hand-drawn art |
32
- | `npm run dev` — no 404s, no white-screen blockers | Audio playback (event hooks only) |
33
- | CTA / scene flow wired per ring DoD | Atlas production quality |
34
-
35
- ### Three-tier decision tree
36
-
37
- For **every visual resource** expected by the current ring slice — `assetMapping`, gameplay entities, basic UI, CTA, necessary VFX — apply in order:
38
-
39
- ```
40
- File already exists at contract path (linked by ref-flow or scaffold)?
41
- YES → confirm with playcraft image info; read atom's SKILL.md + ref/ source (Tier 1)
42
-
43
- Contract path expects a static image file (tile, btn, bg, icon, vfx sprite)?
44
- YES → npm run placeholder:gen to that exact path (Tier 2)
45
- Do NOT code-draw a colored rect/circle instead of the file
46
-
47
- Static image file is NOT viable (dynamic digits, live counter, no contract path)?
48
- YES → minimal code-draw (fillText / Graphics / DOM text) (Tier 3)
49
- Document reason in developer-log § Placeholder materialization
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-
51
- NEVER: playcraft image generate, AI image tools, hand-drawn art, or visual polish time
52
- ```
53
-
54
- #### Tier 1 — file already at contract path
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-
56
- The ref-flow subagent runs `playcraft skills link --from-atom-tree --prune` before Developer enters. If a mediaGroups match existed, the asset is already on disk. Developer's job is to **understand how to use it**:
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-
58
- ```bash
59
- # Confirm the file exists and get its dimensions
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- playcraft image info <contract-path>
61
-
62
- # Read the skill to understand binding pattern and API
63
- # Skills are already linked under .claude/skills/<skillRef>/ — read locally:
64
- # SKILL.md → ref/ → source code (in that order)
65
- ```
66
-
67
- **Then read ref/ source** — SKILL.md documents the intent; ref/ source is the binding authority. Check constructor params, method signatures, event names, and frame keys from the actual code. When SKILL.md and source diverge, source wins.
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-
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- #### Tier 2 — local placeholder generator (fallback for unmatched visuals)
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-
71
- When no mediaGroups match exists, generate a placeholder to the **exact contract path** during project assembly. Do not use inline URLs in code — the file must exist at the path so the code loads identically once TA delivers the real asset.
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-
73
- The harness ships a **local** generator (`skills/_shared/scripts/gen-placeholder.py`) — offline, faster than placehold.co, and supports **shapes** (`fill`, `rounded`, `circle`, `ellipse`, `diamond`, `ring`, `triangle-*`). Use `shape: auto` to infer from `elementId` (e.g. `btn_*` → rounded, `tile_*` → circle).
74
-
75
- Maintain a batch placeholder script, normally `ta-workspace/scripts/gen-placeholders.mjs`, with one `PLACEHOLDERS` row for every missing visual resource expected by the minimal prototype. Copy from `templates/gen-placeholders.template.mjs`. Run before feature logic implementation so coding never depends on remote images.
76
-
77
- **Single file:**
78
-
79
- ```bash
80
- npm run placeholder:gen -- \
81
- -o assets/images/bg/bg_main.webp \
82
- --size 750x1334 --bg 1a1a2e --fg cccccc \
83
- --text bg_main --shape fill
84
- ```
85
-
86
- **Batch script** — write this as `ta-workspace/scripts/gen-placeholders.mjs` and run once:
87
-
88
- ```bash
89
- cp templates/gen-placeholders.template.mjs ta-workspace/scripts/gen-placeholders.mjs
90
- # edit PLACEHOLDERS rows, then:
91
- node ta-workspace/scripts/gen-placeholders.mjs
92
- # or: npm run placeholder:gen
93
- ```
94
-
95
- ```js
96
- // ta-workspace/scripts/gen-placeholders.mjs
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- // Generate placeholder images at exact assetMapping contract paths.
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- // Run: node ta-workspace/scripts/gen-placeholders.mjs
99
- // Uses local gen-placeholder.py — no network, supports shapes.
