@@ -2,49 +2,46 @@ MODEL: GPT-5.4
22REASONING: high
33
44COMMAND:
5- Create ` BUILD_PR_LEVEL_10_15_TEMPLATE_ASSET_STRUCTURE_AND_FULLSCREEN_BEZEL_FOUNDATION ` as one small bundled PR with exactly these changes:
6-
7- 1 . Normalize ` games/_template/assets/ ` to match the current Asteroids asset directory structure:
8- - audio/
9- - fonts/
10- - images/
11- - palettes/
12- - parallax/
13- - parallax/data/.gitkeep
14- - sprites/
15- - sprites/data/.gitkeep
16- - tilemaps/
17- - tilemaps/data/.gitkeep
18- - tilesets/
19- - vectors/
20- - vectors/data/.gitkeep
21- - preserve ` .gitkeep ` where needed
22- - do NOT copy Asteroids-specific content into ` _template `
23-
24- 2 . Add a minimal fullscreen bezel foundation that is clearly NOT Parallax:
25- - use Asteroids ` games/Asteroids/assets/images/bezel.png ` as the first candidate asset
26- - bezel only applies in fullscreen mode
27- - bezel is screen-space, not world-space
28- - implement as a dedicated explicit surface/class/module name such as ` FullscreenBezelOverlay ` or equivalent clear name
29- - support draw mode contract with:
30- - default ` overlay ` (draw last)
31- - optional ` underlay ` support point for future use
32- - keep scope minimal and engine-safe
33-
34- 3 . Add/update focused tests or validation coverage for:
35- - ` _template ` directory scaffold exists
36- - bezel path/contract resolves correctly
37- - fullscreen-only gating is covered
38- - no Parallax coupling is introduced
39-
40- 4 . Update roadmap status only by adding the bezel foundation item in the appropriate high-level roadmap area without rewriting unrelated roadmap text.
41-
42- 5 . Final packaging step is REQUIRED:
5+ Create ` BUILD_PR_LEVEL_10_16_AUTODISCOVER_FULLSCREEN_BEZEL_AND_BACKGROUND ` as one small testable PR.
6+
7+ Implement convention-based autodiscovery and autodraw for these optional files:
8+
9+ - ` games/<gameId>/assets/images/background.png `
10+ - ` games/<gameId>/assets/images/bezel.png `
11+
12+ Requirements:
13+ 1 . ` background.png `
14+ - if present, draw automatically
15+ - draw before game/world content
16+ - no user-added game code required
17+
18+ 2 . ` bezel.png `
19+ - if present, draw automatically
20+ - only draw in fullscreen mode
21+ - draw in screen space
22+ - draw after gameplay/HUD by default
23+ - no user-added game code required
24+
25+ 3 . Architecture rules
26+ - do NOT use Parallax for bezel
27+ - keep implementation minimal and shared where appropriate
28+ - do not require explicit per-game registration
29+ - do not break games that do not have these files
30+
31+ 4 . Validation
32+ - add/update focused tests or validation coverage for:
33+ - autodetect present file
34+ - no-op when file missing
35+ - fullscreen gating for bezel
36+ - background draw-before-world behavior
37+ - verify Asteroids bezel candidate works from:
38+ ` games/Asteroids/assets/images/bezel.png `
39+
40+ 5 . Final packaging step is REQUIRED
4341 - package ALL changed files into this exact repo-structured ZIP:
44- ` <project folder>/tmp/BUILD_PR_LEVEL_10_15_TEMPLATE_ASSET_STRUCTURE_AND_FULLSCREEN_BEZEL_FOUNDATION .zip `
42+ ` <project folder>/tmp/BUILD_PR_LEVEL_10_16_AUTODISCOVER_FULLSCREEN_BEZEL_AND_BACKGROUND .zip `
4543
4644Hard rules:
4745- no commit-only result
4846- no missing ZIP
49- - no repo-wide unrelated edits
50- - keep changes surgical
47+ - no unrelated repo changes
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