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Last active September 25, 2025 02:11
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Scene builder chat mode demo

Scene builder chat mode demo

I've been working on a VS Code Chat Mode that uses a variety of mcp servers to help me build a Phaser scene purely through text prompts. I recommend viewing these in the order below. I think seeing the screenshots first gives you and idea of the iterative process. Then seeing the vision grounds you in what I'm trying to accomplish. The chat mode shows you the iterative process to get from start to finish. And finally the actual code shows you the end result.

import Phaser from 'phaser'
import { useEffect, useRef } from 'react'
import waterBeachTilesetUrl from '../assets/tileset-17b2e5ff-42a8-4212-8448-c51aab68a364/tileset.png'
import waterBeachMeta from '../assets/tileset-17b2e5ff-42a8-4212-8448-c51aab68a364/tileset_meta.json'
import beachGrassTilesetUrl from '../assets/tileset-7509580b-a1cb-49dc-87c3-7f9f7505f5ff/tileset.png'
import beachGrassMeta from '../assets/tileset-7509580b-a1cb-49dc-87c3-7f9f7505f5ff/tileset_meta.json'
/**
* Creates and configures a new Phaser game instance
* @param container - The HTML div element that will host the Phaser canvas
* @returns A new Phaser.Game instance
*/
function createGame(container: HTMLDivElement) {
// Define the Phaser game configuration object
const config: Phaser.Types.Core.GameConfig = {
// AUTO lets Phaser choose between WebGL and Canvas rendering automatically
type: Phaser.AUTO,
// The DOM element where Phaser will inject its canvas
parent: container,
// Game viewport dimensions in pixels
width: 800,
height: 600,
// Background color (will be fully covered by tiles but sets ocean tone during load)
backgroundColor: '#0b233d',
pixelArt: true, // crisp scaling for pixel art when zoomed / scaled
// Scene configuration - defines what happens during the game lifecycle
scene: {
/**
* PRELOAD PHASE: Load all assets before the scene starts
* This runs once when the scene is created
*/
preload() {
// Keys for spritesheets
const waterKey = 'water-tiles' // deep ocean (lower) -> beach (upper)
const beachGrassKey = 'beach-grass-tiles' // beach (lower) -> grass (upper)
this.load.spritesheet(waterKey, waterBeachTilesetUrl as unknown as string, {
frameWidth: 16,
frameHeight: 16,
})
this.load.spritesheet(beachGrassKey, beachGrassTilesetUrl as unknown as string, {
frameWidth: 16,
frameHeight: 16,
})
},
/**
* CREATE PHASE: Set up the initial game objects and scene
* This runs once after preload() completes successfully
*/
create() {
const waterKey = 'water-tiles'
const beachGrassKey = 'beach-grass-tiles'
const TILE_SIZE = 16
const SCALE = 2
// Determine how many tiles we need to cover the viewport when scaled
const cols = Math.ceil(800 / (TILE_SIZE * SCALE)) // 25
const rows = Math.ceil(600 / (TILE_SIZE * SCALE)) // 19 (608px tall after scale -> slight overflow)
// Create an in-memory blank tilemap
const map = this.make.tilemap({
tileWidth: TILE_SIZE,
tileHeight: TILE_SIZE,
width: cols,
height: rows,
})
// Use the loaded spritesheet as a tileset
const waterTileset = map.addTilesetImage(waterKey, waterKey, TILE_SIZE, TILE_SIZE, 0, 0, 0)
if (!waterTileset) {
// Fail gracefully if tileset didn't load
console.warn('[Semester08] Water tileset failed to register')
return
}
const waterLayer = map.createBlankLayer('water', waterTileset)
if (!waterLayer) {
console.warn('[Semester08] Failed to create water layer')
return
}
// --- Dynamic Wang Mapping (replaces prior hardcoded mapping) ---
type TileMeta = {
corners: {
NW: 'lower' | 'upper'
NE: 'lower' | 'upper'
SW: 'lower' | 'upper'
SE: 'lower' | 'upper'
}
bounding_box: { x: number; y: number }
name: string
}
const TILESET_COLS = 4 // 4x4 grid per metadata layout
const frameForMask: Record<number, number> = {}
const nameForMask: Record<number, string> = {}
if (
waterBeachMeta &&
(waterBeachMeta as any).tileset_data &&
Array.isArray((waterBeachMeta as any).tileset_data.tiles)
) {
const tiles = (waterBeachMeta as any).tileset_data.tiles as TileMeta[]
for (const t of tiles) {
const col = Math.round(t.bounding_box.x / 16)
const row = Math.round(t.bounding_box.y / 16)
const frame = row * TILESET_COLS + col
let mask = 0
if (t.corners.NW === 'upper') mask |= 1
if (t.corners.NE === 'upper') mask |= 2
if (t.corners.SW === 'upper') mask |= 4
if (t.corners.SE === 'upper') mask |= 8
// Later entries (if duplicates) will overwrite; metadata expected unique
frameForMask[mask] = frame
nameForMask[mask] = t.name
}
} else {
console.warn('[Semester08] Missing or invalid waterBeachMeta; falling back to defaults')
}
const DEEP_WATER_FRAME = frameForMask[0] ?? 6 // all-lower (water) tile
function pickFrame(mask: number): number {
return frameForMask[mask] ?? frameForMask[15] ?? 12 // fallback to all-upper beach
}
waterLayer.fill(DEEP_WATER_FRAME, 0, 0, cols, rows)
// --- Island + Shoreline Generation (Iteration 3) ---
// We create a second blank layer using SAME map & tileset for shoreline transitions (water->beach)
// then a third layer for grass core (using beach->grass tileset) for simple 2-tile thick beach ring.
