star-sdk-cli 0.1.1 → 0.1.2

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Files changed (2) hide show
  1. package/dist/cli.mjs +1690 -4
  2. package/package.json +2 -1
package/dist/cli.mjs CHANGED
@@ -3,6 +3,1628 @@
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  // src/cli.ts
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  import * as fs from "fs";
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  import * as path from "path";
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+ import * as os from "os";
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+
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+ // src/skills.ts
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+ var SKILL_CONTENT = `---
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+ name: star-sdk
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+ description: Star SDK for browser game development. Use when building games, adding audio/sound effects, canvas rendering, leaderboards, or multiplayer. Covers Star.game(), Star.audio, Star.leaderboard, and Star.multiplayer APIs.
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+ ---
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+
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+ # Star SDK
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+
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+ Browser game development SDK with audio, canvas, leaderboards, and multiplayer.
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+
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+ ## Import
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+
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+ \`\`\`javascript
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+ import Star from 'star-sdk';
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+ \`\`\`
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+
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+ **CRITICAL:** Always use \`import Star from 'star-sdk'\` - not destructured imports.
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+
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+ ## API Overview
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+
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+ | API | Use When | Docs |
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+ |-----|----------|------|
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+ | \`Star.game()\` | Game loop, canvas, UI, input | [canvas.md](./canvas.md) |
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+ | \`Star.audio\` | Sound effects, music | [audio.md](./audio.md) |
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+ | \`Star.leaderboard\` | Scores, rankings | [leaderboard.md](./leaderboard.md) |
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+ | \`Star.multiplayer\` | Real-time multiplayer | [multiplayer.md](./multiplayer.md) |
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+
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+ ## Quick Start
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+
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+ \`\`\`javascript
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+ import Star from 'star-sdk';
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+
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+ Star.game(ctx => {
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+ const { canvas, width, height, ctx: c } = ctx;
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+ let score = 0;
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+
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+ // Preload audio
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+ Star.audio.preload({ coin: 'coin', jump: 'jump' });
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+
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+ // Game loop
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+ ctx.loop((dt) => {
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+ c.fillStyle = '#1a1a2e';
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+ c.fillRect(0, 0, width, height);
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+ c.fillStyle = '#fff';
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+ c.font = '24px sans-serif';
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+ c.fillText(\`Score: \${score}\`, 20, 40);
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+ });
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+
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+ // Input
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+ canvas.onclick = () => {
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+ score += 10;
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+ Star.audio.play('coin');
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+ };
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+ });
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+ \`\`\`
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+
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+ ## Common Patterns
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+
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+ ### Game Over -> Submit Score -> Show Leaderboard
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+
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+ \`\`\`javascript
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+ function gameOver(finalScore) {
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+ Star.leaderboard.submit(finalScore);
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+ Star.leaderboard.show();
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+ }
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+ \`\`\`
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+
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+ ### Mobile Audio (IMPORTANT)
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+
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+ Audio on mobile requires user interaction first. Star.audio handles unlocking automatically - just make sure the first \`play()\` call happens after a user interaction (click/tap).
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+
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+ ### Coordinate Handling
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+
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+ \`\`\`javascript
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+ canvas.onclick = (e) => {
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+ const point = ctx.toStagePoint(e); // Correct coordinates
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+ console.log(point.x, point.y);
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+ };
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+ \`\`\`
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+
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+ ## Don't Do This
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+
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+ - **Don't** create canvas manually - use \`Star.game()\`
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+ - **Don't** use \`setInterval\` for game loops - use \`ctx.loop()\`
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+ - **Don't** destructure Star - use \`Star.audio\`, \`Star.leaderboard\`, etc.
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+ - **Don't** invent audio preset names - only 17 exist (see audio.md)
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+
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+ ## Audio Presets (Full List)
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+
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+ Only these 17 presets exist:
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+ - UI: \`beep\`, \`click\`, \`select\`, \`error\`, \`success\`
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+ - Actions: \`jump\`, \`swoosh\`, \`shoot\`, \`laser\`, \`explosion\`
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+ - Combat: \`hit\`, \`hurt\`
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+ - Collection: \`coin\`, \`pickup\`, \`bonus\`, \`unlock\`, \`powerup\`
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+
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+ ## Full Game Example
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+
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+ \`\`\`javascript
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+ import Star from 'star-sdk';
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+
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+ Star.game(ctx => {
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+ const { canvas, width, height, ctx: c } = ctx;
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+ let score = 0;
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+ let gameOver = false;
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+ let playerY = height / 2;
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+ let obstacles = [];
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+
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+ Star.audio.preload({
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+ jump: 'jump',
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+ coin: 'coin',
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+ hurt: 'hurt'
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+ });
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+
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+ // Spawn obstacles
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+ setInterval(() => {
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+ if (!gameOver) {
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+ obstacles.push({ x: width, y: Math.random() * height, passed: false });
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+ }
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+ }, 2000);
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+
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+ ctx.loop((dt) => {
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+ if (gameOver) return;
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+
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+ // Clear
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+ c.fillStyle = '#1a1a2e';
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+ c.fillRect(0, 0, width, height);
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+
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+ // Update obstacles
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+ obstacles.forEach(obs => {
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+ obs.x -= 200 * dt;
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+
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+ // Score when passed
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+ if (!obs.passed && obs.x < 50) {
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+ obs.passed = true;
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+ score += 10;
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+ Star.audio.play('coin');
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+ }
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+
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+ // Collision
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+ if (Math.abs(obs.x - 50) < 20 && Math.abs(obs.y - playerY) < 30) {
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+ gameOver = true;
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+ Star.audio.play('hurt');
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+ Star.leaderboard.submit(score);
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+ Star.leaderboard.show();
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+ }
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+ });
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+
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+ // Remove off-screen
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+ obstacles = obstacles.filter(o => o.x > -20);
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+
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+ // Draw player
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+ c.fillStyle = '#e94560';
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+ c.beginPath();
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+ c.arc(50, playerY, 15, 0, Math.PI * 2);
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+ c.fill();
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+
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+ // Draw obstacles
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+ c.fillStyle = '#0f4c75';
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+ obstacles.forEach(obs => {
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+ c.fillRect(obs.x - 10, obs.y - 25, 20, 50);
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+ });
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+
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+ // Draw score
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+ c.fillStyle = '#fff';
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+ c.font = '24px sans-serif';
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+ c.fillText(\`Score: \${score}\`, 20, 40);
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+ });
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+
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+ // Jump on click/tap
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+ canvas.onclick = () => {
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+ if (!gameOver) {
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+ playerY -= 50;
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+ Star.audio.play('jump');
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+ }
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+ };
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+ });
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+ \`\`\`
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+
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+ For detailed API documentation, see the linked files above.
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+ `;
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+ var AUDIO_DOCS = `**Installation**
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+
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+ First, add the package to your project:
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+ \` \` \`bash
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+ yarn add star-audio
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+ \` \` \`
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+
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+ ### Star Audio SDK
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+
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+ **Mobile-first, bulletproof audio for web games.** Works on iOS/Android out of the box. Missing files won't crash your game.
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+
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+ **Import:**
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+ \` \` \`javascript
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+ import createAudio from 'star-audio';
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+ const audio = createAudio();
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+ \` \` \`
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+
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+ **CRITICAL:** Import in JavaScript - don't add \`<script src="/star-sdk/audio.js">\` tags.
