@quybt93/pcgf 0.0.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.agents/plugins/marketplace.json +20 -0
- package/.agents/skills/bmad-advanced-elicitation/SKILL.md +64 -0
- package/.agents/skills/bmad-advanced-elicitation/assets/methods.csv +72 -0
- package/.agents/skills/bmad-advanced-elicitation/customize.toml +54 -0
- package/.agents/skills/bmad-advanced-elicitation/scripts/pick_methods.py +233 -0
- package/.agents/skills/bmad-advanced-elicitation/scripts/tests/test_pick_methods.py +228 -0
- package/.agents/skills/bmad-agent-analyst/SKILL.md +76 -0
- package/.agents/skills/bmad-agent-analyst/customize.toml +103 -0
- package/.agents/skills/bmad-agent-architect/SKILL.md +76 -0
- package/.agents/skills/bmad-agent-architect/customize.toml +63 -0
- package/.agents/skills/bmad-agent-dev/SKILL.md +76 -0
- package/.agents/skills/bmad-agent-dev/customize.toml +81 -0
- package/.agents/skills/bmad-agent-pm/SKILL.md +76 -0
- package/.agents/skills/bmad-agent-pm/customize.toml +73 -0
- package/.agents/skills/bmad-agent-ux-designer/SKILL.md +76 -0
- package/.agents/skills/bmad-agent-ux-designer/customize.toml +58 -0
- package/.agents/skills/bmad-architecture/SKILL.md +85 -0
- package/.agents/skills/bmad-architecture/assets/spine-template.md +79 -0
- package/.agents/skills/bmad-architecture/customize.toml +101 -0
- package/.agents/skills/bmad-architecture/references/headless.md +26 -0
- package/.agents/skills/bmad-architecture/references/reviewer-gate.md +13 -0
- package/.agents/skills/bmad-architecture/scripts/lint_spine.py +257 -0
- package/.agents/skills/bmad-architecture/scripts/tests/test_lint_spine.py +270 -0
- package/.agents/skills/bmad-brainstorming/SKILL.md +80 -0
- package/.agents/skills/bmad-brainstorming/assets/brain-icons.json +166 -0
- package/.agents/skills/bmad-brainstorming/assets/brain-methods.csv +109 -0
- package/.agents/skills/bmad-brainstorming/assets/brain-selector.html +328 -0
- package/.agents/skills/bmad-brainstorming/customize.toml +83 -0
- package/.agents/skills/bmad-brainstorming/references/converge.md +24 -0
- package/.agents/skills/bmad-brainstorming/references/finalize.md +26 -0
- package/.agents/skills/bmad-brainstorming/references/headless.md +54 -0
- package/.agents/skills/bmad-brainstorming/references/in-chat-techniques.md +18 -0
- package/.agents/skills/bmad-brainstorming/references/mode-autonomous.md +10 -0
- package/.agents/skills/bmad-brainstorming/references/mode-facilitator.md +11 -0
- package/.agents/skills/bmad-brainstorming/references/mode-partner.md +16 -0
- package/.agents/skills/bmad-brainstorming/references/resume.md +5 -0
- package/.agents/skills/bmad-brainstorming/scripts/brain.py +789 -0
- package/.agents/skills/bmad-brainstorming/scripts/tests/test_brain.py +289 -0
- package/.agents/skills/bmad-build/SKILL.md +13 -0
- package/.agents/skills/bmad-build/compile-epic-context.md +62 -0
- package/.agents/skills/bmad-build/customize.toml +152 -0
- package/.agents/skills/bmad-build/references/claims-check.md +14 -0
- package/.agents/skills/bmad-build/references/deletion-check.md +14 -0
- package/.agents/skills/bmad-build/review-prompts/edge-case-hunter.md +112 -0
- package/.agents/skills/bmad-build/review-prompts/verification-gap.md +113 -0
- package/.agents/skills/bmad-build/spec-template.md +111 -0
- package/.agents/skills/bmad-build/step-01-clarify-and-route.md +100 -0
- package/.agents/skills/bmad-build/step-02-plan.md +62 -0
- package/.agents/skills/bmad-build/step-03-implement.md +51 -0
- package/.agents/skills/bmad-build/step-04-review.md +85 -0
- package/.agents/skills/bmad-build/step-05-present.md +43 -0
- package/.agents/skills/bmad-build/step-oneshot.md +107 -0
- package/.agents/skills/bmad-build/sync-sprint-status.md +5 -0
- package/.agents/skills/bmad-build/workflow.md +84 -0
- package/.agents/skills/bmad-build-auto/SKILL.md +13 -0
- package/.agents/skills/bmad-build-auto/compile-epic-context.md +62 -0
- package/.agents/skills/bmad-build-auto/customize.toml +119 -0
- package/.agents/skills/bmad-build-auto/references/claims-check.md +14 -0
- package/.agents/skills/bmad-build-auto/references/deletion-check.md +14 -0
- package/.agents/skills/bmad-build-auto/review-prompts/edge-case-hunter.md +112 -0
- package/.agents/skills/bmad-build-auto/review-prompts/verification-gap.md +113 -0
- package/.agents/skills/bmad-build-auto/spec-template.md +96 -0
- package/.agents/skills/bmad-build-auto/step-01-clarify-and-route.md +84 -0
- package/.agents/skills/bmad-build-auto/step-02-plan.md +27 -0
- package/.agents/skills/bmad-build-auto/step-03-implement.md +48 -0
- package/.agents/skills/bmad-build-auto/step-04-review.md +116 -0
- package/.agents/skills/bmad-build-auto/workflow.md +104 -0
- package/.agents/skills/bmad-code-review/SKILL.md +90 -0
- package/.agents/skills/bmad-code-review/customize.toml +110 -0
- package/.agents/skills/bmad-code-review/references/claims-check.md +14 -0
- package/.agents/skills/bmad-code-review/references/deletion-check.md +14 -0
- package/.agents/skills/bmad-code-review/review-prompts/edge-case-hunter.md +112 -0
- package/.agents/skills/bmad-code-review/review-prompts/verification-gap.md +113 -0
- package/.agents/skills/bmad-code-review/steps/step-01-gather-context.md +94 -0
- package/.agents/skills/bmad-code-review/steps/step-02-review.md +32 -0
- package/.agents/skills/bmad-code-review/steps/step-03-triage.md +54 -0
- package/.agents/skills/bmad-code-review/steps/step-04-present.md +134 -0
- package/.agents/skills/bmad-correct-course/SKILL.md +308 -0
- package/.agents/skills/bmad-correct-course/checklist.md +288 -0
- package/.agents/skills/bmad-correct-course/customize.toml +39 -0
- package/.agents/skills/bmad-create-epics-and-stories/SKILL.md +93 -0
- package/.agents/skills/bmad-create-epics-and-stories/customize.toml +39 -0
- package/.agents/skills/bmad-create-epics-and-stories/steps/step-01-validate-prerequisites.md +263 -0
- package/.agents/skills/bmad-create-epics-and-stories/steps/step-02-design-epics.md +242 -0
- package/.agents/skills/bmad-create-epics-and-stories/steps/step-03-create-stories.md +255 -0
- package/.agents/skills/bmad-create-epics-and-stories/steps/step-04-final-validation.md +143 -0
- package/.agents/skills/bmad-create-epics-and-stories/templates/epics-template.md +61 -0
- package/.agents/skills/bmad-customize/SKILL.md +111 -0
- package/.agents/skills/bmad-customize/scripts/list_customizable_skills.py +231 -0
- package/.agents/skills/bmad-customize/scripts/tests/test_list_customizable_skills.py +249 -0
- package/.agents/skills/bmad-deep-recon/SKILL.md +82 -0
- package/.agents/skills/bmad-deep-recon/assets/research.template.md +18 -0
- package/.agents/skills/bmad-deep-recon/customize.toml +212 -0
- package/.agents/skills/bmad-deep-recon/references/draft.md +8 -0
- package/.agents/skills/bmad-deep-recon/references/finalize.md +11 -0
- package/.agents/skills/bmad-deep-recon/references/html-briefing.md +16 -0
- package/.agents/skills/bmad-deep-recon/references/lifecycle.md +11 -0
- package/.agents/skills/bmad-deep-recon/references/process.md +10 -0
- package/.agents/skills/bmad-deep-recon/references/run.md +73 -0
- package/.agents/skills/bmad-deep-recon/references/selection.md +13 -0
- package/.agents/skills/bmad-deep-recon/references/synthesis.md +16 -0
- package/.agents/skills/bmad-deep-recon/references/verification.md +29 -0
- package/.agents/skills/bmad-deep-recon/scripts/recon_kit.py +322 -0
- package/.agents/skills/bmad-deep-recon/scripts/tests/test_recon_kit.py +144 -0
- package/.agents/skills/bmad-deep-recon/types/academic-lit.md +19 -0
- package/.agents/skills/bmad-deep-recon/types/competitive.md +19 -0
- package/.agents/skills/bmad-deep-recon/types/domain.md +19 -0
- package/.agents/skills/bmad-deep-recon/types/market.md +19 -0
- package/.agents/skills/bmad-deep-recon/types/technical.md +19 -0
- package/.agents/skills/bmad-deep-recon/types/user-voice.md +19 -0
- package/.agents/skills/bmad-forge-idea/SKILL.md +107 -0
- package/.agents/skills/bmad-forge-idea/customize.toml +41 -0
- package/.agents/skills/bmad-forge-idea/scripts/resolve_personas.py +277 -0
- package/.agents/skills/bmad-forge-idea/scripts/tests/test_resolve_personas.py +160 -0
- package/.agents/skills/bmad-help/SKILL.md +77 -0
- package/.agents/skills/bmad-party-mode/SKILL.md +60 -0
- package/.agents/skills/bmad-party-mode/customize.toml +211 -0
- package/.agents/skills/bmad-party-mode/references/create-party.md +70 -0
