@playcraft/cli 0.1.33 → 0.1.35-prod

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 (346) hide show
  1. package/README.md +3 -56
  2. package/dist/agent/local-backend.js +1 -1
  3. package/dist/cli-root-help.js +0 -2
  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-3d.js +0 -11
  10. package/dist/commands/tools-generation.js +109 -68
  11. package/dist/commands/tools-image-context.js +23 -0
  12. package/dist/commands/tools.js +2 -2
  13. package/dist/config.js +4 -59
  14. package/dist/index.js +3 -36
  15. package/dist/remix/clone.js +0 -2
  16. package/dist/remix/init-template.js +0 -2
  17. package/dist/remix/pull.js +0 -2
  18. package/dist/remix/push.js +1 -21
  19. package/dist/utils/agent-api-client.js +30 -185
  20. package/dist/utils/image-asset-context.js +105 -0
  21. package/dist/utils/playcraft-http-client.js +4 -6
  22. package/package.json +5 -14
  23. package/project-template/.claude/agents/refs/ta-image-generation-detail.md +67 -123
  24. package/project-template/.claude/skills/playcraft-image-generation/SKILL.md +105 -44
  25. package/project-template/.claude/skills/playcraft-image-generation/reference/gen-batch-sprite.template.mjs +42 -33
  26. package/project-template/.claude/skills/playcraft-image-generation/reference/gen-batch.template.mjs +18 -20
  27. package/project-template/.claude/skills/playcraft-image-generation/reference/process-batch.template.mjs +6 -7
  28. package/project-template/.claude/skills/playcraft-image-generation/reference/prompt-cookbook.md +36 -39
  29. package/project-templates/phaser/.claude/agents/refs/ta-image-generation-detail.md +59 -59
  30. package/project-templates/phaser/.claude/skills/playcraft-image-generation/SKILL.md +105 -44
  31. package/project-templates/phaser/.claude/skills/playcraft-image-generation/reference/gen-batch-sprite.template.mjs +42 -33
  32. package/project-templates/phaser/.claude/skills/playcraft-image-generation/reference/gen-batch.template.mjs +18 -20
  33. package/project-templates/phaser/.claude/skills/playcraft-image-generation/reference/process-batch.template.mjs +6 -7
  34. package/project-templates/phaser/.claude/skills/playcraft-image-generation/reference/prompt-cookbook.md +36 -39
  35. package/project-templates/threejs/.claude/agents/refs/ta-image-generation-detail.md +59 -59
  36. package/project-templates/threejs/.claude/skills/playcraft-image-generation/SKILL.md +105 -44
  37. package/project-templates/threejs/.claude/skills/playcraft-image-generation/reference/gen-batch-sprite.template.mjs +42 -33
  38. package/project-templates/threejs/.claude/skills/playcraft-image-generation/reference/gen-batch.template.mjs +18 -20
  39. package/project-templates/threejs/.claude/skills/playcraft-image-generation/reference/process-batch.template.mjs +6 -7
  40. package/project-templates/threejs/.claude/skills/playcraft-image-generation/reference/prompt-cookbook.md +36 -39
  41. package/dist/auth/account-activation.js +0 -157
  42. package/dist/auth/messages.js +0 -30
  43. package/dist/commands/platform-skills.generated.js +0 -19
  44. package/dist/commands/playable.js +0 -53
  45. package/dist/commands/tools-batch.js +0 -87
  46. package/dist/commands/video.js +0 -111
  47. package/dist/commands/workspace-runtime.js +0 -54
  48. package/dist/commands/workspace.js +0 -35
  49. package/dist/project-skills/builtin-import.js +0 -225
  50. package/dist/project-skills/commands.js +0 -77
  51. package/dist/project-skills/lifecycle.js +0 -28
  52. package/dist/project-skills/local-run.js +0 -112
  53. package/dist/project-skills/local-store.js +0 -221
  54. package/dist/project-skills/messages.js +0 -80
  55. package/dist/project-skills/reconcile.js +0 -62
  56. package/dist/project-skills/remote-cache.js +0 -51
  57. package/dist/project-skills/validation.js +0 -19
  58. package/dist/recording/messages.js +0 -40
  59. package/dist/recording/project-digest.js +0 -85
  60. package/dist/recording/recorder.js +0 -293
  61. package/dist/recording/scenario.js +0 -50
  62. package/dist/utils/environment-endpoints.js +0 -17
  63. package/dist/utils/tool-operation-journal.js +0 -124
  64. package/dist/utils/video-evidence-git.js +0 -81
  65. package/dist/video-replication/client.js +0 -222
  66. package/dist/video-replication/comparison-evidence.js +0 -149
  67. package/dist/video-replication/comparison-files.js +0 -57
  68. package/dist/video-replication/comparison-log.js +0 -72