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+
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+ **Why Star Audio?**
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+ - \u2705 **Mobile-first** - Works on iOS/Android, handles audio unlock automatically, plays even in silent mode
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+ - \u2705 **Never throws** - Missing audio files? Game keeps running with clear warnings
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+ - \u2705 **Zero-config** - Works on first play, no setup needed
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+ - \u2705 **No try/catch needed** - Fire-and-forget API, perfect for AI-generated games
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+
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+ ---
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+
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+ **Quick Start:**
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+
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+ \` \` \`javascript
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+ const audio = createAudio();
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+
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+ // CRITICAL: Preload presets before playing them
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+ // You can set per-sound volumes in preload
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+ audio.preload({
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+ jump: { synth: 'jump', volume: 0.5 }, // Quieter jump
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+ shoot: { synth: 'shoot', volume: 0.8 }, // Loud shoot
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+ coin: { synth: 'coin', volume: 0.6 },
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+ explosion: { synth: 'explosion', volume: 1.0 }
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+ });
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+
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+ // Now play them - volumes are already set
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+ audio.play('jump');
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+ audio.play('shoot');
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+ \` \` \`
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+
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+ **ONLY THESE 17 PRESETS EXIST - DO NOT INVENT NAMES:**
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+ - UI: \`beep\`, \`click\`, \`select\`, \`error\`, \`success\`
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+ - Actions: \`jump\`, \`swoosh\`, \`shoot\`, \`laser\`, \`explosion\`
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+ - Combat: \`hit\`, \`hurt\`
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+ - Collection: \`coin\`, \`pickup\`, \`bonus\`, \`unlock\`, \`powerup\`
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+
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+ **If you need a sound that's not in this list, use custom synth or generate audio.**
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+
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+ **CRITICAL:** Preload all presets before use. Set volumes in preload:
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+ \` \` \`javascript
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+ audio.preload({
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+ jump: { synth: 'jump', volume: 0.5 }, // With custom volume
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+ coin: 'coin', // Default volume
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+ explosion: 'explosion' // For crashes/impacts
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+ });
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+ \` \` \`
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+
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+ ---
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+
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+ **Custom synth (advanced):**
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+
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+ \` \` \`javascript
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+ audio.preload({
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+ 'sfx.charge': {
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+ waveform: 'triangle',
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+ frequency: [200, 300, 450, 650, 900], // Rising charge-up
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+ duration: 0.40,
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+ volume: 0.38
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+ }
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+ });
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+ \` \` \`
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+
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+ **Make sounds feel good:**
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+ - **Use frequency arrays** - Sweeps/arpeggios are more satisfying than single tones
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+ - **Rising = positive** - Ascending pitches for rewards (coin, jump, powerup)
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+ - **Descending = impact** - Falling pitches for actions (shoot, hurt, explosion)
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+ - **More notes = richer** - 3-6 frequencies sound fuller than 1-2
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+ - **Musical intervals** - Use harmonious ratios (octaves, fifths, major chords)
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+
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+ **Waveform choice:**
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+ - \`sine\` - Pure, pleasant (UI, bells, rewards)
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+ - \`triangle\` - Warm, full (jumps, explosions, success)
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+ - \`square\` - Retro, characterful (powerups, beeps, chiptune)
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+ - \`sawtooth\` - Harsh, aggressive (lasers, damage, errors)
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+
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+ **Frequency guide:**
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+ - High (800-2000 Hz): Bright, attention-grabbing (UI, coins)
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+ - Mid (200-800 Hz): Game actions (jumps, shoots)
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+ - Low (30-200 Hz): Impacts, bass (explosions, rumbles)
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+ - Arrays: 3-4 notes for melodies, 6+ for noise-like effects
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+
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+ ---
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+
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+ **Audio files:**
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+
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+ \` \` \`javascript
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+ audio.preload({
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+ 'sfx.boom': 'assets/boom.mp3',
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+ 'bgm.theme': 'assets/music.mp3'
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+ });
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+ audio.play('sfx.boom');
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+ audio.music.crossfadeTo('bgm.theme', { duration: 1.5 });
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+ \` \` \`
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+
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+ ---
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+
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+ **Controls:**
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+
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+ \` \` \`javascript
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+ audio.setMusicVolume(0.5);
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+ audio.setSfxVolume(0.8);
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+ audio.toggleMute();
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+ \` \` \``;
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+ var CANVAS_DOCS = `**Installation**
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+
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+ First, add the package to your project:
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+
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+ \`\`\`bash
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+ yarn add star-dom
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+ \`\`\`
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+
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+ ### Star DOM SDK
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+
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+ Use the **Star DOM SDK** to initialize games reliably.
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+ It prevents the most common bugs:
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+
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+ - \u2705 No "cannot read addEventListener of null"
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+ - \u2705 No canvas sizing/DPR/blur issues
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+ - \u2705 No accidentally wiping the canvas with \`innerHTML\`
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+ - \u2705 Games work identically on ALL devices (fixed 16:9 with letterboxing)
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+
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+ -----
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+
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+ ### Fixed 16:9 Resolution
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+
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+ **Default: 640\xD7360 (landscape) or 360\xD7640 (portrait).** Games work identically on every device.
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+
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+ The SDK uses letterboxing to maintain the exact game area. This means:
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+ - Positions like \`x: 320, y: 180\` always mean the exact center
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+ - Two objects at \`x: 100\` and \`x: 540\` are always the same distance apart
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+ - No "works on my screen, breaks on mobile" bugs
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+
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+ \`\`\`ts
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+ // These values work identically on ALL devices:
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+ const player = { x: 320, y: 300 }; // Center-bottom area
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+ const enemy = { x: 600, y: 50 }; // Top-right area
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+ const playerSize = 32; // Always 32px
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+ const speed = 200; // Always 200px/sec
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+ \`\`\`
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+
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+ -----
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+
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+ ### Golden Path (How to Use)
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+
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+ Import \`game\` and wrap your code in it. The \`game\` function handles DOM readiness, creates a canvas and a UI overlay, and gives you a safe context to build.
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+
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+ \`\`\`ts
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+ import { game } from 'star-canvas';
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+
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+ game(({ ctx, width, height, on, loop, ui, canvas }) => {
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+ // ctx: The 2D canvas context
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+ // width, height: The logical size (CSS pixels) - READ-ONLY
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+ // on: Safe, delegated event listener
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+ // loop: Stable game loop (with dt)
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+ // ui: Safe overlay for HTML
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+ // canvas: The <canvas> element
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+
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+ // 1. Draw on the canvas
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+ loop((dt) => {
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+ ctx.clearRect(0, 0, width, height);
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+ ctx.fillStyle = '#22d3ee'; // cyan-400
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+ ctx.fillRect(width / 2 - 25, height / 2 - 25, 50, 50);
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+ });
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+
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+ // 2. Render HTML to the safe UI overlay
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+ // UI is interactive by default (scroll, buttons work)
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+ // Adding canvas.addEventListener makes UI click-through automatically
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+ ui.render(\`
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+ <div class="absolute top-4 left-4 text-white">
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+ <button id="start-btn" class="px-4 py-2 bg-blue-500 rounded pointer-events-auto">
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+ Click Me
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+ </button>
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+ </div>
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+ \`);
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+
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+ // 3. Listen for button clicks
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+ on('click', '#start-btn', () => {
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+ console.log('Button clicked!');
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+ });
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+
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+ // 4. For canvas games: listen for taps on canvas
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+ // This automatically makes UI click-through (taps pass through to canvas)
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+ // Buttons with pointer-events-auto still work
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+ canvas.addEventListener('pointerdown', (e) => {
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+ console.log('Canvas/screen tapped!', e);
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+ });
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+ });
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+ \`\`\`
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+
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+ > **CRITICAL:** Always import the SDK in your JavaScript/TypeScript.
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+ > **Do not** add a \`<script src="/star-sdk/dom.js">\` tag in HTML.
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+ >
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+ > **Recommended Import:**
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+ >
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+ > \`\`\`ts
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+ > import { game } from 'star-canvas';
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+ > \`\`\`
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+
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+ -----
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+
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+ ## Core API: \`game(setup, options?)\`
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+
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+ The \`setup\` function receives one argument: a \`GameContext\` object with the following properties:
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+
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+ ### \`ctx: CanvasRenderingContext2D\`
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+
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+ The 2D drawing context. Its transform is already scaled for DPR. You **always draw in logical CSS pixels**.
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+
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+ ### \`canvas: HTMLCanvasElement\`
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+
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+ The \`<canvas>\` element itself.
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+
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+ - **Use this for gameplay input listeners** (e.g., \`pointerdown\`, \`pointermove\`).
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+
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+ ### \`width: number\` (getter)
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+
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+ ### \`height: number\` (getter)
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+
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+ The logical CSS pixel width and height of the stage. **Use these for all game logic and drawing.** They are getters, so they are always up-to-date.
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+
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+ ### \`on(type, selector, handler, options?)\`
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+
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+ Attaches a **delegated event listener** to the document.
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+
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+ - \u2705 **Use this for UI elements** (buttons, menus) inside your \`ui.render()\` HTML.
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+ - \u2705 Survives \`ui.render()\` calls.
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+ - Returns an \`off()\` function to unsubscribe.
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+
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+ ### \`loop(tick)\`
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+
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+ Starts a \`requestAnimationFrame\` loop.
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+
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+ - \`tick\` function receives \`(dt, now)\`, where \`dt\` is **delta time in seconds**.
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+ - **ALWAYS** multiply movement by \`dt\` (e.g., \`player.x += speed * dt\`).
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+ - Returns \`{ start(), stop(), running }\`. The loop starts automatically.
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+
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+ ### \`ui: GameUI\`
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+
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+ A safe manager for your HTML overlay, stacked on top of the canvas.
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+
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+ - \`ui.root\`: The \`<div>\` element for your UI. It is **interactive by default** (standard HTML behavior - scroll, buttons work).
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+ - \`ui.render(html: string)\`: **Use this** to set your UI. It's safe and won't destroy the canvas.
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+ - Automatically skips updates if HTML is unchanged (safe to call in loop for static content)
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+ - For best performance with dynamic content (score), only call when values actually change
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+ - \`ui.el(selector)\`: Scoped \`querySelector\` for the UI root.
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+ - \`ui.all(selector)\`: Scoped \`querySelectorAll\` for the UI root.
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+
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+ **Auto-detection:** When you add \`canvas.addEventListener('pointerdown', ...)\`, the SDK automatically makes UI click-through so taps reach the canvas. Buttons with \`pointer-events-auto\` still work.
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+
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+ ### Cursor Management
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+
455
+ **CRITICAL:** Choose cursor based on how players interact. Update cursor when state changes (e.g., menu \u2192 playing \u2192 gameover).
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+
457
+ \`\`\`ts
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+ // MOUSE-BASED GAMES (click/point-and-click/puzzle/clicker/strategy/constellation)
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+ if (state === 'playing') canvas.style.cursor = 'pointer'; // Show where to click
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+ if (state === 'menu' || state === 'gameover') canvas.style.cursor = 'pointer'; // Keep visible
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+
462
+ // PRECISION AIMING (shooter/drawing/building)
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+ if (state === 'playing') canvas.style.cursor = 'crosshair';
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+ if (state === 'menu' || state === 'gameover') canvas.style.cursor = 'auto';
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+
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+ // KEYBOARD/TOUCH ONLY (platformer/WASD/rhythm/endless runner)
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+ if (state === 'playing') canvas.style.cursor = 'none'; // Hide (doesn't matter)
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+ if (state === 'menu' || state === 'gameover') canvas.style.cursor = 'auto'; // Show for menus!