// Prepare shoreline layer (uses water->beach tileset for transitions)
const shoreLayer = map.createBlankLayer('shoreline', waterTileset)
if (!shoreLayer) {
console.warn('[Semester08] Failed to create shoreline layer')
return
}
// Add second tileset for beach->grass and create grass layer
const beachGrassTileset = map.addTilesetImage(
beachGrassKey,
beachGrassKey,
TILE_SIZE,
TILE_SIZE,
0,
0,
0,
)
if (!beachGrassTileset) {
console.warn('[Semester08] Beach->Grass tileset failed to register')
}
const grassLayer = beachGrassTileset
? map.createBlankLayer('grass', beachGrassTileset)
: null
// --- Iteration 4 Enhancements ---
// Irregular island parameters (moderate rugged) derived from base ellipse radii
const centerX = cols / 2
const centerY = rows / 2
const baseRadiusX = 12
const baseRadiusY = 8
const BASE_BEACH_RING = 2 // base tiles inward before grass begins
const BEACH_RING_VARIATION = 1 // +/-1 tile variation (enabled)
const RADIAL_NOISE_AMPLITUDE = 0.2 // moderate rugged coastline amplitude
const EDGE_WATER_MARGIN = 1 // guarantee at least this many tiles of water around island
// User feedback (Iteration): Grass edge slightly pushed coastline outward on left side.
// We introduce a LEFT-SIDE bias that increases beach ring thickness for angles facing West (theta≈π or -π)
// pulling grass inward while leaving right side unaffected.
// Additional left-side grass retraction to guarantee visible water + beach band.
// This is a base boost; a dynamic component (scaled by leftFactor^2) is added later.
const LEFT_GRASS_EXTRA = 0.9
const MIN_LEFT_BEACH_WIDTH = 2.25 // enforce at least this many tiles of beach on far left when coastline nears map edge
// Deterministic seeds
const SEED_COAST = 137.17
const SEED_VARIATION = 911.42
// Angular noise function for coastline (blend of sines for smoothness)
function angularNoise(theta: number, seed: number): number {
const n1 = Math.sin(theta * 3.1 + seed)
const n2 = Math.sin(theta * 5.7 + seed * 1.37)
const n3 = Math.sin(theta * 9.2 + seed * 2.11) * 0.5
// Combine and normalize to [-1,1]
return (n1 + n2 * 0.6 + n3 * 0.35) / (1 + 0.6 + 0.35)
}
// Compute maximum allowed radius along an angle for base ellipse: r = 1 / sqrt((cos^2)/a^2 + (sin^2)/b^2)
function ellipticalRadiusAt(theta: number, rx: number, ry: number): number {
const cosT = Math.cos(theta)
const sinT = Math.sin(theta)
const denom = Math.sqrt((cosT * cosT) / (rx * rx) + (sinT * sinT) / (ry * ry))
return denom === 0 ? 0 : 1 / denom
}
// Determine if a point (continuous tile coordinate) is inside irregular island
function isInsideIsland(px: number, py: number): boolean {
const dx = px - centerX
const dy = py - centerY
const theta = Math.atan2(dy, dx)
const dist = Math.sqrt(dx * dx + dy * dy)
const baseR = ellipticalRadiusAt(theta, baseRadiusX, baseRadiusY)
const noise = angularNoise(theta, SEED_COAST) * RADIAL_NOISE_AMPLITUDE
const desiredR = baseR * (1 + noise)
// Compute max radius before hitting map boundary along this angle
const cosT = Math.cos(theta)
const sinT = Math.sin(theta)
let maxR = Infinity
// Left boundary (x = 0)
if (cosT < 0) {
const rToLeft = (0 - centerX) / cosT
if (rToLeft > 0) maxR = Math.min(maxR, rToLeft)
} else if (cosT > 0) {
// Right boundary (x = cols)
const rToRight = (cols - centerX) / cosT
if (rToRight > 0) maxR = Math.min(maxR, rToRight)
}
if (sinT < 0) {
const rToTop = (0 - centerY) / sinT
if (rToTop > 0) maxR = Math.min(maxR, rToTop)
} else if (sinT > 0) {
const rToBottom = (rows - centerY) / sinT
if (rToBottom > 0) maxR = Math.min(maxR, rToBottom)
}
if (!isFinite(maxR)) return false
const clampedR = Math.max(0, Math.min(desiredR, maxR - EDGE_WATER_MARGIN))
return dist <= clampedR
}
// Beach ring thickness variation by angle (used for grass shrink radii)
function beachRingThicknessAt(theta: number): number {
const n = angularNoise(theta + Math.PI * 0.25, SEED_VARIATION)
const delta = Math.round(n * BEACH_RING_VARIATION) // -1,0,1 typically
return Math.max(1, BASE_BEACH_RING + delta)
}
// pickFrame already defined above using dynamic metadata
// Precompute island occupancy (for potential future path/pagoda placement)
const islandMask: boolean[][] = Array.from({ length: rows }, () => Array(cols).fill(false))
for (let ty = 0; ty < rows; ty++) {
for (let tx = 0; tx < cols; tx++) {
const inNW = isInsideIsland(tx, ty)
const inNE = isInsideIsland(tx + 1, ty)
const inSW = isInsideIsland(tx, ty + 1)
const inSE = isInsideIsland(tx + 1, ty + 1)
if (inNW || inNE || inSW || inSE) islandMask[ty][tx] = true
}
}
// --- SHORELINE: Perimeter-first marching-squares implementation (Strategy A) ---
if (shoreLayer) {
// 1. Corner occupancy grid
const vertsX = cols + 1
const vertsY = rows + 1
const cornerInside: boolean[][] = Array.from({ length: vertsY }, (_, vy) =>
Array.from({ length: vertsX }, (_, vx) => isInsideIsland(vx, vy)),
)
// 2. Initial mask assignment (marching squares)
const tileMask: number[][] = Array.from({ length: rows }, () => Array(cols).fill(0))
const originalMask: number[][] = Array.from({ length: rows }, () => Array(cols).fill(0))
for (let ty = 0; ty < rows; ty++) {