- package/.agents/skills/bmad-party-mode/references/mode-agent-team.md +13 -0
- package/.agents/skills/bmad-party-mode/references/mode-auto.md +13 -0
- package/.agents/skills/bmad-party-mode/references/mode-subagent.md +31 -0
- package/.agents/skills/bmad-party-mode/references/party-memory.md +51 -0
- package/.agents/skills/bmad-party-mode/scripts/resolve_party.py +284 -0
- package/.agents/skills/bmad-party-mode/scripts/tests/test_resolve_party.py +168 -0
- package/.agents/skills/bmad-prd/SKILL.md +94 -0
- package/.agents/skills/bmad-prd/assets/headless-schemas.md +76 -0
- package/.agents/skills/bmad-prd/assets/prd-template.md +165 -0
- package/.agents/skills/bmad-prd/assets/prd-validation-checklist.md +135 -0
- package/.agents/skills/bmad-prd/assets/validation-report-template.html +325 -0
- package/.agents/skills/bmad-prd/customize.toml +148 -0
- package/.agents/skills/bmad-prd/references/headless.md +39 -0
- package/.agents/skills/bmad-prd/references/validate.md +97 -0
- package/.agents/skills/bmad-prfaq/SKILL.md +135 -0
- package/.agents/skills/bmad-prfaq/agents/artifact-analyzer.md +60 -0
- package/.agents/skills/bmad-prfaq/agents/web-researcher.md +49 -0
- package/.agents/skills/bmad-prfaq/assets/prfaq-template.md +62 -0
- package/.agents/skills/bmad-prfaq/bmad-manifest.json +16 -0
- package/.agents/skills/bmad-prfaq/customize.toml +39 -0
- package/.agents/skills/bmad-prfaq/references/customer-faq.md +55 -0
- package/.agents/skills/bmad-prfaq/references/internal-faq.md +51 -0
- package/.agents/skills/bmad-prfaq/references/press-release.md +60 -0
- package/.agents/skills/bmad-prfaq/references/verdict.md +83 -0
- package/.agents/skills/bmad-product-brief/SKILL.md +91 -0
- package/.agents/skills/bmad-product-brief/assets/brief-template.md +41 -0
- package/.agents/skills/bmad-product-brief/customize.toml +100 -0
- package/.agents/skills/bmad-project-context/SKILL.md +121 -0
- package/.agents/skills/bmad-project-context/customize.toml +24 -0
- package/.agents/skills/bmad-project-context/references/best-practices.md +84 -0
- package/.agents/skills/bmad-project-context/references/template.md +55 -0
- package/.agents/skills/bmad-qa-generate-e2e-tests/SKILL.md +176 -0
- package/.agents/skills/bmad-qa-generate-e2e-tests/checklist.md +33 -0
- package/.agents/skills/bmad-qa-generate-e2e-tests/customize.toml +39 -0
- package/.agents/skills/bmad-retrospective/SKILL.md +94 -0
- package/.agents/skills/bmad-retrospective/customize.toml +39 -0
- package/.agents/skills/bmad-retrospective/references/acceptance-verdict.md +55 -0
- package/.agents/skills/bmad-retrospective/references/aggregate-views.md +17 -0
- package/.agents/skills/bmad-retrospective/references/evidence-gathering.md +30 -0
- package/.agents/skills/bmad-retrospective/references/retro-document.md +84 -0
- package/.agents/skills/bmad-retrospective/references/team-discussion.md +22 -0
- package/.agents/skills/bmad-retrospective/scripts/git_evidence.py +304 -0
- package/.agents/skills/bmad-retrospective/scripts/sprint_status.py +746 -0
- package/.agents/skills/bmad-retrospective/scripts/tests/fixtures/sprint-status-template.yaml +71 -0
- package/.agents/skills/bmad-retrospective/scripts/tests/test_git_evidence.py +750 -0
- package/.agents/skills/bmad-retrospective/scripts/tests/test_sprint_status.py +1579 -0
- package/.agents/skills/bmad-review/SKILL.md +50 -0
- package/.agents/skills/bmad-review/customize.toml +141 -0
- package/.agents/skills/bmad-review/references/editorial-common.md +56 -0
- package/.agents/skills/bmad-review/references/lens-adversarial.md +19 -0
- package/.agents/skills/bmad-review/references/lens-edge-case-hunter.md +72 -0
- package/.agents/skills/bmad-review/references/lens-prose.md +7 -0
- package/.agents/skills/bmad-review/references/lens-structure.md +9 -0
- package/.agents/skills/bmad-review/references/lens-verification-gap.md +92 -0
- package/.agents/skills/bmad-review/references/structure-models.md +44 -0
- package/.agents/skills/bmad-review/scripts/tests/test_word_metrics.py +62 -0
- package/.agents/skills/bmad-review/scripts/word_metrics.py +102 -0
- package/.agents/skills/bmad-spec/SKILL.md +160 -0
- package/.agents/skills/bmad-spec/assets/headless-schemas.md +33 -0
- package/.agents/skills/bmad-spec/assets/spec-template.md +49 -0
- package/.agents/skills/bmad-spec/assets/stories-schema.md +44 -0
- package/.agents/skills/bmad-spec/customize.toml +52 -0
- package/.agents/skills/bmad-sprint-planning/SKILL.md +62 -0
- package/.agents/skills/bmad-sprint-planning/customize.toml +39 -0
- package/.agents/skills/bmad-sprint-planning/references/fix-sprint-status.md +30 -0
- package/.agents/skills/bmad-sprint-planning/references/generate-tracking.md +25 -0
- package/.agents/skills/bmad-sprint-planning/references/readiness-gate.md +20 -0
- package/.agents/skills/bmad-sprint-planning/references/status-view.md +14 -0
- package/.agents/skills/bmad-sprint-planning/references/validate.md +10 -0
- package/.agents/skills/bmad-sprint-planning/scripts/sprint_plan.py +697 -0
- package/.agents/skills/bmad-sprint-planning/scripts/tests/test_sprint_plan.py +524 -0
- package/.agents/skills/bmad-sprint-planning/sprint-status-template.yaml +71 -0
- package/.agents/skills/bmad-ux/SKILL.md +90 -0
- package/.agents/skills/bmad-ux/assets/color-themes.md +9 -0
- package/.agents/skills/bmad-ux/assets/design-directions.md +9 -0
- package/.agents/skills/bmad-ux/assets/design-example-editorial.md +158 -0
- package/.agents/skills/bmad-ux/assets/design-example-mobile.md +93 -0
- package/.agents/skills/bmad-ux/assets/design-example-shadcn.md +109 -0
- package/.agents/skills/bmad-ux/assets/excalidraw-wireframe.md +19 -0
- package/.agents/skills/bmad-ux/assets/experience-example-mobile.md +112 -0
- package/.agents/skills/bmad-ux/assets/experience-example-shadcn.md +133 -0
- package/.agents/skills/bmad-ux/assets/headless-schemas.md +84 -0
- package/.agents/skills/bmad-ux/assets/key-screens.md +29 -0
- package/.agents/skills/bmad-ux/assets/validation-report-template.html +319 -0
- package/.agents/skills/bmad-ux/customize.toml +100 -0
- package/.agents/skills/bmad-ux/references/creative-tools.md +19 -0
- package/.agents/skills/bmad-ux/references/design-md-spec.md +50 -0
- package/.agents/skills/bmad-ux/references/headless.md +37 -0
- package/.agents/skills/bmad-ux/references/validate.md +115 -0
- package/.agents/skills/bmad-walkthrough/SKILL.md +68 -0
- package/.agents/skills/bmad-walkthrough/customize.toml +39 -0
- package/.agents/skills/bmad-walkthrough/generate-trail.md +38 -0
- package/.agents/skills/bmad-walkthrough/step-01-orientation.md +105 -0
- package/.agents/skills/bmad-walkthrough/step-02-walkthrough.md +89 -0
- package/.agents/skills/bmad-walkthrough/step-03-detail-pass.md +106 -0
- package/.agents/skills/bmad-walkthrough/step-04-testing.md +74 -0
- package/.agents/skills/bmad-walkthrough/step-05-wrapup.md +30 -0
- package/README.md +111 -0
- package/bin/pcgf.js +8 -0
- package/installer/clean.js +137 -0
- package/installer/cli.js +479 -0
- package/installer/deps.js +160 -0
- package/installer/fs-utils.js +58 -0
- package/installer/install.js +201 -0
- package/installer/paths.js +17 -0
- package/installer/scaffold.js +274 -0
- package/installer/tools.js +38 -0
- package/package.json +37 -0
- package/plugins/phaser-casual-game-factory/.codex-plugin/plugin.json +27 -0
- package/plugins/phaser-casual-game-factory/PROGRESS.md +120 -0
- package/plugins/phaser-casual-game-factory/README.md +79 -0
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- package/plugins/phaser-casual-game-factory/assets/sfx/ui_click.mp3 +0 -0
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description: >-
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Build, refactor, and review Phaser casual games using a reusable scene lifecycle,
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responsive layout, game-state architecture, UI system (MUST default
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theme-cream-casual, feeling phaser-ui-motion, SFX phaser-ui-sfx; bitmap pack
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super-casual when art is needed), input/audio/persistence services, safe loading
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transitions, and QA Test tools (tool-demo-qa). Use for new Phaser casual games,
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shared foundation work, DOM/CSS/button/modal UI, or debug/cheat/QA tools.