100
-
101
- import { spawnSync } from 'node:child_process';
102
- import { mkdirSync, writeFileSync } from 'node:fs';
103
- import { dirname, join } from 'node:path';
104
-
105
- const ROOT = process.cwd();
106
- const GEN_SCRIPT = join(ROOT, 'skills/_shared/scripts/gen-placeholder.py');
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- const BATCH_JSON = join(ROOT, 'ta-workspace/tmp/placeholders.batch.json');
108
-
109
- const PLACEHOLDERS = [
110
- // { path, size, bg, fg, label, shape? }
111
- {
112
- path: 'assets/images/bg/bg_main.webp',
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- size: '750x1334',
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- bg: '1a1a2e',
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- fg: 'cccccc',
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- label: 'bg_main',
117
- shape: 'fill',
118
- },
119
- {
120
- path: 'assets/images/ui/btn_cta.webp',
121
- size: '300x100',
122
- bg: 'ff6b35',
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- fg: 'ffffff',
124
- label: 'btn_cta',
125
- shape: 'rounded',
126
- },
127
- {
128
- path: 'assets/images/tiles/tile_gold.webp',
129
- size: '128x128',
130
- bg: 'ffcc00',
131
- fg: '000000',
132
- label: 'tile_gold',
133
- shape: 'circle',
134
- },
135
- {
136
- path: 'assets/images/tiles/tile_empty.webp',
137
- size: '128x128',
138
- bg: '333333',
139
- fg: '888888',
140
- label: 'tile_empty',
141
- shape: 'circle',
142
- },
143
- ];
144
-
145
- mkdirSync(dirname(BATCH_JSON), { recursive: true });
146
- writeFileSync(BATCH_JSON, `${JSON.stringify(PLACEHOLDERS, null, 2)}\n`, 'utf8');
147
- spawnSync('python3', [GEN_SCRIPT, '--batch', BATCH_JSON], { cwd: ROOT, stdio: 'inherit' });
148
- ```
149
-
150
- **CLI quick reference:**
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-
152
- | Parameter | Format | Example |
153
- | ------------ | ------------------------------- | ------------------------------------------------------------------------------------ |
154
- | Size | `{W}x{H}` (px) | `750x1334` |
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- | Square | `{W}` | `128` |
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- | Background | hex/CSS name, or gradient | `1a1a2e`, `linear:ffcc00→ff9900:horizontal`, `radial:ff6b35@center→transparent@edge` |
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- | Foreground | same | `ffffff` |
158
- | Format | from `-o` extension | `.webp` (match contract) |
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- | Label | `--text` | `--text tile_gold` |
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- | Role | `--role` or row `role` | `CTA button · 主按钮`(可选,默认从 elementId 推断) |
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- | Shape | `--shape` or row `shape` | `circle`, `rounded`, `auto` |
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- | Transparency | default auto | non-`fill` shapes → **transparent outside silhouette**; `fill` → opaque full bleed |
163
- | Override | `--transparent` / `--opaque` | force either behavior |
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- | Retina | `--retina 2` or row `retina: 2` | doubles WxH |
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- | Batch | `--batch path.json` | array of rows above |
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- | Sidecar | auto `*.json` beside image | same stem as output file; not loaded by game code |
167
-
168
- **Sidecar JSON example** (`tile_gold.json` next to `tile_gold.webp`):
169
-
170
- ```json
171
- {
172
- "kind": "playcraft.placeholder",
173
- "version": 1,
174
- "label": "tile_gold",
175
- "role": "tile · 方块",
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- "size": { "width": 128, "height": 128 },
177
- "colors": { "bg": "#ffcc00", "fg": "#000000" },
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- "shape": "circle",
179
- "transparent": true,
180
- "format": "webp",
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- "image": "tile_gold.webp"
182
- }
183
- ```
184
-
185
- **Three rules for placeholders:**
186
-
187
- 1. **Size = contract size** — use exact dimensions from `layout-spec.md` → `assetMapping` → `spec`
188
- 2. **Color = palette hint** — use the closest hex from `layout-spec.md` → `palette` so layout is legible
189
- 3. **Label = elementId** — makes screenshots self-documenting during review
190
-
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- **⚠️ Placeholder style constraints:**
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-
193
- 4. **No borders** — flat fill or shape silhouette only; no decorative stroke/frame around the image
194
- 5. **One file per asset, no sprite sheets** — generate each asset as its own individual file. Do not pack multiple elements into a single image. Even if the final contract calls for an atlas, the Phase 1 placeholder for each `frameId` should be a separate file at its own path.