for (let tx = 0; tx < cols; tx++) {
let m = 0
if (cornerInside[ty][tx]) m |= 1
if (cornerInside[ty][tx + 1]) m |= 2
if (cornerInside[ty + 1][tx]) m |= 4
if (cornerInside[ty + 1][tx + 1]) m |= 8
tileMask[ty][tx] = m
originalMask[ty][tx] = m
}
}
// 3. Perimeter identification & first pass frame placement
for (let ty = 0; ty < rows; ty++) {
for (let tx = 0; tx < cols; tx++) {
const m = tileMask[ty][tx]
if (m === 0) continue // pure water
// We will fill interior (m==15) as beach; perimeter and interior both beach layer.
shoreLayer.putTileAt(pickFrame(m), tx, ty)
}
}
// 4. Ocean classification BEFORE promotions (copy current water set) for exterior detection
const ocean: boolean[][] = Array.from({ length: rows }, () => Array(cols).fill(false))
const queueOcean: [number, number][] = []
for (let x = 0; x < cols; x++) {
if (tileMask[0][x] === 0) {
ocean[0][x] = true
queueOcean.push([x, 0])
}
if (tileMask[rows - 1][x] === 0) {
ocean[rows - 1][x] = true
queueOcean.push([x, rows - 1])
}
}
for (let y = 0; y < rows; y++) {
if (tileMask[y][0] === 0) {
ocean[y][0] = true
queueOcean.push([0, y])
}
if (tileMask[y][cols - 1] === 0) {
ocean[y][cols - 1] = true
queueOcean.push([cols - 1, y])
}
}
let oqi = 0
while (oqi < queueOcean.length) {
const [x, y] = queueOcean[oqi++]
const n4 = [
[x - 1, y],
[x + 1, y],
[x, y - 1],
[x, y + 1],
] as const
for (const [nx, ny] of n4) {
if (ny < 0 || ny >= rows || nx < 0 || nx >= cols) continue
if (tileMask[ny][nx] !== 0 || ocean[ny][nx]) continue
ocean[ny][nx] = true
queueOcean.push([nx, ny])
}
}
// 5. Promote interior single-corner spikes only (not touching ocean directly on their water corner)
const singleCornerMasks = new Set([1, 2, 4, 8])
for (let ty = 0; ty < rows; ty++) {
for (let tx = 0; tx < cols; tx++) {
const m = tileMask[ty][tx]
if (!singleCornerMasks.has(m)) continue
// Identify water corner
const waterNW = (m & 1) === 0
const waterNE = (m & 2) === 0
const waterSW = (m & 4) === 0
const waterSE = (m & 8) === 0
// If that water corner corresponds to an ocean water tile (any adjacent tileMask==0 & ocean) then KEEP as corner
let touchesOcean = false
const checkOcean = (cx: number, cy: number) => {
if (cy < 0 || cy >= rows || cx < 0 || cx >= cols) return false
return tileMask[cy][cx] === 0 && ocean[cy][cx]
}
if (
waterNW &&
(checkOcean(tx - 1, ty - 1) || checkOcean(tx - 1, ty) || checkOcean(tx, ty - 1))
)
touchesOcean = true
if (
waterNE &&
(checkOcean(tx + 1, ty - 1) || checkOcean(tx + 1, ty) || checkOcean(tx, ty - 1))
)
touchesOcean = true
if (
waterSW &&
(checkOcean(tx - 1, ty + 1) || checkOcean(tx - 1, ty) || checkOcean(tx, ty + 1))
)
touchesOcean = true
if (
waterSE &&
(checkOcean(tx + 1, ty + 1) || checkOcean(tx + 1, ty) || checkOcean(tx, ty + 1))
)
touchesOcean = true
if (touchesOcean) continue // keep the articulated exterior corner
// Interior notch -> promote if orthogonal neighbors are land-ish (non-zero mask)
let orthCount = 0
const n4 = [
[tx - 1, ty],
[tx + 1, ty],
[tx, ty - 1],
[tx, ty + 1],
] as const
for (const [nx, ny] of n4) {
if (ny < 0 || ny >= rows || nx < 0 || nx >= cols) continue
if (tileMask[ny][nx] !== 0) orthCount++
}
if (orthCount >= 2) {
tileMask[ty][tx] = 15
shoreLayer.putTileAt(pickFrame(15), tx, ty)
}
}
}
// 6. Revert any previously over-promoted 3-corner (convex) tiles (we removed earlier dent fill so this acts mainly as safeguard)
const threeCornerMasks = new Set([7, 11, 13, 14])
for (let ty = 0; ty < rows; ty++) {
for (let tx = 0; tx < cols; tx++) {
const orig = originalMask[ty][tx]
if (!threeCornerMasks.has(orig)) continue
// Ensure stored tile remains original; if changed to 15 revert
if (tileMask[ty][tx] === 15) {
tileMask[ty][tx] = orig
shoreLayer.putTileAt(pickFrame(orig), tx, ty)
}
}
}
// 7. Final safeguard: revert any full-beach tile that was originally a transition (including 3-corner) and touches ocean
// First classify ocean water via BFS from boundary water tiles.
for (let ty = 0; ty < rows; ty++) {
for (let tx = 0; tx < cols; tx++) {
if (tileMask[ty][tx] !== 15) continue
const orig = originalMask[ty][tx]
if (orig === 15 || orig === 0) continue
// If any adjacent water tile is ocean, consider reverting to maintain coastline articulation
let adjacentOcean = false
const n4 = [
[tx - 1, ty],
[tx + 1, ty],
[tx, ty - 1],
[tx, ty + 1],
] as const
for (const [nx, ny] of n4) {
if (ny < 0 || ny >= rows || nx < 0 || nx >= cols) continue
if (tileMask[ny][nx] === 0 && ocean[ny][nx]) {
adjacentOcean = true
break
}
}
if (adjacentOcean) {
tileMask[ty][tx] = orig
shoreLayer.putTileAt(pickFrame(orig), tx, ty)
}
}
}
console.warn(
'[Semester08] Shoreline method: perimeter-marching-squares (dynamic Wang mapping)',
)
}
// --- GRASS PERIMETER: Apply same marching-squares technique for clean beach->grass edge ---
if (grassLayer) {
type TileMetaBG = {
corners: {
NW: 'lower' | 'upper'
NE: 'lower' | 'upper'
SW: 'lower' | 'upper'
SE: 'lower' | 'upper'
}
bounding_box: { x: number; y: number }
}
const bgFrameForMask: Record<number, number> = {}
const TILESET_BG_COLS = 4
if (
beachGrassMeta &&
(beachGrassMeta as any).tileset_data &&
Array.isArray((beachGrassMeta as any).tileset_data.tiles)
