Commit Graph
5 Commits
Author SHA1 Message Date
cabinwandClaude Opus 5 2c01b613bd build: a phone-sized bundle carrying one campaign
The static build ships every edition, and v0.5 alone is a 9.2 MB module holding
a thousand levels — fine over localhost, not over a phone connection. This
rewrites the campaign registry to name a single edition, then follows the import
graph from src/app.js, so the editions nobody asked for are never reached. 22
modules, 645 KB of code.

Art is the part an import graph cannot find: the tile sheet and icon sheet are
loaded by code, the background, tray and fonts by stylesheets. Both sources are
scanned and anything named but missing aborts the build, because a missing tile
sheet degrades to the fallback renderer and looks like a design choice rather
than a broken build. That is how the first bundle shipped: playable, with every
icon gone and "棋子图片加载失败" in the toast.

Stylesheets under design/ reach the art with ../assets/, which climbs out of a
bundle once inlined into a page at the root, so they are rewritten before they
are scanned — what gets collected is what the page will actually request.

--standalone emits a complete HTML document for an ordinary static host;
the default emits body content only, for hosts that supply the skeleton.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 18:32:03 +08:00
cabinwandClaude Opus 5 bc70dbfb7b chore: ignore generated agent-bench output
Run archives, the aggregated report and the packaged standalone kit are all
regenerated from scripts; bench/runs alone is 16 MB across 1140 files.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 14:00:19 +08:00
cabinw 4644e975b0 feat: add production campaigns, gameplay labs, and review documentation 2026-09-13 12:27:10 +08:00
cabinw 9f8990b579 chore: track Cocos Creator project for future migration 2026-09-08 21:54:30 +08:00
cabinw ef2724bb2e feat: add hex trail puzzle, level editor, and visual design guide 2026-09-08 21:45:44 +08:00