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For reskinning an existing game's theme/assets/feeling/SFX, use pcgf-ui-reskin
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instead — do not run the compare.html reskin flow on greenfield creates.
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---
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# Phaser Casual Game Factory
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Use this skill whenever the task creates or changes a Phaser casual game. Treat the current repository as the source of truth: preserve its framework and conventions, and add only the smallest reusable layer that solves the task.
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The plugin's reusable contracts are documented in `references/core-contracts.md` and templated in `templates/core/`. Read those files before introducing a new shared service, event, storage adapter, time helper, loading flow, layout system, or gameplay module. For blocking loading/scene transitions, also read `references/loading-view.md` and use `templates/loading-view/`, `templates/boot/play-boot-loading-view.ts`, plus `templates/phaser/loading-overlay-scene.ts`. For company Boot logo/wordmark/tips, read skill **`phaser-studio25-boot-brand`**. For reset boundaries, timezones, or local/server clock work, also read `references/time-service.md` and use `templates/time/`. For attendance/streak tracking, use `templates/daily-login/` and read `references/daily-login-service.md`. For feature gates and requirement UI, use `templates/condition/` and read `references/condition-service.md`.
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## First pass
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Before editing:
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1. Identify Phaser version, build tool, language, entry point, and existing scene structure.
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2. Find the game configuration, asset loading, scaling mode, input handling, and state ownership.
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3. Check whether the repository already has shared UI, audio, persistence, transition, or event utilities. Extend them instead of creating parallel systems.
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4. Run the existing checks once when practical so failures can be separated from the change.
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If the project is new, establish this minimum structure:
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```text
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src/
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app/ # bootstrap, scene registration, global services
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core/ # game state, events, constants, contracts
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scenes/ # Boot, Home, Game (required)
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systems/ # input, audio, save, level, timer, score
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ui/ # reusable Phaser UI components and layout helpers
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config/ # typed tuning values and environment configuration
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```
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## Default lifecycle
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Required scenes (register at game start; only Boot auto-starts):
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`Boot -> Home -> Game` (+ `FactoryLoadingOverlay` last as a technical Loading View, not a destination)
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- Follow `skills/phaser-loading-view` for every blocking transition.
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- Boot → Home brand (logo / 25 STUDIO / tips) → skill **`phaser-studio25-boot-brand`**
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only. Rebrand there — do not swap in game splash art inside BootScene.
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- Boot wires `playBootLoadingView` + `bootToHome` (0/2000/700); brand close style defaults to **`iris`** (`BOOT_CLOSE_STYLE.iris`); opt-in **`slide-up`** when requested.
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- Home ↔ Game / Next Level: `FactoryLoadingOverlay` (`scene-transition` / `next-level`); mask hole **full → 0** on cover, **0 → full** on reveal (do not start cover from 0). While fully covered, **pause** BitmapMask for the HUD dwell; resume before reveal. Progress bar paints only on **whole-percent** changes (Δ ≥ 1%) — see `phaser-loading-view`.
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- `Home` owns navigation and **settings** (shared HTML modal for Home + Game — see `phaser-ui-motion` + `phaser-ui-sfx`).
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- `Game` coordinates a session and delegates rules to systems/domain objects; Game settings opens the **same** Home modal (`getDomSettingsPopup().open({ showHome: true })`), not a forked Phaser panel.
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- **New game / greenfield UI:** apply defaults below directly. Do **not** open **`pcgf-ui-reskin`** or build compare.html — there is no Before state.
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- **Reskin / skin / đổi UI on an existing game** → navigator **`pcgf-ui-reskin`** (audit → choose → compare.html → replace on approval). Do **not** treat `phaser-ui-motion` alone as the reskin entry point.
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- Default feeling (button/popup/slider tweens) → skill **`phaser-ui-motion`** + `templates/motion`.
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- Default UI SFX (click/close) → skill **`phaser-ui-sfx`** + `templates/ui/ui-sfx.ts` + plugin `assets/sfx/`.
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- Default DOM/CSS theme → skill **`theme-cream-casual`** (`templates/ui/factory-cream-casual.css`, matches browser demo). **MUST** import it + put `factory-page` on `body` for bare-button press language. Dark navy/purple is optional via **`theme-dark-casual`** only when explicitly requested.
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- Default bitmap UI pack when wiring art on a new game → `assets/ui-packs/super-casual/`. Create-new art → skill **`game-art`**.
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Keep scene transitions explicit. Do not hide navigation inside unrelated UI components.
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Do not use a parallel boot splash with a fake progress ticker.
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## Architecture rules
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- **Prefer MVVM + RxJS** when a feature needs reactive UI state, async progress, or
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multi-step presentation (LoadingView is the reference). ViewModels own state/`state$`;
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Views only mirror. Plain services remain fine for pure domain work with no View.
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- Keep authoritative state in a typed model or session object, not in display objects.
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- Let scenes coordinate; let systems implement rules; let UI render state and emit intent.
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- Use domain events or narrow callbacks for cross-system communication. Avoid global mutable variables.
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- Make randomization injectable or seedable when level generation or scoring needs reproducibility.
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- Put balancing values in typed config/data, not magic numbers spread through scene code.
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- Dispose timers, listeners, tweens, and input handlers when a scene/session ends.
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- Prefer data-driven levels and content so adding a level does not require duplicating scene code.
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- Keep shared contracts independent of Phaser whenever possible. Phaser/browser APIs belong in adapters.
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- Route persistence through `StorageService`, time through `TimeService`, async work through `LoadingManager`, and viewport calculations through `LayoutService`.
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- Use typed event maps and include a reason for economy, XP, and reward mutations.
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- Keep game-specific state behind `GameplayModule<TState>`; do not add game rules to shared services.
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## Blocking loading and scene transitions
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- Follow `references/loading-view.md` / `skills/phaser-loading-view` exactly.
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- MVVM + RxJS: **every** async step (cleanup/load scene, config, user data, assets) is a ViewModel task; View is optional and only mirrors `state$`.
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- Timing: open (source may still show) + showing (≥ min) runs tasks; close is View-only. Progress ≤ 99% until all tasks settle, then 100%.
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- Visual scene work uses `afterOpen: true` or `waitForOpen()` — never swap scenes during open.
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- Boot → Home: `playBootLoadingView` + `bootToHome`; brand from `phaser-studio25-boot-brand`; close style **`iris`** by default, **`slide-up`** when requested.
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- Boot LoadingView **stage box size matches idle Home** (same phone frame / canvas client box). Pin splash to `#game canvas`; iris mask **scale 0 → full** at frog logo origin (`createBootIrisClose`: measure before chrome flip; `afterCoverReady` for hybrid `.is-revealing-home`).
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- Home↔Game / Next Level overlay mask: cover **full → 0**, reveal **0 → full**. Follow `phaser-loading-view`.
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- Queue navigation; prepare destination before close; HTML Home idle stacks above canvas (mask reveal mode keeps canvas on top only while masking).