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- 6. **Metadata on image** — every placeholder shows **elementId**, **WxH**, **bg/fg hex**, and **role (作用)** so TA can replace without opening layout-spec. Optional `role` field overrides auto-inference (`btn_*` → `button · 按钮`).
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- 7. **Default WebP + sidecar JSON** — output format defaults to `.webp`. Each generated image gets a same-stem `.json` sidecar beside it (e.g. `tile_gold.webp` + `tile_gold.json`) with label, size, colors, shape, role, and transparency for TA handoff. Game code loads only the image path; the JSON is documentation, not runtime input.
197
- 8. **Gradients + alpha fades** — `--bg` accepts `linear:` / `radial:` specs with `→` (or `->`) between stops. Stops support 8-digit hex alpha (`ffcc0080`) or `transparent`. Example: `--bg radial:ff6b35@center→transparent@edge --shape circle` for a soft glow placeholder.
198
-
199
- **Do not use placehold.co in project scripts** — `verify:ui` warns on `placehold.co` references. Use the local generator instead.
200
-
201
- #### Tier 3 — code-draw fallback (only when placeholder file is not viable)
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-
203
- Use **only** when Tier 2 cannot apply — the resource is inherently dynamic or has no image contract path:
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-
205
- | Resource | Tier 3 approach | Notes |
206
- | ------------------------- | ----------------------------- | ------------------------------------------------------------ | ------------------- |
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- | Digit strip / score font | `ctx.fillText()` or `<span>` | TA later drops WebP at contract path — code path unchanged |
208
- | Live counter / timer text | DOM or Phaser text object | Not an `assetMapping` image path |
209
- | Audio | Preloader loads contract path | Tier 2: `placeholder:gen-audio` spectral stub + sidecar JSON | TA replaces MP3 |
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- | Audio | Event hook only, no load yet | Tier 3: `emit('sfx:xxx')` | TA binds play later |
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- | Procedural debug overlay | Phaser `Graphics` (minimal) | Dev-only; remove or gate before ring gate |
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-
213
- **Tier 3 rules:**
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-
215
- 1. **Never substitute Tier 3 for Tier 2** — if `layout-spec` / `assetMapping` names a `.webp` path, generate the placeholder file; do not draw a rectangle in `game/` code instead.
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- 2. **Log every Tier 3 exception** in `developer-log.md` § Placeholder materialization with one-line reason.
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- 3. **Keep code-draw ugly and minimal** — readability for debugging only; no time spent on visual design.
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-
219
- #### ❌ Forbidden in build loop (rings 1–3)
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-
221
- Do not use `playcraft image generate`, AI image tools, hand-drawn placeholder art, or effort on visual polish.
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-
223
- - Build loop optimizes **playability + execution**, not presentation
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- - Polished throwaway art wastes time and confuses ring 4 `ui_diff`
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- - Artist / TA own production visuals in later rings
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-
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- #### Audio (Tier 2 stub vs Tier 3 event hook)
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-
229
- | Situation | Tier | Action |
230
- | ---------------------------------------------------------------- | ---------- | --------------------------------------------------------------------------------- |
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- | Preloader / `load.audio` already references contract `.mp3` path | **Tier 2** | `npm run placeholder:gen-audio` → spectral MP3 + sidecar JSON (+ spectrogram PNG) |
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- | Gameplay only `emit('sfx:xxx')`, no load yet | **Tier 3** | Event hook only; log reason in `developer-log.md` |
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- | `playcraft skills link` delivered `.aiaudio` | **Tier 1** | Use linked file as-is |
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-
235
- **Tier 2 audio** — default **spectral fingerprint** (ANS-style strokes from `label`); keeps loaders 404-free and makes each stub identifiable in a spectrogram:
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-
237
- ```bash
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- npm run placeholder:gen-audio -- \
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- -o assets/audio/sfx/match.mp3 --label sfx_match --type sfx
240
- # outputs: match.mp3 + match.json + match.spectrogram.png
241
-
242
- npm run placeholder:gen-audio -- \
243
- -o assets/audio/bgm/main_theme.mp3 --label bgm_main --type bgm
244
-
245
- # fully silent when needed:
246
- npm run placeholder:gen-audio -- -o assets/audio/sfx/match.mp3 --label sfx_match --silent
247
- ```
248
-
249
- Batch: copy `templates/gen-placeholder-audio.template.mjs` → `ta-workspace/scripts/gen-placeholder-audio.mjs`.
