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AGENTS.md

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Beanstalk Escape repository rules

  • Source of truth: ../01-tasarim/BEANSTALK_ESCAPE_30_BOLUM_EKSIKSIZ_URETIM_EMRI.md v1.3 and ../01-tasarim/CODEX-30-ETAP-BASLAT.md.
  • Work through GATE 0–8 in order. Stop after GATE 3A at owner checkpoint S5; do not start GATE 3B until the owner says DEVAM.
  • Preserve user work and approved raw assets. Never hard reset, delete originals, push, publish, submit, or spend money.
  • Do not edit docs/ by hand. Release evidence belongs under ../03-test/qa/; session state belongs only in ../IMPLEMENTATION_PROGRESS.md.
  • New artwork is produced only with Codex image_gen; request rig parts, not animation frames. Record source, date, license/provenance, scene use, and hashes.
  • Scale lock (§5.1) is mandatory before art: 960×540, character 96–120 (target 108), trunk 160–200, branch 36–56, adjacent centers 130–180, gameplay zoom 1.0, no visible seams.
  • A visual result is never PASS without inspecting the rendered frame. Headless numeric checks and browser emulation must be labelled accurately; real Android remains NOT RUN until measured on hardware.
  • Baseline/import: E:\Godot4\Godot_v4.7.2-stable_win64_console.exe --headless --path E:\oyunlar\BeanstalkEscape\02-kod --import.
  • Godot tests: run each approved ../03-test/**/test*.gd with --headless --fixed-fps 60 --path ... --script <file> and report PASS/FAIL counts per file.
  • Browser tests: cd ../03-test/playwright; npm.cmd test. Do not treat screenshots or concept art as gameplay proof.
  • Every checkpoint updates design-docs/QUALITY_REPORT.md, design-docs/DECISIONS.md when applicable, and ../IMPLEMENTATION_PROGRESS.md, then creates a local commit on full-30-stage.