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- After reveal settles, clear `is-revealing-home` and keep bottom nav (Shop/Main/Heroes) above the canvas (`z-index`); do not leave canvas covering HUD/nav on idle Home.
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- Verify both directions with real controls.
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## Demo Test tools (MUST for debug / cheat / QA)
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When the user asks to **tạo tool**, add debug/cheat/QA controls, grant gold/XP, FPS HUD, or a Tools FAB — **MUST** follow skill **`tool-demo-qa`** (`templates/demo-tools/`). Do **not** invent a parallel debug panel.
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- Prefer **`initDemoQaTools({ getLoop })`** (scaffold → `src/factory/demo-tools/`). It ensures FAB + Perf HUD + **potato/low/mid/high** force buttons (`ensureDemoToolsShell`) + **collapsible sections**.
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- Add game tools with **`appendToolSection`** / `data-action`, or tunable params with **`mountToolParamGroups`** (label-above select/range+value — Volute MOVE layout). Large sections collapse by default (**+** / **−**, not ↑↓).
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- Stay **visible above** splash and Game→Home (do not hide on `is-revealing-home`).
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- Official player build: `enabled: false` / `DEMO_TOOLS_FORCE = false` — tears down FAB/panel **and** Perf HUD (no rAF). Also `?tools=0`.
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- A Tools panel without `[data-tier]` is incomplete — call `ensureDemoToolsShell` / `initDemoQaTools`.
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+
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104
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## UI theme, feeling, and SFX (new games)
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On **new / greenfield** work, wire defaults directly — no reskin navigator, no compare.html:
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| Lane | Default skill / pack |
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|------|----------------------|
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| Theme | **`theme-cream-casual`** |
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| Feeling | **`phaser-ui-motion`** |
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+
| SFX | **`phaser-ui-sfx`** |
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+
| Bitmap pack (when needed) | **`super-casual`** (`assets/ui-packs/super-casual/`) |
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+
| Create-new art | **`game-art`** |
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+
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116
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## UI reskin (existing games only)
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+
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When the user asks to **reskin**, restyle product UI, swap UI packs, or upgrade theme/assets/feeling/SFX on a game that **already has** chrome — follow navigator **`pcgf-ui-reskin`** (audit → choose defaults/options → apply → **compare.html** → replace on approval). Never run that compare/replace flow for a brand-new project.
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+
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Follow **`theme-cream-casual`** for **all** default DOM chrome (cream page, green primary, gold costs, hot close) unless the game supplies art or explicitly opts into **`theme-dark-casual`**.
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+
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- **MUST** `@import` `factory-cream-casual.css`, set `body.factory-page`, and call **`bindFactoryDomPress()`** so press uses `box-shadow: none` and survives drag-off (no stuck tween).
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- **MUST NOT** invent purple-on-navy / flat buttons / keep shadow while pressed / clear press on `pointerout`.
|
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124
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+
- Details → skill **`theme-cream-casual`**.
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125
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+
|
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126
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+
Follow **`phaser-ui-motion`** for every interactive control's **feeling**:
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127
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+
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- Buttons → `bindButtonMotion` only (motion file **must** include `finishFromWindow` / window `pointerup` for release outside canvas). **Press held until release**; never clear on `pointerout`. Stuck after thả ngoài canvas → follow `phaser-ui-motion/fix-off-canvas-press.md`.
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- Settings volume UI chrome/tweens: one modal (`templates/ui/settings-popup-dom.ts` + `audio-settings.ts`) for Home and Game; Game only toggles the Home CTA.
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+
- Popups dismiss only on dim / × / explicit dismiss — never on panel chrome taps.
|
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131
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+
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132
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+
Follow **`phaser-ui-sfx`** for shared click/close sounds (not inside motion authorship):
|
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133
|
+
|
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134
|
+
- Prefer HTMLAudio clones (`playUiClick` / `playUiClose` from `templates/ui/ui-sfx.ts`); files `/assets/sfx/ui_*.mp3` (plugin defaults in `assets/sfx/`).
|
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135
|
+
- Do not assume Phaser `cache.audio` alone in hybrid demos.
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136
|
+
- Create/replace UI sounds via **`phaser-ui-sfx`** (or a future SFX skill registered in `pcgf-ui-reskin`).
|
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137
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+
|
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138
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+
## Responsive layout
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139
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+
|
|
140
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+
Use one layout policy for the whole game:
|
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141
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+
|
|
142
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+
- Define a logical design size and let Phaser scale the canvas to the viewport.
|
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143
|
+
- Keep gameplay coordinates in world space and HUD coordinates in screen/UI space.
|
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144
|
+
- Recalculate layout on resize/orientation changes through a single layout service or scene method.
|
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145
|
+
- Anchor controls by semantic regions (`topBar`, `playArea`, `bottomActions`) rather than fixed pixels.
|
|
146
|
+
- Preserve touch target sizes and readable text on narrow screens.
|
|
147
|
+
- Test at at least one narrow portrait and one wide landscape viewport.
|
|
148
|
+
|
|
149
|
+
## Casual-game UX baseline
|
|
150
|
+
|
|
151
|
+
Every playable flow should provide:
|
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152
|
+
|
|
153
|
+
- An immediate visual response to tap/click (**`bindButtonMotion`** / DOM twin — `phaser-ui-motion`).
|
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154
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+
- Clear idle, success, failure, and disabled states.
|
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155
|
+
- A pause/restart path where the platform permits it.
|
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156
|
+
- Short feedback loops: score, progress, combo, timer, or goal status is visible.
|
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157
|
+
- Audio that respects a persisted mute/SFX setting (`audio-settings`) and starts only after browser interaction when required; UI click/close via **`phaser-ui-sfx`** must be audible on **every** press, not only the first gesture.
|
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158
|
+
- A result state that explains what happened and offers a single obvious next action.
|
|
159
|
+
|
|
160
|
+
## Turning a description into a game
|
|
161
|
+
|
|
162
|
+
1. Convert the request into a scene/transition matrix before implementation: source,
|
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163
|
+
destination, blocking tasks, open/minimum/close timing, and presentation variant.
|
|
164
|
+
2. Inspect supplied screenshots/assets and derive palette, shape, spacing and typography.
|
|
165
|
+
Never use a screenshot with baked cards/buttons as a generic scene background.
|
|
166
|
+
3. Build ViewModels and service boundaries first, then Views and game-specific art.
|
|
167
|
+
4. If gameplay is not implemented yet, reserve the final play-area footprint with a
|
|
168
|
+
genre-appropriate placeholder (board/grid/lane), without putting rules in the scene.
|
|
169
|
+
5. Keep HTML and Phaser layout ownership explicit. A transition must reveal the final
|
|
170
|
+
destination layout, not a temporary background or differently sized shell.
|
|
171
|
+
|
|
172
|
+
## Implementation workflow
|
|
173
|
+
|
|
174
|
+
1. Read the relevant core contracts and inspect existing adapters.
|
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175
|
+
2. Write the smallest gameplay contract: start condition, actions, success/failure, and end condition.
|
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176
|
+
3. Add or update typed state and events before wiring visual effects.
|
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177
|
+
4. Implement the happy path with placeholder visuals.
|
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178
|
+
5. Add responsive UI and interaction feedback.
|
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179
|
+
6. Add audio, persistence, transitions, and polish as separate changes.
|
|
180
|
+
7. Verify desktop and touch input, resize behavior, restart behavior, and scene cleanup.
|
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181
|
+
8. Report changed files, checks run, and any remaining asset/content assumptions.
|
|
182
|
+
|
|
183
|
+
## Review checklist
|
|
184
|
+
|
|
185
|
+
Flag these issues during review:
|
|
186
|
+
|
|
187
|
+
- Gameplay state stored only in sprites/text objects.
|
|
188
|
+
- Scene `create()` or `update()` growing into a monolith.
|
|
189
|
+
- Resize logic duplicated across components.
|
|
190
|
+
- Input listeners or timers surviving scene shutdown.
|
|
191
|
+
- Restart causing duplicate listeners, duplicated sprites, or stale state.
|
|
192
|
+
- Audio starting without a user gesture or ignoring mute/SFX volume.
|
|
193
|
+
- Silent buttons / missing press feeling (skipped `bindButtonMotion` or missing **`phaser-ui-sfx`** / empty `/assets/sfx/`).
|
|
194
|
+
- Existing-game UI reskin done only through `phaser-ui-motion` without **`pcgf-ui-reskin`** audit / compare.html (greenfield creates do not need compare.html).
|
|
195
|
+
- Stuck / wrong button press after drag-off (must **keep** press until release like Settings close; finish on scene `POINTER_UP` + pointer capture — never clear press on `pointerout`; see `phaser-ui-motion`).
