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BUILD_PR_LEVEL_17_52: replace Tab-based debug overlay cycling in touched phase-17 samples and lock bottom-right sample-specific overlay stack maps for 1708-1713 with runtime coverage
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docs/dev/CODEX_COMMANDS.md

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MODEL: GPT-5.3-codex
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MODEL: GPT-5.4
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REASONING: high
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COMMAND: Move debug overlay panels to bottom-right corner with vertical stacking and spacing, apply across shared debug system for samples 1701+, preserve existing behavior, and package to <project folder>/tmp/BUILD_PR_LEVEL_17_51_DEBUG_OVERLAY_POSITION_BOTTOM_RIGHT.zip
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COMMAND:
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Implement BUILD_PR_LEVEL_17_52_DEBUG_OVERLAY_CYCLE_KEY_AND_SAMPLE_STACK_MAP as a small, testable PR.
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Requirements:
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- Remove Tab as the overlay-cycle key in the touched phase-17 samples.
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- Introduce one consistent non-browser-reserved replacement key across the touched samples.
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- Keep all touched debug panels bottom-right anchored.
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- Enforce the exact sample-specific cycle maps:
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- 1708, 1710: UI Layer -> Mission Feed -> existing title ending in ADY -> Mini-Game Runtime
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- 1709, 1711: Movement Runtime -> Movement Lab HUD
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- 1712: UI Layer -> Mission Feed -> existing title ending in ADY -> Telemetry Overlay
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- 1713: UI Layer -> Mission Feed -> existing title ending in ADY -> Final Reference Runtime
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- Keep the ADY-ending title as-is unless already incorrect for another reason.
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- Update/add runtime tests so they verify the replacement key, reject Tab behavior, verify panel presence/order, and confirm bottom-right placement.
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Constraints:
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- Smallest scoped valid change only.
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- Do not modify start_of_day folders.
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- Do not do repo-wide scanning.
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- Keep implementation one-pass executable.
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Package the resulting repo-structured ZIP to:
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<project folder>/tmp/BUILD_PR_LEVEL_17_52_DEBUG_OVERLAY_CYCLE_KEY_AND_SAMPLE_STACK_MAP.zip

docs/dev/COMMIT_COMMENT.txt

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Reposition debug overlay panels to the bottom-right corner with vertical stacking to prevent interference with gameplay and HUD text.
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PR: BUILD_PR_LEVEL_17_51_DEBUG_OVERLAY_POSITION_BOTTOM_RIGHT
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BUILD_PR_LEVEL_17_52: replace Tab-based debug overlay cycling in touched phase-17 samples and lock bottom-right sample-specific overlay stack maps for 1708-1713 with runtime coverage

docs/dev/PROJECT_INSTRUCTIONS.md

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- Internal structure MUST be repo-relative only
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- No extra files outside defined structure
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Commit Comment:
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<change details>
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<PR Details>
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## 🔒 EXECUTION DEFAULTS (MANDATORY)
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### ALWAYS CONTINUE
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Summary
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- converts the rendering-and-animation expansion into a compact four-sample demonstrator bundle
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- uses a couple of filled samples and a couple of image-skinned samples to make the documented concepts visible
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- reduces churn by avoiding a large diffuse sample explosion while still proving the capability set
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Change target:
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- Follow-up to the prior bottom-right overlay work.
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Why this PR exists:
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- The current touched runtime still uses Tab in the overlay-cycle path.
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- Browser Tab behavior conflicts with deterministic in-sample cycling.
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- The user supplied exact sample-specific panel sets for 1708-1713.
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What Codex should deliver:
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- One replacement overlay-cycle key across the touched samples.
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- Bottom-right stack retention.
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- Exact cycle maps per sample.
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- Runtime tests that prove both key behavior and panel order/placement.