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+ \`\`\`
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+
471
+ **Decision:** Does player click on game objects? \u2192 \`'pointer'\` | Aim precisely? \u2192 \`'crosshair'\` | WASD/touch only? \u2192 \`'none'\` during play, \`'auto'\` for menus
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+
473
+ ### \`toStagePoint(event)\`
474
+
475
+ Converts \`MouseEvent\` or \`PointerEvent\` client coordinates to the stage's logical coordinates.
476
+
477
+ - **USE THIS** for all canvas pointer input.
478
+
479
+ ### \`createDrag()\`
480
+
481
+ Creates a drag state helper that handles coordinate conversion and offset tracking automatically.
482
+
483
+ \`\`\`ts
484
+ const drag = createDrag();
485
+
486
+ canvas.addEventListener('pointerdown', (e) => {
487
+ canvas.setPointerCapture(e.pointerId); // IMPORTANT: Capture for reliable drags
488
+ const { x, y } = drag.point(e); // Convert coordinates
489
+ const hit = pieces.find(p => /* hit test */);
490
+ if (hit) drag.grab(e, hit); // Start drag with offset
491
+ });
492
+
493
+ canvas.addEventListener('pointermove', (e) => drag.move(e)); // Updates position
494
+ canvas.addEventListener('pointerup', () => {
495
+ const dropped = drag.release(); // Returns dropped object (or null)
496
+ });
497
+ \`\`\`
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+
499
+ **API:**
500
+ - \`point(e)\` - Pure coordinate conversion, no side effects
501
+ - \`grab(e, obj)\` - Start dragging an object, computing offset from cursor
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+ - \`move(e)\` - Update dragged object's position
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+ - \`release()\` - End drag, returns dropped object or null
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+ - \`dragging\` - The currently dragged object (or null)
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+
506
+ ### \`GameOptions\` (optional)
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+
508
+ Pass an options object as the second argument to \`game()\`:
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+
510
+ - \`preset?: 'landscape' | 'portrait' | 'responsive'\`: Game orientation preset.
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+ - \`'landscape'\` (default): 640\xD7360 - for platformers, shooters, racing
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+ - \`'portrait'\`: 360\xD7640 - for puzzle, cards, match-3, mobile-style
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+ - \`'responsive'\`: Fills container, no fixed dimensions (legacy - gameplay varies by device)
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+ - \`width?: number\`: Override width (default: 640 for landscape, 360 for portrait)
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+ - \`height?: number\`: Override height (default: 360 for landscape, 640 for portrait)
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+ - \`fit?: 'contain' | 'cover' | 'stretch'\`: How game fits container (default: \`'contain'\` with letterboxing)
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+ - \`pixelRatio?: 'device' | number\`: (default: \`'device'\`)
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+ - \`maxPixelRatio?: number\`: (default: \`2\`)
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+ - \`preventContextMenu?: boolean\`: Prevent right-click context menu on canvas (default: \`true\`)
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+
521
+ **Default behavior:** Fixed 640\xD7360 (16:9) with letterboxing. Games work identically on all devices.
522
+
523
+ -----
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+
525
+ ## Recipes
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+
527
+ ### Recipe 1: UI-Only Game (e.g., Clicker)
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+
529
+ Use \`game\`, \`on\`, and \`ui\`.
530
+
531
+ \`\`\`ts
532
+ import { game } from 'star-canvas';
533
+
534
+ game(({ on, ui }) => {
535
+ let score = 0;
536
+
537
+ function render() {
538
+ // UI is interactive by default - buttons, scroll, forms all work
539
+ ui.render(\`
540
+ <div class="min-h-[100dvh] grid place-items-center bg-purple-900 text-white">
541
+ <div class="text-center space-y-4">
542
+ <h1 class="text-4xl font-bold">Score: \\\${score}</h1>
543
+ <button id="clickBtn" class="px-8 py-4 rounded-xl bg-cyan-400 text-slate-900 font-bold">
544
+ Click Me!
545
+ </button>
546
+ </div>
547
+ </div>
548
+ \`);
549
+ }
550
+
551
+ // Button clicks work by default
552
+ on('click', '#clickBtn', () => {
553
+ score++;
554
+ render();
555
+ });
556
+
557
+ render();
558
+ });
559
+ \`\`\`
560
+
561
+ ### Recipe 2: Canvas Game (Landscape)
562
+
563
+ Default pattern - fixed 640\xD7360 resolution. Games work identically on all devices.
564
+
565
+ \`\`\`ts
566
+ import { game } from 'star-canvas';
567
+
568
+ game(({ ctx, width, height, loop }) => {
569
+ // width = 640, height = 360 (always, with letterboxing)
570
+ const playerSize = 32;
571
+ const speed = 200; // 200px per second
572
+
573
+ const player = { x: 64, y: 180 }; // Fixed positions work everywhere
574
+
575
+ loop((dt) => {
576
+ player.x += speed * dt;
577
+ if (player.x > width) player.x = -playerSize;
578
+
579
+ ctx.fillStyle = '#0f172a';
580
+ ctx.fillRect(0, 0, width, height);
581
+
582
+ ctx.fillStyle = '#22d3ee';
583
+ ctx.fillRect(player.x, player.y - playerSize/2, playerSize, playerSize);
584
+ });
585
+ });
586
+ // Default: 640\xD7360 landscape with letterboxing
587
+ \`\`\`
588
+
589
+ ### Recipe 3: Canvas Game (Portrait)
590
+
591
+ For puzzle games, card games, match-3, mobile-style games - use portrait preset.
592
+
593
+ \`\`\`ts
594
+ import { game } from 'star-canvas';
595
+
596
+ game(({ ctx, width, height, loop, canvas, toStagePoint }) => {
597
+ // width = 360, height = 640 (always, with letterboxing)
598
+ const cellSize = 40;
599
+ const gridCols = 8;
600
+ const gridRows = 12;
601
+
602
+ // Center the grid
603
+ const gridWidth = gridCols * cellSize;
604
+ const gridX = (width - gridWidth) / 2;
605
+ const gridY = 80;
606
+
607
+ canvas.addEventListener('pointerdown', (e) => {
608
+ const { x, y } = toStagePoint(e);
609
+ // Handle tap on grid...
610
+ });
611
+
612
+ loop((dt) => {
613
+ ctx.fillStyle = '#1e1b4b';
614
+ ctx.fillRect(0, 0, width, height);
615
+
616
+ ctx.strokeStyle = '#4338ca';
617
+ for (let row = 0; row < gridRows; row++) {
618
+ for (let col = 0; col < gridCols; col++) {
619
+ ctx.strokeRect(
620
+ gridX + col * cellSize,
621
+ gridY + row * cellSize,
622
+ cellSize, cellSize
623
+ );
624
+ }
625
+ }
626
+ });
627
+ }, { preset: 'portrait' }); // 360\xD7640 portrait with letterboxing
628
+ \`\`\`
629
+
630
+ ### Recipe 4: Custom Resolution
631
+
632
+ For games that need different dimensions (e.g., pixel art at 320\xD7180).
633
+
634
+ \`\`\`ts
635
+ import { game } from 'star-canvas';
636
+
637
+ game(({ ctx, width, height, loop, toStagePoint, canvas }) => {
638
+ // Custom 320\xD7180 resolution (retro pixel art style)
639
+ const player = { x: 160, y: 90 }; // Center
640
+
641
+ canvas.addEventListener('pointerdown', (e) => {
642
+ const { x, y } = toStagePoint(e);
643
+ console.log('Tapped at:', x, y); // Always 0-320, 0-180
644
+ });
645
+
646
+ loop((dt) => {
647
+ ctx.fillStyle = '#0f172a';
648
+ ctx.fillRect(0, 0, width, height);
649
+
650
+ ctx.fillStyle = '#22d3ee';
651
+ ctx.fillRect(player.x - 8, player.y - 8, 16, 16);
652
+ });
653
+ }, { width: 320, height: 180 }); // Custom resolution with letterboxing
654
+ \`\`\`
655
+
656
+ ### Recipe 5: Complex Game with Canvas + UI + Events (like FLOW)
657
+
658
+ \`\`\`ts
659
+ import { game } from 'star-canvas';
660
+ import { createLeaderboard } from '/star-sdk/v1/leaderboard.js';
661
+
662
+ const leaderboard = createLeaderboard();
663
+
664
+ game(({ ctx, width, height, loop, ui, on, canvas, toStagePoint }) => {
665
+ let score = 0;
666
+ let state = 'menu';
667
+
668
+ function handleTap() {
669
+ if (state === 'menu' || state === 'gameover') {
670
+ startGame();
671
+ } else if (state === 'playing') {
672
+ // ... (player float logic) ...