|
|
196
|
+
- Forked Settings UI between Home and Game with divergent slider/tween behavior.
|
|
197
|
+
- Popup closing when tapping inside the panel (missing dim-only dismiss / panel sink).
|
|
198
|
+
- Hard-coded viewport coordinates that break on mobile.
|
|
199
|
+
- New assets loaded from gameplay scenes without a loading/error path.
|
|
200
|
+
- A feature that cannot be tested without clicking through the entire game.
|
|
201
|
+
|
|
202
|
+
## Refresh plugin on an existing game
|
|
203
|
+
|
|
204
|
+
If `_pcgf/` already exists, update skills/templates with `--no-scaffold` so `src/` is not overwritten:
|
|
205
|
+
|
|
206
|
+
```bash
|
|
207
|
+
npx @quybt93/pcgf install --yes --no-scaffold
|
|
208
|
+
```
|
|
209
|
+
|
|
210
|
+
If install looks stale (old skill names, bad scaffold), wipe then reinstall:
|
|
211
|
+
|
|
212
|
+
```bash
|
|
213
|
+
npx @quybt93/pcgf clean --yes
|
|
214
|
+
npx @quybt93/pcgf install --yes --scaffold
|
|
215
|
+
```
|
|
216
|
+
|
|
217
|
+
Use `pcgf clean --yes --with-scaffold` to also delete `src/factory/`. From Git: append the same flags to the `npx --yes --package=git+ssh://... pcgf …` command.
|
|
218
|
+
|
|
219
|
+
## Shipping to Git
|
|
220
|
+
|
|
221
|
+
When the user asks to commit, push, or land on `main`, follow **`pcgf-git-merge-request`**: side branch → rebase `origin/main` → push branch → GitLab Merge Request. Do not push straight to `main`.
|
|
222
|
+
|
|
223
|
+
## Completion standard
|
|
224
|
+
|
|
225
|
+
A task is complete when the game behavior works, the reusable boundary is clear, the narrowest relevant checks pass, and the handoff mentions any unverified browser/device behavior. Do not introduce a framework migration or a large abstraction unless the task explicitly calls for it.
|
|
@@ -0,0 +1,21 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: phaser-condition-service
|
|
3
|
+
description: "Build remote-config-ready gameplay conditions for Phaser casual games, including player levels, login totals and streaks, resources, comparison operators, AND/OR/NOT groups, descriptions, and UI progress. Use for feature gates, unlocks, and requirements; not for mutating rewards."
|
|
4
|
+
---
|
|
5
|
+
|
|
6
|
+
# Phaser Condition Service
|
|
7
|
+
|
|
8
|
+
Use `templates/condition/` with the shared Economy repository. Read `references/condition-service.md` before adding a configurable game requirement.
|
|
9
|
+
|
|
10
|
+
## Config and evaluation
|
|
11
|
+
|
|
12
|
+
- Store definitions as JSON-safe `ConditionConfig`; call `replaceConfig()` after local or remote config validation/loading. Definition key and `id` must match.
|
|
13
|
+
- Use metric `level` with `params.trackId`, `login-days`, `login-streak`, or `resource` with `params.resourceId`. Supported operators are `>=`, `>`, `=`, `!=`, `<`, and `<=`.
|
|
14
|
+
- Combine nodes with `all`, `any`, and `not`. Do not hard-code condition checks in Phaser scenes.
|
|
15
|
+
- Call `getViewModel(id)` for UI. It returns `met`, description, `current`, `target`, percent, and a format-ready `x/y`, percent, or combined label.
|
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16
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+
|
|
17
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+
## Extensibility
|
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18
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+
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19
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+
- Register a `ConditionMetricProvider` for every future metric, such as quest count, hero star, battle-pass tier, package ownership, or server flag. Providers only read state.
|
|
20
|
+
- If a Leveling track starts above zero before it has been persisted, pass `createLevelMetricProvider({ character: 1 })` (or defaults generated from Leveling config) to preserve correct initial progress.
|
|
21
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+
- Condition evaluation has no side effect. The caller performs a later Economy/Leveling transaction after a condition is met; server-authoritative features must revalidate on the backend.
|
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@@ -0,0 +1,20 @@
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|
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1
|
+
---
|
|
2
|
+
name: phaser-daily-login-service
|
|
3
|
+
description: "Add persistent daily-login tracking to a Phaser casual game: date lookup, consecutive login streaks, local/portal login sources, idempotent registration, and automatic new-day registration. Use for login calendars and streak UI; reward-claim calendars need an additional reward config layer."
|
|
4
|
+
---
|
|
5
|
+
|
|
6
|
+
# Phaser Daily Login Service
|
|
7
|
+
|
|
8
|
+
Use `templates/daily-login/` with the shared Economy repository and `ManagedTimeService`. Read `references/daily-login-service.md` before adding a login calendar, portal callback, or streak UI.
|
|
9
|
+
|
|
10
|
+
## Invariants
|
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11
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+
|
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12
|
+
- Configure TimeService timezone before creating Daily Login. A login day is its `YYYY-MM-DD` key, never the device's unconfigured Date string.
|
|
13
|
+
- Call `startAutoRegistration()` once in the application/session coordinator. It registers the current day immediately and subscribes to TimeService `new-day`; dispose it at application teardown.
|
|
14
|
+
- For a portal or third-party callback, call `registerLogin({ dayKey, source, transactionId })`. The external callback ID must be stable on retry.
|
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15
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+
- `registerLogin` is idempotent. A repeated date or duplicate transaction never increases the streak. Use `hasLoggedIn(dayKey)` and `getConsecutiveLoginDays()` for UI rather than recalculating dates in a scene.
|
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16
|
+
- This service records attendance only. A future reward-claim feature must evaluate its own eligibility and grant through Economy atomically; do not put rewards in the time event callback.
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+
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18
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+
## State semantics
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19
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+
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20
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+
`currentStreak` is the contiguous sequence ending on the most recent recorded login date. `longestStreak` is the highest contiguous sequence ever recorded. Registering historical days is supported for verified portal migration and recomputes both safely.
|
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@@ -0,0 +1,72 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: phaser-economy-service
|
|
3
|
+
description: Implement extensible, config-driven Phaser game economy operations with atomic local transactions, idempotency keys, resource capabilities, and a repository boundary ready for server synchronization.
|
|
4
|
+
---
|
|
5
|
+
|
|
6
|
+
# Phaser Economy Service
|
|
7
|
+
|
|
8
|
+
Use `templates/economy/` for economy work. Read `references/core-contracts.md` first when connecting the economy to a new game.
|
|
9
|
+
|
|
10
|
+
## Design rules
|
|
11
|
+
|
|
12
|
+
- Model resources as data with explicit capabilities: `grantable`, `spendable`, `sellable`, `convertible`, and `mergeable`.
|
|
13
|
+
- Keep each operation in its own handler. Register new operations; do not edit existing handlers to add unrelated behavior.
|
|
14
|
+
- Put quantities, weights, recipes, rewards, and package entitlements in config.
|
|
15
|
+
- Require a unique `transactionId` for every mutation, including free rewards and daily login claims.
|
|
16
|
+
- Execute mutations through `EconomyRepository.runAtomic`. Never mutate UI state or storage directly from a scene.
|
|
17
|
+
- Validate all inputs and outputs before committing. A failed operation must leave balances, packages, and transaction records unchanged.
|
|
18
|
+
- Return a receipt containing the transaction ID, operation type, and balance changes.
|
|
19
|
+
|
|
20
|
+
## Supported operations
|
|
21
|
+
|
|
22
|
+
- `grant`: all configured rewards, weighted random selection, or user-selected rewards; each reward can use a fixed or random quantity.
|
|
23
|
+
- `sell`: consume one or more sellable resources and grant one or more configured rewards.
|
|
24
|
+
- `convert`: consume convertible resources and grant another resource set.
|
|
25
|
+
- `merge`: consume mergeable fragments/items and grant the configured result.
|
|
26
|
+
- `activate-package`: record package entitlements and optional rewards exactly once.
|
|
27
|
+
|
|
28
|
+
## Items and equipment
|
|
29
|
+
|
|
30
|
+
Use `DefaultItemService` for item instances that have generated stats or skills. Keep the item template immutable and store the rolled effects on the instance.
|
|
31
|
+
|
|
32
|
+
- Creation can use fixed effects, weighted random effects, or random stat ranges.
|
|
33
|
+
- A change creates a proposal containing `before`, `after`, `baseRevision`, and resource cost.
|
|
34
|
+
- Preview/roll validates and charges the configured resources atomically, then stores the proposal while leaving the item unchanged.
|
|
35
|
+
- Apply validates the base revision and commits the already-paid proposal; it never charges resources again.
