Commit Graph
2 Commits
Author SHA1 Message Date
wuwiandClaude Opus 5 491f3b97f1 The highlights shoot themselves: one command, seven vertical clips
`python3 tools/capture.py` fills promo/clips/ with 1080x1920 h264/aac takes of
the moments the campaign plan (item 4) already named — transition, horde,
flamer, mopboy, death on the gore side, boss and match on the zombie-tennis
side. capture.py serves the repo with tools/clips.js injected, opens a
throwaway-profile Chrome and converts each POSTed webm with ffmpeg; clips.js
stages every scene through the real doors on window.T and drives it with the
reachability soak's own mediocre autopilot. Nothing is faked for the camera.

The game gains four names on window.T (start, intoSplatter, startHorde,
sendBoy) and nothing else: the frame is pinned by the canvas box rather than
the window, RES 4 comes from lowPower 0 plus device-scale-factor 3, and the
audio is tapped by making BaseAudioContext's `destination` a gain node — so
audio.js needs no master bus for a tool that ships to nobody. tools/ and
promo/clips/ are ignored by git and docker alike.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 13:07:21 +02:00
wuwiandClaude Opus 5 24e4d23921 Stop shipping the sprite pipeline
assets/_sheet_*, assets/_pose_ref_* and the generator scripts are what the
frames were CUT OUT OF, not what the game loads — 34 of the 45 MB in
assets/, in the image and publicly served, fetched by nobody. A
.dockerignore on the underscore prefix takes assets/ to 16 MB, with
nothing to maintain per sheet: the SPR list in render.js has no
underscore-prefixed name in it.

Also keeps .git (83 MB) out of the build context.

Not verified against a real build — no docker daemon on this machine.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 07:49:47 +02:00