) {
const tiles = (beachGrassMeta as any).tileset_data.tiles as TileMetaBG[]
for (const t of tiles) {
const col = Math.round(t.bounding_box.x / 16)
const row = Math.round(t.bounding_box.y / 16)
const frame = row * TILESET_BG_COLS + col
let mask = 0
if (t.corners.NW === 'upper') mask |= 1
if (t.corners.NE === 'upper') mask |= 2
if (t.corners.SW === 'upper') mask |= 4
if (t.corners.SE === 'upper') mask |= 8
bgFrameForMask[mask] = frame
}
} else {
console.warn(
'[Semester08] Missing or invalid beachGrassMeta; grass perimeter may be incorrect',
)
}
function pickGrassFrame(mask: number): number {
return bgFrameForMask[mask] ?? bgFrameForMask[15] ?? 12
}
// Build grass corner occupancy grid (subset of island, inset by angle-dependent beach ring thickness)
const gvx = cols + 1
const gvy = rows + 1
const grassCornerInside: boolean[][] = Array.from({ length: gvy }, (_, vy) =>
Array.from({ length: gvx }, (_, vx) => {
const dx = vx - centerX
const dy = vy - centerY
const theta = Math.atan2(dy, dx)
const baseR = ellipticalRadiusAt(theta, baseRadiusX, baseRadiusY)
const noise = angularNoise(theta, SEED_COAST) * RADIAL_NOISE_AMPLITUDE
// Coastline radius before beach ring inset
const coastR = baseR * (1 + noise)
// Base variable beach ring thickness
const thicknessVar = beachRingThicknessAt(theta)
const leftFactor = Math.max(0, -Math.cos(theta)) // 0 on right, 1 on far left
// Dynamic left bias: quadratic scaling produces stronger pull at extreme west, gentle near-west.
const dynamicLeftBoost = leftFactor * (LEFT_GRASS_EXTRA + 0.4 * leftFactor)
let effectiveThickness = thicknessVar + dynamicLeftBoost
// Boundary-aware minimum beach width enforcement (only for left hemisphere)
if (leftFactor > 0) {
// Compute maximum travel to boundary along theta (mirrors logic in isInsideIsland)
const cosT = Math.cos(theta)
const sinT = Math.sin(theta)
let maxR = Infinity
if (cosT < 0) {
const rToLeft = (0 - centerX) / cosT
if (rToLeft > 0) maxR = Math.min(maxR, rToLeft)
} else if (cosT > 0) {
const rToRight = (cols - centerX) / cosT
if (rToRight > 0) maxR = Math.min(maxR, rToRight)
}
if (sinT < 0) {
const rToTop = (0 - centerY) / sinT
if (rToTop > 0) maxR = Math.min(maxR, rToTop)
} else if (sinT > 0) {
const rToBottom = (rows - centerY) / sinT
if (rToBottom > 0) maxR = Math.min(maxR, rToBottom)
}
if (isFinite(maxR)) {
const boundaryClamped = coastR >= maxR - EDGE_WATER_MARGIN - 0.05
// If coastline is clamped by boundary or leftFactor strong, ensure minimal beach width
if (boundaryClamped || leftFactor > 0.65) {
if (effectiveThickness < MIN_LEFT_BEACH_WIDTH) {
effectiveThickness = MIN_LEFT_BEACH_WIDTH
}
}
}
}
const grassR = Math.max(0, coastR - effectiveThickness)
const dist = Math.sqrt(dx * dx + dy * dy)
return dist <= grassR
}),
)
// Generate masks & place frames
for (let ty = 0; ty < rows; ty++) {
for (let tx = 0; tx < cols; tx++) {
let m = 0
if (grassCornerInside[ty][tx]) m |= 1
if (grassCornerInside[ty][tx + 1]) m |= 2
if (grassCornerInside[ty + 1][tx]) m |= 4
if (grassCornerInside[ty + 1][tx + 1]) m |= 8
if (m === 0) continue // no grass
grassLayer.putTileAt(pickGrassFrame(m), tx, ty)
}
}
console.warn('[Semester08] Grass perimeter: marching-squares (dynamic Wang mapping)')
// ---------------- Iteration 5 (Refined): Path Network with smooth marching-squares ----------------
// Replace coarse tile dilation with corner-distance field producing smooth grass↔sand transitions.
let debugPaths = false
try {
const params = new URLSearchParams(window.location.search)
const dbg = params.get('debug')
if (dbg) debugPaths = dbg.split(',').includes('paths')
} catch {}
const HUB = { name: 'central', x: 12, y: 10 }
const FOUNDATION_POINTS = [
HUB,
{ name: 'west', x: 6, y: 7 },
{ name: 'northEast', x: 17, y: 6 },
{ name: 'east', x: 20, y: 10 },
{ name: 'southEast', x: 17, y: 13 },
] as const
// Precompute line segments (in corner space; add 0.5 to center them through tile centers)
interface Segment {
x1: number
y1: number
x2: number
y2: number
}
const segments: Segment[] = []
for (const pt of FOUNDATION_POINTS) {
if (pt === HUB) continue
segments.push({
x1: HUB.x + 0.5,
y1: HUB.y + 0.5,
x2: pt.x + 0.5,
y2: pt.y + 0.5,
})
}
function distPointToSegment(px: number, py: number, s: Segment): number {
const { x1, y1, x2, y2 } = s
const dx = x2 - x1
const dy = y2 - y1
const len2 = dx * dx + dy * dy
if (len2 === 0) return Math.hypot(px - x1, py - y1)
let t = ((px - x1) * dx + (py - y1) * dy) / len2
t = Math.max(0, Math.min(1, t))
const cx = x1 + t * dx
const cy = y1 + t * dy
return Math.hypot(px - cx, py - cy)
}
const PATH_HALF_WIDTH = 0.9 // width in corner-space (~tiles); increase for thicker paths
const HUB_RADIUS = 2.0 // circular plaza radius (corner-space)
const pathCornerInside: boolean[][] = Array.from({ length: rows + 1 }, () =>
Array(cols + 1).fill(false),
)
const hubCx = HUB.x + 0.5
const hubCy = HUB.y + 0.5
for (let vy = 0; vy <= rows; vy++) {
for (let vx = 0; vx <= cols; vx++) {
if (!grassCornerInside[vy][vx]) continue // never carve outside grass interior
// Distance to hub circle
const dh = Math.hypot(vx - hubCx, vy - hubCy)
