Migrate farm rebuild to Cocos Creator 3.8

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# WebStorm # WebStorm
#////////////////////////// #//////////////////////////
.idea/ .idea/
# macOS
.DS_Store

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# AGENTS.md # AGENTS.md
## Collaboration Rules ## 项目规则
0. Do not blindly agree with the user. Challenge claims with evidence when they are wrong or incomplete. 1. 不要盲目顺从用户观点;如果用户判断和源码证据不一致,以源码证据为准并直接说明。
1. Do not guess before doing work. Find the most direct source of truth and solve from there. 2. 不要猜测。任何组件、布局、资源、相机、坐标、交互、状态、业务逻辑,都优先查原 Cocos 源码。
2. Every solved problem must be verified with concrete evidence. 3. 本项目目标是把 QQ 农场小游戏按原 Cocos 源码重构到 Cocos Creator 3.8,不做重新设计,不做近似实现。
3. Existing local changes are not a blocker. Continue working with them unless they make the task impossible. 4. 所有组件和逻辑都参考原 Cocos 源码scene、prefab、compact json、配置表、资源 manifest、SpriteFrame 元数据、Spine 元数据、序列化组件字段、运行时代码。
4. API docs should be short and simple: address, parameters, response, and related IM behavior. 5. 不用 Godot 输出、截图、旧生成数据、视觉猜测来决定位置、大小、锚点、缩放、相机、层级、active 状态或交互逻辑。截图只用于观察问题,不作为改动依据。
5. All Golang code changes must include dense, readable logic comments in normal sentence order. 6. 能直接复用原 Cocos 组件结构和运行逻辑时,直接复用;不要为了方便重写成另一套坐标系或交互模型。
7. 修改完成后默认不做构建、截图、ROI 或自动化验证,以节省开发效率。只有用户明确要求验证、准备发布、或需要排查具体运行问题时才执行验证。
## Goal 8. 现有本地改动无需询问,继续基于当前工作区修改;不要回滚用户或其他流程留下的改动。
9. mock 数据必须和源码布局分离。mock 只能改变运行状态,不能改变原始组件布局规则。
Rebuild the QQ Farm mini-game as a Cocos 4.0 project from the extracted original Cocos source package.
## 源码位置
This project no longer follows the Godot reconstruction route and no longer targets Cocos Creator 3.8 as the primary toolchain. The target direction is Cocos 4.0 plus the Cocos 4.0 `cocos-cli` workflow.
- 原始提取包:`/Users/hy/Documents/dev/qq_farm_godot_rebuild_20260616`
The goal is not to redesign the game and not to approximate the UI. The goal is to recover the original Cocos scene structure, assets, prefabs, runtime state, and gameplay modules with source-backed evidence. - 原小游戏源码:`/Users/hy/Documents/dev/qq_farm_godot_rebuild_20260616/source_raw/6A3BB7D3D4349E2050E7B701AAD51600_726750140f8084ebcbe5190fe9c198c9`
- 原始远程资源:`/Users/hy/Documents/dev/qq_farm_godot_rebuild_20260616/downloads/raw`
Returning to Cocos removes one major source of error: cross-engine coordinate conversion. It does not remove layout work. We still must restore the original `Canvas`, `Camera`, `UITransform`, `Widget`, parent-child transforms, SpriteFrame trim, Spine attachments, active states, and runtime script mutations. - 转换 PNG 资源:`/Users/hy/Documents/dev/qq_farm_godot_rebuild_20260616/downloads/converted_png`
- SpriteFrame 提取数据:`/Users/hy/Documents/dev/qq_farm_godot_rebuild_20260616/downloads/spriteframes`
## Source Package - Spine 区域图:`/Users/hy/Documents/dev/qq_farm_godot_rebuild_20260616/downloads/spine_regions`
Original extracted package root: ## 当前项目方向
- `/Users/hy/Documents/dev/qq_farm_godot_rebuild_20260616` - Cocos Creator 项目在 `CocosFarm/`
- 当前重构以 Cocos Creator 3.8 为目标。
Key paths: - 当前阶段不再用脚本覆盖生成整个场景;优先在 `CocosFarm/assets` 内按原 Cocos 源码证据直接调整组件、层级、资源和逻辑。
- Original mini-game source:
`/Users/hy/Documents/dev/qq_farm_godot_rebuild_20260616/source_raw/6A3BB7D3D4349E2050E7B701AAD51600_726750140f8084ebcbe5190fe9c198c9`
- Remote raw assets:
`/Users/hy/Documents/dev/qq_farm_godot_rebuild_20260616/downloads/raw`
- Converted PNG assets:
`/Users/hy/Documents/dev/qq_farm_godot_rebuild_20260616/downloads/converted_png`
- Extracted SpriteFrame metadata and images:
`/Users/hy/Documents/dev/qq_farm_godot_rebuild_20260616/downloads/spriteframes`
- Extracted Spine region images:
`/Users/hy/Documents/dev/qq_farm_godot_rebuild_20260616/downloads/spine_regions`
## Toolchain Direction
Use Cocos 4.0 and Cocos 4.0 `cocos-cli` as the primary automation path.
