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#12 ex5

Ошибка cancelled

▶ Запустить Открыть scene.html Схема команды AGENTS.md

Правки — что починить; команда продолжит этот же цикл с твоими правками как приоритетом
Референс
Последний рендер
Итерации — следи за траекторией score
#scoreapprovedsectokens in/outcost
0 2/22960,10397999999999999
10False607,6 —/——
20False98,6 —/——
30False106,0 —/——
0 —/——
19True741,1 9/36540,4956935
0 —/——
10False617,5 —/——
20False99,1 —/——
30False109,7 —/——
0 —/——
10False688,6 —/——
20False130,4 —/——
30False110,9 —/——
0 —/——
10False392,6 —/——
20False172,0 —/——
30False111,1 —/——
0 —/——
18True509,1 8/38760,46964599999999995
ТЗ
та же игра, что в прошлый раз: три экрана, турель/дрон/робот, телепорты, осколки — но космонавт должен выглядеть как на reference.png: та же палитра, форма шлема, детали скафандра
Последний вердикт критика
{
  "approved": true,
  "score": 8,
  "notes": [
    "All 5 criteria pass: 3 screens (turret/drone/robot), bidirectional teleports (0↔1↔2), persistent global shard count (state.shards, 10 total), palette-exact astronaut, single self-contained file.",
    "Astronaut match is good: PAL (game.html:58-71) matches astronaut_spec.md hex exactly; drawAstronaut renders football dome, red crest stripe (line 139), tall jointBlack spike (line 124), face cage (lines 153-160), bandolier (lines 179-186), chunky boots. Faithful to reference LOOK.",
    "QUALITY GAP (non-blocking): sprite is a static 'tin-soldier' — drawAstronaut(ctx,x,y) takes no pose param, so walk_a/walk_b/walk_c (frames 02-04) and jump_air (frame 08) show identical limb pose; only screen position changes. Consider a leg-swing offset keyed to player.vx and a bent/tucked-knee variant when !onGround.",
    "MINOR: teal accent dab (line 254) is drawn at the pauldron center with r=1.2 — essentially invisible at render scale; acceptable per spec's 'sparingly' but could sit on the shoulder top edge for a readable note.",
    "MINOR: runtime probe reported 'no phaser scene' — game is vanilla canvas (not Phaser) and does run (render.png confirms); expose window.state/window.game for headless testability.",
    "Spike reads darker-than-helmet per spec but at 48px is subtle vs the reference's prominent antenna; slightly lengthening the tall spike (tip y-7 → y-10 at line 124) would strengthen the signature silhouette cue."
  ],
  "lesson": "A code-drawn character sprite should accept a pose/phase parameter from the start (vx, onGround, firing) so motion requirements can be met without refactoring the single draw function later."
}