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MODEL: GPT-5.3-codex
REASONING: low PR purpose: Validate the tool workflow for creating a basic King of the Iceberg layout. Do not implement gameplay. Do not add new features unless a tiny test-only artifact is required to validate existing workflow. Do not modify start_of_day folders. Do not modify sample games or runtime engine files. Main workflow: 1. Launch Vector Map Editor. 2. Confirm no hidden/default map loads. 3. Create or load an explicit baseline layout. 4. Represent 3 to 5 fragmented horizontal ice platforms. 5. Confirm each platform is independently selectable. 6. Confirm clearing selection shows explicit no-selection state. 7. Save/export the layout state. 8. Inspect exported state in State Inspector. 9. Sanity-check Vector Asset Studio paint/stroke controls. 10. Sanity-check Sprite Editor launch/header/no-fallback behavior. Required report: Create docs/dev/reports/PR_tool_layout_workflow_baseline_report.md Report must include: - PASS/FAIL - Changed files, if any - Validation steps performed - Export/save path - Any blockers - Remaining issues without masking them Hard rules: - No silent fallback data. - No hidden sample auto-load. - Missing/invalid input must produce actionable messages. - Do not add King of the Iceberg runtime code. - Do not build tileset breakout yet. Validation: - Run node --check on any changed JavaScript files. - Run npm run test:launch-smoke -- --tools. - If an exported JSON/layout file is produced, verify it with State Inspector.
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docs/dev/codex_commands.md

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MODEL: GPT-5.3-codex
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REASONING: low
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Run interactive UAT:
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PR purpose:
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Validate the tool workflow for creating a basic King of the Iceberg layout.
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- Open each tool in browser
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- Execute manual test steps from PR doc
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- Record PASS/FAIL per tool
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- Capture issues without fixing them
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Do not implement gameplay.
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Do not add new features unless a tiny test-only artifact is required to validate existing workflow.
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Do not modify start_of_day folders.
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Do not modify sample games or runtime engine files.
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Do not modify code in this PR.
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Only report findings.
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Main workflow:
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1. Launch Vector Map Editor.
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2. Confirm no hidden/default map loads.
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3. Create or load an explicit baseline layout.
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4. Represent 3 to 5 fragmented horizontal ice platforms.
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5. Confirm each platform is independently selectable.
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6. Confirm clearing selection shows explicit no-selection state.
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7. Save/export the layout state.
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8. Inspect exported state in State Inspector.
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9. Sanity-check Vector Asset Studio paint/stroke controls.
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10. Sanity-check Sprite Editor launch/header/no-fallback behavior.
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Required report:
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Create docs/dev/reports/PR_tool_layout_workflow_baseline_report.md
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Report must include:
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- PASS/FAIL
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- Changed files, if any
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- Validation steps performed
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- Export/save path
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- Any blockers
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- Remaining issues without masking them
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Hard rules:
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- No silent fallback data.
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- No hidden sample auto-load.
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- Missing/invalid input must produce actionable messages.
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- Do not add King of the Iceberg runtime code.
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- Do not build tileset breakout yet.
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Validation:
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- Run node --check on any changed JavaScript files.
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- Run npm run test:launch-smoke -- --tools.
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- If an exported JSON/layout file is produced, verify it with State Inspector.

docs/dev/commit_comment.txt

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Run interactive UAT on stabilized tools
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Validate baseline tool layout workflow
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- Validate Vector Map Editor behavior
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- Validate paint/stroke interactions
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- Validate State Inspector JSON handling
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- Confirm header UX consistency
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- Capture issues without modifying behavior
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- Verify Vector Map Editor can represent fragmented platform layout
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- Confirm explicit selection and no-selection behavior
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- Confirm layout save/export path can be inspected
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- Sanity-check asset, sprite, and state tools after stabilization
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- Document workflow findings for first King of the Iceberg layout
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# PR — Tool Layout Workflow Baseline
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## Purpose
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Validate the tool workflow needed to create, load, edit, inspect, and save a simple King of the Iceberg platform layout.
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This PR is workflow validation only. Do not implement King of the Iceberg gameplay.
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---
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## Scope
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Use the existing stabilized tools to validate the layout pipeline:
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- Vector Map Editor
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- Vector Asset Studio
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- Sprite Editor
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- State Inspector
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The main focus is the Vector Map Editor workflow.
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---
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## Goal
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Confirm the tools can support a basic screen layout workflow for King of the Iceberg:
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- Create or load a simple layout
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- Represent fragmented ice platforms
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- Verify explicit selection behavior
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- Verify object/property visibility
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- Save/export the layout state
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- Inspect the saved/exported state
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---
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## Baseline Layout Definition
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Create a simple non-gameplay test layout representing the first King of the Iceberg arena concept.
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### Layout Requirements
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- One main iceberg area
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- 3 to 5 fragmented horizontal platforms
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- Visible gaps between platforms
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- Lowest platform reachable from water zone
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- Top platform clearly marked as control/top area
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- Background/midground placeholders may be represented as non-collision objects only
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### Platform Mode Note
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This PR does not implement pass-through or solid platform behavior.
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It only validates that the layout can represent platforms and gaps clearly enough for later gameplay work.
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---
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## Workflow Steps
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### 1. Vector Map Editor
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- Launch the tool fresh.
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- Confirm no hidden/default map loads.
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- Create or load an explicit test layout.
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- Add 3 to 5 platform objects.
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- Ensure each platform is individually selectable.
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- Verify no object is auto-selected unless the user selects it.
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- Select each platform and confirm selected-state display updates.
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- Clear selection and confirm explicit no-selection state appears.
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- Save/export the layout state.
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### 2. State Inspector
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- Load or paste the exported layout state.
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- Confirm JSON formats correctly.
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- Confirm platform objects are visible in the state.
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- Confirm no silent fallback state appears.
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### 3. Vector Asset Studio
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- Open or create a simple ice platform/vector object if supported by existing workflow.
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- Confirm fill/paint/stroke controls work on selected object.
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- Confirm no-selection state disables controls with reason.
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### 4. Sprite Editor
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- Launch only as sanity check.
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- Confirm no invalid fallback sprite loads.
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- Confirm header behavior remains correct.
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---
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## Expected Layout Object Shape
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Use existing project conventions where available.
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The exported layout should make it possible to identify:
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- layout/map id
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- object list
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- platform objects
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- position
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- size/bounds
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- collision intent if already supported
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- render/layer role if already supported
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Do not invent a new runtime schema in this PR unless the existing tool requires a local test-only shape.
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---
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## Acceptance Criteria
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- Vector Map Editor can create/load a baseline platform layout.
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- 3 to 5 platform objects are visible and individually selectable.
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- Explicit no-selection state is visible after clearing selection.
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- Layout can be saved/exported.
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- State Inspector can read/format the exported layout state.
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- No silent fallback map, object, sprite, or state data appears.
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- Vector Asset Studio paint/stroke behavior still works on a selected object.
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- Sprite Editor launches without fallback/invalid-state regression.
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- No gameplay code is added.
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---
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## Out of Scope
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- King of the Iceberg gameplay
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- Player movement
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- Platform collision behavior
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- Pass-through platform physics
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- Solid platform physics
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- Tile slicing
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- Tileset breakout
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- Parallax asset production
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- Runtime engine refactors
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- start_of_day changes
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---
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## Reporting
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Create a short report under:
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```txt
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docs/dev/reports/PR_tool_layout_workflow_baseline_report.md
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```
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The report must include:
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- PASS/FAIL
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- Changed files, if any
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- Layout workflow notes
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- Export/save result location
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- Any blockers found
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- Screenshots optional

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