|
|
36
|
+
- If the user does not apply the proposal, the rolled cost remains spent but the item remains unchanged.
|
|
37
|
+
- Revert restores the proposal's `before` snapshot after apply, or discards a pending proposal without changing the item; it never charges/refunds resources.
|
|
38
|
+
- Reject stale proposals when the item revision changed after reroll.
|
|
39
|
+
|
|
40
|
+
Do not mutate an item's stats in the UI. The UI should display a proposal and call apply or revert with a new transaction ID.
|
|
41
|
+
|
|
42
|
+
Use `buildItemRerollViewModel()` to render current-to-proposed stat/skill diffs, up/down direction, cost label, and `canReroll`. Use `buildInventoryDetailViewModel()` for owned amount clamping, open/sell availability, and select-open state. These view models keep UI rules reusable across Phaser and HTML/CSS screens.
|
|
43
|
+
|
|
44
|
+
## Inventory items
|
|
45
|
+
|
|
46
|
+
Use `DefaultInventoryService` for stackable consumables that are separate from generated equipment. Define each item in `InventoryConfig` with optional `open` and `sell` capabilities.
|
|
47
|
+
|
|
48
|
+
- `open.mode: 'all'` grants every configured entry.
|
|
49
|
+
- `open.mode: 'weighted-random'` selects by configured weights.
|
|
50
|
+
- `open.mode: 'select'` requires the UI to pass selected reward IDs.
|
|
51
|
+
- Opening and selling consume the requested stack amount atomically and return item/resource reward summaries.
|
|
52
|
+
- Use `list()` and `getAmount()` to build inventory UI; do not mutate stack counts directly from Phaser scenes.
|
|
53
|
+
- Detail UI should clamp amount to `1..owned`, expose minus/plus/max/input controls, and use a confirmation/action button for open or sell.
|
|
54
|
+
- Use a stable transaction ID for seed, open, and sell operations so repeated clicks cannot duplicate rewards.
|
|
55
|
+
|
|
56
|
+
## Transaction behavior
|
|
57
|
+
|
|
58
|
+
The local repository serializes concurrent calls, checks `transactionId` before executing, commits a cloned state only after the handler succeeds, and persists the receipt with the state. A repeated ID returns the original receipt and cannot grant resources again.
|
|
59
|
+
|
|
60
|
+
For server integration, implement the same repository contract with a database transaction or server-side idempotency store. Do not move atomicity into the Phaser scene.
|
|
61
|
+
|
|
62
|
+
## Adding a new operation
|
|
63
|
+
|
|
64
|
+
1. Add a new discriminated request type.
|
|
65
|
+
2. Add its config shape and validation rules.
|
|
66
|
+
3. Implement one `EconomyOperationHandler`.
|
|
67
|
+
4. Register it in the operation registry.
|
|
68
|
+
5. Add tests for success, insufficient balance, invalid config, duplicate transaction, and concurrent calls.
|
|
69
|
+
|
|
70
|
+
For item changes also test fixed versus random rolls, skill unlocks, stale proposal rejection, apply/revert, and duplicate apply.
|
|
71
|
+
|
|
72
|
+
Do not change the repository or existing handlers unless the transaction contract itself changes.
|
|
@@ -0,0 +1,60 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: phaser-foundation
|
|
3
|
+
description: Build or adapt the reusable Phaser runtime foundation for casual games, including typed event buses, storage and time adapters, scene context, lifecycle cleanup, and scene registration. Use before adding game-specific gameplay or shared services.
|
|
4
|
+
---
|
|
5
|
+
|
|
6
|
+
# Phaser Foundation
|
|
7
|
+
|
|
8
|
+
Use the templates in `templates/phaser/` together with the contracts in `templates/core/`. The foundation connects framework/browser APIs to framework-independent contracts.
|
|
9
|
+
|
|
10
|
+
## Boundaries
|
|
11
|
+
|
|
12
|
+
- Keep domain services independent of Phaser.
|
|
13
|
+
- Put Phaser, browser storage, and browser clock access in adapters.
|
|
14
|
+
- Pass a `GameContext` into scenes; do not construct global services inside individual scenes.
|
|
15
|
+
- Register cleanup for every listener, timer, tween, and subscription created by a scene.
|
|
16
|
+
- Default scene set: **Boot → Home → Game**. Register `FactoryLoadingOverlay` last as a
|
|
17
|
+
technical Loading View (not a gameplay destination).
|
|
18
|
+
- Prefer **MVVM + RxJS** for features that need reactive View state (see LoadingView);
|
|
19
|
+
keep pure domain services Phaser/RxJS-free when no View is involved.
|
|
20
|
+
- Boot → Home uses `playBootLoadingView` + `bootToHome`; company logo/wordmark/tips + close styles
|
|
21
|
+
(`iris` default / `slide-up`) live in skill **`phaser-studio25-boot-brand`** (`templates/boot/`).
|
|
22
|
+
Rebrand only that skill. Default close is **`iris`** unless the product asks for `slide-up`.
|
|
23
|
+
Hybrid: Boot splash box size matches Home stage; iris **0 → full** at logo (`afterCoverReady` for chrome).
|
|
24
|
+
Details → `phaser-loading-view` + `phaser-studio25-boot-brand`.
|
|
25
|
+
- Home↔Game / Next Level use `FactoryLoadingOverlay` (queue requests; never merge intents).
|
|
26
|
+
Overlay hole: cover **full → 0**, reveal **0 → full**. Pause BitmapMask while fully covered
|
|
27
|
+
(HUD dwell); resume before reveal. Progress HUD paint only on **Δ ≥ 1%** whole-percent steps
|
|
28
|
+
(see `phaser-loading-view`). Do not reuse Home↔Game hole contracts for Boot `slide-up`.
|
|
29
|
+
- For hybrid HTML Home, use a transparent renderer and coordinator-owned DOM mode;
|
|
30
|
+
scene `create()` must not move HTML above the loading canvas.
|
|
31
|
+
- Copy `templates/motion/` and `templates/ui/` (audio settings + shared settings popup +
|
|
32
|
+
**`factory-cream-casual.css`** default style) with the foundation; wire UI SFX via HTMLAudio
|
|
33
|
+
(or equivalent) so click/close work without Phaser cache.
|
|
34
|
+
Default look → skill **`theme-cream-casual`**: import `factory-cream-casual.css` + `body.factory-page` + `bindFactoryDomPress()`.
|
|
35
|
+
Optional dark preview → **`theme-dark-casual`** only when requested. Do not invent parallel DOM themes.
|
|
36
|
+
Follow skill **`phaser-ui-motion`** for buttons, popups, sliders, and Home/Game settings
|
|
37
|
+
(press held until release — never clear press on `pointerout`; see that skill’s NEVER/ALWAYS).
|
|
38
|
+
- Debug / cheat / QA Test tools → skill **`tool-demo-qa`** (`templates/demo-tools/`, `initDemoQaTools`,
|
|
39
|
+
`appendToolSection`). Do not invent a parallel tools panel.
|
|
40
|
+
|
|
41
|
+
## Implementation order
|
|
42
|
+
|
|
43
|
+
1. Copy the core contracts and the relevant Phaser adapters into the game project.
|
|
44
|
+
2. Create one application context that owns the event bus, storage, time, and service implementations.
|
|
45
|
+
3. Pass the context into the first scene through scene data or a project-level bootstrap.
|
|
46
|
+
4. Extend `FoundationScene` for scenes that need automatic subscription cleanup.
|
|
47
|
+
5. Register Boot, Home, Game (+ overlay) in one place; only Boot auto-starts.
|
|
48
|
+
6. Add framework-specific adapters only when a contract requires them.
|
|
49
|
+
7. Copy `templates/loading-view/`, `templates/boot/` (incl. brand skill assets), Phaser overlay,
|
|
50
|
+
`templates/motion/`, `templates/ui/`, and hybrid CSS.
|
|
51
|
+
|
|
52
|
+
## Verification
|
|
53
|
+
|
|
54
|
+
- Reloading a scene does not duplicate event listeners.
|
|
55
|
+
- Restarting a game creates a fresh session state.
|
|
56
|
+
- Storage failures do not crash boot; the adapter has a safe fallback or explicit error policy.
|
|
57
|
+
- Time-dependent systems can receive a fake clock in tests.
|
|
58
|
+
- Scene transitions do not leak timers, tweens, or subscriptions.
|
|
59
|
+
- The final destination layout is already beneath LoadingView before close begins.
|
|
60
|
+
- Core services can be tested without creating a Phaser game instance.
|
|
@@ -0,0 +1,39 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: phaser-leveling-service
|
|
3
|
+
description: Implement reusable character, hero, battle-pass, and progression level tracks with XP, resource upgrades, conditions, max-level overflow, automatic rewards, reset/refund policies, typed events, and atomic transaction behavior.
