From 6a3cf7a7cc041615e1c71cee34194503abed6817 Mon Sep 17 00:00:00 2001 From: Claude Date: Sun, 21 Jun 2026 00:34:09 +0000 Subject: [PATCH] docs: finalize the polish front-end + fix the dangling Clocktown ref MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Tie off the merged transition-card / title / illustrated-card work (PR #70 + #71) across the docs: - platformer-polish-plan: §2 status -> SHIPPED & MERGED (transitions, bookends, illustrated cards); tick the §9 DoD "no visible build" + "bookends"; note the docs pass under "Docs current". - Fix the false "recoverable at commit fbc93b2" claim - that commit does not exist in git and there is no Clocktown commit anywhere, so the rollback left no recoverable trace; the as-built record is plan.md + CHANGELOG.md. - README + CLAUDE: describe the new front-end (a boot title screen with character select, biome-illustrated transition cards that mask every level load). Docs only. Co-Authored-By: Claude Opus 4.8 Claude-Session: https://claude.ai/code/session_01HkN9P6YodA65ZuhDDuuQks --- CLAUDE.md | 7 +++-- README.md | 3 +- docs/platformer-polish-plan.md | 56 ++++++++++++++++++---------------- 3 files changed, 35 insertions(+), 31 deletions(-) diff --git a/CLAUDE.md b/CLAUDE.md index dc488c8..a0e25ab 100644 --- a/CLAUDE.md +++ b/CLAUDE.md @@ -51,9 +51,10 @@ implemented and user-verified; content **Waves 0-7 are built** (Wave 8, builder the only remaining roadmap item); `plan.md`'s decision log is the as-built record. Six examples: demo, contraption builder, **spike-gamekit** (the Phase-0 Game Kit harness), **platformer** (the flagship game showcase — the Game Kit pushed hard across 7 levels, with bestiary I + variety walkers + bestiary -II frog/barnacle/spider, coin tiers + a hidden star, a forgiving 5-heart health model, and character -select — the focus of this repo's game work; forward feature dev is now FROZEN for a polish pass, see -`docs/platformer-polish-plan.md`), **slingshot** (angry-birds-style tower +II frog/barnacle/spider, coin tiers + a hidden star, a forgiving 5-heart health model, character +select, and a polish-pass front-end — a boot title screen + biome-illustrated transition cards that mask +every level load (the §2 headline + bookends, shipped) — the focus of this repo's game work; forward +feature dev is FROZEN, polish underway, see `docs/platformer-polish-plan.md`), **slingshot** (angry-birds-style tower knockdown over 3 levels — the physics core carrying a whole game with zero events and zero assets), and the **self-test harness** (below). (The single-screen micro-game was retired in Wave 5; its "whole game from the physics core" pattern survives only as `kit-guide` section 20 prose.) diff --git a/README.md b/README.md index faca86b..c824ac1 100644 --- a/README.md +++ b/README.md @@ -58,7 +58,8 @@ Box2D v3.1.0 (fetched by CMake) a bestiary (bats, a mimic, piranhas, a ghost, a kickable snail shell, rising lava/goo serpents, crushers, spinners, and more), joints (rope bridge, boulder, exploding barrel), collectibles (coin tiers, gems, a hidden star), a forgiving - five-heart health model, character select, an art HUD, + five-heart health model, a boot title screen with character select, biome-illustrated + transition cards that mask every level load, an art HUD, spritesheets, and synthesized audio — and the [slingshot](examples/box2dxt-slingshot.livecodescript) is pure physics joy: catapult cannonballs into toppling towers, angry-birds style diff --git a/docs/platformer-polish-plan.md b/docs/platformer-polish-plan.md index d38276f..722c66c 100644 --- a/docs/platformer-polish-plan.md +++ b/docs/platformer-polish-plan.md @@ -1,10 +1,11 @@ # Platformer Polish Plan — bringing the demo to its final form Forward feature development on the platformer is **frozen**. The demo is a -**7-level** scrolling showcase (asset-expansion Phases A–G shipped; the 8th level -"Clocktown" was attempted and rolled back — recoverable at commit `fbc93b2`). -This document is the plan to take it from "feature-complete" to **polished and -final**: the things to refine, not to add. +**7-level** scrolling showcase (asset-expansion Phases A–G shipped; an 8th level +"Clocktown" was attempted and rolled back — it left no trace in the canonical +history, so the as-built record is `plan.md` + `CHANGELOG.md`, not a recoverable +commit). This document is the plan to take it from "feature-complete" to +**polished and final**: the things to refine, not to add. The discipline that built it still governs: **OXT is the truth for runtime/feel** (claim "verified statically; needs an OXT