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build(deps): bump the dependencies group with 8 updates - #3

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Bumps the dependencies group with 8 updates:

Package From To
@debuffjp/audio 0.23.0 0.28.0
@debuffjp/core 0.23.0 0.28.0
@debuffjp/input 0.23.0 0.28.0
@debuffjp/juice 0.23.0 0.28.0
@debuffjp/ui 0.23.0 0.28.0
@debuffjp/cli 0.23.0 0.28.0
@debuffjp/dev 0.23.0 0.28.0
keiko 0.6.0 0.7.0

Updates @debuffjp/audio from 0.23.0 to 0.28.0

Changelog

Sourced from @​debuffjp/audio's changelog.

0.28.0

No changes in this release.

0.27.0

No changes in this release.

0.26.2

No changes in this release.

0.26.1

No changes in this release.

0.26.0

No changes in this release.

0.25.0

No changes in this release.

0.24.3

Patch Changes

  • df8a5df: Noise sounds now last as long as their envelope. Before this release a noise instrument (plonk) or noise synth (audio.synth) went silent after one second, however long its attack and decay, because the noise buffer was a second long and didn't loop. Wind, rain, surf and other long hisses now play in full.

0.24.2

No changes in this release.

0.24.1

No changes in this release.

0.24.0

No changes in this release.

Commits

Updates @debuffjp/core from 0.23.0 to 0.28.0

Changelog

Sourced from @​debuffjp/core's changelog.

0.28.0

Minor Changes

  • ac9a247: clock: { budgetMs } stops a frame catching up once its steps have used that many milliseconds. A simulation too heavy for real time then runs slower at a steady frame rate: in a test with 20 ms steps, 7 fps became 50 fps at the same simulation speed.
  • ac9a247: Storage.set and reset return whether the write reached storage, and dev builds warn when it fails. Before, a save over the localStorage quota failed silently and a reload got the last save that fitted.

0.27.0

Patch Changes

  • Updated dependencies [3faf45c]
  • Updated dependencies [55660ca]
    • spryte@0.12.0

0.26.2

No changes in this release.

0.26.1

No changes in this release.

0.26.0

Minor Changes

  • 554f22f: smoothMotion(game, () => [player, enemies, shots]) draws moving objects between fixed steps: smooth.x(o) and smooth.y(o) give the position blended by the render alpha, smooth.snap(o) after a teleport. It saves positions before every step, so objects need no registering or clean-up, and it only reads them, so replays and tests are unaffected. It replaces the prevX/prevY bookkeeping and lerp that games wrote themselves.

    While the game is frozen (game.freeze()), render and the render hooks now get alpha 1 and the camera draws where it is. They used to get the leftover time, so on displays faster than 60 Hz the camera, and anything a game blended by alpha, jumped back and forth on every frame of a hitstop.

  • 0228a0a: SpatialHash answers "what's near this" without checking every pair: rebuild(items) once per step, then near(x, y, radius, visit) for every item within the radius (return true to stop) or nearest(x, y, radius, accept?). Results come in a fixed order for deterministic replays, distances are exact, and after the first steps it allocates nothing; cells that stay empty for a whole fill are released. On a crowd of 500 to 2,000 enemies each querying its neighbours it measured 4 to 15 times faster than checking every pair, and level with the grid overbuffed wrote for itself.

Patch Changes

  • Updated dependencies [b17a196]
    • spryte@0.11.0

0.25.0

Minor Changes

  • e44fbbc: Custom shaders get frameUv(): the position inside the drawn frame, from (0, 0) at the top left to (1, 1) at the bottom right. uv stays in atlas space, so effects shaped to a sprite no longer need the frame's atlas rect passed as a uniform. @debuffjp/core now re-exports the Shader and UniformValue types.

Patch Changes

  • Updated dependencies [e44fbbc]
    • spryte@0.10.0

0.24.3

... (truncated)

Commits
  • 90c1ac3 Version packages
  • ac9a247 core: clock budget, and Storage reports failed writes
  • 01705fc Version packages
  • c397413 Version packages
  • 348c28d Version packages
  • 72415e4 Merge pull request #66 from debuffjp/changeset-release/main
  • 0066a3d docs: features from the last merge ship in 0.26, static layers in spryte 0.11
  • b4b750f Version packages
  • a46dc86 core: nearest's callback returns false; docs: clips and postIntent ship in 0.25
  • 69eba6f Merge remote-tracking branch 'origin/smooth-motion' into integrate
  • Additional commits viewable in compare view

Updates @debuffjp/input from 0.23.0 to 0.28.0

Changelog

Sourced from @​debuffjp/input's changelog.