673
+ }
674
+ }
675
+
676
+ // 1. Listen for screen taps - this makes UI click-through automatically
677
+ canvas.addEventListener('pointerdown', handleTap);
678
+
679
+ // 2. Listen for button clicks - buttons need pointer-events-auto
680
+ on('click', '#leaderboard-btn', (e) => {
681
+ e.stopPropagation();
682
+ leaderboard.show();
683
+ });
684
+
685
+ // 3. Render UI - buttons need pointer-events-auto to intercept clicks
686
+ let lastState = null;
687
+ let lastScore = -1;
688
+
689
+ function updateUI() {
690
+ // CRITICAL: Only render when state/score changes, NOT every frame
691
+ // Calling ui.render() in the loop breaks buttons (DOM recreation)
692
+ if (state === lastState && score === lastScore) return;
693
+ lastState = state;
694
+ lastScore = score;
695
+
696
+ if (state === 'menu') {
697
+ ui.render(\`
698
+ <div class="h-full flex flex-col items-center justify-center text-white">
699
+ <h1 class="text-6xl font-bold mb-4">FLOW</h1>
700
+ <div class="text-2xl animate-pulse">TAP TO START</div>
701
+ </div>\`);
702
+ } else if (state === 'playing') {
703
+ ui.render(\`
704
+ <div class="absolute top-8 left-1/2 -translate-x-1/2 text-white">
705
+ <div class="text-5xl font-bold">\\\${score}</div>
706
+ </div>\`);
707
+ } else if (state === 'gameover') {
708
+ ui.render(\`
709
+ <div class="h-full flex flex-col items-center justify-center text-white">
710
+ <div class="text-3xl mb-4">GAME OVER</div>
711
+ <div class="text-6xl mb-4">\\\${score}</div>
712
+ <button id="leaderboard-btn" class="px-6 py-3 mb-4 bg-purple-600 rounded-lg pointer-events-auto">
713
+ VIEW LEADERBOARD
714
+ </button>
715
+ <div class="text-xl animate-pulse">TAP TO RESTART</div>
716
+ </div>\`);
717
+ }
718
+ }
719
+
720
+ // 4. Call updateUI when state changes (NOT every frame)
721
+ updateUI();
722
+
723
+ // Update when state transitions happen
724
+ function startGame() {
725
+ state = 'playing';
726
+ score = 0;
727
+ updateUI();
728
+ }
729
+
730
+ function endGame() {
731
+ state = 'gameover';
732
+ // Submit score to leaderboard
733
+ leaderboard.submit(score);
734
+ updateUI();
735
+ }
736
+ });
737
+ \`\`\`
738
+
739
+ ### Recipe 6: Safe Canvas Transforms (scoped)
740
+
741
+ When applying temporary transforms (translate, rotate, scale), use \`scoped()\` to automatically restore the context state:
742
+
743
+ \`\`\`ts
744
+ import { game } from 'star-canvas';
745
+
746
+ game(({ ctx, scoped, loop }) => {
747
+ const cards = [
748
+ { x: 100, y: 100, angle: 0.1, visible: true },
749
+ { x: 200, y: 150, angle: -0.2, visible: true },
750
+ ];
751
+
752
+ function drawCard(card) {
753
+ scoped(() => {
754
+ ctx.translate(card.x, card.y);
755
+ ctx.rotate(card.angle);
756
+ if (!card.visible) return; // Safe! restore() still happens
757
+ ctx.fillStyle = '#3b82f6';
758
+ ctx.fillRect(-40, -60, 80, 120);
759
+ });
760
+ }
761
+
762
+ loop(() => {
763
+ ctx.clearRect(0, 0, 800, 600);
764
+ cards.forEach(drawCard);
765
+ });
766
+ });
767
+ \`\`\`
768
+
769
+ **Why use \`scoped()\`:** Prevents transform stack corruption from early returns, exceptions, or forgetting \`ctx.restore()\`. The context is always restored, even if the function exits early.
770
+
771
+ ### Recipe 7: Drag and Drop with createDrag() (RECOMMENDED)
772
+
773
+ Use the \`createDrag()\` helper - it handles coordinate conversion and offset tracking automatically.
774
+
775
+ \`\`\`ts
776
+ import { game } from 'star-canvas';
777
+
778
+ game(({ ctx, width, height, loop, canvas, createDrag }) => {
779
+ // Size relative to height for consistency
780
+ const pieceSize = height * 0.15;
781
+
782
+ const pieces = [
783
+ { x: width * 0.2, y: height * 0.3, color: '#ef4444' },
784
+ { x: width * 0.4, y: height * 0.4, color: '#22c55e' },
785
+ { x: width * 0.6, y: height * 0.3, color: '#3b82f6' },
786
+ ];
787
+
788
+ // Create drag helper - handles coordinate conversion automatically
789
+ const drag = createDrag();
790
+
791
+ function hitTest(x, y) {
792
+ for (let i = pieces.length - 1; i >= 0; i--) {
793
+ const p = pieces[i];
794
+ if (x >= p.x && x < p.x + pieceSize && y >= p.y && y < p.y + pieceSize) {
795
+ return p;
796
+ }
797
+ }
798
+ return null;
799
+ }
800
+
801
+ canvas.addEventListener('pointerdown', (e) => {
802
+ canvas.setPointerCapture(e.pointerId); // IMPORTANT: Ensures drag works outside canvas
803
+ const { x, y } = drag.point(e); // Convert coordinates
804
+ const hit = hitTest(x, y);
805
+ if (hit) {
806
+ drag.grab(e, hit); // Start drag with offset from cursor
807
+ canvas.style.cursor = 'grabbing';
808
+ }
809
+ });
810
+
811
+ canvas.addEventListener('pointermove', (e) => {
812
+ drag.move(e); // Updates grabbed object position
813
+ if (!drag.dragging) {
814
+ const { x, y } = drag.point(e);
815
+ canvas.style.cursor = hitTest(x, y) ? 'grab' : 'default';
816
+ }
817
+ });
818
+
819
+ canvas.addEventListener('pointerup', () => {
820
+ const dropped = drag.release(); // Returns dropped object (or null)
821
+ if (dropped) {
822
+ console.log('Dropped:', dropped);
823
+ }
824
+ canvas.style.cursor = 'default';
825
+ });
826
+
827
+ loop(() => {
828
+ ctx.fillStyle = '#1e293b';
829
+ ctx.fillRect(0, 0, width, height);
830
+
831
+ for (const p of pieces) {
832
+ ctx.fillStyle = drag.dragging === p ? '#fbbf24' : p.color;
833
+ ctx.fillRect(p.x, p.y, pieceSize, pieceSize);
834
+ }
835
+ });
836
+ });
837
+ \`\`\`
838
+
839
+ **CRITICAL: Always use \`setPointerCapture()\`** - This ensures drags work even when the pointer moves outside the canvas. Without it, fast drags can leave objects stuck mid-drag.
840
+
841
+ ### Recipe 8: Drag and Drop (Manual Pattern)
842
+
843
+ If you need more control, here's the manual approach with \`toStagePoint()\`.
844
+
845
+ \`\`\`ts
846
+ import { game } from 'star-canvas';
847
+
848
+ game(({ ctx, width, height, loop, canvas, toStagePoint }) => {
849
+ const pieceSize = height * 0.15;
850
+ const pieces = [
851
+ { x: width * 0.2, y: height * 0.3, color: '#ef4444' },
852
+ { x: width * 0.4, y: height * 0.4, color: '#22c55e' },
853
+ ];
854
+
855
+ // Manual drag state
856
+ let dragging = null;
857
+ let dragOffsetX = 0;
858
+ let dragOffsetY = 0;
859
+
860
+ function hitTest(px, py) {
861
+ for (let i = pieces.length - 1; i >= 0; i--) {
862
+ const p = pieces[i];
863
+ if (px >= p.x && px < p.x + pieceSize && py >= p.y && py < p.y + pieceSize) {
864
+ return p;
865
+ }
866
+ }
867
+ return null;
868
+ }
869
+
870
+ canvas.addEventListener('pointerdown', (e) => {
871
+ canvas.setPointerCapture(e.pointerId); // Ensures drag works outside canvas
872
+ const { x, y } = toStagePoint(e); // CRITICAL: Convert coordinates!
873
+ const hit = hitTest(x, y);
874
+ if (hit) {
875
+ dragging = hit;
876
+ dragOffsetX = x - hit.x; // Store offset
877
+ dragOffsetY = y - hit.y;
878
+ canvas.style.cursor = 'grabbing';
879
+ }
880
+ });
881
+
882
+ canvas.addEventListener('pointermove', (e) => {
883
+ const { x, y } = toStagePoint(e); // CRITICAL: Convert here too!
