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| # | score | approved | sec | tokens in/out | cost |
|---|---|---|---|---|---|
| 0 | 2/2883 | 0,08211249999999999 | |||
| 1 | 8 | True | 546,8 | 861/3538 | 0,40701050000000005 |
| 0 | —/— | — | |||
| 0 | —/— | — | |||
| 1 | 0 | False | 145,4 | —/— | — |
| 2 | 0 | False | 111,8 | —/— | — |
| 3 | 0 | False | 102,9 | —/— | — |
| 0 | —/— | — | |||
| 1 | 0 | False | 304,8 | —/— | — |
| 2 | 0 | False | 89,0 | —/— | — |
| 3 | 0 | False | 95,9 | —/— | — |
| 0 | —/— | — | |||
| 1 | 8 | True | 473,1 | 9/3614 | 0,5622670000000001 |
| 0 | —/— | — | |||
| 1 | 8 | True | 462,1 | 6/3427 | 0,4932260000000001 |
| 0 | —/— | — | |||
| 1 | 0 | False | 570,0 | —/— | — |
| 2 | 0 | False | 104,7 | —/— | — |
| 3 | 0 | False | 110,5 | —/— | — |
| 0 | —/— | — | |||
| 1 | 0 | False | 656,6 | —/— | — |
| 2 | 0 | False | 127,7 | —/— | — |
| 3 | 0 | False | 132,5 | —/— | — |
| 0 | —/— | — | |||
| 1 | 0 | False | 372,4 | —/— | — |
| 2 | 0 | False | 162,5 | —/— | — |
| 3 | 0 | False | 116,6 | —/— | — |
| 0 | —/— | — | |||
| 1 | 8 | True | 404,0 | 6/2863 | 0,4757745 |
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": [
"sprite_artist: in-game player sprite is static (no idle bob / walk cycle) — reads as a 'tin soldier' when moving; consider a subtle 2-frame leg/arm shift keyed off state.time when dx!=0 to sell motion.",
"game_engineer: drawAstronaut always renders the red blaster even during top-down play; fine, but the forward-pointing gun can look odd for a top-down mover — acceptable, just note it's a reference-faithful choice.",
"game_engineer: expose window.gameScene/window.state so headless probes can drive/verify the game (current probe found no scene and the play session never left the start screen).",
"sprite_artist: helmet/visor cage, rose crest (#C25863), green crest tab, dark back fin, pauldrons, chest panel and boots all match reference.png closely — strong palette and shape fidelity; no changes required."
],
"lesson": "When a generic probe harness assumes a specific engine (Phaser), expose a stable global handle to the game state/scene so automated play-sessions can actually drive raw-canvas games instead of capturing only the start screen."
}