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▶ Запустить Открыть scene.html Схема команды AGENTS.md


| # | score | approved | sec | tokens in/out | cost |
|---|---|---|---|---|---|
| 0 | 2/2296 | 0,10397999999999999 | |||
| 1 | 0 | False | 607,6 | —/— | — |
| 2 | 0 | False | 98,6 | —/— | — |
| 3 | 0 | False | 106,0 | —/— | — |
| 0 | —/— | — | |||
| 1 | 9 | True | 741,1 | 9/3654 | 0,4956935 |
| 0 | —/— | — | |||
| 1 | 0 | False | 617,5 | —/— | — |
| 2 | 0 | False | 99,1 | —/— | — |
| 3 | 0 | False | 109,7 | —/— | — |
| 0 | —/— | — | |||
| 1 | 0 | False | 688,6 | —/— | — |
| 2 | 0 | False | 130,4 | —/— | — |
| 3 | 0 | False | 110,9 | —/— | — |
| 0 | —/— | — | |||
| 1 | 0 | False | 392,6 | —/— | — |
| 2 | 0 | False | 172,0 | —/— | — |
| 3 | 0 | False | 111,1 | —/— | — |
| 0 | —/— | — | |||
| 1 | 8 | True | 509,1 | 8/3876 | 0,46964599999999995 |
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
{
"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."
}