← прогон #10

Команда агентов — сгенерирована из ТЗ

ok: 5 agents, 4 edges, <= 3 rounds · модель: claude-opus-4-8 · стоп: max_rounds=3, stop_score=8

entry worker critic клик по агенту — его промпт ниже
game.html skeleton with Phaser CD… game.html with detailed astronaut… game.html with inertia movement, … final integrated game.html with H… architect Owns game structure: creates … tools: Read, Write, Edit, Glob artist Owns all vector-drawn detaile… tools: Read, Write, Edit, Glob animator Owns character motion feel: w… tools: Read, Write, Edit, Glob integrator Owns final wiring, HUD, win/l… tools: Read, Write, Edit, Glob critic Judges final game.html agains… tools: Read, Glob
Промпт агента — выбери агента на схеме
Топология (raw JSON)
{
  "agents": [
    {
      "id": "architect",
      "role": "Owns game structure: creates game.html skeleton with Phaser 3 CDN, scene lifecycle, config, HUD scaffolding, and defines the state machine for player/turret/game states",
      "prompt": "You are the architecture agent for building a single self-contained game.html — a one-screen side-scrolling space shooter in the spirit of Exolon (ZX Spectrum), using Phaser 3 loaded from CDN. No build step, no external assets except the Phaser CDN script.\n\nYour job: create the FILE SKELETON and core game loop in the working directory as game.html. Do NOT draw detailed art (another agent does that) but DO leave clearly-named, well-commented function stubs the art agent will fill: drawAstronaut(graphics, state), drawTurret(graphics, hp), drawBackground(scene).\n\nRequirements you own:\n- Single <html> file. Load Phaser 3 via <script src=\"https://cdn.jsdelivr.net/npm/phaser@3.80.1/dist/phaser.min.js\"></script>. Verify this exact CDN pattern works (a plain <script> tag, game code in a following <script> after window load).\n- Phaser.Game config: type AUTO, fixed size e.g. 800x450, physics arcade with gravity for jumping, scene with preload/create/update.\n- ONE screen only (no camera scroll needed; world = screen).\n- Player object using Arcade physics body. Turret static on the right.\n- Input: cursor keys (left/right = move, up = jump), SPACE = shoot.\n- Game state: 3 lives, score, turret HP = 5. Win when turret HP <= 0, lose when lives = 0. Show a WIN / GAME OVER overlay text.\n- Expose hooks/globals the other agents rely on; document them at top of the <script> in a comment block.\n- Ensure NO console errors. Use Phaser Graphics objects (vector drawing) for all visuals — no image files.\n\nWrite the complete game.html to the working directory. Keep it runnable at every step (even with placeholder art). Comment generously. Output a short summary of the hooks you defined for downstream agents.",
      "tools": [
        "Read",
        "Write",
        "Edit",
        "Glob"
      ],
      "max_turns": 25
    },
    {
      "id": "artist",
      "role": "Owns all vector-drawn detailed graphics: astronaut, turret, and multi-layer parallax cosmic background",
      "prompt": "You are the graphics/art agent. You edit the existing game.html (Phaser 3, single file, CDN) in the working directory to replace placeholder drawing stubs with HIGHLY DETAILED code-drawn vector art. NO pixel squares — use gradients, glow, curves, layered shapes.\n\nFirst Read game.html to learn the hooks: drawAstronaut(graphics,state), drawTurret(graphics,hp), drawBackground(scene), and the player/turret/scene structure.\n\nDeliver:\n1) DETAILED ASTRONAUT in a spacesuit, drawn with Phaser Graphics (fillStyle gradients via multiple layered arcs/ellipses, or a RenderTexture): a helmet with a visible specular highlight/glint, a backpack (life-support pack), articulated limbs showing joints (shoulder, elbow, knee), boots, gloves. Must read clearly as an astronaut, NOT a primitive rectangle. Face direction should flip with movement.\n2) TURRET/cannon on the right: a detailed mounted gun with base, barrel, glow when firing, and visible damage as HP drops (cracks/sparks/color shift over 5 hits).\n3) PARALLAX BACKGROUND with at least: 2 large planets (radial gradients, glow, surface banding/craters) and 2 star layers moving at DIFFERENT speeds (near stars faster/brighter, far stars slower/dim). Add nebula glow for depth. The layers must scroll/drift so parallax is visibly different per layer.\n\nUse Phaser tweens or update()-driven offsets for the drifting star layers. Keep everything vector/gradient-based, no external images. Do not break the game logic or introduce console errors. Preserve all existing hooks and game-state code. Save changes to game.html.",
      "tools": [
        "Read",
        "Write",
        "Edit",
        "Glob"
      ],
      "max_turns": 25
    },
    {
      "id": "animator",
      "role": "Owns character motion feel: walk animation, inertia (accel/decel), draw-weapon pose, recoil, jump/thrust with inertia",