250
-
251
- **Agent skill**: load [`skills/playable-placeholder/SKILL.md`](../../../skills/playable-placeholder/SKILL.md) for the full image + audio workflow.
252
-
253
- **Tier 3** (no load path yet):
254
-
255
- - Fire a named event (e.g. `emit('sfx:match')`) at the right moment — TA binds MP3 + play in ring 4.
256
-
257
- ### Full asset binding flow
258
-
259
- ```
260
- Step 1 List all visual resources expected by the minimal prototype
261
- layout-spec assetMapping + first-level gameplay + basic UI + CTA + necessary VFX
262
-
263
- Step 2 Check which contract paths already have files (ref-flow or scaffold may have created them)
264
- playcraft image info <path> or ls assets/images/...
265
-
266
- Step 3 For each existing path: read the atom's SKILL.md / ref / source to understand binding and usage
267
-
268
- Step 4 For every missing static image at a contract path:
269
- add a row to ta-workspace/scripts/gen-placeholders.mjs → Tier 2
270
- run: node ta-workspace/scripts/gen-placeholders.mjs
271
- verify with playcraft image info <path>
272
- For dynamic/non-file resources only → Tier 3 code-draw + log reason
273
-
274
- Step 5 Record Tier 1/2/3 result in developer-log.md § Placeholder materialization
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-
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- Step 6 Wire all paths in code from local contract paths only
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- → no hardcoded remote placeholder URLs, no runtime remote images, no inline base64 at this stage
278
-
279
- Step 7 npm run dev → all assets resolve, no 404s in console
280
- ```
281
-
282
- ---
283
-
284
- ## Atlas binding
285
-
286
- ### What TA delivers
287
-
288
- When `layout-spec.md` defines an atlas group (≥2 elements of the same class), TA delivers **two files** side by side:
289
-
290
- ```
291
- assets/images/tiles/tiles_atlas.webp ← packed sprite image
292
- assets/images/tiles/tiles_atlas.json ← frame map (auto-generated by playcraft image sprite-sheet)
293
- ```
294
-
295
- The `atlasPath` and `sidecarPath` columns in the layout-spec atlas grouping table give the exact contract paths.
296
-
297
- ### JSON sidecar format
298
-
299
- TA's `sprite-sheet` command auto-generates the `.json` sidecar. The structure Developer reads:
300
-
301
- ```json
302
- {
303
- "frames": {
304
- "tile_gold": { "frame": { "x": 0, "y": 0, "w": 128, "h": 128 } },
305
- "tile_blue": { "frame": { "x": 128, "y": 0, "w": 128, "h": 128 } },
306
- "tile_red": { "frame": { "x": 256, "y": 0, "w": 128, "h": 128 } }
307
- },
308
- "meta": {
309
- "size": { "w": 512, "h": 512 }
310
- }
311
- }
312
- ```
313
-
314
- Keys in `frames` are the **`frameId`** values from `layout-spec.md` → `assetMapping`. Developer looks up `frameId` → `frame.{x,y,w,h}` to get the sub-rect for that element.
315
-
316
- > **Note**: `animate` and `use-vfx` commands do NOT output a JSON sidecar. Grid params for those sheets are recorded by TA in `ta-log.md` → Sprite Grid Params. Developer reads them from there.
