# Shinespark Fancy heavily advanced platform fighting game ## Debugging fixed-point values with lldb If using CodeLLDB: ```json "preRunCommands": [ "command script import ${workspaceFolder}/tools/lldb_fixed.py" ] ``` ## Direct P2P Debugging ```text # Process 1 owns player 0 and listens on 7000. cargo run -- --debug-match --players 2 --local-port 7000 \ --net-player 0=local --net-player 1=127.0.0.1:7001 # Process 2 owns player 1 and listens on 7001. cargo run -- --debug-match --players 2 --local-port 7001 \ --net-player 0=127.0.0.1:7000 --net-player 1=local ``` ## Hitbox viewer Run the live attack-script previewer with a fighter manifest and attack: ```sh cargo run --bin hitbox-editor -- \ --manifest fighters/test/test.fighter.ron --attack jab ``` The timeline is read-only and refreshes through Bevy's asset hot reloading. Press Space to pause or resume, use the arrow keys to step, or click and drag the timeline to scrub. ## Production Build ```sh cargo run --locked \ --bin process-assets --no-default-features --features debug_features cargo build --locked \ --profile production --no-default-features --features debug_features ``` ## Assets Game assets are managed in Lore rather than Git. Install the Lore CLI, then bootstrap or update the local checkout with: ```sh scripts/install-lore.sh scripts/update-assets.sh ``` The default Lore branch is `main`; pass another branch explicitly when testing coordinated code and asset changes: ```sh scripts/update-assets.sh my-feature-branch ```