fix(templates): stabilize 3D browser shell - #51
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Add the frozen classifier/GDD contract for a minimal three.js archetype while preserving every existing Phaser route. Includes regression fixtures for explicit 3D, 2D platformer, and 2D top-down prompts.
Provide the core3d skeleton, threed_basic gameplay layer, pinned npm lockfile, and builder-facing manuals. The template keeps DOM lifecycle screens and the three-key ESC fallback while limiting assets to the existing image pipeline.
feat(3d): add threed_basic v1 production path
Keep the player on authored floor patches and outside explicit static obstacle circles without introducing a physics dependency. Substepped resolution prevents high-delta tunnelling and the self-check covers road, obstacle, and slide behavior.
Teach the builder to preserve the pure XZ resolver, explicit collision radii, and v1 no-physics boundary so generated games consume the new capability instead of bypassing it.
feat(templates): add threed_basic manual collision
The three.js renderer sizes from its container and never consumes the inherited 2D reference dimensions. Removing the unused leaves gives both standalone core3d and threed_basic a zero-dead-config baseline.
Generated v1.1 code duplicated fog, pickup, and count values. Make the builder keep one canonical path per runtime value, remove superseded aliases, and record the leaf-to-consumer map in GDD completion notes.
The universal GDD reminder contradicted threed_basic zero-dead-config rules by forbidding deletion of inherited fields. Keep the Phaser reminder unchanged while requiring consumed, single-source leaves for 3D.
fix(templates): enforce consumed 3D config
A generated v1.3 game shipped teleport and time mutation hooks solely to make verification easy. Freeze the existing probe surface and require completion evidence through real browser input so acceptance measures gameplay instead of a debug backdoor.
…bridge docs(templates): keep 3D smoke bridge read-only
A real v1.4 game showed repeated Escape events can toggle pause multiple times and end screens can resume gameplay. Ignore keyboard repeats and lock the runtime after completion or failure.
Real-browser review found the core3d shell requests an undeclared favicon. Ship a tiny standalone SVG and reference it relatively, keeping binary data out of editable HTML.
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Superseded by #57, which rebases the complete threed_basic v1 milestone onto current origin/main and excludes unrelated fork-only changes. |
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结论
Core3d now has a deterministic browser shell: repeated Escape cannot toggle pause twice, completed/failed games cannot be resumed, and favicon loading uses a real relative file instead of inline data.
Product-code evidence
ember-skyway-relics-3d-v1-4/src/main.ts:37core3d/src/main.tsaccepted every Escapeindex.html:3-7had no iconpublic/favicon.*href="data:,"Change
agent-test/templates/core3d/src/main.tsevent.repeat; lock Escape after completion/failureagent-test/templates/core3d/index.html./favicon.svgagent-test/templates/core3d/public/favicon.svgThe complementary non-Git smoke change adds opt-in
--shell-contract: repeated Escape must preserve pause and the icon must be a non-data path returning 200. Default historical 2D/3D smoke behavior is unchanged.Verification
npm ci && npm run buildsmoke --esc-rounds 2 --shell-contractdata:,icon rejectedRisk and rollback
The changes affect only the 3D shell. Phaser templates and default smoke semantics are untouched. Revert
4e4fdf5for the icon path orab0c546for lifecycle behavior independently.Upstream dependencies: #47-#50.