frogoe 0.3.2 → 0.6.0
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/README.md +19 -2
- package/dist/cli.js +3481 -1562
- package/dist/injected-runtime.js +247 -0
- package/dist/templates/_shared/AGENTS.md +18 -12
- package/dist/templates/_shared/CLAUDE.md +18 -12
- package/package.json +1 -1
package/README.md
CHANGED
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@@ -20,7 +20,8 @@ npm install -g frogoe
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## The 60-second loop
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```bash
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-
frogoe init my-game # runnable folder:
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+
frogoe init my-game # runnable folder: stub game, BRIEF, identity-art
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# scenes, SPRITES registry, pinned contract
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cd my-game
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frogoe run # live reload + phone QR (try --tunnel: works on any network)
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frogoe add score-card # themeable HUD block, injected + idempotent
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@@ -28,8 +29,13 @@ frogoe lint # fast static contract lint (stable finding codes, --js
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frogoe check # full gate: lint + headless Chrome — full lifecycle, fps,
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# audio recovery, 4x phone-class throttle, screenshots
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frogoe report # last playtest: fps dips, errors, wall-clock
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frogoe vision # EYES for draw code: your sprites, gameplay frames,
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# and identity art as ASCII maps you can READ (--pretty: color)
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frogoe bundle # ONE self-contained HTML — externals dissolved, zero
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# runtime requests
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# runtime requests + identity art rendered to dist/assets/
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# behind gates (only after check passes)
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frogoe embed # the card: poster loading state → sandboxed game,
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# dist/manifest.json (palette, fonts, sha256 integrity)
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frogoe skills check # skill freshness (hash = per-bundle SHA16)
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```
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@@ -79,6 +85,17 @@ The platform draws nothing — zero taste by construction. Games run from a
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single pinned runtime (`frogoe.json` → `.frogoe/contract.js`), so every game
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is an immutable artifact of exactly the contract it was built on.
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## The game's face is authored, never captured
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Every game ships `assets/poster.js` + `assets/icon.js` — canvas scenes that
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import the game's **own sprite functions**, so key art is 1:1 with gameplay
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by construction. `frogoe bundle` renders them at store sizes (1080×1920
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poster, 1024 icon) behind **rendered gates**: title readability, safe-zone
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collisions, full-bleed icons. `frogoe vision` maps them (and your gameplay
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frames) to ASCII you can read — agents that draw blind ship blobs. And
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`frogoe embed` wraps it all: a sandboxed card (`allow-scripts` only, opaque
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origin) with the poster as loading state and `dist/manifest.json` for feeds.
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+
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## License
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Apache-2.0
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