|
|
4
|
+
---
|
|
5
|
+
|
|
6
|
+
# Phaser Leveling Service
|
|
7
|
+
|
|
8
|
+
Use `templates/leveling/` with the shared economy repository and economy config. A level track is data, not a separate service class: character level, hero level, battle pass, and future progression types use the same API.
|
|
9
|
+
|
|
10
|
+
Call `validateLevelingConfig(config, economyConfig)` before loading a game. `DefaultLevelingService` validates automatically and rejects experience tracks with a finite `maxLevel` when any curve entry from `startLevel` through `maxLevel - 1` is missing. This catches a rollback-causing missing Battle Pass curve before gameplay.
|
|
11
|
+
|
|
12
|
+
## Track modes
|
|
13
|
+
|
|
14
|
+
- `experience`: add XP, level up automatically, preserve XP overflow at max level, and keep total XP.
|
|
15
|
+
- `resource`: upgrade one level at a time by configured resource cost and conditions; store the exact cost spent at each level for reset/refund.
|
|
16
|
+
|
|
17
|
+
Every track has a configurable start level. Default it to `1`, but allow `0` or another value.
|
|
18
|
+
|
|
19
|
+
## Atomic rules
|
|
20
|
+
|
|
21
|
+
- Add XP, level-up rewards, feature unlock summaries, and persistence commit as one repository transaction.
|
|
22
|
+
- Resource upgrade cost, level change, and level-up rewards commit together.
|
|
23
|
+
- Reset/refund and state reset commit together.
|
|
24
|
+
- If any resource check, condition, reward grant, or persistence step fails, do not save XP, level, spent cost, or claimed rewards.
|
|
25
|
+
- Use a unique transaction ID for XP grants, upgrades, and resets. A duplicate ID returns the original receipt and does not repeat rewards.
|
|
26
|
+
|
|
27
|
+
## Rewards and events
|
|
28
|
+
|
|
29
|
+
Level-up rewards are automatic. The returned receipt contains an aggregated `rewards` list for UI presentation after an animation or flow completes. Feature unlocks are notification summaries unless a dedicated feature service is connected.
|
|
30
|
+
|
|
31
|
+
Emit events only after the repository transaction succeeds. UI may subscribe to level-track changes, level-up events, rewards, and reset/refund results.
|
|
32
|
+
|
|
33
|
+
## Conditions and reset
|
|
34
|
+
|
|
35
|
+
Use configured conditions for upgrades. The default evaluator supports other track levels, resource balances, AND, and OR. Keep the evaluator injectable so a future ConditionService can handle quests, stars, unlocks, and compound conditions.
|
|
36
|
+
|
|
37
|
+
Reset behavior is configured per track. A reset can return to the configured default level, clear XP, optionally clear claimed rewards, and refund a configured percentage of recorded resource costs. XP overflow is not silently discarded at max level; it remains in the track state.
|
|
38
|
+
|
|
39
|
+
Use `buildLevelTrackViewModel()` for UI. It exposes level/max labels, `XP current/required` (or current XP at max), next-level costs, condition labels, and `canUpgrade`. Keep this view model separate from Phaser scene objects so HTML, Phaser UI, and tests render the same state.
|
|
@@ -0,0 +1,167 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: phaser-loading-view
|
|
3
|
+
description: Implements or fixes Phaser blocking LoadingView transitions with MVVM, RxJS task progress, independent open/minimum/close timing, queued scene requests, bitmap masks, progress paint dirty-checks, mask pause while fully covered, and safe Phaser/HTML layering. Use for Boot→Home wiring, Home↔Game transitions, mandatory level entry, Next Level loading, progress bars, transition flashes, duplicated loading, loading jank, or destination layout reveal bugs. For company Boot logo/wordmark/tips, use phaser-studio25-boot-brand.
|
|
4
|
+
---
|
|
5
|
+
|
|
6
|
+
# Phaser LoadingView
|
|
7
|
+
|
|
8
|
+
Read `references/loading-view.md`, then use the canonical templates:
|
|
9
|
+
|
|
10
|
+
- `templates/loading-view/`
|
|
11
|
+
- `templates/boot/play-boot-loading-view.ts` — Boot → Home wire into ViewModel
|
|
12
|
+
- Company Boot brand (logo, 25 STUDIO, tips) → skill **`phaser-studio25-boot-brand`**
|
|
13
|
+
(`templates/boot/brand/`)
|
|
14
|
+
- `templates/phaser/loading-overlay-scene.ts` — Home↔Game / Next Level View (technical scene)
|
|
15
|
+
- `templates/phaser/hybrid-loading-layer.css`
|
|
16
|
+
|
|
17
|
+
## Required architecture
|
|
18
|
+
|
|
19
|
+
Always follow this contract — do not invent a parallel loader.
|
|
20
|
+
|
|
21
|
+
1. One `LoadingViewModel` per user operation.
|
|
22
|
+
2. **Every** async step registers as a weighted task: cleanup scene, load scene, config, user data, mandatory assets, layout prepare, …
|
|
23
|
+
3. Timing lives on the ViewModel:
|
|
24
|
+
- `openDurationMs` — open/cover; source may still be visible
|
|
25
|
+
- `minimumVisibleMs` — minimum `showing` after open
|
|
26
|
+
- `closeDurationMs` — View close/reveal **only** (no async work)
|
|
27
|
+
4. Task window = open + showing (`showing ≥ minimumVisibleMs`).
|
|
28
|
+
5. `actualProgress` ≤ **0.99** until all tasks settle, then **1**.
|
|
29
|
+
6. Visual scene work waits for open: `afterOpen: true` or `await waitForOpen()`.
|
|
30
|
+
7. View is **optional** and only mirrors `state$` — never owns load work.
|
|
31
|
+
8. Queue requests; never merge two navigation intents.
|
|
32
|
+
9. Destination fully prepared beneath LoadingView before `closing`.
|
|
33
|
+
|
|
34
|
+
```ts
|
|
35
|
+
new LoadingViewModel(
|
|
36
|
+
{
|
|
37
|
+
...LOADING_TIMING_PRESETS.menuToGame,
|
|
38
|
+
description: 'Loading Game…',
|
|
39
|
+
},
|
|
40
|
+
[
|
|
41
|
+
{ id: 'player-data', weight: 1, run: loadData },
|
|
42
|
+
{ id: 'game-scene', weight: 2, afterOpen: true, run: swapScene },
|
|
43
|
+
],
|
|
44
|
+
);
|
|
45
|
+
```
|
|
46
|
+
|
|
47
|
+
## Boot → Home (structure stays here; brand is a separate skill)
|
|
48
|
+
|
|
49
|
+
Default scenes: Boot, Home, Game. Boot always calls `playBootLoadingView` + `bootToHome`.
|
|
50
|
+
|
|
51
|
+
```ts
|
|
52
|
+
await playBootLoadingView(
|
|
53
|
+
new LoadingViewModel(
|
|
54
|
+
{
|
|
55
|
+
...LOADING_TIMING_PRESETS.bootToHome, // open 0 / min 2000 / close 700 (iris)
|
|
56
|
+
description: 'Loading…',
|
|
57
|
+
},
|
|
58
|
+
[bootAssetsTask, bootDataTask, { ...homeSceneTask, afterOpen: true }],
|
|
59
|
+
),
|
|
60
|
+
{
|
|
61
|
+
// Default closeStyle is iris — omit closeStyle or set BOOT_CLOSE_STYLE.iris.
|
|
62
|
+
// For associatio-match DOM slide: closeStyle: BOOT_CLOSE_STYLE.slideUp
|
|
63
|
+
splashAnchor: document.querySelector('#game canvas') ?? document.getElementById('game'),
|
|
64
|
+
runIrisClose: createBootIrisClose({
|
|
65
|
+
game,
|
|
66
|
+
maskKey,
|
|
67
|
+
ensureOverlay,
|
|
68
|
+
prepareCameras, // cameras / transparency only — do NOT flip Home chrome here
|
|
69
|
+
afterCoverReady, // hybrid: `.is-revealing-home` phone Home under veil
|
|
70
|
+
}),
|
|
71
|
+
},
|
|
72
|
+
);
|
|
73
|
+
```
|
|
74
|
+
|
|
75
|
+
- **One** ViewModel; **one** Boot View (`playBootLoadingView`).
|
|
76
|
+
- Brand art/copy/tips + Boot close styles (`iris` default / `slide-up`) → **`phaser-studio25-boot-brand`**.
|
|
77
|
+
- `#loading-overlay` stays hidden for the whole boot.
|
|
78
|
+
- Home↔Game / Next Level: `FactoryLoadingOverlayScene` (technical scene, not a destination).