if (dh <= HUB_RADIUS) {
pathCornerInside[vy][vx] = true
continue
}
// Min distance to any spoke segment
let minD = Infinity
for (const s of segments) {
const d = distPointToSegment(vx, vy, s)
if (d < minD) minD = d
if (minD <= PATH_HALF_WIDTH) break
}
if (minD <= PATH_HALF_WIDTH) pathCornerInside[vy][vx] = true
}
}
// Optional mild smoothing: fill isolated gaps where 3 of 4 neighboring corners are inside
for (let vy = 1; vy < rows; vy++) {
for (let vx = 1; vx < cols; vx++) {
if (pathCornerInside[vy][vx]) continue
let cnt = 0
if (pathCornerInside[vy - 1][vx]) cnt++
if (pathCornerInside[vy + 1][vx]) cnt++
if (pathCornerInside[vy][vx - 1]) cnt++
if (pathCornerInside[vy][vx + 1]) cnt++
if (cnt >= 3) pathCornerInside[vy][vx] = true
}
}
const pathLayer = beachGrassTileset
? map.createBlankLayer('paths', beachGrassTileset)
: null
if (!pathLayer) {
console.warn('[Semester08] Failed to create path layer (refined)')
} else {
for (let ty = 0; ty < rows; ty++) {
for (let tx = 0; tx < cols; tx++) {
// Determine if this tile participates in path (any corner inside path)
const cNW = pathCornerInside[ty][tx]
const cNE = pathCornerInside[ty][tx + 1]
const cSW = pathCornerInside[ty + 1][tx]
const cSE = pathCornerInside[ty + 1][tx + 1]
if (!(cNW || cNE || cSW || cSE)) continue
// Build Wang mask: bit=1 => GRASS (upper) at that corner (not path & grass exists)
let mask = 0
if (!cNW && grassCornerInside[ty][tx]) mask |= 1
if (!cNE && grassCornerInside[ty][tx + 1]) mask |= 2
if (!cSW && grassCornerInside[ty + 1][tx]) mask |= 4
if (!cSE && grassCornerInside[ty + 1][tx + 1]) mask |= 8
pathLayer.putTileAt(pickGrassFrame(mask), tx, ty)
}
}
if (debugPaths) pathLayer.setAlpha(0.85)
console.warn('[Semester08] Paths layer generated (Iteration 5 refined)')
}
// -------------------------------------------------------------------------------------------
}
// --- Post-pass: Clustered shoreline refinement (coves & layered sand) ---
// (Legacy grass variation / distance layering removed to favor deterministic perimeter approach)
// (Pagodas removed for Iteration 4 focus on sand↔grass transitions)
// Scale layers for visibility (water bottom, shoreline, then grass)
waterLayer.setScale(SCALE).setPosition(0, 0)
shoreLayer.setScale(SCALE).setPosition(0, 0)
if (grassLayer) {
grassLayer.setScale(SCALE).setPosition(0, 0)
const pathLayer = map.getLayer('paths')?.tilemapLayer
if (pathLayer) pathLayer.setScale(SCALE).setPosition(0, 0)
}
},
/**
* UPDATE PHASE: Game loop that runs every frame (usually 60 times per second)
* This is where you'd put game logic that needs to run continuously
* Currently empty since this is a static scene
*/
update() {},
},
}
// Create and return a new Phaser game instance with the above configuration
return new Phaser.Game(config)
}
/**
* React component that wraps a Phaser game scene
* This component handles the integration between React and Phaser by:
* 1. Providing a DOM container for Phaser to render into
* 2. Managing the Phaser game lifecycle (creation and cleanup)
* 3. Ensuring proper cleanup when the component unmounts
*/
export default function GameSemester08() {
// useRef creates a mutable reference that persists across re-renders
// This will hold a reference to the HTML div that contains the Phaser canvas
const containerRef = useRef<HTMLDivElement | null>(null)
// This will hold a reference to the actual Phaser.Game instance
// We need this reference so we can properly destroy the game when the component unmounts
const gameRef = useRef<Phaser.Game | null>(null)
// useEffect runs side effects and handles component lifecycle
// The empty dependency array [] means this only runs once when the component mounts
useEffect(() => {
// Only create the game if we have a valid container element
if (containerRef.current) {
// Create the Phaser game and store the reference
gameRef.current = createGame(containerRef.current)
}
// Return a cleanup function that will run when the component unmounts
// This is crucial to prevent memory leaks and multiple game instances
return () => {
if (gameRef.current) {
// Destroy the Phaser game instance and clean up all its resources
// The 'true' parameter removes the canvas from the DOM
gameRef.current.destroy(true)
// Clear our reference to indicate the game is no longer active
gameRef.current = null
}
}
}, []) // Empty dependency array means this effect only runs on mount/unmount
// Render a simple div that will serve as the container for the Phaser canvas
// The ref={containerRef} gives us a reference to this DOM element
// Phaser will inject its canvas as a child of this div
return <div className="game-container" ref={containerRef} />
}
description tools
Collaborative scene builder that iterates on Phaser scenes with visual feedback
runInTerminal
createFile
editFiles
fetch
search
search_code
browser_click
browser_console_messages
browser_drag
browser_evaluate
browser_fill_form
browser_hover
browser_navigate
browser_network_requests
browser_press_key
browser_take_screenshot
browser_type
browser_wait_for
create_tileset
get_tileset
list_tilesets
create_character
get_character
list_characters
animate_character

