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tinyworld-single-file

Use when editing the Tiny World Builder repo, especially tiny-world-builder.html, to preserve the static classic-script Three.js r185 app structure and local edit/reload workflow.

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jasonkneen/tiny-world-builder
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June 27, 2026 at 13:56
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name
tinyworld-single-file
description
Use when editing the Tiny World Builder repo, especially tiny-world-builder.html, to preserve the static classic-script Three.js r185 app structure and local edit/reload workflow.
# Tiny World Single-File Workflow Work mainly in `tiny-world-builder.html`; also update `index.html`, `vendor/three/`, `publish.sh`, checks, docs, or skills when a change affects those durable contracts. Core rules: - Keep the builder app single-file at runtime: inline CSS, inline JS, no bundler, no npm runtime packages. - Root `index.html` is a static landing page entry point; the builder remains available at `/tiny-world-builder` and `/tiny-world-builder.html`. - `random-island-preview.html` is a standalone local-dev control shell for random-island reveal/card iteration. It embeds `/tiny-world-builder?randomIslandPreview=1` so the visible island is the real Three.js game renderer, then talks to the app by `postMessage` to generate, load, and export reveal/game JSON. Production Netlify shares it through the private `netlify/functions/random-island-preview.mjs` route instead of copying the HTML as a public static file. - Do not touch `tiny-world-builder BACKUP.html` if present. - Preserve style: 2-space indent, semicolons, single-quoted strings, section comments like `// -------- tools --------`. - Mutate board state through `setCell(x, z, opts)`, not direct `world[x][z]` writes outside initialization. - Keep Three.js pinned to r185 and self-hosted under `vendor/three/`; do not reintroduce CDN runtime scripts. The app consumes `vendor/three/tinyworld-three.r185.min.js`, a generated classic-global bundle made from `three@0.185.0`; regenerate it with `npm run vendor:three` after changing `three` or loader wiring. - If browser stack traces point at `tiny-world-builder` / `dist/LandscapeEngine.js` line numbers after source edits, run `npm run build` so `dist/index.html`, `dist/tiny-world-builder.html`, and `dist/LandscapeEngine.js` are regenerated before judging the runtime. - Cluso's in-page embed is allowed in LOCAL DEV ONLY, injected at runtime by `tools/dev-server.js` (never written into the committed HTML or `dist/`). The assets live under gitignored `cluso/` and `publish.sh` excludes that dir, so `tools/check.js` / `tools/smoke-static.js` (which scan the shipped HTML) stay green. Do NOT add `cluso/cluso-embed.{js,css}` references to `tiny-world-builder.html` or any committed/shipped HTML — production must never load it. (Owner-approved override of the prior "no Cluso, even local" rule.) - Shared materials in `M.*` must not be mutated per instance; clone first for unique opacity/material behavior and dispose cloned materials in `disposeGroup`. Validation: - Run `npm test` (syntax-checks the inline app script, parses `world.schema.json`, verifies embedded schema parity, checks local script/link assets, and runs the no-browser smoke guard). - For targeted parser checks, run `perl -0ne 'print $1 if m#<script>\s*(.*?)\s*</script>#s' tiny-world-builder.html | node --check`. - Prefer browser validation at `http://localhost:3000/tiny-world-builder`. - Check console errors after visual/UI changes. ## Inline `<script>` gotcha (has burned us twice) `tools/check.js` extracts the main app script with this regex: ```js html.match(/<script>([\s\S]*?)<\/script>\s*<\/body>/); ``` It greedily matches from the **first plain `<script>`** through to the last `</script></body>`. If you add another inline `<script>` block above the main app (e.g. a defaults bootstrap), it MUST carry an HTML attribute or `check.js` conflates the two scripts plus the literal `</script><script>` separator into one parse target and throws `Unexpected token '<'`. ```html <script id="my-bootstrap">...</script> <!-- ✓ regex skips this --> <script>...</script> <!-- ✗ becomes part of main app --> ``` ## Related durable systems For persisted runtime state (defaults pipeline, audio, camera, panel positions, feature flags) see `.codex/skills/tinyworld-runtime-state`. For island layout, sponsor banner, plane/crop-duster flight paths see `.codex/skills/tinyworld-island-and-planes`.
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