Expected CLI capabilities:
```bash
cocos create --project ./my-game
cocos build --project ./my-game --platform web-mobile
cocos start-mcp-server --project ./my-game --port 9527
```
Treat the current Cocos 4.0 CLI/MCP flow as an alpha-stage headless toolchain. It is useful for project creation, build, run, and AI/MCP integration, but it should not be treated as a fully mature replacement for GUI inspection when CLI evidence is insufficient.
Before relying on CLI commands, verify the executable in this local shell:
```bash
command -v cocos
cocos --help
```
If `cocos` is not in `PATH`, locate the installed Cocos 4.0 CLI binary and use its absolute path in docs, scripts, and verification logs.
## Non-Negotiable Rules
1. The original extracted Cocos source is the only layout authority.
2. Do not use Godot coordinates, Godot nodes, Godot scenes, or Godot-derived normalized data.
3. Do not use screenshots to create positions, sizes, anchors, scales, or active states.
4. Screenshots are validation artifacts only. They can prove the reconstruction is wrong; they cannot define the fix.
5. Every rebuilt module must have source evidence before implementation.
6. Every implementation pass must produce a Cocos preview or build output and an ROI comparison report.
7. Do not manually drag editor nodes to fix positions unless the source evidence already proves the exact value being entered.
8. Runtime mocks are allowed, but mock data must be separated from recovered source layout.
9. If Cocos MCP is available, use it to inspect and edit Cocos scenes. If MCP is unavailable or insufficient, generate `.scene` / `.prefab` files plus CLI/editor verification.
## Authoritative Inputs
- Extracted Cocos scene JSON.
- Extracted Cocos prefab JSON.
- Extracted compact config JSON.
- Extracted asset manifests and bundle manifests.
- SpriteFrame metadata: rect, original size, offset, pivot, cap insets.
- Spine metadata: skeleton, atlas regions, skins, slots, bones, attachments, animations.
- AnimationClip metadata: curves, duration, events, target paths.
- Runtime script evidence from readable source, minified code analysis, component UUIDs, or serialized component fields.
- Original bundle loading order and resource paths.
## Non-Authoritative Inputs
- Godot project output.
- Old Godot `normalized/` data.
- Old generated coordinate audit files.
- Screenshots used as position references.
- Visual guesses based on color blocks, sand-area center, or semantic node names.
- Manually tuned offsets that cannot be traced to source evidence.
## Project Structure
Recommended local structure:
```text
assets/
scenes/
prefabs/
scripts/
resources/
bundles/
textures/
spine/
audio/
configs/
i18n/
source_export/
source_nodes.json
source_prefabs.json
source_assets.json
source_spriteframes.json
source_spine.json
source_animations.json
source_runtime_notes.md
source_blockers.md
tools/
extract_source_evidence.py
generate_cocos4_project.py
render_canvas_preview.py
compare_visual_rois.py
verify_cocos4_project.py
artifacts/
canvas_preview/
cocos_capture/
visual_compare/
docs/
cocos4_reconstruction_core.md
rebuild_list.md
rebuild_notes.md
rebuild_log.md
```
## Layer Responsibilities
### Source Export Layer
Path: `source_export/`
Purpose:
- Keep raw source evidence.
