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| # Repoverse / SNAPKITTY game | |
| ## Play the Windows build | |
| The native game opens the SNAPKITTY menu. Enter or Space starts Bifrost Runner. | |
| A/D or arrows move, Space/W jumps, E talks near the Architect, F5 saves, F9 | |
| restores the disk save (including after restarting), and Escape returns to the menu. | |
| F9 on the title screen continues the saved game. I opens the about panel. R opens the | |
| repository browser; Left/Right selects a repository and Escape returns. | |
| Build from the repository root with PowerShell: | |
| ./tools/Build-Snapkitty.ps1 -Play | |
| After building, run python tools/package-snapkitty.py to create | |
| out/Snapkitty-Windows.zip. Extract it and double-click Play.cmd. | |
| The package includes runtime assets, original artwork, notices and checksums. | |
| Requires CMake, MinGW GCC/G++, and network access for the first SDL2 download. | |
| The script pins SDL 2.32.10 and verifies its SHA-256. The runtime has no network | |
| dependency. Generated sprites and audio remain part of the existing Unify build. | |
| ## What is shared | |
| The title, repository browser, gameplay, physics, WASM compute, saves and artwork | |
| are shared Unify Lua/assets. The SDL backend provides a desktop window. Unreal | |
| provides a Canvas renderer, input and audio through the existing Unify backend. | |
| This is a native 2D game hosted inside Unreal, not a new browser simulation. | |
| The existing demo remains available with --scene title. The new default is | |
| snapkitty, which opens snapkitty_level. The player uses the original kitten | |
| cutout; motion uses the existing run/jump state machine and procedural squash, | |
| not invented sprite-sheet frames. The Architect is an interactive NPC near the | |
| start. Event pickups, obstacles, moving platforms, the finish trigger and | |
| save/restore use the existing platformer systems. | |
| ## Repoverse data bridge | |
| The C# core remains the authority for world generation. Export a snapshot and | |
| manifest using the existing CLI, then generate the read-only repository scene: | |
| dotnet run --project src/Repoverse.Cli -- ingest-local . --owner SNAPKITTYWEST --out out/snapshot.json | |
| dotnet run --project src/Repoverse.Cli -- generate --snapshot out/snapshot.json --out out/manifest.json | |
| python tools/export-unify-world.py out/manifest.json | |
| The exporter accepts schema 1 and encodes text as Lua string bytes, never as | |
| executable source. It does not modify the manifest or run repository code. | |
| The checked-in menu data is a snapshot of this repository, not live GitHub data. | |
| The browser shows category, district, activity, construction, rooms and seed. | |
| It is not yet the streamed 3D voxel district described in HANDOFF.md. | |
| ## Unreal project | |
| See unreal/README.md. The project enables the UnifyUnreal plugin, assigns the | |
| Unify GameMode, creates a host automatically, and stages ordinary files as | |
| NonUFS assets because the engine opens them through its file loader. | |
| ## Artwork and provenance | |
| Originals and the upstream AGPL license are under assets/snapkitty. Four QOI | |
| runtime copies were converted losslessly, with pixel equality checked. | |
| The source and runtime SHA-256 hashes are in runtime-manifest.json. | |
| No original was recolored, resized or overwritten; scene tint is applied at | |
| runtime for readability. Both original JPGs and transparent PNGs are retained. | |
| The upstream source commit is recorded in source-manifest.json. This does not | |
| replace the licensing terms of unrelated Repoverse code. | |
| Regenerate texture files with python tools/import-snapkitty.py (Pillow required). | |
| The checked-in QOI files make Pillow unnecessary for ordinary game builds. | |
| ## Validation | |
| CTest runs the engine suite, the original demo playthrough and the SNAPKITTY | |
| playthrough. The latter exercises the actual game rather than a mock scene. | |
| An additional engine test covers the about panel, repository scene, play | |
| transition, original textures and Architect interaction. Screenshots are | |
| written under unify/build-game/snapkitty-evidence. | |
| The Unreal Editor is not installed in the inspected locations on this machine. | |
| Its C++ integration therefore still needs compilation and a PIE check with the | |
| user's engine version. SDL/headless results do not establish Unreal compilation. | |
| ## 3D district integration | |
| See [REPOVERSE-3D.md](REPOVERSE-3D.md) for the new C# sidecar, Unreal client, | |
| launcher and the remaining Unreal compilation/playtest boundary. | |