884
+ if (dragging) {
885
+ dragging.x = x - dragOffsetX;
886
+ dragging.y = y - dragOffsetY;
887
+ } else {
888
+ canvas.style.cursor = hitTest(x, y) ? 'grab' : 'default';
889
+ }
890
+ });
891
+
892
+ canvas.addEventListener('pointerup', () => {
893
+ dragging = null;
894
+ canvas.style.cursor = 'default';
895
+ });
896
+
897
+ loop(() => {
898
+ ctx.fillStyle = '#1e293b';
899
+ ctx.fillRect(0, 0, width, height);
900
+
901
+ for (const p of pieces) {
902
+ ctx.fillStyle = dragging === p ? '#fbbf24' : p.color;
903
+ ctx.fillRect(p.x, p.y, pieceSize, pieceSize);
904
+ }
905
+ });
906
+ });
907
+ \`\`\`
908
+
909
+ **Common Drag-Drop Mistakes:**
910
+
911
+ 1. \u274C Forgetting \`toStagePoint()\` in pointermove \u2192 \`createDrag()\` fixes this
912
+ 2. \u274C No drag offset (piece "jumps" to cursor) \u2192 \`createDrag()\` fixes this
913
+ 3. \u274C Using \`e.clientX/clientY\` directly \u2192 \`createDrag()\` fixes this
914
+ 4. \u274C Not clearing state on pointerup \u2192 \`createDrag()\` fixes this
915
+ 5. \u274C Missing \`setPointerCapture()\` (drags break outside canvas) \u2192 **You must add this!**
916
+
917
+ **Recommendation:** Use \`createDrag()\` + \`setPointerCapture()\` for bulletproof drag-and-drop.`;
918
+ var LEADERBOARD_DOCS = `**Installation**
919
+
920
+ \`\`\`bash
921
+ yarn add star-leaderboard
922
+ \`\`\`
923
+
924
+ ### Star Leaderboard SDK
925
+
926
+ **Simple leaderboards for Star games.** Submit scores, show rankings, share results. Never crashes your game.
927
+
928
+ **Import:**
929
+ \`\`\`javascript
930
+ import { createLeaderboard } from 'star-leaderboard';
931
+ const leaderboard = createLeaderboard();
932
+ \`\`\`
933
+
934
+ **CRITICAL:** Import in JavaScript - don't add \`<script>\` tags.
935
+
936
+ ---
937
+
938
+ **Quick Start:**
939
+
940
+ \`\`\`javascript
941
+ import { createLeaderboard } from 'star-leaderboard';
942
+ import { game } from '/star-sdk/v1/dom.js';
943
+
944
+ const leaderboard = createLeaderboard();
945
+
946
+ game(({ ctx, width, height, loop, ui, on, canvas }) => {
947
+ let score = 0;
948
+ let state = 'playing';
949
+
950
+ function endGame() {
951
+ state = 'gameover';
952
+ // Submit score and show leaderboard
953
+ leaderboard.submit(score);
954
+ leaderboard.show();
955
+ }
956
+
957
+ // Game logic...
958
+ });
959
+ \`\`\`
960
+
961
+ **That's it!** The SDK handles:
962
+ - Score submission (works for guests and logged-in users)
963
+ - Platform leaderboard UI (modal with rankings)
964
+ - Weekly/all-time timeframes
965
+ - AI-detected scoring (score/time/moves - higher or lower is better)
966
+
967
+ ---
968
+
969
+ **API Reference:**
970
+
971
+ **Core Methods:**
972
+ \`\`\`javascript
973
+ leaderboard.submit(score) // Submit score, returns Promise<{ success, rank, scoreId }>
974
+ leaderboard.show() // Show platform leaderboard UI
975
+ leaderboard.getScores(options) // Fetch scores for custom UI
976
+ leaderboard.share(options) // Generate shareable link
977
+ \`\`\`
978
+
979
+ **Properties:**
980
+ \`\`\`javascript
981
+ leaderboard.ready // true when SDK is initialized
982
+ leaderboard.gameId // Current game ID (auto-detected on platform)
983
+ \`\`\`
984
+
985
+ **Aliases (for discoverability):**
986
+ \`\`\`javascript
987
+ leaderboard.submitScore(score) // Same as submit()
988
+ leaderboard.showLeaderboard() // Same as show()
989
+ \`\`\`
990
+
991
+ ---
992
+
993
+ **Patterns:**
994
+
995
+ ### Pattern 1: Submit and Show (Most Common)
996
+
997
+ \`\`\`javascript
998
+ import { createLeaderboard } from 'star-leaderboard';
999
+
1000
+ const leaderboard = createLeaderboard();
1001
+
1002
+ function gameOver(finalScore) {
1003
+ // Fire and forget - simplest approach
1004
+ leaderboard.submit(finalScore);
1005
+ leaderboard.show();
1006
+ }
1007
+ \`\`\`
1008
+
1009
+ ### Pattern 2: With Rank Feedback
1010
+
1011
+ \`\`\`javascript
1012
+ import { createLeaderboard } from 'star-leaderboard';
1013
+
1014
+ const leaderboard = createLeaderboard();
1015
+
1016
+ async function gameOver(finalScore) {
1017
+ const { success, rank } = await leaderboard.submit(finalScore);
1018
+
1019
+ if (success && rank) {
1020
+ console.log(\`You ranked #\${rank}!\`);
1021
+ }
1022
+
1023
+ leaderboard.show();
1024
+ }
1025
+ \`\`\`
1026
+
1027
+ ### Pattern 3: Leaderboard Button
1028
+
1029
+ \`\`\`javascript
1030
+ import { createLeaderboard } from 'star-leaderboard';
1031
+ import { game } from '/star-sdk/v1/dom.js';
1032
+
1033
+ const leaderboard = createLeaderboard();
1034
+
1035
+ game(({ ui, on }) => {
1036
+ ui.render(\`
1037
+ <button id="lb-btn" class="pointer-events-auto">
1038
+ View Leaderboard
1039
+ </button>
1040
+ \`);
1041
+
1042
+ on('click', '#lb-btn', (e) => {
1043
+ e.stopPropagation();
1044
+ leaderboard.show();
1045
+ });
1046
+ });
1047
+ \`\`\`
1048
+
1049
+ ### Pattern 4: Custom Leaderboard UI
1050
+
1051
+ \`\`\`javascript
1052
+ import { createLeaderboard } from 'star-leaderboard';
1053
+
1054
+ const leaderboard = createLeaderboard();
1055
+
1056
+ async function showCustomLeaderboard() {
1057
+ const { scores, you, config } = await leaderboard.getScores({
1058
+ timeframe: 'weekly', // or 'all_time'
1059
+ limit: 10
1060
+ });
1061
+
1062
+ // Render your own UI
1063
+ scores.forEach(entry => {
1064
+ console.log(\`#\${entry.rank} \${entry.playerName}: \${entry.score}\`);
1065
+ });
1066
+
1067
+ if (you) {
1068
+ console.log(\`Your rank: #\${you.rank}\`);
1069
+ }
1070
+ }
1071
+ \`\`\`
1072
+
1073
+ ### Pattern 5: Full Game Example
1074
+
1075
+ \`\`\`javascript
1076
+ import { createLeaderboard } from 'star-leaderboard';
1077
+ import { game } from '/star-sdk/v1/dom.js';
1078
+
1079
+ const leaderboard = createLeaderboard();
1080
+
1081
+ game(({ ctx, width, height, loop, ui, on, canvas }) => {
1082
+ let score = 0;
1083
+ let state = 'menu';
1084
+
1085
+ function startGame() {
1086
+ state = 'playing';
1087
+ score = 0;
1088
+ updateUI();
1089
+ }
1090
+
1091
+ function endGame() {
1092
+ state = 'gameover';
1093
+ leaderboard.submit(score);
1094
+ updateUI();
1095
+ }
1096
+
1097
+ // UI with leaderboard button
1098
+ function updateUI() {
1099
+ if (state === 'gameover') {
1100
+ ui.render(\`
1101
+ <div class="h-full flex flex-col items-center justify-center text-white">
1102
+ <div class="text-3xl mb-4">GAME OVER</div>
1103
+ <div class="text-6xl mb-4">\\\${score}</div>
1104
+ <button id="lb-btn" class="px-6 py-3 mb-4 bg-purple-600 rounded-lg pointer-events-auto">
1105
+ VIEW LEADERBOARD
1106
+ </button>
1107
+ <div class="text-xl animate-pulse">TAP TO RESTART</div>
1108
+ </div>
1109
+ \`);
1110
+ }
1111
+ }
1112
+
1113
+ on('click', '#lb-btn', (e) => {
1114
+ e.stopPropagation();
1115
+ leaderboard.show();
1116
+ });
1117
+
1118
+ canvas.addEventListener('pointerdown', () => {
1119
+ if (state === 'menu' || state === 'gameover') startGame();
1120
+ });
1121
+
1122
+ loop((dt) => {
1123
+ // Game logic...
1124
+ });
1125
+ });
1126
+ \`\`\`
1127
+
1128
+ ---
1129
+
1130
+ **Options:**
1131
+
1132
+ \`\`\`javascript
1133
+ // Default - auto-detects gameId on Star platform
1134
+ const leaderboard = createLeaderboard();
1135
+
1136
+ // Standalone use (outside Star platform)
1137
+ const leaderboard = createLeaderboard({
1138
+ gameId: 'your-game-uuid',
1139
+ apiBase: 'https://buildwithstar.com'
1140
+ });
1141
+ \`\`\`
1142
+
1143
+ ---
1144
+
1145
+ **getScores Options:**
1146
+
1147
+ \`\`\`javascript
1148
+ const data = await leaderboard.getScores({
1149
+ timeframe: 'weekly', // 'weekly' (default) or 'all_time'
1150
+ limit: 10 // Number of scores (default: 10)
1151
+ });
1152
+
1153
+ // Returns:
1154
+ {
1155
+ scores: [{ id, playerName, score, rank, submittedAt }],
1156
+ config: { sort: 'DESC', valueType: 'score' },
1157
+ timeframe: 'weekly',
1158
+ you: { ... } | null, // Your score if outside top scores
1159
+ weekResetTime: 1234567890 // Unix ms when weekly resets
1160
+ }
1161
+ \`\`\`
1162
+
1163
+ ---
1164
+
1165
+ **Tips:**
1166
+
1167
+ 1. **Call \`submit()\` before \`show()\`** - Ensures your score appears immediately in the leaderboard.