317
-
318
- ### Binding pattern (Canvas)
319
-
320
- ```js
321
- // Read frameId from layout-spec assetMapping, look up sub-rect from JSON
322
- const atlas = await loadImage('assets/images/tiles/tiles_atlas.webp');
323
- const frames = await fetch('assets/images/tiles/tiles_atlas.json').then((r) => r.json());
324
-
325
- function drawFrame(ctx, frameId, dx, dy) {
326
- const { x, y, w, h } = frames.frames[frameId].frame;
327
- ctx.drawImage(atlas, x, y, w, h, dx, dy, w, h);
328
- }
329
-
330
- // Usage
331
- drawFrame(ctx, 'tile_gold', screenX, screenY);
332
- ```
333
-
334
- ### Phase 1 vs Phase 2
335
-
336
- - **Phase 1**: no real atlas yet — use the local placeholder generator (`npm run placeholder:gen`) to contract path; still write the binding code against `atlasPath` + `frameId` so Phase 2 is a pure file drop-in with zero code changes
337
- - **Phase 2 (ui_rework)**: TA has delivered the real `.webp` + `.json`; verify both exist at contract paths (`playcraft image info <atlasPath>`), then confirm `drawFrame` resolves correctly in Dev
338
-
339
- ### Contract rule
340
-
341
- `atlasPath` + `frameId` come from `layout-spec.md` — do not invent paths or frame names. If TA's JSON keys don't match the `frameId` in layout-spec, file a blocker (`routeTo: TA`).
342
-
343
- ---
344
-
345
- ## index.html Skeleton (Phase 1)
346
-
347
- ```html
348
- <!DOCTYPE html>
349
- <html lang="en">
350
- <head>
351
- <meta charset="UTF-8" />
352
- <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no" />
353
- <title>Playable Ad</title>
354
- <style>
355
- * {
356
- margin: 0;
357
- padding: 0;
358
- box-sizing: border-box;
359
- }
360
- html,
361
- body {
362
- width: 100%;
363
- height: 100%;
364
- overflow: hidden;
365
- }
366
- canvas {
367
- display: block;
368
- width: 100%;
369
- height: 100%;
370
- }
371
- </style>
372
- </head>
373
- <body>
374
- <canvas id="game"></canvas>
375
- <script>
376
- // Game initialization — asset loading will be added in Phase 2
377
- // Gameplay logic from game/gameplay/
378
- // Config from game/config/
379
-
380
- // CTA handler — **Ring 3+ only** (not a Ring 1/2 slice deliverable; defer until hook/CTA slices)
381
- function onCTAClick() {
382
- if (typeof mraid !== 'undefined') {
383
- mraid.open('{{store_url}}');
384
- } else if (typeof FbPlayableAd !== 'undefined') {
385
- FbPlayableAd.onCTAClick();
386
- } else if (typeof ExitApi !== 'undefined') {
387
- ExitApi.exit();
388
- } else {
389
- window.open('{{store_url}}');
390
- }
391
- }
392
- </script>
393
- </body>
394
- </html>
395
- ```
396
-
397
- **Phase 2 additions**: add asset loading (inline base64 or relative paths), connect gameplay logic, wire audio triggers, ensure ALL resources are inline (zero external requests).
398
-
399
- ---
400
-
401
- ## PGS Implementation
402
-
403
- PGS (Playable Game State) is a JSON-driven state model that separates game rules from rendering. The gameplay Skill atom (if one exists via `skillRef`) provides the PGS schema and reducer — read its SKILL.md first.
404
-
405
- ### Structure
406
-
407
- ```json
408
- {
409
- "entities": [{ "id": "tile_gold", "type": "tile", "color": "gold" }],
410
- "rules": [{ "trigger": "match3", "minCount": 3, "action": "remove" }],
411
- "algorithm": {
412
- "gravity": "fall_down",
413
- "refill": "random_from_bag"
414
- },
415
- "testCases": [{ "desc": "3 in a row clears", "board": "...", "expect": "..." }]
416
- }
417
- ```
418
-
419
- | Field | Source |
420
- | --------------- | ---------------------------------------------------- |
421
- | `entities[].id` | `layout-spec.md` → `colorPalette.tileColors[].id` |
422
- | `rules[]` | `docs/design-brief.md` / `docs/design.md` core loop |
423
- | `algorithm{}` | gameplay Skill recipe, or design-brief spec |
424
- | `testCases[]` | **Write first** — test-first drives rule correctness |
425
-
426
- Key constraints come from layout-spec, not from invention:
427
-
428
- - Grid dimensions = `zones["board"].rect` / `assetSpec.tileSize`
429
- - Element types = `colorPalette.tileColors[]`
430
- - Element IDs = `colorPalette.tileColors[].id`
431
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432
- > If a gameplay Skill atom exists, its SKILL.md defines the exact PGS fields and the reducer/dispatch API. The above is the general shape — defer to the Skill for any project that has one.