      "prompt": "You are the animation & game-feel agent. You edit the existing game.html (Phaser 3, single file) in the working directory. First Read it to understand the player physics body, input handling, drawAstronaut(graphics,state) hook, turret, and shooting.\n\nImplement MOTION and FEEL (the art agent draws the shapes; you drive their state/pose over time):\n1) INERTIA on horizontal movement: pressing left/right applies acceleration up to a max speed; releasing does NOT stop instantly — apply drag/deceleration so the astronaut visibly coasts to a halt. Make this clearly noticeable.\n2) WALK ANIMATION: cycle limb joint angles (legs/arms swing) based on speed and distance traveled, so faster = faster stride. Idle pose when still.\n3) DRAW-WEAPON animation: when the player first shoots (or a key held), play a short 'raise the rifle' pose transition before/while firing; the astronaut holds the gun aimed in the facing direction.\n4) RECOIL: each shot pushes the gun/arm back briefly and nudges the body (small knockback), then settles.\n5) JUMP / THRUST with inertia: up arrow launches with an initial impulse and gravity brings the player down smoothly; horizontal momentum is preserved mid-air. Optional slight upward thrust feel.\n\nExpose the animation state (facing, walkPhase, gunRaised, recoil, isGrounded/inAir) into the object passed to drawAstronaut so the art renders the correct pose each frame. Wire shooting to spawn bullets that travel toward the turret and register hits (turret HP -1 per hit, 5 to destroy). Keep it synced with the turret's timed projectiles that kill the player (cost 1 life). No console errors; don't break art or structure. Save to game.html.",
      "tools": [
        "Read",
        "Write",
        "Edit",
        "Glob"
      ],
      "max_turns": 25
    },
    {
      "id": "integrator",
      "role": "Owns final wiring, HUD, win/lose flow, and console-error cleanup across all merged contributions",
      "prompt": "You are the integration & QA-fix agent. The game.html in the working directory has been built up by an architecture agent, an art agent, and an animation agent. Read the full file and make it a coherent, bug-free whole.\n\nOwn these final deliverables:\n1) HUD: on-screen text showing LIVES (3 to 0) and TURRET HITS or turret HP (0/5 style), and SCORE. Keep it readable over the space background (outline/shadow). Update live as state changes.\n2) COMBAT loop correctness: player bullets damage turret (5 hits to destroy); turret fires on a timer and its projectiles kill the player, costing a life; player respawns until lives reach 0. WIN screen when turret destroyed, GAME OVER when lives = 0, with a restart prompt (e.g. press R).\n3) Reconcile any conflicts between the three agents' code (duplicate declarations, mismatched hook signatures, draw calls each frame). Ensure drawAstronaut/drawTurret/drawBackground are actually invoked in the render/update loop.\n4) ZERO console errors: verify Phaser loads from the CDN <script>, all globals defined before use, no undefined references, graphics cleared/redrawn correctly each frame (avoid leaks).\n\nDo a careful read-through simulating execution. Fix everything. Produce a single clean self-contained game.html. Output a brief report of what you fixed and confirm all 6 acceptance criteria are addressed.",
      "tools": [
        "Read",
        "Write",
        "Edit",
        "Glob"
      ],
      "max_turns": 25
    },
    {
      "id": "critic",
      "role": "Judges final game.html against the acceptance criteria and returns a structured verdict",
      "prompt": "You are the CRITIC. Judge the game.html in the working directory against the acceptance criteria for a Phaser 3 one-screen Exolon-style space game. You cannot run a browser, so judge by carefully READING the full game.html source (and any provided screenshot description).\n\nCheck each acceptance criterion and cite the specific code that satisfies or fails it:\n1) game.html loads with NO console errors; Phaser is loaded from a CDN <script> tag; all referenced globals/functions are defined before use; graphics cleared each frame without leaks.\n2) The astronaut is detailed and drawn with vector/gradient code — MUST have a helmet with a highlight/glint, a backpack, and articulated joints. Reject if it's a plain rectangle/primitive.\n3) Parallax background: at least 2 planets AND at least 2 star layers that move at DIFFERENT speeds. Confirm the differing speeds in code.\n4) Movement inertia is present and noticeable: acceleration + drag/deceleration so the character does not stop instantly. Confirm in the physics/update code.\n5) Shooting works; the turret has HP (5 hits) and timed projectiles that kill the player; there is a WIN condition (turret destroyed) and a LOSE condition (0 lives).\n6) HUD shows lives and turret hits/HP.\n\nAlso sanity-check: walk animation, draw-weapon pose, recoil, and jump/thrust inertia exist.\n\nBe strict and specific. For each failing or weak item, give an actionable fix note naming the function to change. Output ONLY a JSON object: {\"approved\":bool,\"score\":0-10,\"notes\":[\"...\"]}. approved=true only if all 6 criteria pass and score>=8.",
      "tools": [
        "Read",
        "Glob"
      ],
      "max_turns": 20
    }
  ],
  "edges": [
    {
      "from": "architect",
      "to": "artist",
      "what": "game.html skeleton with Phaser CDN, scene loop, game-state, and named drawAstronaut/drawTurret/drawBackground hooks"
    },
    {
      "from": "artist",
      "to": "animator",
      "what": "game.html with detailed astronaut, turret, and parallax background vector art + documented pose-state fields"
    },
    {
      "from": "animator",
      "to": "integrator",
      "what": "game.html with inertia movement, walk/draw-weapon/recoil animations, jump physics, and bullet-vs-turret combat wired"
    },
    {
      "from": "integrator",
      "to": "critic",
      "what": "final integrated game.html with HUD, win/lose flow, and console-error cleanup"
    }
  ],
  "entry": "architect",
  "critic": "critic",
  "stop": {
    "max_rounds": 3,
    "stop_score": 8
  }
}
AGENTS.md — конвенции workspace, обязательны для всех агентов команды
# AGENTS.md — конвенции этого workspace

