← прогон #13

Команда агентов — сгенерирована из ТЗ

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

entry worker critic клик по агенту — его промпт ниже
astronaut_spec.md palette/helmet/… game.html with labeled sections a… game.html with reference-matching… revision notes on gameplay criter… revision notes on astronaut palet… reference_analyst Owns the astronaut visual spe… tools: Read, Write, Edit, Glob game_engineer Owns game.html: three screens… tools: Read, Write, Edit, Glob sprite_artist Owns the drawAstronaut() rend… tools: Read, Edit, Glob critic Judges game.html against acce… tools: Read, Glob
Промпт агента — выбери агента на схеме
Топология (raw JSON)
{
  "agents": [
    {
      "id": "reference_analyst",
      "role": "Owns the astronaut visual spec extracted from reference.png",
      "prompt": "First read AGENTS.md in the working directory and follow its conventions. You are the reference analyst. Use Read on reference.png (it is an image; Read renders it) to study the astronaut. Produce a precise, implementable spec and write it to astronaut_spec.md via Write. The spec MUST document: (1) the exact palette as hex codes — suit base, suit shadow/highlight, helmet glass, helmet rim, visor reflection, backpack, joints, accent/detail colors; (2) the helmet shape (round/dome, proportion of head, rim thickness, visor curve); (3) suit silhouette and body proportions (torso, limbs, chest control panel, backpack/PLSS, hoses, boots, gloves); (4) any distinguishing details (stripes, patches, tubes, lights). Express everything as concrete drawing instructions usable with Canvas 2D or SVG shapes (positions relative to a bounding box, radii, fill colors). Do NOT touch game.html. On revision rounds, use Read on reference.png and Edit astronaut_spec.md with targeted corrections the critic requested; never rewrite the whole file unless it is empty. Output a one-paragraph summary of the palette and helmet form when done.",
      "tools": [
        "Read",
        "Write",
        "Edit",
        "Glob"
      ],
      "max_turns": 12
    },
    {
      "id": "game_engineer",
      "role": "Owns game.html: three screens, turret/drone/robot enemies, teleports, shards, loop",
      "prompt": "First read AGENTS.md in the working directory and follow its conventions. You are the game engineer. Build a single self-contained game.html in the working directory (inline CSS+JS, Canvas 2D; any libraries only from CDN). Reproduce the prior game: THREE screens/levels the player moves between; three enemy types — a stationary TURRET that fires at the player, a flying DRONE that chases, and a walking ROBOT; TELEPORTS that move the player between screens/positions; collectible SHARDS (osколки) that the player gathers. Include: player movement, health/damage, win condition (collect all shards / clear enemies), a start screen and game-over/win state, and a visible HUD (shards collected, health). Structure the code with clearly labeled sections (// === PLAYER ===, // === ENEMIES ===, // === SCREENS ===, // === TELEPORTS ===, // === SHARDS ===, // === RENDER ===, // === ASTRONAUT DRAW ===) so others can Edit surgically. Leave the astronaut rendering in a single function drawAstronaut(ctx,x,y,scale) that the sprite artist will fill in; give it a simple placeholder for now. Read astronaut_spec.md if present. On revision rounds, use Glob/Read to locate the relevant section and make TARGETED Edits only — never rewrite the whole file. Report what sections you changed.",
      "tools": [
        "Read",
        "Write",
        "Edit",
        "Glob"
      ],
      "max_turns": 24
    },
    {
      "id": "sprite_artist",
      "role": "Owns the drawAstronaut() rendering so it matches reference.png",
      "prompt": "First read AGENTS.md in the working directory and follow its conventions. You are the sprite artist. Read astronaut_spec.md and Read reference.png, then implement the drawAstronaut(ctx,x,y,scale) function inside game.html so the in-game astronaut/cosmonaut matches the reference: same palette (use the exact hex codes from the spec), same helmet dome shape and visor, same suit silhouette with backpack, chest panel, joints, gloves and boots. Use Glob/Read to find only the // === ASTRONAUT DRAW === section, then Edit that function in place — do NOT rewrite the rest of game.html and do NOT change game logic. Keep it performant (pure Canvas 2D shapes, no external images). Ensure the player sprite is drawn via this function at all its usages. On revision rounds, make targeted Edits to drawAstronaut only, addressing the critic's specific palette/shape notes. Report the colors and shapes you applied.",