- Record exact source files, config indexes, prefab node paths, component UUIDs, and asset UUIDs.
- Record parent-chain transforms and runtime mutations.
Allowed:
- Cocos source field names.
- Raw Cocos positions and transforms.
- Compact JSON indexes.
- SpriteFrame and Spine metadata.
Not allowed:
- Editor guesses.
- Godot data.
- Screenshot-derived coordinates.
### Cocos Data Layer
Path: `assets/`
Purpose:
- Store Cocos 4.0 assets that can be opened, built, and verified through the Cocos 4.0 CLI/MCP flow.
- Preserve Cocos semantics directly: `Node`, `UITransform`, `Widget`, `Camera`, `Sprite`, `sp.Skeleton`, `Animation`, `Prefab`.
Allowed:
- Recovered `.scene` files.
- Recovered `.prefab` files.
- TypeScript components.
- Imported textures, SpriteFrames, Spine, audio, configs.
Not allowed:
- Cross-engine coordinate adapters.
- Godot coordinate names.
- Canvas-only layout constants.
- Debug offsets without source evidence.
### Runtime Mock Layer
Path: `assets/scripts/mock/`
Purpose:
- Provide deterministic local data for development and visual testing.
- Simulate user info, land state, seeds, crops, inventory, shop, friends, and task data.
Rules:
- Mock data may change visible state.
- Mock data must not change source layout.
- Mock data must be replaceable by real APIs without changing recovered scene nodes.
## Reconstruction Workflow
### Step 1. Define A Small Module
Each pass must target one module:
- main camera and scene root
- background layers
- 24 land plots
- house and doghouse
- bottom menu buttons
- land click interaction
- planting animation
- crop growth states
- crop info bubble
- warehouse
- shop
- pet
- dress up
- friends
Do not mix unrelated modules in one pass.
### Step 2. Extract Source Evidence
Before coding, find and record:
- Source file path.
- Bundle name.
- Scene or prefab node path.
- Parent chain.
- Local position.
- Scale.
- Rotation.
- Anchor or pivot.
- Content size.
- Active and visibility state.
- Component type and UUID.
- SpriteFrame or Spine reference.
- Runtime script or config that mutates the node.
If one of these is missing, the module is blocked.
### Step 3. Recover Cocos Nodes
Generate or edit Cocos 4.0 nodes using the source evidence.
Rules:
- Keep original node hierarchy where possible.
- Keep original node names where they help trace source behavior.
- Keep `UITransform`, `Widget`, and `Camera` semantics intact.
- Do not flatten the scene just because it is easier to render.
- Do not rewrite source layout into custom coordinate math.
### Step 4. Recover Assets
For every visual node, resolve:
- Asset UUID.
- Bundle.
- Texture or atlas.
- SpriteFrame rect.
- Original size.
- Offset.
- Pivot.
- Spine skeleton and atlas region if applicable.
- Animation name and default state if applicable.
If only a PNG is known but SpriteFrame metadata is missing, the asset gate fails.
### Step 5. Restore Runtime State
Some elements are not decided by prefab JSON alone. Runtime must be decoded for:
- Camera first-render position and zoom.
- Visible land count.
- Land locked/unlocked state.
- Current crop stage.
- Active menu icons.
- Weather and skin variant.
- Language and text replacement.
- Guide or task overlays.
Use mock APIs only after the runtime state contract is understood.
### Step 6. Canvas Preview
Render a diagnostic Canvas/PIL preview from the recovered Cocos evidence.
Purpose:
- Validate source extraction before touching Cocos scene behavior.
- Compare static layers quickly.
- Catch wrong camera, wrong asset, wrong active state, and wrong parent transform.