0.28.0

No changes in this release.

0.27.0

No changes in this release.

0.26.2

No changes in this release.

0.26.1

No changes in this release.

0.26.0

Minor Changes

  • 2e60761: TouchControls puts a stick and buttons on screen for phones and tablets, feeding the same actions as keys and pads: bind TouchStickLeft, TouchStickRight, TouchStickUp, TouchStickDown and Touch<name> (TouchA) next to ArrowLeft and PadA. The stick is fixed or floating (centred where the thumb lands in a zone), analog through touch.stick.x and y, with a deadzone for the directions. Each contact keeps the control it started on until it lifts, a tap between two steps still counts, and positions can count from the right and bottom edges. They show from the first touch, draw() gives plain circles, and the state is there to draw your own. Tests drive them with pointer.touchStart / touchMove / touchEnd.

    Input has a virtual map for sources that code sets each step, which TouchControls uses.

0.25.0

No changes in this release.

0.24.3

No changes in this release.

0.24.2

No changes in this release.

0.24.1

No changes in this release.

0.24.0

No changes in this release.

Commits
  • 90c1ac3 Version packages
  • 01705fc Version packages
  • c397413 Version packages
  • 348c28d Version packages
  • 72415e4 Merge pull request #66 from debuffjp/changeset-release/main
  • 0066a3d docs: features from the last merge ship in 0.26, static layers in spryte 0.11
  • b4b750f Version packages
  • 9d59396 Merge remote-tracking branch 'origin/touch-controls' into integrate
  • d9145fc Version packages (#65)
  • 986e8f4 Version packages (#64)
  • Additional commits viewable in compare view

Updates @debuffjp/juice from 0.23.0 to 0.28.0

Changelog

Sourced from @​debuffjp/juice's changelog.

0.28.0

No changes in this release.

0.27.0

No changes in this release.

0.26.2

No changes in this release.

0.26.1

No changes in this release.

0.26.0

No changes in this release.

0.25.0

No changes in this release.

0.24.3

No changes in this release.

0.24.2

No changes in this release.

0.24.1

No changes in this release.

0.24.0

No changes in this release.

Commits

Updates @debuffjp/ui from 0.23.0 to 0.28.0

Changelog

Sourced from @​debuffjp/ui's changelog.

0.28.0

No changes in this release.

0.27.0

No changes in this release.

0.26.2

No changes in this release.

0.26.1

No changes in this release.

0.26.0

No changes in this release.

0.25.0

No changes in this release.

0.24.3

No changes in this release.

0.24.2

No changes in this release.

0.24.1

No changes in this release.

0.24.0

No changes in this release.

Commits

Updates @debuffjp/cli from 0.23.0 to 0.28.0

Changelog

Sourced from @​debuffjp/cli's changelog.

0.28.0

Minor Changes

  • b018c1a: Scenarios, fuzz runs and headless MCP games now fail with game_hung when a call into the game takes over 60 s, instead of hanging forever; a scenario's stepTimeout changes the limit. A page crash fails the scenario and stops it. Scenario reports gain warnings: console errors and failed requests, which don't fail the run. New scenarios.renderer config: "software" draws with SwiftShader so captures don't depend on the graphics card; the default stays "gpu", so existing baselines keep working.

Patch Changes

  • b018c1a: Fewer repeat test runs and idle browsers. A headless game_start closes its browser and dev server after 15 idle minutes. The agent guide, MCP tool descriptions and the untested hook now say to run only the tests a change touches while working and the whole suite once at the end. Dev-server type-check messages go through Vite's logger, so they no longer land in the MCP server's stdout.
  • create-debuff@0.28.0

0.27.0

Patch Changes

  • create-debuff@0.27.0

0.26.2

Patch Changes

  • 71f585c: Automatic papercuts now say which machine they came from (OS, CPU count, memory and Node version) and what was checked: for browser_not_found, whether DEBUFF_BROWSER was set and whether Chrome, Edge and Chromium were missing or failed to start. Still no messages, paths or project names. The notice is shown again before the first report with these.
  • create-debuff@0.26.2

0.26.1

Patch Changes

  • b7dd10e: - The dev overlay's copy buttons work on a game opened over the LAN or Tailscale (debuff dev --host). That's plain HTTP, where navigator.clipboard doesn't exist, and the buttons silently did nothing.
    • debuff scenario: a game that throws while loading now fails that scenario with the error, instead of a 15 s timeout reported as an unexpected error. A game that loads but has no dev hooks gets the dev_hooks_missing error and its fix. A dev server whose config hides its local URL falls back to the network URL or its port.
  • create-debuff@0.26.1

0.26.0

Minor Changes

  • 4df1648: Clips and social-size stills for devlogs, store pages and press kits, all on the developer side.

