New templateType "snake" alongside quiz/clicker/maze — additive, not a
redesign, so it's wired through every existing per-template
enumeration point (schema, types unions, scene factory, builder
dispatch on create/edit/AI-review pages, template icon maps) following
the pattern each already established.
games.templateType is a plain SQLite text column with a TypeScript-
only enum (no SQL DDL behind it) — confirmed via drizzle-kit generate
that adding "snake" produces zero migration, same as every in-place
template redesign this session.
Bounded arena (no maze-style wall authoring — keeps the builder trivial:
width/height/startLength/targetLength/wrapAround, nothing else).
Movement is a self-rescheduling delayedCall loop rather than a fixed
interval, since the step interval itself shrinks as the snake grows;
speed curve sanity-checked standalone before wiring it in. Discrete
per-cell snapping (not tweened, unlike the maze's glide) — that's the
authentic blocky Snake feel, not a shortcut. Standard collision rule:
the tail cell is excluded from the self-collision check unless this
step eats food, since the tail is vacating that cell.
Progress resumes the exact live state (body/direction/food/score) —
Snake has no natural level-boundary checkpoint the way the other three
templates do, so unlike their coarse-grained resume this restores
precisely.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QcXH24ky6zjk2UyK5oZUPH
A self-hosted, Roblox-flavored game platform: browse/play published
browser games, build them by hand or by describing them to an LLM.
Fully independent from top-tickets — separate repo, DB, port (8082).
- Auth: email+password accounts (argon2, httpOnly session cookies),
no admin/agent split — every account can create and play.
- Three game templates (quiz, clicker, maze), each a zod schema paired
with a Phaser 4 Scene that renders purely from a validated instance
of that schema — manual and AI-generated games hit the same
renderer, so a saved game is always guaranteed to load and run. The
maze schema BFS-validates that the exit is reachable from the start.
- Manual constructor: per-template builder forms, draft/publish/edit/
delete, a launcher grid of published games, a full-bleed play page.
- AI generation: Anthropic API key configured under Settings → AI
(encrypted at rest, validated with a live call before saving, same
shape as top-tickets' mailbox/LDAP settings). Generation uses the
SDK's zodOutputFormat/messages.parse to force schema-shaped JSON
output, with one retry feeding back the validation error. Output
always prefills the manual builder for review — never auto-published
blind. Clean, distinct error message when no key is configured yet
(no silent fallback exists here, so it doesn't pretend one does).
- Docker Compose on port 8082 (bakes in the busy_timeout=30000 SQLite
pragma from day one — top-tickets hit this build-time race twice).
Deferred: more templates/genres, drag-and-drop level editor, likes/
leaderboards, AI-generated sprite assets, multiplayer, moderation.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QcXH24ky6zjk2UyK5oZUPH