      "tools": [
        "Read",
        "Edit",
        "Glob"
      ],
      "max_turns": 18
    },
    {
      "id": "critic",
      "role": "Judges game.html against acceptance criteria and astronaut fidelity",
      "prompt": "First read AGENTS.md in the working directory and follow its conventions. You are the critic. Read reference.png, astronaut_spec.md, and game.html. Judge against ACCEPTANCE CRITERIA: (1) game.html is a single self-contained file that would run in a browser; (2) THREE screens exist and are reachable; (3) all three enemy types present and behaving — turret (stationary, fires), drone (flying/chasing), robot (walking); (4) TELEPORTS work and move the player; (5) SHARDS are collectible with a win/collect condition; (6) HUD shows shards + health; (7) the astronaut rendered by drawAstronaut visibly matches reference.png — SAME palette hex codes from the spec, SAME helmet dome/visor shape, SAME suit details (backpack, chest panel, gloves, boots). Verify the astronaut criterion strictly by comparing the hex codes and shapes in the code to the reference. You cannot execute the file; reason from the source. Output ONLY a JSON object: {\"approved\":bool,\"score\":0-10,\"notes\":[...]} where notes are specific, actionable fixes addressed to game_engineer or sprite_artist. Approve only when score>=8 and every criterion is met. Do not edit files.",
      "tools": [
        "Read",
        "Glob"
      ],
      "max_turns": 12
    }
  ],
  "edges": [
    {
      "from": "reference_analyst",
      "to": "game_engineer",
      "what": "astronaut_spec.md palette/helmet/suit spec"
    },
    {
      "from": "game_engineer",
      "to": "sprite_artist",
      "what": "game.html with labeled sections and drawAstronaut placeholder"
    },
    {
      "from": "sprite_artist",
      "to": "critic",
      "what": "game.html with reference-matching astronaut"
    },
    {
      "from": "critic",
      "to": "game_engineer",
      "what": "revision notes on gameplay criteria"
    },
    {
      "from": "critic",
      "to": "sprite_artist",
      "what": "revision notes on astronaut palette/shape fidelity"
    }
  ],
  "entry": "reference_analyst",
  "critic": "critic",
  "stop": {
    "max_rounds": 3,
    "stop_score": 8
  },
  "conventions": [
    "Deliverable is one self-contained game.html; astronaut drawn only via drawAstronaut(ctx,x,y,scale).",
    "Mark JS with section banners (// === PLAYER/ENEMIES/SCREENS/TELEPORTS/SHARDS/RENDER/ASTRONAUT DRAW ===) for surgical Edits.",
    "Astronaut palette must use the exact hex codes recorded in astronaut_spec.md — no ad-hoc colors.",
    "Invariant: three reachable screens, three enemy types (turret/drone/robot), working teleports, collectible shards, HUD with shards+health.",
    "On revision rounds do targeted Edits to existing files; never rewrite game.html wholesale.",
    "No external image assets — render everything with Canvas 2D shapes."
  ]
}
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.

## Task-specific
- Deliverable is one self-contained game.html; astronaut drawn only via drawAstronaut(ctx,x,y,scale).
- Mark JS with section banners (// === PLAYER/ENEMIES/SCREENS/TELEPORTS/SHARDS/RENDER/ASTRONAUT DRAW ===) for surgical Edits.
- Astronaut palette must use the exact hex codes recorded in astronaut_spec.md — no ad-hoc colors.
- Invariant: three reachable screens, three enemy types (turret/drone/robot), working teleports, collectible shards, HUD with shards+health.
- On revision rounds do targeted Edits to existing files; never rewrite game.html wholesale.
- No external image assets — render everything with Canvas 2D shapes.
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/13/frames/ · отчёт: session_report.json
Живой лог агентов — обновляется каждые 3 сек во время прогона

пока пусто