docs/dev/reports/file_tree.txt

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docs/
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pr/
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BUILD_PR_LEVEL_17_52_DEBUG_OVERLAY_CYCLE_KEY_AND_SAMPLE_STACK_MAP.md
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dev/
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codex_commands.md
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commit_comment.txt
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reports/
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change_summary.txt
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file_tree.txt
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validation_checklist.txt
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pr/
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BUILD_PR_LEVEL_09_04_ASSET_STRUCTURE_SIMPLIFICATION.md
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- [ ] Sample 1713 exists and launches from samples/index.html
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- [ ] player movement works
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- [ ] camera follow works
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- [ ] hazard/enemy/obstacle interaction works
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- [ ] score or objective loop works
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- [ ] restart/reset path works
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- [ ] no console errors
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- [ ] samples 1707-1712 remain intact
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[ ] Runtime tests pass.
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[ ] Tab no longer advances overlay cycling in touched phase-17 samples.
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[ ] Replacement key advances overlay cycling in touched phase-17 samples.
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[ ] Sample 1708 panel cycle set matches: UI Layer, Mission Feed, *ADY, Mini-Game Runtime.
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[ ] Sample 1710 panel cycle set matches: UI Layer, Mission Feed, *ADY, Mini-Game Runtime.
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[ ] Sample 1709 panel cycle set matches: Movement Runtime, Movement Lab HUD.
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[ ] Sample 1711 panel cycle set matches: Movement Runtime, Movement Lab HUD.
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[ ] Sample 1712 panel cycle set matches: UI Layer, Mission Feed, *ADY, Telemetry Overlay.
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[ ] Sample 1713 panel cycle set matches: UI Layer, Mission Feed, *ADY, Final Reference Runtime.
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[ ] Touched overlay titles render in the bottom-right stack region.
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# BUILD_PR_LEVEL_17_52_DEBUG_OVERLAY_CYCLE_KEY_AND_SAMPLE_STACK_MAP
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## Purpose
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Replace the browser-conflicting debug overlay cycle key used in the phase-17 samples and lock the bottom-right overlay stack order to the exact sample-specific panel sets requested by the user.
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## Scope
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Small, surgical runtime/input/debug-overlay update only.
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In scope:
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- Remove `Tab` as the overlay cycle key anywhere this PR touches phase-17 debug overlay cycling.
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- Introduce one non-browser-reserved replacement key for the affected phase-17 samples and keep it consistent across the touched samples.
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- Keep debug panels anchored in the bottom-right corner.
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- Enforce the sample-specific bottom-right panel cycle/order listed below.
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- Update/add runtime tests to verify the new key path and the sample-specific bottom-right stack mapping.
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Out of scope:
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- Any unrelated HUD redesign.
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- Any repo-wide input remap outside the touched samples.
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- Any changes to start_of_day folders.
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## Required input change
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`Tab` must no longer be used for the overlay-cycle action in the affected phase-17 samples because the browser keeps consuming it.
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Implement a single replacement key for this PR. Use a key that is not browser-reserved and is practical during gameplay/debugging. Keep the same replacement key across all touched samples and tests.
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## Required layout rule
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All touched debug panels must remain anchored to the bottom-right corner and stack upward from there.
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## Required sample map
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Apply the following bottom-right cycle map exactly.
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### Samples 1708 and 1710
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Cycle through these panels in this set:
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1. `UI Layer`
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2. `Mission Feed`
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3. the existing panel whose title ends in `ADY`
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4. `Mini-Game Runtime`
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### Samples 1709 and 1711
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Cycle through these panels in this set:
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1. `Movement Runtime`
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2. `Movement Lab HUD`
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### Sample 1712
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Cycle through these panels in this set:
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1. `UI Layer`
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2. `Mission Feed`
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3. the existing panel whose title ends in `ADY`
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4. `Telemetry Overlay`
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### Sample 1713
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Cycle through these panels in this set:
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1. `UI Layer`
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2. `Mission Feed`
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3. the existing panel whose title ends in `ADY`
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4. `Final Reference Runtime`
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## Implementation notes for Codex
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- Reuse existing debug overlay composition where possible.
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- Do not rename the existing `...ADY` panel unless the current title is already wrong for another reason. The user only requires that the cycle include the current panel whose title ends in `ADY`.
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- Preserve bottom-right anchoring utilities if they already exist; extend them only as needed for deterministic stacking/order.
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- Keep the touched change set as small as possible.
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## Files expected to change
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- `samples/phase-17/1708/RealGameplayMiniGameScene.js`
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- `samples/phase-17/1709/MovementModelsLabScene.js`
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- `samples/phase-17/1710/RealGameplayMiniGameScene.js`
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- `samples/phase-17/1711/MovementModelsLabScene.js`
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- `samples/phase-17/1712/GameplayMetricsTelemetryScene.js`
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- `samples/phase-17/1713/FinalReferenceGameScene.js`
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- `src/engine/debug/*` only if needed for shared bottom-right stack/cycle support
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- `tests/runtime/*` for deterministic key/cycle/layout coverage
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## Required validation
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Codex must leave a runnable test that proves:
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- `Tab` is no longer the active cycle key in the touched samples.
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- The replacement key advances the overlay cycle.
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- Each sample exposes exactly the required panel set above.
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- The rendered panel titles still land in the bottom-right stack region.

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