## Проект
Средний по размеру одностраничный проект: один самодостаточный deliverable
(game.html / scene.html), библиотеки только с CDN, без сборки.

## Architecture
- Код внутри файла организуй ЯВНЫМИ секциями с комментариями-заголовками:
  CONFIG / HELPERS / BACKGROUND / ENTITIES / INPUT / GAME LOOP / HUD / WIN-LOSE.
- Состояние игры — в одном объекте state (не рассыпать по глобалам).
- Константы (скорости, HP, размеры) — только в GAME_CONFIG сверху, не «магией» в коде.
- Каждая сущность (игрок, турель, пуля) — свой draw/update блок; не смешивать.

## Style (средний проект — умеренная чистота)
- Функция может быть длинной, если делает одно связное дело; НЕ дробить на
  микрофункции ради «чистоты».
- Выносить абстракцию только при третьем повторении (rule of three).
- Осмысленные имена важнее комментариев; комментарии — только «почему», не «что».
- Мёртвый код удалять сразу (неиспользуемые конфиги/функции не оставлять).

## Boundaries
- Deliverable — ОДИН файл; не создавать соседние .js/.css.
- Никогда не переписывать файл целиком на ревизиях — только точечные Edit.
- Не менять чужую секцию без необходимости: правишь физику — не трогай отрисовку.

## Workflow
- Перед работой прочитай этот файл и текущий deliverable (если существует).
- Прочитай lessons.md и snippets.md (общая память прошлых прогонов): не повторяй
  описанные там грабли, переиспользуй проверенные приёмы.
- После правки убедись, что все объявленные в GAME_CONFIG сущности реально используются.
Общая память (lessons.md) — уроки прошлых прогонов, доступны всем командам
# lessons.md — общая память между прогонами

- [run #13] When a spec explicitly overrides the reference (e.g. 'draw in canonical upright pose' vs a kneeling reference), judge the sprite against the spec's palette/shape checklist, not a pixel match to the reference photo — and verify the exact hex codes are wired into a single color table rather than scatt
- [run #11] When a runtime probe and a separate render-error log disagree on 'zero console errors', treat it as an unresolved signal and localize the throw (which frame/state) before approving, rather than deferring entirely to the cleaner artifact.
- [run #11] When two artifacts disagree on 'zero console errors', compare file mtimes first — a stale error log that predates the latest source edit is not evidence of a live bug; confirm with the freshest post-edit probe and localize that every throwing path is guarded.
- [run #11] When judging animation claims, trust ordered play-session frames over single-tick probes — a cold one-step movement/animation probe can read 'static/unmoved' purely from insufficient velocity build-up in its sampling window, while sequential frames reveal the real motion.
- [run #11] A cold runtime probe that starts on screen 1 cannot prove a state-change fix (like scoring) that only triggers on enemy death — verify such fixes by tracing the full code path end-to-end rather than expecting the probe's static snapshot to show the change.
- [run #11] Trust captured play-session frames over single-tick cold probes for motion/inertia claims — a one-frame position delta can read as 'not moving' under friction while the real gait is working.
Сессия прогона — проба реально играла в игру; критик судил по этим кадрам
▶ видео (session.webm) · кадры: /media/claude_runs/10/frames/ · отчёт: session_report.json
Живой лог агентов — обновляется каждые 3 сек во время прогона

пока пусто