Scene Builder — Vision-Driven Collaboration

You are a chatmode dedicated to building Phaser scenes through carefully validated micro-iterations. Keep the human in the loop with clear explanations and targeted questions while delegating heavy lifting (asset discovery, screenshots, analysis, documentation) to MCP tools and local scripts.

Assume bun dev is running and the server is reachable at http://localhost:5173/. Use the Playwright MCP tools to navigate, inspect, and capture the scene in a headed browser.

Guiding Principles

  • Vision anchored: Always reference the scene vision. If none exists, collaborate with the human to write or update tests/visual/scene-descriptions/<scene>-vision.md before touching code.
  • Plan → act → reflect: State what changed, what you expect to see, then implement. Afterward, study the screenshot and describe whether it matches the intention.
  • Micro changes: Limit each loop to a single, well-defined improvement. If the screenshot reveals gaps, iterate again before returning to the human.
  • Format-first verification: Default to running bun run format (or equivalent) after code edits. Only run typecheck, lint, or tests when the human asks or when a change obviously requires them to stay safe.
  • Screenshot truth: Treat screenshots (and optional automated image analysis) as the primary validation. Do not mark work ready until the visuals align with the plan.
  • Document continuously: Keep the vision doc’s iteration log, asset notes, and checklists current.

Session Startup

  1. Confirm the scene
    • Identify the scene file (src/scenes/*.scene.tsx) and route. Ask if uncertain.
  2. Locate or create the vision file
    • Path: tests/visual/scene-descriptions/<scene>-vision.md.
    • If missing, create it with: end vision narrative, progressive plan checklist, asset inventory, and an iteration log template.
  3. Capture current state
    • Navigate with Playwright, take an initial screenshot, and analyze it against the vision.
  4. Agree on the first micro-change
    • Confirm priorities, constraints, and open questions before editing any files.

Iteration Loop

Repeat until the iteration goal is satisfied or the human redirects:

  1. Capture evidence
    • Take a fresh screenshot via Playwright. Optionally run quick image notes (AI captioning or manual bullet points).
  2. Analyze vs. vision
    • Compare the screenshot to the intended change. Call out mismatches or surprises.
  3. Confirm scope
    • Propose the exact change, expected visual result, and any assets involved. Ask the human for clarifications if needed.
  4. Implement
    • Modify scene code, assets, or docs. Use helper scripts (bun src/app/discover-assets.ts, etc.) when faster than manual edits.
  5. Format + sanity checks
    • Always run bun run format after edits. Run lint/typecheck/tests only when explicitly warranted.
  6. Validate visually
    • Capture another screenshot. If the result doesn’t match the plan, loop back to implementation before involving the human.
  7. Document
    • Update the iteration log entry with Goal, Implementation, Screenshot Analysis, and draft Next Step. Adjust the progressive checklist and asset notes.

Quality Gate Before Human Handoff

Only return to the human once all of the following are true:

  1. The latest screenshot clearly demonstrates the intended change.
  2. You have written a brief self-critique describing what looks right or still questionable.
  3. The change feels production-ready for this iteration (no "just a quick tweak" excuses).
  4. bun run format has been executed on the modified files.

If any of these fail, continue iterating before asking for feedback.

Auto-Verification & Commit Protocol

Once the human explicitly or implicitly approves an iteration (and no further fixes are requested):

  1. Append the human’s approval to the Human Feedback section in the current iteration log entry.
  2. Update the progressive plan checklist to reflect newly completed tasks.
  3. Stage changes and create a semantic commit:
    • Format: scene(<scene-name>): iteration <n> <concise summary>
    • Include a short body if multiple files or systems changed.
  4. Before committing, ensure bun run format has been run. Execute lint/typecheck/tests only if the human requested them or if the change obviously demands it (breaking API, new TypeScript types, etc.).
  5. After committing, present a concise proposal for the next iteration (title, goal, minimal scope).

If validations fail or unexpected issues surface, pause and clarify instead of pushing an uncertain change.

Multiple Entry Paths

  • Starting from scratch: Gather vision details, scaffold the vision doc, bootstrap a minimal scene, and iterate with micro changes.
  • Existing vision: Parse the doc, summarize completed steps, enumerate outstanding items, then tackle the next micro-change.
  • Mid-flight handoff: Screenshot first, align the iteration log with reality, then resume the loop.

Toolbelt

  • MCP tools: Playwright for navigation/screenshots, fetch for docs, search utilities (rg, search_code) for code discovery.
  • Scripts: bun src/app/discover-assets.ts, bun src/app/download-tileset.ts, bun src/app/download-character.ts.
  • Verification: bun run format every time; run bun run typecheck, bun run lint, bun run test, or bun run visual:test only when justified.

Habits That Reduce Rework

  • Maintain a short observation log with each screenshot to capture what still feels off.
  • Cross-check the iteration plan against the progressive checklist so you don’t skip prerequisites.
  • Re-read recent human feedback before starting a new edit to avoid repeating mistakes.
  • Call out uncertainties early (tile choice, palette, scale) instead of guessing.
  • When a change affects layout, test a quick pan/zoom in the browser to ensure spatial relationships hold at multiple scales.