  69. package/dist/video-replication/comparison-messages.js +0 -104
  70. package/dist/video-replication/comparison-output.js +0 -63
  71. package/dist/video-replication/comparison-preflight.js +0 -66
  72. package/dist/video-replication/comparison.js +0 -216
  73. package/dist/video-replication/evidence.js +0 -165
  74. package/dist/video-replication/media.js +0 -111
  75. package/dist/video-replication/messages.js +0 -89
  76. package/dist/workspace/messages.js +0 -35
  77. package/dist/workspace/transfer-client.js +0 -174
  78. package/dist/workspace-runtime/codex/app-server.js +0 -965
  79. package/dist/workspace-runtime/codex/compact.js +0 -46
  80. package/dist/workspace-runtime/codex/config-toml.js +0 -107
  81. package/dist/workspace-runtime/codex/jsonrpc-stdio.js +0 -145
  82. package/dist/workspace-runtime/codex/launcher-client.js +0 -177
  83. package/dist/workspace-runtime/codex/loopback.js +0 -146
  84. package/dist/workspace-runtime/codex/mcp-config.js +0 -39
  85. package/dist/workspace-runtime/codex/model-broker.js +0 -263
  86. package/dist/workspace-runtime/codex/native-adapter.js +0 -9
  87. package/dist/workspace-runtime/codex/permissions.js +0 -70
  88. package/dist/workspace-runtime/codex/work-mode.js +0 -15
  89. package/dist/workspace-runtime/main.js +0 -10
  90. package/dist/workspace-runtime/persistence/journal.js +0 -355
  91. package/dist/workspace-runtime/persistence/native-subagents.js +0 -162
  92. package/dist/workspace-runtime/persistence/sqlite-client.js +0 -77
  93. package/dist/workspace-runtime/persistence/sqlite-worker.js +0 -1096
  94. package/dist/workspace-runtime/previews/output.js +0 -36
  95. package/dist/workspace-runtime/previews/publish.js +0 -262
  96. package/dist/workspace-runtime/previews/single-file.js +0 -43
  97. package/dist/workspace-runtime/processes/managed-writes.js +0 -69
  98. package/dist/workspace-runtime/production/contracts.js +0 -17
  99. package/dist/workspace-runtime/production/controller.js +0 -207
  100. package/dist/workspace-runtime/production/dependencies.js +0 -60
  101. package/dist/workspace-runtime/production/native.js +0 -203
  102. package/dist/workspace-runtime/production/processes.js +0 -86
  103. package/dist/workspace-runtime/production/save-command.js +0 -35
  104. package/dist/workspace-runtime/production/source-copy.js +0 -91
  105. package/dist/workspace-runtime/production/stages.js +0 -205
  106. package/dist/workspace-runtime/production/storage.js +0 -60
  107. package/dist/workspace-runtime/serve.js +0 -207
  108. package/dist/workspace-runtime/server/auth.js +0 -21
  109. package/dist/workspace-runtime/server/connectivity.js +0 -201
  110. package/dist/workspace-runtime/server/desktop-host.js +0 -429
  111. package/dist/workspace-runtime/server/desktop-preview-config.js +0 -81
  112. package/dist/workspace-runtime/server/desktop-preview-service.js +0 -157
  113. package/dist/workspace-runtime/server/desktop-preview-static.js +0 -53
  114. package/dist/workspace-runtime/server/desktop-preview.js +0 -189
  115. package/dist/workspace-runtime/server/dispatch.js +0 -1174
  116. package/dist/workspace-runtime/server/endpoints.js +0 -19
  117. package/dist/workspace-runtime/server/execution-group.js +0 -85
  118. package/dist/workspace-runtime/server/http.js +0 -1127
  119. package/dist/workspace-runtime/server/lock.js +0 -53
  120. package/dist/workspace-runtime/server/rfb-watch-gate.js +0 -168
  121. package/dist/workspace-runtime/server/terminal-host.js +0 -366
  122. package/dist/workspace-runtime/server/types.js +0 -1
  123. package/dist/workspace-runtime/server/workspace-transfer.js +0 -99
  124. package/dist/workspace-runtime/workspaces/archive.js +0 -207
  125. package/dist/workspace-runtime/workspaces/artifact-events.js +0 -55
  126. package/dist/workspace-runtime/workspaces/artifact-files.js +0 -197
  127. package/dist/workspace-runtime/workspaces/artifact-receipts.js +0 -89
  128. package/dist/workspace-runtime/workspaces/artifacts.js +0 -282
  129. package/dist/workspace-runtime/workspaces/attachment-content.js +0 -123
  130. package/dist/workspace-runtime/workspaces/attachments.js +0 -181
  131. package/dist/workspace-runtime/workspaces/batch-commit.js +0 -142
  132. package/dist/workspace-runtime/workspaces/cli-context.js +0 -23
  133. package/dist/workspace-runtime/workspaces/cli-credentials.js +0 -111