    • The dev panel has rec and clip: rec keeps the last 15 s of the game, clip saves them as a video in .debuff/captures/ (MP4 where the browser can record it, else WebM). The dev hooks have clips(on) and saveClip(name) for the same.
    • capture("social") letterboxes the frame into 1200×675, the size X and Bluesky show for post images and link cards, scaled by whole pixels so pixel art stays crisp. capture([w, h]) takes any size.
    • MCP: game_clip (live mode: start, save, stop), social: true on game_capture, and a devlog-post prompt that captures a still and a clip and drafts short posts for the human to send. Agents never post.
    • debuff dev writes captures through a new /__debuff/capture endpoint, behind the same own-origin guard as the others.
    • debuff ship press adds stills and clips from .debuff/captures/ to the kit and flags WebM clips, which X and most stores don't take.

    Nothing is added to games: templates and builds are unchanged.

Patch Changes

  • b59829f: Fixes from a first-run test, where fresh agents went from debuff.jp to a playable game:

... (truncated)

Commits
  • 90c1ac3 Version packages
  • b018c1a cli, mcp: fail hung games, report browser warnings, opt-in software renderer
  • 01705fc Version packages
  • c397413 Version packages
  • 71f585c cli: automatic papercuts say which machine and what was checked
  • 348c28d Version packages
  • b7dd10e dev, cli: copy works over plain HTTP; clear errors when a scenario's game won...
  • b4b750f Version packages
  • 4df1648 dev, mcp, cli, share: clips, social stills and post drafts for the dev side
  • 76ec2f6 Merge remote-tracking branch 'origin/first-run-fixes' into integrate
  • Additional commits viewable in compare view

Updates @debuffjp/dev from 0.23.0 to 0.28.0

Changelog

Sourced from @​debuffjp/dev's changelog.

0.28.0

Minor Changes

  • bf57b56: The dev tools now say when most sprites are drawn outside the view: a console warning once, a line in the overlay's frame inspector, and drawHint in profile() and game_profile. It measures one frame in sixty and needs at least 1,000 such sprites making up half the frame, so small games never see it. Template agent guides and the debuff skill now tell agents to cull.

Patch Changes

  • @​debuffjp/share@​0.28.0

0.27.0

Minor Changes

  • 74dfae9: The dev overlay can be dragged by its header, so it no longer has to sit over the part of the game you're looking at. Its position is remembered across reloads and kept on screen when the window shrinks; double-click the mascot to dock it in its corner again. The position option now sets that corner.

Patch Changes

  • @​debuffjp/share@​0.27.0

0.26.2

Patch Changes

  • @​debuffjp/share@​0.26.2

0.26.1

Patch Changes

  • b7dd10e: - The dev overlay's copy buttons work on a game opened over the LAN or Tailscale (debuff dev --host). That's plain HTTP, where navigator.clipboard doesn't exist, and the buttons silently did nothing.
    • debuff scenario: a game that throws while loading now fails that scenario with the error, instead of a 15 s timeout reported as an unexpected error. A game that loads but has no dev hooks gets the dev_hooks_missing error and its fix. A dev server whose config hides its local URL falls back to the network URL or its port.
  • @​debuffjp/share@​0.26.1

0.26.0

Minor Changes

  • 4df1648: Clips and social-size stills for devlogs, store pages and press kits, all on the developer side.

    • The dev panel has rec and clip: rec keeps the last 15 s of the game, clip saves them as a video in .debuff/captures/ (MP4 where the browser can record it, else WebM). The dev hooks have clips(on) and saveClip(name) for the same.
    • capture("social") letterboxes the frame into 1200×675, the size X and Bluesky show for post images and link cards, scaled by whole pixels so pixel art stays crisp. capture([w, h]) takes any size.
    • MCP: game_clip (live mode: start, save, stop), social: true on game_capture, and a devlog-post prompt that captures a still and a clip and drafts short posts for the human to send. Agents never post.
    • debuff dev writes captures through a new /__debuff/capture endpoint, behind the same own-origin guard as the others.
    • debuff ship press adds stills and clips from .debuff/captures/ to the kit and flags WebM clips, which X and most stores don't take.

    Nothing is added to games: templates and builds are unchanged.