Screenshot Naming Convention

Screenshots are stored under a per‑scene subfolder inside the hidden working directory .playwright-mcp/ (already git‑ignored):

.playwright-mcp/<scene-name>/screenshot-000001.png

Where <scene-name> is the canonical scene identifier (e.g. GameSemester08 without extension, or a route key if different). Use only [A-Za-z0-9_-] characters; fallback to kebab-case if source file name contains others.

File naming remains monotonically increasing, zero‑padded to 6 digits:

screenshot-000001.png

Algorithm (scene-aware):

  1. Resolve <scene-name> for the active iteration.
  2. Ensure directory: .playwright-mcp/<scene-name>/ (create recursively if missing).
  3. List files matching .playwright-mcp/<scene-name>/screenshot-*.png.
  4. Extract numeric portions (screenshot-(\d{6})\.png).
  5. Next index = (max extracted or 0) + 1.
  6. filename = 'screenshot-' + String(nextIndex).padStart(6, '0') + '.png'.
  7. Save to .playwright-mcp/<scene-name>/${filename}.

Rules:

  • Never overwrite an existing screenshot.
  • Do not reuse numbers or fill gaps if earlier files were deleted—always continue from max.
  • Scene folders are independent; numbering starts at 1 per scene.
  • Keep folder creation lazy (only when first screenshot for that scene is taken).

Rationale: Per‑scene segregation avoids mixing timelines, simplifies diffing and GIF generation per scene, and keeps numbering meaningful locally.

Completion Criteria

Wrap a session when:

  • The render matches the agreed vision or milestone.
  • The vision doc reflects the final state (iteration notes, checklist updates, next steps).
  • Pending follow-ups are recorded under "Next Steps".
  • The human confirms satisfaction or sets a new goal.

Stay collaborative, screenshot-driven, and format-first. Leverage automation for analysis, keep iterations tight, and return to the human only when the scene truly looks right for the current goal.

Semester 8 Island - Vision

Target: Build the Semester 8 island scene with five pagodas and connecting paths Scene Name: semester-8 Start Date: 2025-09-22

End Vision

A beautiful island scene featuring:

  • A body of water surrounding an island
  • Five pagoda structures positioned strategically on the island
  • Connecting paths between the pagodas
  • Natural landscaping with grass and beach transitions

Progressive Build Plan

Phase 1: Foundation

  • Water background as the base layer
  • Island landmass in the center
  • Basic shoreline/beach transition

Phase 2: Infrastructure

  • Path network connecting key points
  • Foundation spots for five pagodas
  • Terrain variety (grass, beach, paths)

Phase 3: Pagodas

  • Central pagoda (main structure)
  • Four surrounding pagodas positioned around paths
  • Each pagoda properly scaled and positioned

Phase 4: Polish

  • Natural transitions between terrain types
  • Visual balance and composition
  • Performance optimization

Iteration Log

Iteration 1: Water Foundation

Date: 2025-09-22T05:45:00Z Goal: Create water background foundation Implementation:

  • Created initial scene scaffold (Phaser canvas 800x600)
  • Loaded water→beach tileset but only rendered a single deep-water tile (frame 6) at (0,0)
  • Background color was dark gray (#1a1a1a)

Screenshot Analysis: Single tile only; no true water fill. Vision item "Water background as base layer" not yet met.

Next Step: Implement full water coverage via tilemap layer (Iteration 2).

Human Feedback: Confirmed correction. Early stub accurately revised; proceed with foundational layering approach.


Iteration 2: Full Water Fill

Date: 2025-09-24T00:00:00Z Goal: Fill entire scene with deep water tiles as true foundation layer. Implementation:

  • Replaced single sprite with blank tilemap (25x19 tiles @16px each, scaled 2x to cover 800x600)
  • Filled all cells with frame 6 (deep water)
  • Added pixelArt rendering for crisp scaling

Screenshot Analysis: Uniform deep ocean field rendered; no gaps; slight vertical overflow (expected from 19 * 32 = 608px) acceptable. Foundation water layer achieved.

Next Step: Implement island landmass + 1-tile beach transition ring (Iteration 3) using second tileset; decide island radii (proposed 12x8 tiles before scale) and finalize beach frame selection.

Human Feedback: Looks good. Approved to move into Iteration 3 (island landmass + beach ring) as outlined.


Iteration 3: Island + Shoreline Ring

Date: 2025-09-24T00:30:00Z Goal: Add elliptical island landmass with 2-tile beach ring transitioning from water to grass core. Implementation:

  • Loaded second tileset (beach→grass) alongside existing water→beach tileset.
  • Generated elliptical mask (radiusX=12, radiusY=8) centered in map tile space.
  • Produced shoreline layer using water→beach Wang tiles by sampling island occupancy per tile corner (corner-based mask -> frame lookup).
  • Added inner grass layer using beach→grass tileset (frame 12 for full grass) with 2-tile beach ring (shrunken ellipse radii -2).
  • Layer order: water (base), shoreline (transitions + beach), grass (core). All scaled 2x.

Screenshot Analysis: Island ellipse appears centered over uniform water. Beach ring visible as lighter sand band surrounding greener grass core. Edges show mixed transition tiles (foam/wet sand) giving organic shoreline. Slight tile pattern artifacts expected without randomness; acceptable for iteration. No pagodas/paths yet.

Next Step: Introduce grass/beach path network scaffold and designate five pagoda foundation positions (Iteration 4). Plan path layout (central hub + four spokes) and mark coordinates.

Human Feedback: Pending.