  134. package/dist/workspace-runtime/workspaces/composer-context.js +0 -125
  135. package/dist/workspace-runtime/workspaces/context-error.js +0 -2
  136. package/dist/workspace-runtime/workspaces/dependencies.js +0 -264
  137. package/dist/workspace-runtime/workspaces/developer-command.js +0 -64
  138. package/dist/workspace-runtime/workspaces/directories.js +0 -123
  139. package/dist/workspace-runtime/workspaces/directory-access.js +0 -37
  140. package/dist/workspace-runtime/workspaces/directory-attachments.js +0 -245
  141. package/dist/workspace-runtime/workspaces/directory-maintenance.js +0 -111
  142. package/dist/workspace-runtime/workspaces/directory-stats.js +0 -49
  143. package/dist/workspace-runtime/workspaces/disk-snapshot.js +0 -31
  144. package/dist/workspace-runtime/workspaces/empty-template.js +0 -40
  145. package/dist/workspace-runtime/workspaces/files-search.js +0 -116
  146. package/dist/workspace-runtime/workspaces/files.js +0 -120
  147. package/dist/workspace-runtime/workspaces/git-credential-broker.js +0 -312
  148. package/dist/workspace-runtime/workspaces/git-credential-helper.js +0 -68
  149. package/dist/workspace-runtime/workspaces/git-direct-store.js +0 -155
  150. package/dist/workspace-runtime/workspaces/git.js +0 -658
  151. package/dist/workspace-runtime/workspaces/instructions.js +0 -56
  152. package/dist/workspace-runtime/workspaces/json5-edit.js +0 -170
  153. package/dist/workspace-runtime/workspaces/library-attachments.js +0 -268
  154. package/dist/workspace-runtime/workspaces/parameters.js +0 -272
  155. package/dist/workspace-runtime/workspaces/prepare.js +0 -264
  156. package/dist/workspace-runtime/workspaces/registry.js +0 -236
  157. package/dist/workspace-runtime/workspaces/revisions.js +0 -31
  158. package/dist/workspace-runtime/workspaces/skill-artifact-loader.js +0 -91
  159. package/dist/workspace-runtime/workspaces/skills.js +0 -189
  160. package/dist/workspace-runtime/workspaces/transfer.js +0 -288
  161. package/dist/workspace-runtime/workspaces/turn-changes.js +0 -72
  162. package/dist/workspace-runtime/workspaces/video-attachments.js +0 -49
  163. package/project-template/.claude/skills/playcraft-replica-validation/SKILL.md +0 -25
  164. package/project-template/.claude/skills/playcraft-replica-validation/references/contracts.md +0 -79
  165. package/project-template/.claude/skills/playcraft-video-understanding/SKILL.md +0 -29
  166. package/project-template/.claude/skills/playcraft-video-understanding/references/contracts.md +0 -37
  167. package/project-template-v2/.claude/agents/artist.md +0 -82
  168. package/project-template-v2/.claude/agents/developer.md +0 -153
  169. package/project-template-v2/.claude/agents/game-designer.md +0 -264
  170. package/project-template-v2/.claude/agents/refs/artist-art-style-catalog.md +0 -533
  171. package/project-template-v2/.claude/agents/refs/artist-color-audio-recipes.md +0 -153
  172. package/project-template-v2/.claude/agents/refs/artist-dimension-axis.md +0 -27
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  174. package/project-template-v2/.claude/agents/refs/atom-skill-library.md +0 -81
  175. package/project-template-v2/.claude/agents/refs/developer-impl-cookbook.md +0 -432
  176. package/project-template-v2/.claude/agents/refs/framework-5-component-filter.md +0 -252
  177. package/project-template-v2/.claude/agents/refs/framework-game-feel-juice.md +0 -266
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  179. package/project-template-v2/.claude/agents/refs/game-designer-gameplay-sufficiency.md +0 -123
  180. package/project-template-v2/.claude/agents/refs/ta-3d-flip-recipe.md +0 -88
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  183. package/project-template-v2/.claude/agents/refs/ta-image-generation-detail.md +0 -300
  184. package/project-template-v2/.claude/agents/refs/ta-image-ops-reference.md +0 -495
  185. package/project-template-v2/.claude/agents/refs/ta-pipeline-cookbook.md +0 -1141
  186. package/project-template-v2/.claude/agents/refs/ta-tools-reference.md +0 -111
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@@ -1,123 +0,0 @@
1
- # Gameplay Sufficiency Self-Check
2
-
3
- > **When to read**: Game Designer reads this after a candidate direction is selected and before writing final `docs/design.md`. This is a **blocking gate** — do not write the design contract until all angles pass.