1168
+
1169
+ 2. **Fire and forget is fine** - \`submit()\` returns a Promise but you don't need to await it.
1170
+
1171
+ 3. **Use \`show()\` for platform UI** - It's the easiest way. Use \`getScores()\` only if you need custom rendering.
1172
+
1173
+ 4. **Don't store leaderboard state** - Just call the SDK methods when needed. The platform handles caching.
1174
+
1175
+ 5. **Works for guests** - Guests get a generated name like "Guest1234". They can sign in later to claim scores.`;
1176
+ var MULTIPLAYER_DOCS = `**Installation**
1177
+
1178
+ \`\`\`bash
1179
+ yarn add star-multiplayer
1180
+ \`\`\`
1181
+
1182
+ ### Star Multiplayer SDK
1183
+
1184
+ **Real-time multiplayer for Star games.** Host-authoritative state sync with automatic room management.
1185
+
1186
+ **Import:**
1187
+ \`\`\`javascript
1188
+ import { createMultiplayer } from 'star-multiplayer';
1189
+ const mp = createMultiplayer();
1190
+ \`\`\`
1191
+
1192
+ **CRITICAL:** Import in JavaScript - don't add \`<script>\` tags.
1193
+
1194
+ **Features:**
1195
+ - **Host-authoritative** - One player runs game logic, others receive state
1196
+ - **Room-based** - Create/join rooms with 6-character invite codes
1197
+ - **Auto host migration** - If host leaves, another player becomes host
1198
+ - **Built-in lobby UI** - No need to build your own
1199
+ - **Works in iframes** - Uses postMessage relay to parent window
1200
+
1201
+ ---
1202
+
1203
+ **Quick Start:**
1204
+
1205
+ \`\`\`javascript
1206
+ import { createMultiplayer } from 'star-multiplayer';
1207
+ import { game } from '/star-sdk/v1/dom.js';
1208
+
1209
+ const mp = createMultiplayer();
1210
+
1211
+ game(async ({ ctx, width, height, loop, canvas }) => {
1212
+ // 1. Start - auto-finds or creates room, starts immediately
1213
+ await mp.start();
1214
+
1215
+ // 2. Game state
1216
+ let state = { players: {}, ball: { x: width/2, y: height/2, vx: 200, vy: 150 } };
1217
+
1218
+ // 3. Receive state updates - update shared objects, keep local player prediction
1219
+ mp.onState((s) => {
1220
+ state.ball = s.ball;
1221
+ for (const [id, p] of Object.entries(s.players)) {
1222
+ if (id !== mp.localPlayerId) {
1223
+ state.players[id] = p;
1224
+ }
1225
+ }
1226
+ });
1227
+
1228
+ // 4. Handle inputs (runs locally for prediction, on host for authoritative state)
1229
+ mp.onInput((playerId, input) => {
1230
+ if (!state.players[playerId]) {
1231
+ state.players[playerId] = { y: height/2 };
1232
+ }
1233
+ state.players[playerId].y = input.y;
1234
+ });
1235
+
1236
+ // 5. Game loop
1237
+ loop((dt) => {
1238
+ // Host: run physics + broadcast state (auto-throttled to 20Hz)
1239
+ mp.hostTick(dt, () => {
1240
+ state.ball.x += state.ball.vx * dt;
1241
+ state.ball.y += state.ball.vy * dt;
1242
+ if (state.ball.y < 0 || state.ball.y > height) state.ball.vy *= -1;
1243
+ return state;
1244
+ });
1245
+
1246
+ // Everyone: render with interpolation for smooth movement
1247
+ const renderState = mp.getInterpolatedState(dt, state);
1248
+ ctx.fillStyle = '#0f172a';
1249
+ ctx.fillRect(0, 0, width, height);
1250
+ for (const p of Object.values(renderState.players)) {
1251
+ ctx.fillStyle = '#22d3ee';
1252
+ ctx.fillRect(20, p.y - 40, 10, 80);
1253
+ }
1254
+ ctx.beginPath();
1255
+ ctx.arc(renderState.ball.x, renderState.ball.y, 10, 0, Math.PI * 2);
1256
+ ctx.fill();
1257
+ });
1258
+
1259
+ // 6. Input - works for EVERYONE (applied locally for instant feedback)
1260
+ canvas.onpointermove = (e) => {
1261
+ const rect = canvas.getBoundingClientRect();
1262
+ mp.input({ y: ((e.clientY - rect.top) / rect.height) * height });
1263
+ };
1264
+ });
1265
+ \`\`\`
1266
+
1267
+ **That's it!** The SDK handles:
1268
+ - Auto-matchmaking (finds open room or creates one)
1269
+ - URL detection (\`?room=CODE\` \u2192 joins specific room)
1270
+ - Throttling state broadcasts to 20Hz
1271
+ - Routing host's inputs to their own handler
1272
+
1273
+ ---
1274
+
1275
+ **Architecture:**
1276
+
1277
+ \`\`\`
1278
+ Host (Player 1) Server Client (Player 2)
1279
+ \u2502 \u2502 \u2502
1280
+ \u2502 \u2500\u2500 state \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2502\u2500\u2500 state \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u25B6\u2502
1281
+ \u2502 \u2502 \u2502
1282
+ \u2502\u25C0\u2500\u2500 input \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2502\u2500\u2500 input \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2502
1283
+ \u2502 \u2502 \u2502
1284
+ \u2502 (runs game logic) \u2502 (dumb relay) \u2502 (renders state)
1285
+ \`\`\`
1286
+
1287
+ ---
1288
+
1289
+ **API Reference:**
1290
+
1291
+ **State (read-only):**
1292
+ \`\`\`javascript
1293
+ mp.isHost // true if you're the host
1294
+ mp.isReady // true if game has started
1295
+ mp.players // Array of { id: string }
1296
+ mp.localPlayerId // Your player ID
1297
+ mp.roomCode // Current room code
1298
+ \`\`\`
1299
+
1300
+ **Setup:**
1301
+ \`\`\`javascript
1302
+ await mp.start(); // Uses all defaults - auto-matchmaking, 8 players
1303
+
1304
+ // Or customize:
1305
+ await mp.start({
1306
+ maxPlayers: 8, // default: 8 (max players per room)
1307
+ mode: 'auto', // default: 'auto' - finds/creates rooms automatically
1308
+ // 'private' - shows lobby with shareable code
1309
+ showLobby: true, // default: true (only used in 'private' mode)
1310
+ tickRate: 50, // default: 50ms (20Hz state broadcasts)
1311
+ prediction: true // default: true (client-side prediction for instant input)
1312
+ });
1313
+
1314
+ // Examples:
1315
+ await mp.start({ maxPlayers: 2 }); // 1v1 game
1316
+ await mp.start({ maxPlayers: 100 }); // Battle royale
1317
+ await mp.start({ mode: 'private' }); // Friends-only with invite code
1318
+ await mp.start({ mode: 'private', maxPlayers: 4 }); // Small private game
1319
+ \`\`\`
1320
+
1321
+ **Sync:**
1322
+ \`\`\`javascript
1323
+ mp.onState((state) => { ... }) // Receive state (returns unsubscribe)
1324
+ mp.onInput((playerId, input) => { ... }) // Handle continuous input (position, aim)
1325
+ mp.hostTick(dt, () => state) // Run on host, broadcast returned state
1326
+ mp.input(data) // Send continuous input (position, aim)
1327
+ mp.getInterpolatedState(dt, state) // Get smoothly interpolated state for rendering
1328
+ \`\`\`
1329
+
1330
+ **Discrete Events (shooting, jumping, using items):**
1331
+ \`\`\`javascript
1332
+ mp.event(type, data) // Send event - guaranteed delivery
1333
+ mp.onEvent((playerId, type, data) => { }) // Handle events (HOST ONLY, authoritative)
1334
+ \`\`\`
1335
+
1336
+ **Player Updates:**
1337
+ \`\`\`javascript
1338
+ mp.onLocalPlayerUpdate((player, prevPlayer) => { ... }) // Local player changed
1339
+ mp.onPlayerUpdate(playerId, (player, prevPlayer) => { ... }) // Specific player changed
1340
+ \`\`\`
1341
+
1342
+ **Lifecycle Events:**
1343
+ \`\`\`javascript
1344
+ mp.onPlayers((players) => { ... }) // Player list changed
1345
+ mp.onPlayerJoin((player) => { ... }) // Another player joined (use to init their state)
1346
+ mp.onPlayerLeave((player) => { ... }) // A player left
1347
+ mp.onHost((isHost) => { ... }) // Host status changed (for host migration)
1348
+ mp.onError((message) => { ... }) // Error occurred
1349
+ \`\`\`
1350
+
1351
+ **Cleanup:**
1352
+ \`\`\`javascript
1353
+ mp.leave() // Leave room
1354
+ mp.destroy() // Full cleanup
1355
+ \`\`\`
1356
+
1357
+ ---
1358
+
1359
+ **Tips:**
1360
+
1361
+ 1. **Use \`hostTick()\`** - It handles host detection and throttling. Don't use \`setInterval\`.