Iteration 4 (Squashed): Dynamic Wang Mapping, Clean Shoreline, Grass Perimeter & Left-Side Retraction

Date: 2025-09-24 Goal: Elevate coastline fidelity and stabilize terrain foundation by (a) introducing radial-noise rugged coastline, (b) enforcing continuous water margin, (c) replacing hard-coded Wang mappings with metadata-driven dynamic mapping for both water→beach and beach→grass transitions, (d) unifying perimeter generation via marching-squares for shoreline and grass, and (e) retracting grass on the west side to preserve visible outer water band. Implementation:

  • Applied angular multi-frequency noise to base ellipse (12x8) producing coves and protrusions; maintained EDGE_WATER_MARGIN=1 using boundary-aware clamping.
  • Added per-angle variable beach ring thickness (base 2 ±1) for natural sand width variance.
  • Introduced metadata-driven Wang mask→frame mapping for both tilesets by reading each tile's corner definitions (bitmask 1=NW,2=NE,4=SW,8=SE = upper terrain) eliminating prior manual frame table and fixing misoriented corner tiles.
  • Replaced earlier heuristic shoreline smoothing with deterministic perimeter-first marching-squares (corner occupancy → mask → frame). Added selective interior single-corner spike promotions while preserving genuine exterior articulation via ocean BFS classification.
  • Reimplemented grass perimeter with identical marching-squares approach using an inset radius (coast radius minus angle-dependent beach thickness) and dynamic mask mapping; removed probabilistic sandy intrusions for clarity.
  • Added west-side grass retraction bias: quadratic left-factor scaling plus minimum beach width safeguard to prevent grass from overrunning narrow left edge and to restore continuous water outline.
  • Refined constants (LEFT_GRASS_EXTRA, MIN_LEFT_BEACH_WIDTH) to ensure at least ~2.25 tiles of beach where island nears left boundary.

Screenshot Analysis: Current render shows: continuous outer water ring (no left-edge collisions), coherent shoreline corners (no mismatched diagonal frames), smoothly varying sand thickness, and clean grass perimeter with subtle west-side inward pull. No pagodas or paths yet (infrastructure phase pending). Visual noise from earlier probabilistic grass speckles intentionally removed for deterministic baseline.

Next Step: Proceed to Phase 2 (Infrastructure): select five pagoda foundation coordinates and draft path network plan. Optionally add debug toggle (?debug=masks) to visualize Wang masks before carving paths.

Human Feedback: Pending.


Iteration 5: Path Network (Spokes) & Foundation Placement

Date: 2025-09-24T00:00:00Z Goal: Add sandy path network (no pagodas yet) connecting hub to four outer foundation locations and implicitly mark five pagoda spots. Implementation:

Initial Approach (discarded after feedback):

  • Bresenham spokes hub→foundations with tile-disk inflation (radius 1) produced blocky, stair-stepped edges.

Refined Final Approach:

  • Geometry: Defined hub (12,10); outer foundations west (6,7), northEast (17,6), east (20,10), southEast (17,13).
  • Built continuous line segments in corner space from hub center ( +0.5 offsets) to each foundation.
  • Computed corner distance field: min distance to any spoke OR to hub center (for circular plaza, radius 2.0).
  • Marked path corners where distance ≤ PATH_HALF_WIDTH (0.9) or inside hub radius.
  • Applied orthogonal gap smoothing (3-of-4 neighbor fill) to remove pinholes.
  • Ensured carving only where underlying grassCornerInside true (prevents shoreline intrusion and keeps grass buffer).
  • Ran marching-squares to derive Wang mask per tile (bit=1 indicates grass/upper at that corner; absence = sand/path lower) and selected frames via existing dynamic tileset mapping.
  • Created separate paths layer above grass using same beach→grass tileset (no new asset dependency).
  • Added ?debug=paths query param to make path layer semi-transparent for inspection.

Result:

  • Smooth spokes and circular hub with coherent transitions; significantly reduced block artifacts; minimal remaining single-corner nubs (not yet widened away).

Screenshot Analysis (final, non-debug view): Circular hub (~4 tile diameter) renders cleanly; spokes meet hub smoothly with consistent width. Wang corner transitions produce organic tapered edges—no remaining blocky stair-steps from initial attempt. A handful of micro grass nubs (1-corner grass pixels) are still observable along the east and northeast spokes if zoomed; these are minor and can be resolved by either (a) slightly increasing PATH_HALF_WIDTH to 1.0 or (b) adding a second pass that promotes isolated single-corner grass cells inside predominantly path area. Hub outline shows mild octagonal geometry inherent to grid resolution—acceptable at current zoom. Shoreline buffer intact (≥2 tiles grass between path extremities and sand ring). Ready for pad widening / pagoda placement.

Next Step (proposed Iteration 6 focus):

  1. Add widened circular / oval pads at each foundation endpoint (radius ~2 tiles) using same path (sand) logic for clear pagoda bases.
  2. Optionally widen hub to radius 2.4 and fillet spoke junctions (distance blend) to eliminate tiny corner nubs.
  3. Introduce first pagoda tileset placement (central pagoda only) on a new object layer above paths; scale/anchor validation.
  4. (If needed) micro smoothing pass for single-corner artifacts before locking in geometry.

Human Feedback:

  • Initial pass: "looks terrible" – requested proper grass↔sand transitions.
  • Refinement applied (corner-distance marching squares + hub circle). Awaiting confirmation that remaining tiny nubs can be deferred to pad-widening iteration.

Available Assets

Based on asset discovery:

Water Tileset

  • ID: 17b2e5ff (deep ocean water → sandy beach)
  • Use: Base water tiles and shoreline
  • Import: ../assets/tileset-17b2e5ff-42a8-4212-8448-c51aab68a364/tileset.png

Grassland Tileset

  • ID: 7509580b (sandy beach → coastal grassland)
  • Use: Island terrain and paths
  • Import: ../assets/tileset-7509580b-a1cb-49dc-87c3-7f9f7505f5ff/tileset.png

Pagoda Tileset

  • ID: 90faedd6 (pagoda pavilions, lanterns, benches)
  • Use: The five pagoda structures
  • Import: ../assets/tileset-90faedd6-fe8a-436c-a8a3-02c71ecee6cc/tileset.png

Technical Notes

  • Scene file: src/scenes/GameSemester08.scene.tsx
  • Route: /semester-8
  • Canvas: 800x600px
  • All tiles scaled 2x for visibility
  • Using Wang tileset system for natural transitions
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