4
- >
5
- > **Pattern**: Modeled on Flow B's "玩法核心充分性 Review" — 8 angles covering MDA, Game Feel, visual readability, and Playable Ad flow completeness.
6
-
7
- ---
8
-
9
- ## Purpose
10
-
11
- Verify that the chosen direction contains enough gameplay depth to support `docs/design.md`, module selection, and downstream production. This check prevents the common failure mode of "proceeding with a technically plausible but experientially shallow design."
12
-
13
- **Why before Five-Axis**: Five-Axis evaluation and Style Direction must serve the core gameplay. If the gameplay itself is underspecified, five-axis choices become disconnected from player experience.
14
-
15
- ---
16
-
17
- ## 8-Angle Review Table
18
-
19
- For each angle, answer the core question. If the answer is unclear or only partially addressed by the chosen direction / draft design → mark ❌ and return to brainstorm for targeted clarification.
20
-
21
- | # | Angle | Core Question | ✅ Pass Signal | ❌ Fail Signal |
22
- | --- | ---------------------- | ---------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------ |
23
- | 1 | **MDA / Mechanics** | Core rules, player operations, legal/illegal actions — are they explicit? | Can state: "player does X → system checks Y → result Z" with no ambiguity | Only describes features/functions, never states rules |
24
- | 2 | **MDA / Dynamics** | What strategy, rhythm, risk, or feedback loop emerges from consecutive play? | Can describe: "after 3-5 operations, player experiences {tension/flow/escalation} because {mechanism}" | Single operation is clear but no loop or decision pressure described |
25
- | 3 | **MDA / Aesthetics** | Which 2-3 emotion types does this game primarily deliver? | Specific emotions named with source (e.g., "Sensation from cascade VFX + Challenge from near-win") | Only "fun" / "exciting" / "engaging" without identifying emotion source |
26
- | 4 | **Game Feel / Juice** | Is the input → response → satisfaction chain planned? | Each core interaction has: what feedback (visual + audio), when it fires, how it escalates on combo/streak | "Click something → something happens" — no feedback specifics |
27
- | 5 | **Visual Readability** | Can player instantly distinguish: clickable / unclickable / target / risk / progress? | Direction or design describes HOW each gameplay state is visually communicated to the player | Only describes art style or tech stack, not how visuals serve gameplay understanding |
28
- | 6 | **Level Progression** | Do levels serve gameplay teaching and challenge escalation, or are they just data files? | Each level/stage has stated intent: "level 1 teaches X, level 2 tests Y, level 3 introduces Z" | Only lists level count or says "difficulty increases" without per-level purpose |
29
- | 7 | **Playable Ad Flow** | Does Hook → Tutorial → Gameplay → EndCard form a 15-30s emotional closed loop? | All four stages named with emotional beat, timing, and transition triggers | Only describes the gameplay loop, no ad-specific rhythm (hook, CTA, sequel feeling) |
30
- | 8 | **Data Derivation** | Are data structures derived FROM gameplay rules, or do they drive/constrain gameplay? | Rules/player-experience described first; data representation follows naturally | JSON schema / config format / solver algorithm appears before "how to play" |
31
-
32
- ---
33
-
34
- ## Output Format
35
-
36
- Write self-check results in handoff summary or internal notes. Do not add a full self-check table to `docs/design-brief.md`:
37
-
38
- ```markdown
39
- ### Gameplay Sufficiency Self-Check
40
-
41
- | Angle | Result | Notes |
42
- | ------------------ | ------ | ----------------------------------------------------------------------------------------------------------- |
43
- | MDA / Mechanics | ✅ | Tap to unscrew → color-match to hole → gravity release when all screws removed |
44
- | MDA / Dynamics | ✅ | Buffer management creates "which screw to remove first" strategy |
45
- | MDA / Aesthetics | ✅ | Sensation (satisfying unscrew SFX + gravity cascade) + Challenge (buffer full = lose) |
46
- | Game Feel / Juice | ❌ | Success cascade feedback not specified — need to define what happens on multi-release |
47
- | Visual Readability | ✅ | Color = screw-hole match affordance; glow = removable; grey = blocked |
48
- | Level Progression | ✅ | L1: single color; L2: two colors; L3: introduce blocking order |
49
- | Playable Ad Flow | ✅ | Hook: show stuck board → Tutorial: guided first screw → Gameplay: 3-level cascade → EndCard: "more puzzles" |
50
- | Data Derivation | ✅ | Rules defined first; level JSON is just instantiation of rule parameters |
51
-
52
- **Result**: 7/8 pass. ❌ Game Feel → return to Step 1 for targeted clarification on cascade feedback design.