|
|
79
|
+
- Prepare Home **scene/data** under LoadingView before close; emit home mode after close finishes.
|
|
80
|
+
- Hybrid demos: Boot splash **overall box size must match idle Home stage** (same phone frame, e.g. 390×720 FIT). Do **not** use a full-viewport Boot host that jumps to a smaller Home.
|
|
81
|
+
|
|
82
|
+
## Mask scale (Home↔Game / Next Level + Boot `iris`)
|
|
83
|
+
|
|
84
|
+
Bitmap mask = opaque frog PNG as an `invertAlpha` **hole**. Do not invent a stamp-from-0 cover for Home↔Game.
|
|
85
|
+
|
|
86
|
+
| Flow | Open / cover | Close / reveal |
|
|
87
|
+
|------|----------------|----------------|
|
|
88
|
+
| Home ↔ Game (`scene-transition`) | hole **full → 0** | hole **0 → full** |
|
|
89
|
+
| Next Level (`next-level`) | hole **full → 0** | hole **0 → full** |
|
|
90
|
+
| Boot → Home `iris` (default) | n/a (open 0) | hole **0 → full** at mapped frog origin |
|
|
91
|
+
| Boot → Home `slide-up` | n/a (open 0) | **DOM** `#studio25-splash.done` → `translateY(-102%)` |
|
|
92
|
+
|
|
93
|
+
### Boot `iris` origin (required)
|
|
94
|
+
|
|
95
|
+
1. Pin `#studio25-splash` to **`#game canvas`** (`syncSplashToGameView`) — same client box iris maps against.
|
|
96
|
+
2. Sample frog with animations paused (`getFrogLogoRect` / equivalent) **while Boot splash layout is still stable**.
|
|
97
|
+
3. Map with `mapDomRectToPhaserGame` → `originX/Y`; mask **`setScale(0)`** then tween to full.
|
|
98
|
+
4. `prepareCameras`: Boot/Home camera transparency only — **do not** resize stage / flip HUD here (that drifts the logo→mask map).
|
|
99
|
+
5. `onCoverReady` / `afterCoverReady`: dismiss DOM splash, then flip hybrid Home chrome (`.is-revealing-home`) **under** the night veil.
|
|
100
|
+
6. Do not copy Boot iris 0-start onto Home↔Game cover. Boot `slide-up`: `beginClose()` only — no overlay iris.
|
|
101
|
+
|
|
102
|
+
### Home↔Game / Next Level mask while HUD shows (required)
|
|
103
|
+
|
|
104
|
+
When the cover hole is fully closed (`frog.scale ≈ 0`), the solid cream veil already occludes — keep running `BitmapMask` only wastes GPU.
|
|
105
|
+
|
|
106
|
+
1. After cover completes (and again when HUD/`showing` starts): `cover.clearMask(false)` via `pauseCoverMaskWhileFullyCovered()` — do **not** destroy the mask object.
|
|
107
|
+
2. Solid cover rectangles stay visible; HUD slider/text are siblings (not under the mask).
|
|
108
|
+
3. Before reveal tween: `resumeCoverMaskForReveal()` — re-`setMask`, frog at **scale 0**, then hole **0 → full**.
|
|
109
|
+
4. Do not leave the mask attached for the whole `minimumVisibleMs` dwell.
|
|
110
|
+
|
|
111
|
+
## Timing formulas
|
|
112
|
+
|
|
113
|
+
```text
|
|
114
|
+
displayed = min(actualProgress, elapsedVisible / minimumVisibleMs)
|
|
115
|
+
actual ≤ 0.99 until all tasks done, else 1
|
|
116
|
+
visible = max(work after open, minimumVisibleMs)
|
|
117
|
+
total = open + visible + close
|
|
118
|
+
```
|
|
119
|
+
|
|
120
|
+
Zero is valid for every timing. With min `0`, work finished by end of open skips
|
|
121
|
+
description/slider and goes directly to close.
|
|
122
|
+
|
|
123
|
+
## View progress paint (required — jank root cause)
|
|
124
|
+
|
|
125
|
+
Lag during the loading bar is almost always **View redraw**, not the progress formulas.
|
|
126
|
+
|
|
127
|
+
| Rule | Contract |
|
|
128
|
+
|------|----------|
|
|
129
|
+
| Dirty-check | Paint slider / `%` only when `Math.round(displayedProgress * 100)` changes (**Δ ≥ 1%**). Lerp may run every frame; **Graphics / setText must not**. |
|
|
130
|
+
| Player XP slider | Home↔Game / Next Level use Player `.xp-track` look (`createHomeStyleSlider` in overlay). Prefer track chrome once + cheap fill updates; if using `Graphics.clear` + rounded fill, still gate on the 1% dirty-check. |
|
|
131
|
+
| Plain `rectangle` / `scaleX` fill | Leading fill edge is **square** unless clipped (GeometryMask / overflow). Keep rounded fill via Graphics-on-1%-step or a clipped fill — do not redraw every frame “for smoothness”. |
|
|
132
|
+
| Boot DOM bar | Same 1% gate when setting fill width / tip / `aria-valuenow` (skip identical whole percent). |
|
|
133
|
+
| Fake ticker | Never. Progress comes from ViewModel `displayedProgress` only. |
|
|
134
|
+
|
|
135
|
+
Canonical overlay helpers: `progressDrawnPercent` in `FactoryLoadingOverlayScene.update`, and `drawnPercent` inside `createHomeStyleSlider`.
|
|
136
|
+
|
|
137
|
+
## Hybrid HTML destinations
|
|
138
|
+
|
|
139
|
+
- Transparent renderer + transparent Phaser HomeScene.
|
|
140
|
+
- Design size + CSS stage share one phone box for Boot **and** Home (demo: 390×720). Boot `.is-boot` keeps that box (night BG, HUD/nav hidden); do not expand Boot to full viewport.
|
|
141
|
+
- Splash CSS: `#studio25-splash` uses `align-items:center; justify-content:center` (sculpin) so frog + wordmark center in the stage box.
|
|
142
|
+
- Prepare final Home HTML during the loading task (after open when open > 0); keep chrome flip for iris until `afterCoverReady`.
|
|
143
|
+
- LoadingView above HTML through close; idle Home HTML above canvas (see demo CSS).
|
|
144
|
+
- Boot/Game → Home: Boot `iris` uses `.is-boot.is-revealing-home` **after** night cover; Boot `slide-up` prefers idle Home under splash; Game → Home uses `.is-game.is-revealing-home`.
|
|
145
|
+
- While `is-revealing-home` (mask), `.game-host` is absolute over the **full** `.stage-screen` (`overflow: visible` on body) so HUD/nav stay under the veil; canvas `z-index` above HTML.
|
|
146
|
+
- After settle: clear `is-revealing-home`, set `is-home`, keep **HUD + bottom nav** above canvas (`z-index` + `pointer-events: none` on idle `.game-host`).
|
|
147
|
+
Regression: nav “missing” was often canvas coverage, not a removed DOM node.
|
|
148
|
+
|
|
149
|
+
## Art
|
|
150
|
+
|
|
151
|
+
- Boot company identity → `phaser-studio25-boot-brand` (`brand-defaults.js` + `logo-frog.png`).
|
|
152
|
+
- Home↔Game / Next Level LoadingView share **Home cream** (`#fff6ea`), **Home font** (`Be Vietnam Pro`), and **Home XP-track slider** by default.
|
|
153
|
+
|
|
154
|
+
## Verification
|
|
155
|
+
|
|
156
|
+
- Boot uses `playBootLoadingView` + brand skill defaults; `#loading-overlay` hidden;
|
|
157
|
+
- Boot LoadingView client box ≈ Home `.stage-screen` / canvas box (same phone size);
|
|
158
|
+
- Boot close defaults to **`iris`**; frog mask starts at **scale 0** on logo point; `slide-up` only when requested;
|
|
159
|
+
- Home↔Game / Next Level keep full→0 / 0→full;
|
|
160
|
+
- Home↔Game / Next Level **pause BitmapMask** while fully covered / HUD dwell; restore before reveal;
|
|
161
|
+
- Progress HUD paints only on **whole-percent** changes (Δ ≥ 1%);
|
|
162
|
+
- Home↔Game / Next Level use `FactoryLoadingOverlay` (technical scene);
|
|
163
|
+
- All async work is ViewModel tasks; scene cleanup/start uses `afterOpen`;
|
|
164
|
+
- Progress stays at 99% until complete; close has no tasks;
|
|
165
|
+
- View optional / state$-driven;
|
|
166
|
+
- production build + browser tests;
|
|
167
|
+
- idle Home shows HUD + bottom nav above canvas (not covered by leftover `is-revealing-home`).
|