1362
+
1363
+ 2. **\`input()\` works on host** - Host's \`input()\` calls their \`onInput\` handler directly. Same code for everyone.
1364
+
1365
+ 3. **Handle host migration** - If host leaves, \`onHost(true)\` fires on new host. They should start running physics.
1366
+
1367
+ 4. **State design** - Only sync what changes: positions, scores, game objects. Not constants or textures.
1368
+
1369
+ 5. **Auto mode is default** - Players join instantly without friction. Use \`mode: 'private'\` only if you need invite codes.
1370
+
1371
+ 6. **Scale with maxPlayers** - Set \`maxPlayers: 2\` for 1v1, \`maxPlayers: 50\` for larger games. Default is 8.
1372
+
1373
+ 7. **Built-in prediction** - Your \`onInput\` handler runs immediately for local player input, eliminating input lag. Use \`mp.getInterpolatedState(dt, state)\` for smooth rendering of all players.
1374
+
1375
+ 8. **State pattern** - In \`onState\`, update shared objects (ball, score) but don't overwrite local player (keep your prediction). The SDK handles interpolation for other players.
1376
+
1377
+ 9. **Player count** - Use \`mp.players.length\` for player count in UI. Don't use \`Object.keys(state.players).length\` - that only counts players who've sent input.
1378
+
1379
+ 10. **Use \`mp.event()\` for discrete actions** - \`mp.input()\` is for continuous state (position, aim). Use \`mp.event('shoot', data)\` for discrete actions (shooting, jumping) - SDK guarantees delivery.
1380
+
1381
+ ---
1382
+
1383
+ **Where Code Runs (Important!):**
1384
+
1385
+ | Code Type | Where | Why |
1386
+ |-----------|-------|-----|
1387
+ | Physics, collision | Host (\`hostTick\`) | Single source of truth |
1388
+ | Hit detection, damage | Host (\`onInput\`) | Prevents cheating |
1389
+ | State changes (health, score) | Host | Authoritative |
1390
+ | UI updates, messages | **Everyone** (\`onState\` or \`loop\`) | Each player sees their own |
1391
+ | Visual/sound effects | **Everyone** | Local feedback |
1392
+ | Input sending | **Everyone** (\`mp.input()\`) | All players send inputs |
1393
+
1394
+ **Golden rule:**
1395
+ - **CHANGES state** \u2192 host only
1396
+ - **REACTS to state** \u2192 everyone locally
1397
+
1398
+ \`\`\`javascript
1399
+ // \u274C WRONG - UI in host-only code
1400
+ mp.hostTick(dt, () => {
1401
+ if (player.health <= 0) showDeathMessage(); // Only host sees!
1402
+ return state;
1403
+ });
1404
+
1405
+ // \u2705 RIGHT - React to state on every client
1406
+ mp.onState((state) => {
1407
+ const wasAlive = localPlayer.health > 0;
1408
+ localPlayer.health = state.players[mp.localPlayerId].health;
1409
+ if (wasAlive && localPlayer.health <= 0) {
1410
+ showDeathMessage(); // Everyone sees their own death!
1411
+ }
1412
+ });
1413
+ \`\`\`
1414
+
1415
+ ---
1416
+
1417
+ **Common Patterns:**
1418
+
1419
+ ### Player Initialization (Important!)
1420
+
1421
+ Initialize player state when they join, not when they first send input:
1422
+
1423
+ \`\`\`javascript
1424
+ // \u274C WRONG - Players invisible until they move
1425
+ mp.onInput((playerId, input) => {
1426
+ if (!state.players[playerId]) {
1427
+ state.players[playerId] = { x: 0, y: 0, health: 100 }; // Too late!
1428
+ }
1429
+ });
1430
+
1431
+ // \u2705 RIGHT - Initialize on join
1432
+ mp.onPlayerJoin((player) => {
1433
+ state.players[player.id] = {
1434
+ x: Math.random() * width,
1435
+ y: Math.random() * height,
1436
+ health: 100
1437
+ };
1438
+ });
1439
+
1440
+ mp.onPlayerLeave((player) => {
1441
+ delete state.players[player.id];
1442
+ });
1443
+ \`\`\`
1444
+
1445
+ **Why this matters:** Without \`onPlayerJoin\`, a spectating player (not sending input) would be invisible to everyone.
1446
+
1447
+ ### Position Sync (3D/Complex Games)
1448
+
1449
+ Clients send position, host tracks all players:
1450
+
1451
+ \`\`\`javascript
1452
+ // Everyone: Send position every frame
1453
+ mp.input({
1454
+ pos: [localPlayer.x, localPlayer.y, localPlayer.z],
1455
+ yaw: localPlayer.yaw
1456
+ });
1457
+
1458
+ // Host: Track in onInput
1459
+ const remotePlayers = {};
1460
+ mp.onInput((playerId, input) => {
1461
+ if (!remotePlayers[playerId]) remotePlayers[playerId] = { health: 100 };
1462
+ if (input.pos) {
1463
+ remotePlayers[playerId].pos = input.pos;
1464
+ remotePlayers[playerId].yaw = input.yaw;
1465
+ }
1466
+ });
1467
+ \`\`\`
1468
+
1469
+ ### Actions (Shooting, Jumping, Items) - Use \`mp.event()\`
1470
+
1471
+ **For discrete actions, use \`mp.event()\` instead of \`mp.input()\`.** The SDK guarantees delivery, deduplication, and preserves each event's data.
1472
+
1473
+ **The Pattern:**
1474
+
1475
+ \`\`\`javascript
1476
+ // \u274C WRONG - mp.input() loses rapid discrete actions (30Hz throttling)
1477
+ mp.input({ shoot: true }); // 3 rapid clicks = 1 shot!
1478
+
1479
+ // \u2705 RIGHT - Two parts: cosmetic (instant) + authoritative (host)
1480
+
1481
+ // PART 1: At the trigger point (EVERYONE runs this)
1482
+ if (shooting && canShoot(localPlayer)) {
1483
+ // Cosmetic feedback - instant, local only
1484
+ audio.play('shoot');
1485
+ particles.muzzleFlash(localPlayer.pos);
1486
+
1487
+ // Send event to host for authoritative processing
1488
+ mp.event('shoot', {
1489
+ origin: [x, y, z],
1490
+ dir: [dx, dy, dz]
1491
+ });
1492
+ }
1493
+
1494
+ // PART 2: Authoritative handler (HOST ONLY processes this)
1495
+ mp.onEvent((playerId, type, data) => {
1496
+ if (type === 'shoot') {
1497
+ // This creates the REAL bullet in game state
1498
+ state.bullets.push({
1499
+ owner: playerId,
1500
+ pos: data.origin,
1501
+ dir: data.dir
1502
+ });
1503
+ }
1504
+ });
1505
+ \`\`\`
1506
+
1507
+ **Why two parts?**
1508
+
1509
+ | Part | Who runs it | What it does |
1510
+ |------|-------------|--------------|
1511
+ | Cosmetic (at call site) | Everyone | Instant feedback: sound, particles, animations |
1512
+ | Authoritative (\`onEvent\`) | Host only | State changes: spawn bullets, apply damage |
1513
+
1514
+ **This separation is intentional:**
1515
+ - **Cosmetic:** Your own shots feel instant (no network latency)
1516
+ - **Authoritative:** Game state is consistent (host is source of truth)
1517
+ - **Other players' bullets:** Appear in state broadcast, ~50ms later (acceptable for casual games)
1518
+
1519
+ **Hearing other players' shots (optional):**
1520
+ \`\`\`javascript
1521
+ const seenBullets = new Set();
1522
+ mp.onState((state) => {
1523
+ for (const bullet of state.bullets || []) {
1524
+ if (!seenBullets.has(bullet.id) && bullet.owner !== mp.localPlayerId) {
1525
+ audio.play('shoot'); // Hear remote player's shot
1526
+ seenBullets.add(bullet.id);
1527
+ }
1528
+ }
1529
+ });
1530
+ \`\`\`
1531
+
1532
+ **When to use which:**
1533
+ | Action Type | Method | Example |
1534
+ |-------------|--------|---------|
1535
+ | Continuous state | \`mp.input()\` | Position, aim direction, movement |
1536
+ | Discrete action | \`mp.event()\` | Shooting, jumping, using items, emotes |
1537
+
1538
+ ### Health (Host-Authoritative)
1539
+
1540
+ Host owns health. Clients accept and react:
1541
+
1542
+ \`\`\`javascript
1543
+ // \u274C WRONG - Client sends health (cheatable!)
1544
+ mp.input({ health: localPlayer.health });
1545
+
1546
+ // \u2705 RIGHT - Host applies damage
1547
+ mp.onInput((playerId, input) => {
1548
+ if (hit.playerId) remotePlayers[hit.playerId].health -= 25;
1549
+ });
1550
+
1551
+ // \u2705 RIGHT - Client accepts AND reacts
1552
+ mp.onState((state) => {
1553
+ const myHealth = state.players[mp.localPlayerId]?.health;
1554
+ if (myHealth !== undefined) {
1555
+ if (localPlayer.health > 0 && myHealth <= 0) showDeathMessage();
1556
+ localPlayer.health = myHealth;
1557
+ }
1558
+ });
1559
+ \`\`\`
1560
+
1561
+ ### Reacting to Player State Changes (Death, Score, etc.)