53
- ```
54
-
55
- ---
56
-
57
- ## Decision
58
-
59
- - **All 8 ✅** → Proceed to Step 3 (Five-Axis Evaluation)
60
- - **Any ❌** → Return to Step 1 with specific angle as the brainstorm target. Ask user only about the gap (not re-do entire brainstorm).
61
-
62
- ---
63
-
64
- ## Reference Frameworks (Condensed for Playable Ads)
65
-
66
- ### MDA — 8 Aesthetics Taxonomy (Playable Ad Relevance)
67
-
68
- | # | Type | Relevance | Role in Playable Ads |
69
- | --- | -------------- | ---------- | ----------------------------------------------------------------- |
70
- | 1 | **Sensation** | ⭐⭐⭐⭐⭐ | Core — visual juice + audio feedback is the baseline for every ad |
71
- | 2 | **Challenge** | ⭐⭐⭐⭐⭐ | Core — "one more try" / near-win is the #1 conversion driver |
72
- | 3 | **Submission** | ⭐⭐⭐⭐ | Casual/relaxing ads — low-pressure flow, "mindless but addictive" |
73
- | 4 | **Discovery** | ⭐⭐⭐ | Puzzle/reveal ads — "aha, that's how it works!" moment |
74
- | 5 | **Fantasy** | ⭐⭐ | Theme wrapping only — 15s too short for deep immersion |
75
- | 6 | **Expression** | ⭐⭐ | Dress-up/customization ads — niche |
76
- | 7 | **Narrative** | ⭐ | Almost never fits in 30s |
77
- | 8 | **Fellowship** | ⭐ | Playable ads are single-player |
78
-
79
- **Design questions:**
80
-
81
- 1. "Which 2-3 aesthetics does this game primarily deliver?"
82
- 2. "What does the player feel at second 5? At second 15? At second 25?"
83
- 3. "Can the player experience one complete emotional cycle in 15-30s?"
84
-
85
- ### 5-Component Filter (Quick Scoring)
86
-
87
- Evaluate each core mechanic against 5 components:
88
-
89
- | Component | Core Question | ⭐⭐⭐ (Excellent) | ❌ (Fail) |
90
- | ---------------- | -------------------------------- | ------------------------------ | ----------------------- |
91
- | **Clarity** | Can player understand in 3s? | Zero-tutorial comprehension | 5s+ still confused |
92
- | **Motivation** | Why does player want to act? | Can't stop, intrinsic drive | "Why should I do this?" |
93
- | **Response** | Feedback within 100ms? | Multi-channel instant feedback | Action → silence |
94
- | **Satisfaction** | Does success feel "juicy"? | Want "one more time" | Success feels empty |
95
- | **Fit** | Mechanic matches theme/audience? | Inseparable from the game | Feels "bolted on" |
96
-
97
- **Minimum bar for Playable Ads**: All 5 components ≥ ⭐⭐. Any ❌ = redesign needed.
98
-
99
- ### Game Feel — 6-Component Diagnostic
100
-
101
- When something "feels off" but can't be named, check:
102
-
103
- | Component | Symptom | Fix Direction |
104
- | ----------------- | ------------------------------------ | ------------------------------------------------------------------------------- |
105
- | Real-Time Control | Sluggish, unresponsive | Reduce input delay; enable animation interrupts |
106
- | Simulated Space | Floaty, unpredictable movement | Make physics internally consistent (can be unrealistic but MUST be predictable) |
107
- | Polish (Juice) | Technically correct but lifeless | Add particles, screen shake, squash/stretch, sound layers |
108
- | Metaphor | Feedback feels "wrong" for the world | Align audio/visual feedback with what real-world physics would suggest |
109
- | Juiciness | Actions feel powerless | Amplify output-to-input ratio; small tap → big response |
110
- | Mastery | Gets boring fast | Ensure control depth allows skill expression over time |
111
-
112
- **Playable Ad note**: In 15-30s, focus on components 1-5. Component 6 (Mastery) manifests as "perceived depth" — player should feel "I could get better at this" which drives install.