pass", never assert what we can't @@ -55,21 +56,20 @@ well, not adding more. ## 2. THE HEADLINE: interstitial / transition screens -> **Status (branch `claude/zealous-hypatia-v52yu7`):** IMPLEMENTED — needs an OXT -> pass. A card-level `pfCardShade`/`pfCardText` overlay (built once in `buildPfUI`, -> `kPfUIVersion` → 11) covers every `pfStartGame` teardown+build (`pfCardCover` -> before the teardown, `pfCardReveal` send-driven `blendLevel` fade after `b2kStart`), -> the demo boots to a title screen with a live hero preview + the 1-5 chooser (moved -> off the in-level binding), and the win screen is recomposed in the card language. -> Static gates + audit clean; example-side only (no Kit touch). Tints/flavours/timings -> are first-pass tunables. See the CHANGELOG entry for the full landing notes. -> -> **Follow-up (same branch):** the level cards are now **illustrated** rather than a -> solid tint — each shows the level's real biome backdrop (L1-L5) under a scrim plus a -> cast row of real sprites (hero + foe + coin + flag) on a ground band, all cloned from -> the loaded atlases (no new assets), every piece degrading to the tint base if a slice -> fails. (Real per-level screenshots were rejected: the levels are ~6,400px scrolling -> worlds, so a flat grab is unrepresentative and would mean shipping/maintaining PNGs.) +> **Status: SHIPPED & MERGED (PR #70 + #71), OXT-confirmed.** A card-level +> `pfCardShade`/`pfCardText` overlay (built once in `buildPfUI`, `kPfUIVersion` → 11) +> covers every `pfStartGame` teardown+build (`pfCardCover` before the teardown, +> `pfCardReveal` send-driven `blendLevel` fade after `b2kStart`), the demo boots to a +> title screen with a live hero preview + the 1-5 chooser (moved off the in-level +> binding), and the win screen is recomposed in the card language. The level cards are +> **illustrated**: each shows the level's real biome backdrop (L1-L5, scaled to cover +> the card under a dimming scrim) plus a cast row of real sprites (hero + foe + coin + +> flag) on a ground band, all cloned from the loaded atlases (no new assets), every +> piece degrading to the tint base if a slice fails. Example-side only (no Kit touch). +> (Real per-level screenshots were rejected: the levels are ~6,400px scrolling worlds, +> so a flat grab is unrepresentative and would mean shipping/maintaining PNGs.) +> Remaining card work is cosmetic OXT tuning (cast spacing, scrim strength, crop +> framing); see the CHANGELOG entries for the full landing notes. **The problem.** `pfStartGame` (the per-level world build) runs its **teardown before the `lock screen`** (it deletes the previous level's controls at @@ -247,13 +247,13 @@ adjust on an OXT pass, level by level: ## 9. Definition of done (the final checklist) -- [~] **No visible build.** Every level start / advance / restart / hero-pick is +- [x] **No visible build.** Every level start / advance / restart / hero-pick is masked by the transition card; the player never sees teardown or construction. - *(Implemented — `pfCardCover`/`pfCardReveal`; needs OXT confirmation that the - cover fully masks the build on the engine.)* -- [~] **Bookends.** A title screen (with hero select) and a composed win screen. - *(Implemented — boot title with live hero preview + recomposed win card; needs - an OXT pass.)* + *(Shipped — `pfCardCover`/`pfCardReveal`, PR #70; OXT-confirmed "working as + expected".)* +- [x] **Bookends.** A title screen (with hero select) and a composed win screen. + *(Shipped — boot title with live hero preview + recomposed win card, PR #70; the + level cards are biome-illustrated, PR #71.)* - [ ] **Facing & scale clean** on every sprite, all 7 levels (OXT-confirmed). - [ ] **Feel locked** — jump/dash/swim/spring numbers deliberate, every beat fairly clearable, the difficulty ramp intentional. @@ -264,8 +264,10 @@ adjust on an OXT pass, level by level: debug; the debug overlay stays on `` ` ``. - [ ] **Gates green** — `check-livecodescript.py`, `audit-platformer.py`, the self-test harness, embedded-Kit sync, all clean. -- [ ] **Docs current** — README/getting-started/CLAUDE describe the 7-level final - demo; this plan's items all checked. +- [~] **Docs current** — README/getting-started/CLAUDE describe the 7-level final + demo; this plan's items all checked. *(README + CLAUDE now describe the boot title + + transition cards; the stale `fbc93b2` Clocktown recovery ref was corrected — that + commit never existed. Remaining: tick the rest of this list as those passes land.)* - [ ] **Packages clean** — a fresh install runs the demo end to end. ---