Rules:
- Canvas preview is diagnostic.
- Canvas preview cannot create final Cocos coordinates.
- If Canvas and source evidence disagree, fix the extractor.
### Step 7. Cocos Preview
Use Cocos 4.0 CLI/MCP to create, build, run, or inspect the project and capture a screenshot.
The screenshot must be produced by the Cocos scene, not by a manually assembled web page.
Required checks:
- Scene opens or builds without missing assets.
- No console errors.
- Main scene renders at the target viewport.
- Target module nodes exist in the scene tree.
- Interaction works if the module includes input.
Preferred commands when available:
```bash
cocos build --project . --platform web-mobile
cocos start-mcp-server --project . --port 9527
```
If the CLI or MCP cannot capture enough evidence, use the Cocos GUI/editor for inspection only and keep all edits reproducible through scripts.
### Step 8. ROI Validation
Compare Cocos capture against the reference screenshot.
Use fixed ROIs:
- `world_static`
- `land_area`
- `decor_area`
- `bottom_buttons`
- module-specific interaction or animation ROIs
Ignore:
- device status bar
- dynamic text
- balances
- usernames
- localization text unless the module is text-specific
Targets:
- Static bitmap ROI similarity should be at least `0.99`.
- Object center delta should be at most `2 px`.
- Object size delta should be at most `1%`.
If the ROI fails, do not drag nodes. Return to source evidence and identify the missing rule.
## Main Scene First Milestone
The first milestone must recover only:
1. `Canvas`
2. main `Camera`
3. root `scene`
4. background layers
5. 24 visible land plots
6. house
7. doghouse
8. bottom menu buttons
Do not implement warehouse, shop, pet, crop interaction, or planting until this first milestone passes ROI validation.
## Cocos CLI And MCP Usage
When Cocos 4.0 MCP is available:
1. Start MCP with `cocos start-mcp-server --project . --port 9527`.
2. Use MCP to open or inspect the Cocos 4.0 project.
3. Use MCP to inspect scene tree nodes.
4. Use MCP to verify component fields.
5. Use MCP to capture preview screenshots if supported.
6. Use MCP to avoid manual editor operations.
When Cocos MCP is unavailable or incomplete:
1. Generate `.scene` and `.prefab` files directly.
2. Build with `cocos build --project . --platform web-mobile`.
3. Open Cocos GUI/editor only for inspection when CLI evidence is insufficient.
4. Use CLI, browser, or editor screenshots for validation.
5. Keep all edits reproducible through scripts.
## Documentation Requirements
Every module pass must update:
- `docs/rebuild_list.md`
- `docs/rebuild_notes.md`
- `docs/rebuild_log.md`
- `source_export/source_blockers.md`
Each update must include:
- What source files were used.
- What nodes were recovered.
- What was verified.
- What failed.
- What source evidence is still missing.
- What exact command produced the screenshot or report.
## Failure Handling
When a mismatch appears, classify it before fixing:
1. Wrong source file.
2. Wrong bundle or asset UUID.
3. Wrong parent chain.
4. Missing `Widget` or `UITransform`.
5. Missing runtime camera logic.
6. Missing active-state logic.
7. Wrong SpriteFrame or Spine offset.
8. Wrong mock API state.
9. Real rendering difference.
Only item 9 can be handled with render settings. All other failures must be fixed in source extraction or recovered Cocos scene data.
## Done Definition
A module is done only when:
- Source evidence exists.
- Cocos nodes are generated or edited from source evidence.
- Assets resolve without missing references.
- Cocos project builds or opens without errors.
- Canvas preview is generated.
- Cocos screenshot is generated.
- ROI report passes or documents a real source blocker.
- The module documentation is updated.

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#///////////////////////////
# Cocos Creator 3D Project
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library/
temp/
local/
build/
profiles/
native
#//////////////////////////
# NPM
#//////////////////////////
node_modules/
#//////////////////////////
# VSCode
#//////////////////////////
.vscode/
#//////////////////////////
# WebStorm
#//////////////////////////
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