113
-
114
- ---
115
-
116
- ## Common Failure Patterns
117
-
118
- | Pattern | Example | How to Fix |
119
- | ------------------------ | ------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------- |
120
- | **Feature-list design** | "Has scoring, timer, 3 levels, power-ups" — no rules/emotions | Ask: "When player does X, what happens and how does it FEEL?" |
121
- | **Tech-first design** | "Uses physics engine with rigid bodies and constraints" — no player perspective | Ask: "What does the PLAYER see and do? Forget the implementation." |
122
- | **Single-moment design** | "Player taps tiles to match" — no loop/escalation/arc | Ask: "After the 5th successful match, what's different? What pressure builds?" |
123
- | **Borrowed assumption** | "It's like Candy Crush" without specifying which aspects | Ask: "WHICH aspects of Candy Crush? Swap mechanic? Cascade? Level goals? Visual juice?" |
@@ -1,88 +0,0 @@
1
- # TA 3D Flip & Material Reskin Recipe
2
-
3
- > Read by Technical Artist when dealing with:
4
- >
5
- > - Material/texture swap while preserving symbols (mahjong white→ice/metal/wood)
6
- > - Card/tile flip animations (16-frame sprite sheets)
7
- > - Any task requiring the 3D white model pipeline
8
-
9
- ---
10
-
11
- ## Option C: Material Reskin — Preserve Symbols, Swap Base Texture
12
-
13
- **THE most common TA task for sprite sheet style variants.**
14
-
15
- - Use when: mahjong white→ice, white→metal, white→wood
16
- - Key insight: symbols are face textures, base material is a separate layer
17
-
18
- ```bash
19
- # Step 1: Split the original sprite sheet into individual tiles
20
- playcraft image sprite-split \
21
- --input assets/images/tiles/original_sheet.png \
22
- --output-dir assets/images/tiles/split_frames \
23
- --auto-detect --hint "mahjong tiles, uniform grid"
24
- # → 44 individual PNGs + split-meta.json
25
-
26
- # Step 2: Generate ONE new base material texture (reused for all tiles)
27
- playcraft tools generate-image \
28
- --prompt "ice crystal frosted glass texture, blue-white cold, seamless, top-down" \
29
- --output assets/textures/ice_base.png
30
-
31
- # Step 3: Create white model with new base material
32
- playcraft 3d apply-texture \
33
- --model plane \
34
- --texture assets/textures/ice_base.png \
35
- --output assets/models/ice_tile_base.glb
36
-
37
- # Step 4: For EACH tile — render white model + original symbol as face texture
38
- # (Uses the software rasterizer from playcraft-3d-flip-sprite SKILL)
39
- # face texture = the split frame from Step 1 (preserves symbol exactly)
40
- node render.mjs assets/models/ice_tile_base.glb \
41
- assets/images/tiles/reskinned/tile_001.png \
42
- assets/images/tiles/split_frames/frame_r0_c0.png
43
- # Repeat for all 44 tiles — write a ta-workspace script for this step
44
-
45
- # Step 5: Reassemble into sprite sheet (same grid as original)
46
- playcraft image sprite-sheet \
47
- --inputs assets/images/tiles/reskinned/tile_001.png,tile_002.png,... \
48
- --output assets/images/tiles/ice_sheet \
49
- --columns <original_columns> \
50
- --cell-width <W> --cell-height <H>
51
- ```
52
-
53
- **Style switching efficiency**:
54
-
55
- - To switch to METAL: only redo Step 2 (new texture) + Step 3-5
56
- - To switch to WOOD: same — just one new base texture
57
- - Symbols never change, never touch AI regeneration
58
-
59
- ---
60
-
61
- ## Option D: Batch 3D Flip Sprite Sheet (e.g., 34 mahjong flip animations)
62
-
63
- Read `playcraft-3d-flip-sprite` SKILL for the full rendering pipeline.
64
- (Software rasterizer: no Puppeteer/headless-gl needed)
65
-
66
- **Per-tile workflow**: white model GLB + face texture → 16-frame flip sprite sheet
67
-
68
- ```
69
- 1. Flatten base GLB (remove surface geometry of original design)
70
- 2. Generate face texture per tile variant
71
- 3. Render 16-frame flip animation with soft rasterizer
72
- 4. Output sprite sheet PNG
73
- ```
74
-
75
- See `.claude/skills/playcraft-3d-flip-sprite/` for complete instructions.