Patch Changes

... (truncated)

Commits
  • 90c1ac3 Version packages
  • 0102e29 dev: link the off-screen hint to the Big worlds page
  • bf57b56 dev: say when most sprites are drawn outside the view
  • 01705fc Version packages
  • 74dfae9 dev: drag the overlay by its header
  • c397413 Version packages
  • 348c28d Version packages
  • b7dd10e dev, cli: copy works over plain HTTP; clear errors when a scenario's game won...
  • 72415e4 Merge pull request #66 from debuffjp/changeset-release/main
  • 0066a3d docs: features from the last merge ship in 0.26, static layers in spryte 0.11
  • Additional commits viewable in compare view

Updates keiko from 0.6.0 to 0.7.0

Changelog

Sourced from keiko's changelog.

0.7.0

Minor Changes

  • efec916: The dev hooks' pointerDown(x, y, kind?) and tap(x, y, kind?) take what is pressing: "mouse" (the default, as before), "touch" or "pen". The game sees it in pointer.kind. A touch or pen press is contact 1 in pointer.touches and the primary pointer, and a mouse press is only the primary pointer, so a dev drag no longer looks like both a mouse and a touch. Scenarios take { "pointerDown": [x, y, "touch"] } and { "tap": [x, y, "pen"] }, and keiko's game.pointerDown(x, y, "touch") does the same, through the dev hooks or as real touch events.

  • 8e669fe: Tests and scenarios can press the right mouse button, scroll the wheel and touch with several fingers, all through the same paths as real input.

    • keiko: game.press("PointerRight") (and "PointerMiddle"), game.wheel(dy, dx?), and game.touchDown(id, x, y), touchMove(id, x, y) and touchUp(id). debuff games are driven through their dev hooks. Other games get real DOM events: mouse button presses (a button pressed while another is held arrives as a pointermove, as in browsers, and the right button fires contextmenu), wheel events, and pointerType: "touch" pointer events with touch events. game.replay() plays the new scenario steps.
    • Dev hooks: wheel(dy, dx?), touchDown(id, x, y, kind?), touchMove(id, x, y) and touchUp(id). Recorded replays keep wheel scrolls and touches, so a session played on a phone replays exactly. They need @debuffjp/input 0.16 and say so on older versions.
    • Scenarios: { "wheel": dy } or { "wheel": [dy, dx] }, { "touchDown": [id, x, y] } ([id, x, y, "pen"] for a pen), { "touchMove": [id, x, y] } and { "touchUp": id }.

Patch Changes

  • 812b958: Without debuff, touchDown(id, ...) now sends pointerId id + 2, so a finger never shares the mouse's pointerId 1. Touch events keep the id you passed.

  • 70a00c9: npm homepage links to the package's page on debuff.jp.

  • b87c265: Scenario fixes in debuff scenario and keiko's game.replay():

    • { "tap": "KeyT" } taps the key for one step, as keiko's game.tap("KeyT") does. Before, debuff scenario silently spread the string into tap(x, y), and keiko pressed the wrong key. The schema accepts a key code. A tap that is neither a code nor a point fails with an explanation.
    • { "expect": { "state.x": 0 } } (and the same in until) fails with state.x: expected a comparison object like { "eq": 0 }, got 0, instead of a TypeError or a silent pass. An object with none of eq, gt, gte, lt, lte and approx is reported the same way.
Commits
  • 6755553 Version packages (#43)
  • 3067a50 keiko: touch pointerIds never collide with the mouse
  • b7b5c1a scenarios: tap with a key code taps the key; bare expect values are explained
  • 5305244 dev hooks: pointerDown and tap take a pointer kind
  • aba032b keiko, dev hooks, scenarios: right button, wheel and touch input
  • ff57faf chore: mark myaku and keiko bins executable in git
  • df5c3aa npm: spryte, keiko, myaku and plonkjs link to their debuff.jp pages
  • 768b9ac dev: overlay stays out of automated runs and out of state(); templates say wh...
  • See full diff in compare view
Maintainer changes

This version was pushed to npm by GitHub Actions, a new releaser for keiko since your current version.