1562
+
1563
+ Use \`onLocalPlayerUpdate\` to react when your player's state changes - the SDK tracks previous state for you:
1564
+
1565
+ \`\`\`javascript
1566
+ mp.onLocalPlayerUpdate((player, prevPlayer) => {
1567
+ // Detect death
1568
+ if (prevPlayer.health > 0 && player.health <= 0) {
1569
+ showDeathScreen();
1570
+ }
1571
+
1572
+ // Detect respawn
1573
+ if (prevPlayer.health <= 0 && player.health > 0) {
1574
+ hideDeathScreen();
1575
+ }
1576
+
1577
+ // Detect score increase
1578
+ if (player.score > (prevPlayer.score || 0)) {
1579
+ showScorePopup(player.score - prevPlayer.score);
1580
+ }
1581
+ });
1582
+ \`\`\`
1583
+
1584
+ For remote player effects (death animations, etc.):
1585
+
1586
+ \`\`\`javascript
1587
+ // Subscribe to each remote player's updates
1588
+ for (const p of mp.players) {
1589
+ if (p.id !== mp.localPlayerId) {
1590
+ mp.onPlayerUpdate(p.id, (player, prev) => {
1591
+ if (prev.health > 0 && player.health <= 0) {
1592
+ playDeathAnimation(p.id);
1593
+ }
1594
+ });
1595
+ }
1596
+ }
1597
+ \`\`\`
1598
+
1599
+ ---
1600
+
1601
+ **Anti-Patterns:**
1602
+
1603
+ ### Using \`mp.input()\` for Discrete Actions
1604
+
1605
+ **Problem**: Using \`mp.input({ shoot: true })\` for shooting, jumping, or any discrete action.
1606
+
1607
+ **Why it breaks**: \`mp.input()\` is throttled to 30Hz. Multiple rapid clicks collapse into a single value, losing inputs.
1608
+
1609
+ \`\`\`javascript
1610
+ // \u274C BAD - mp.input() loses rapid discrete actions
1611
+ mp.input({ shoot: true }); // 3 rapid clicks = 1 shot!
1612
+
1613
+ // \u274C ALSO BAD - counters in mp.input() still have issues
1614
+ mp.input({ shootCount: count }); // Bursts all shots at once, loses timing
1615
+
1616
+ // \u2705 GOOD - Use mp.event() for discrete actions
1617
+ mp.event('shoot', { origin, dir }); // Each event preserved with its data
1618
+ \`\`\`
1619
+
1620
+ **The rule is simple:**
1621
+
1622
+ | Action Type | Method | Why |
1623
+ |-------------|--------|-----|
1624
+ | **Continuous** (position, aim) | \`mp.input()\` | Last value is correct, throttling is fine |
1625
+ | **Discrete** (shoot, jump, use item) | \`mp.event()\` | Each action must be delivered with its data |`;
1626
+
1627
+ // src/cli.ts
6
1628
  var VERSION = "0.1.0";
7
1629
  var API_BASE = process.env.STAR_API_BASE || "https://buildwithstar.com";
8
1630
  var CONFIG_FILE = ".starrc";
@@ -34,10 +1656,13 @@ ${colors.bright}Star SDK CLI${colors.reset} v${VERSION}
34
1656
 
35
1657
  ${colors.dim}Commands:${colors.reset}
36
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  ${colors.cyan}init <name>${colors.reset} Register a new game
1659
+ ${colors.cyan}install${colors.reset} Install Star SDK skill for Claude Code
1660
+ ${colors.cyan}docs [topic]${colors.reset} Print API documentation (topics: audio, canvas, leaderboard, multiplayer)
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1661
  ${colors.cyan}whoami${colors.reset} Show current configuration
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  ${colors.dim}Options:${colors.reset}
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  --email <email> Email for higher rate limits (optional)
1665
+ --project Install skill to project instead of personal (~/.claude)
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  --help Show this help message
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  --version Show version
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1668
 
@@ -45,11 +1670,12 @@ ${colors.dim}Examples:${colors.reset}
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  ${colors.dim}# Register a new game${colors.reset}
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  npx star-sdk init "My Awesome Game"
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1672
 
48
- ${colors.dim}# Register with email for higher limits${colors.reset}
49
- npx star-sdk init "My Awesome Game" --email user@example.com
1673
+ ${colors.dim}# Install SDK skill for Claude Code${colors.reset}
1674
+ npx star-sdk install
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51
- ${colors.dim}# Using environment variable${colors.reset}
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- STAR_EMAIL=user@example.com npx star-sdk init "My Awesome Game"
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+ ${colors.dim}# Print API documentation${colors.reset}
1677
+ npx star-sdk docs
1678
+ npx star-sdk docs audio
53
1679
 
54
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  ${colors.dim}Learn more:${colors.reset} https://buildwithstar.com/docs/sdk
55
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  `);
@@ -130,6 +1756,14 @@ async function initCommand(name, email) {
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  log(` ${colors.cyan}import Star from 'star-sdk';${colors.reset}`);
131
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  log(` ${colors.cyan}Star.leaderboard.submit(1500);${colors.reset}`);
132
1758
  log("");
1759
+ if (process.env.CLAUDE_SESSION_ID) {
1760
+ info(`Claude Code detected! Run ${colors.cyan}npx star-sdk install${colors.reset} to enable auto-discovery.`);
1761
+ log("");
1762
+ }
1763
+ log(`${colors.dim}Documentation:${colors.reset}`);
1764
+ log(` ${colors.dim}Full docs:${colors.reset} ${colors.cyan}https://buildwithstar.com/docs/sdk${colors.reset}`);
1765
+ log(` ${colors.dim}CLI docs:${colors.reset} ${colors.cyan}npx star-sdk docs${colors.reset}`);
1766
+ log("");
133
1767
  } catch (err) {
134
1768
  if (err.code === "ECONNREFUSED" || err.code === "ENOTFOUND") {
135
1769
  error("Could not connect to Star API. Check your internet connection.");
@@ -160,6 +1794,50 @@ function whoamiCommand() {
160
1794
  }
161
1795
  log("");
162
1796
  }
1797
+ function installCommand(scope = "personal") {
1798
+ const skillDir = scope === "personal" ? path.join(os.homedir(), ".claude", "skills", "star-sdk") : path.join(process.cwd(), ".claude", "skills", "star-sdk");
1799
+ try {
1800
+ fs.mkdirSync(skillDir, { recursive: true });
1801
+ fs.writeFileSync(path.join(skillDir, "SKILL.md"), SKILL_CONTENT);
1802
+ fs.writeFileSync(path.join(skillDir, "audio.md"), AUDIO_DOCS);
1803
+ fs.writeFileSync(path.join(skillDir, "canvas.md"), CANVAS_DOCS);
1804
+ fs.writeFileSync(path.join(skillDir, "leaderboard.md"), LEADERBOARD_DOCS);
1805
+ fs.writeFileSync(path.join(skillDir, "multiplayer.md"), MULTIPLAYER_DOCS);
1806
+ log("");
1807
+ success(`Star SDK skill installed to ${skillDir}`);
1808
+ log("");
1809
+ log(`${colors.dim}Claude Code will now auto-discover the Star SDK when you work on games.${colors.reset}`);
1810
+ log("");
1811
+ log(`${colors.dim}Installed files:${colors.reset}`);
1812
+ log(` SKILL.md ${colors.dim}Main skill entry point${colors.reset}`);
1813
+ log(` audio.md ${colors.dim}Star.audio API docs${colors.reset}`);
1814
+ log(` canvas.md ${colors.dim}Star.game() API docs${colors.reset}`);
1815
+ log(` leaderboard.md ${colors.dim}Star.leaderboard API docs${colors.reset}`);
1816
+ log(` multiplayer.md ${colors.dim}Star.multiplayer API docs${colors.reset}`);
1817
+ log("");
1818
+ } catch (err) {
1819
+ error(`Failed to install skill: ${err.message}`);
1820
+ process.exit(1);
1821
+ }
1822
+ }
1823
+ function docsCommand(topic) {
1824
+ const docs = {
1825
+ audio: AUDIO_DOCS,
1826
+ canvas: CANVAS_DOCS,
1827
+ leaderboard: LEADERBOARD_DOCS,
1828
+ multiplayer: MULTIPLAYER_DOCS
1829
+ };
1830
+ if (!topic) {
1831
+ console.log(SKILL_CONTENT);
1832
+ } else if (docs[topic]) {
1833
+ console.log(docs[topic]);
1834
+ } else {
1835
+ error(`Unknown topic: ${topic}`);
1836
+ log("");
1837
+ log("Available topics: audio, canvas, leaderboard, multiplayer");
1838
+ process.exit(1);
1839
+ }
1840
+ }
163
1841
  function parseArgs(args) {
164
1842
  const flags = {};
165
1843
  const positional = [];
@@ -199,6 +1877,14 @@ async function main() {
199
1877
  case "init":
200
1878
  await initCommand(positional[0], email);
201
1879
  break;
1880
+ case "install":
1881
+ installCommand(flags.project ? "project" : "personal");
1882
+ break;
1883
+ case "docs":
1884
+ case "skill":
1885
+ case "prompt":
1886
+ docsCommand(positional[0]);
1887
+ break;
202
1888
  case "whoami":
203
1889
  whoamiCommand();
204
1890
  break;