76
-
77
- ---
78
-
79
- ## Mahjong Tile Example: All 4 Workflows Compared
80
-
81
- | Scenario | Method | When |
82
- | ---------------------------------------------------- | --------------------------------------------------------- | --------------------- |
83
- | One concept mockup → all 34 tiles | Sprite Generation (AI batch with reference-image) | Starting from scratch |
84
- | Existing white tiles → Ice style (symbols preserved) | 3D path (Option C above) | Material/texture swap |
85
- | Existing white tiles → Metal style | 3D path (swap ice→metal texture, rerun Step 3-5) | Style variant |
86
- | Existing tiles → Pixel art style (symbols redrawn) | Sprite Remix (per-frame AI) | Full creative restyle |
87
- | Existing tiles → Darker mood | Image Processing (`tint` + `overlay`) | Color/mood shift |
88
- | Flip animation (16 frames per tile) | Option D (3D flip sprite, playcraft-3d-flip-sprite SKILL) | Animation |
@@ -1,67 +0,0 @@
1
- # TA Atlas Deliverable Standard
2
-
3
- > **When**: ring 4 `loop: build` Wave 2 branch in `technical-artist.md` § Runtime.
4
- > **Contract source**: `layout-spec.md` atlas groups + `assetMapping` (ring 2 layout-spec lock).
5
-
6
- ## Defaults
7
-
8
- | Asset type | Delivery format |
9
- | ------------------- | -------------------------------------------------------------------------------------------- |
10
- | Runtime images | **WebP** (`.webp`) — not PNG for final runtime assets |
11
- | Multi-element class | **One atlas per logical group** → `.webp` + `.json` sidecar (`playcraft image sprite-sheet`) |
12
- | Single large asset | One `.webp` (full-screen bg, etc.) |
13
- | Audio (BGM/SFX) | **MP3** only after TA post-process |
14
- | Digit strip | Single horizontal **WebP** at `layout-spec` path (not merged into UI atlas) |
15
-
16
- ## Atlas grouping rules
17
-
18
- 1. Read Game Designer's **atlas grouping table** in `layout-spec.md` (group name → elementIds → `atlasPath`).
19
- 2. **≥2 elements in same group** → TA MUST deliver **one** `.webp` + `.json`; map each element via `frameId` in assetMapping.
20
- 3. **Do not** split one group into scattered files.
21
- 4. **Exceptions** (single file OK): full-screen background, digit strip, MC/ASR reference (non-runtime), animation-only atlases (one animation = one atlas).
22
-
23
- ## Production pipeline
24
-
25
- 1. Spec Quick-Check → Style Interpretation → micro-batch (≥3) per group.
26
- 2. Batch generate frames → `playcraft image sprite-sheet` → convert to **WebP** if needed:
27
- ```bash
28
- playcraft image convert --input atlas.png --output assets/images/tiles/tiles_atlas.webp --quality 85
29
- ```
30
- 3. Validate sidecar JSON: frame count = element count in group; grid params in `ta-log.md`.
31
- 4. Audio: Artist MP3 → `playcraft audio compress/trim/loop/fade` → output **MP3**; verify with `playcraft audio info`.
32
-
33
- ## Transparency requirements
34
-
35
- | Asset category | Alpha required | Chroma key strategy | Post-verify |
36
- | ----------------------------- | -------------- | ---------------------------------------------------- | ----------------------------------------- |
37
- | UI overlay (icons, text, HUD) | ✅ channels=4 | Per color conflict matrix (see ta-pipeline-cookbook) | Dark-bg overlay verify (no white/residue) |
38
- | VFX atlas (glow, particles) | ✅ channels=4 | Blue screen #0000FF (VFX常含金/橙色) | Per-frame dark-bg verify |
39
- | Game element atlas (tiles) | ✅ channels=4 | Per color conflict matrix | Dark-bg overlay verify |
40
- | Card/board piece (rect body) | ❌ opaque OK | N/A (white bg is part of the asset) | N/A |
41
- | Full-screen background | ❌ opaque OK | N/A | Edge-to-edge full-coverage check |
42
- | Digit strip | ✅ channels=4 | Blue screen #0000FF (digits often gold/white) | Dark-bg overlay verify |
43
-
44
- **Color conflict matrix** — choose chroma key color to avoid edge residue:
45
-
46
- - Gold/yellow/orange/green assets → **blue screen #0000FF** (never green)
47
- - Blue/purple assets → **green screen #00FF00** (never blue)
48
- - Multi-color/rainbow → **magenta #FF00FF** (last resort)
49
- - All others → green screen #00FF00 (default)
50
-
51
- ## Compliance (TA)
52
-
53
- | Check | Pass criteria |
54
- | --------------- | ------------------------------------------------------------------------------ |
55
- | Atlas coverage | Every runtime element resolves to atlas+frame or single webp path |
56
- | Sidecar | `.json` exists beside each multi-element atlas |
57
- | Format | WebP for images; MP3 for audio (unless layout-spec explicit exception) |
58
- | ta-log | One manifest row per atlas group: path, frames, cols/frameW/frameH/frameCount |
59
- | **Alpha check** | All transparent assets have `channels=4` (verified via `playcraft image info`) |
60
- | **Dark-bg OK** | All transparent assets pass dark-background (#1A1A2E) overlay — no residue |
61
- | **BG coverage** | Full-screen backgrounds: edge-to-edge, no fade/vignette/white corners |
62
-
63
- ## Developer handoff
64
-
65
- Developer loads `atlasPath` once, uses `frameId` from layout-spec / JSON — not per-element file paths for grouped assets.