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Bumps the dependencies group with 8 updates:

| Package | From | To |
| --- | --- | --- |
| [@debuffjp/audio](https://github.com/debuffjp/debuff/tree/HEAD/packages/audio) | `0.23.0` | `0.28.0` |
| [@debuffjp/core](https://github.com/debuffjp/debuff/tree/HEAD/packages/core) | `0.23.0` | `0.28.0` |
| [@debuffjp/input](https://github.com/debuffjp/debuff/tree/HEAD/packages/input) | `0.23.0` | `0.28.0` |
| [@debuffjp/juice](https://github.com/debuffjp/debuff/tree/HEAD/packages/juice) | `0.23.0` | `0.28.0` |
| [@debuffjp/ui](https://github.com/debuffjp/debuff/tree/HEAD/packages/ui) | `0.23.0` | `0.28.0` |
| [@debuffjp/cli](https://github.com/debuffjp/debuff/tree/HEAD/tooling/cli) | `0.23.0` | `0.28.0` |
| [@debuffjp/dev](https://github.com/debuffjp/debuff/tree/HEAD/packages/dev) | `0.23.0` | `0.28.0` |
| [keiko](https://github.com/debuffjp/debuff/tree/HEAD/tooling/keiko) | `0.6.0` | `0.7.0` |


Updates `@debuffjp/audio` from 0.23.0 to 0.28.0
- [Changelog](https://github.com/debuffjp/debuff/blob/main/packages/audio/CHANGELOG.md)
- [Commits](https://github.com/debuffjp/debuff/commits/@debuffjp/audio@0.28.0/packages/audio)

Updates `@debuffjp/core` from 0.23.0 to 0.28.0
- [Changelog](https://github.com/debuffjp/debuff/blob/main/packages/core/CHANGELOG.md)
- [Commits](https://github.com/debuffjp/debuff/commits/@debuffjp/core@0.28.0/packages/core)

Updates `@debuffjp/input` from 0.23.0 to 0.28.0
- [Changelog](https://github.com/debuffjp/debuff/blob/main/packages/input/CHANGELOG.md)
- [Commits](https://github.com/debuffjp/debuff/commits/@debuffjp/input@0.28.0/packages/input)

Updates `@debuffjp/juice` from 0.23.0 to 0.28.0
- [Changelog](https://github.com/debuffjp/debuff/blob/main/packages/juice/CHANGELOG.md)
- [Commits](https://github.com/debuffjp/debuff/commits/@debuffjp/juice@0.28.0/packages/juice)

Updates `@debuffjp/ui` from 0.23.0 to 0.28.0
- [Changelog](https://github.com/debuffjp/debuff/blob/main/packages/ui/CHANGELOG.md)
- [Commits](https://github.com/debuffjp/debuff/commits/@debuffjp/ui@0.28.0/packages/ui)

Updates `@debuffjp/cli` from 0.23.0 to 0.28.0
- [Changelog](https://github.com/debuffjp/debuff/blob/main/tooling/cli/CHANGELOG.md)
- [Commits](https://github.com/debuffjp/debuff/commits/@debuffjp/cli@0.28.0/tooling/cli)

Updates `@debuffjp/dev` from 0.23.0 to 0.28.0
- [Changelog](https://github.com/debuffjp/debuff/blob/main/packages/dev/CHANGELOG.md)
- [Commits](https://github.com/debuffjp/debuff/commits/@debuffjp/dev@0.28.0/packages/dev)

Updates `keiko` from 0.6.0 to 0.7.0
- [Changelog](https://github.com/debuffjp/debuff/blob/main/tooling/keiko/CHANGELOG.md)
- [Commits](https://github.com/debuffjp/debuff/commits/spryte@0.7.0/tooling/keiko)

---
updated-dependencies:
- dependency-name: "@debuffjp/audio"
  dependency-version: 0.28.0
  dependency-type: direct:production
  update-type: version-update:semver-minor
  dependency-group: dependencies
- dependency-name: "@debuffjp/core"
  dependency-version: 0.28.0
  dependency-type: direct:production
  update-type: version-update:semver-minor
  dependency-group: dependencies
- dependency-name: "@debuffjp/input"
  dependency-version: 0.28.0
  dependency-type: direct:production
  update-type: version-update:semver-minor
  dependency-group: dependencies
- dependency-name: "@debuffjp/juice"
  dependency-version: 0.28.0
  dependency-type: direct:production
  update-type: version-update:semver-minor
  dependency-group: dependencies
- dependency-name: "@debuffjp/ui"
  dependency-version: 0.28.0
  dependency-type: direct:production
  update-type: version-update:semver-minor
  dependency-group: dependencies
- dependency-name: "@debuffjp/cli"
  dependency-version: 0.28.0
  dependency-type: direct:development
  update-type: version-update:semver-minor
  dependency-group: dependencies
- dependency-name: "@debuffjp/dev"
  dependency-version: 0.28.0
  dependency-type: direct:development
  update-type: version-update:semver-minor
  dependency-group: dependencies
- dependency-name: keiko
  dependency-version: 0.7.0
  dependency-type: direct:development
  update-type: version-update:semver-minor
  dependency-group: dependencies
...

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