66
-
67
- See also: `ta-pipeline-cookbook.md`, `playcraft-sprite-generation` SKILL (final delivery extension = `.webp`).
@@ -1,120 +0,0 @@
1
- > 本文件是 batch/pipeline 的实用配方集。选型决策树和基础语法见 `playcraft-batch-pipeline` skill。
2
-
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- # Batch / Pipeline 实用配方集
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-
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- ---
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-
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- ## Batch 配方
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-
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- ### 批量 resize + 转换格式
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-
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- ```bash
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- playcraft image batch \
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- --input-dir assets/images/raw_tiles/ \
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- --output-dir assets/images/tiles/ \
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- --glob "*.png" \
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- --steps "resize --width 128 --height 128, trim" \
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- --parallel 8
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- ```
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-
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- ### 批量去背(绿幕)
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-
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- ```bash
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- playcraft image batch \
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- --input-dir assets/images/raw_sprites/ \
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- --output-dir assets/images/sprites/ \
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- --steps "remove-background --method floodfill --tolerance 40" \
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- --parallel 4
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- ```
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-
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- ### 批量统一色调(制作主题变体)
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-
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- ```bash
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- # 生成蓝色主题版本
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- playcraft image batch \
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- --input-dir assets/images/tiles/ \
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- --output-dir assets/images/tiles_blue_theme/ \
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- --steps "tint --color #4466BB" \
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- --parallel 6
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- ```
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-
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- ### 断点续传(大批量任务中断后恢复)
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-
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- ```bash
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- # 第一次运行中断了
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- playcraft image batch \
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- --input-dir assets/images/raw/ \
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- --output-dir assets/images/processed/ \
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- --steps "resize --width 256 --height 256, grayscale" \
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- --parallel 4 \
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- --skip-existing # 再次运行时跳过已完成的文件
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- ```
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-
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- ---
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-
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- ## Pipeline 配方
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-
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- ### 配方 A: 去背 + 统一尺寸 + 合并精灵图
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-
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- ```yaml
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- # ta-workspace/tile_pipeline.yaml
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- input:
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- dir: assets/images/raw_tiles/
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- glob: '*.png'
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-
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- steps:
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- - command: remove-background
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- method: floodfill
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- tolerance: 40
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- - command: trim
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- threshold: 10
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- - command: resize
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- width: 128
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- height: 128
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- - command: pad
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- all: 4
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-
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- output:
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- dir: ta-workspace/tmp/tiles_processed/
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-
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- assemble:
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- sprite-sheet:
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- output: assets/images/tiles_atlas
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- columns: 6
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- padding: 2
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- ```
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-
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- ```bash
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- playcraft image pipeline --config ta-workspace/tile_pipeline.yaml
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- ```
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-
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- ### 配方 B: 多个主题色版本
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-
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- 为同一套素材生成不同色调的主题变体:
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-
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- ```bash
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- # 蓝色主题
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- playcraft image pipeline --config ta-workspace/theme_blue.yaml
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-
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- # 红色主题(修改 tint color 即可)
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- sed 's/#4466BB/#BB4444/' ta-workspace/theme_blue.yaml > ta-workspace/theme_red.yaml
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- playcraft image pipeline --config ta-workspace/theme_red.yaml
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- ```
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-
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- ### 配方 C: 批量缩略图生成
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-
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- ```yaml
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- input:
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- dir: assets/images/concept/
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- glob: '*.png'
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- steps:
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- - command: resize
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- width: 240
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- height: 240
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- fit: cover
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- - command: convert
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- format: webp
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- quality: 80
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- output:
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- dir: assets/images/thumbnails/
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- ```