diff --git a/.gemini-workspace-history/active-context.md b/.gemini-workspace-history/active-context.md index 9c31245..b603346 100644 --- a/.gemini-workspace-history/active-context.md +++ b/.gemini-workspace-history/active-context.md @@ -1,106 +1,144 @@ -## Full Previous Session Transcript (from session-2026-05-02-21-36.json.gz) +## Full Previous Session Transcript (from session-2026-05-12-01-32.json.gz) -{"sessionId":"b94dca0c-50b5-4244-8743-9d391061040c","projectHash":"3d9d2441fb86415b21578aee0759a14cbb4e0c30fbb80dba5d86c528e7e1c467","startTime":"2026-05-02T13:54:19.475Z","lastUpdated":"2026-05-02T13:54:19.475Z","kind":"main"} -{"id":"fe2fcddc-c747-4d78-806d-22cfef8c88d0","timestamp":"2026-05-02T13:54:19.773Z","type":"info","content":"No summary found for the last session. Please use the 'workspace-summarizer' skill to generate one if needed."} -{"$set":{"lastUpdated":"2026-05-02T13:54:19.773Z"}} -{"id":"c547d6fe-6bd1-4fb2-b650-f4f8e7f9ba6d","timestamp":"2026-05-02T13:54:20.118Z","type":"info","content":"You have 1 extension with an update available. Run \"/extensions update caveman\"."} -{"$set":{"lastUpdated":"2026-05-02T13:54:20.118Z"}} -{"id":"15f8a28b-5588-45b3-9c71-c24bd7ed767a","timestamp":"2026-05-02T13:56:31.933Z","type":"user","content":[{"text":"tôi muốn update logic and ball shooting machinical to me smarter, i want it to have a dedicated area where player can flick their mouse or finger to shoot the ball, the direction, verlocity, strength,... all the physics depenced on how they flick it, any idea on how to do it in unity"}]} -{"$set":{"lastUpdated":"2026-05-02T13:56:31.935Z"}} -{"id":"030702cc-0cc3-4d52-9cdf-7b0641da0168","timestamp":"2026-05-02T13:56:36.796Z","type":"gemini","content":"","thoughts":[{"subject":"Contemplating Flick Mechanics","description":"I'm currently focused on how to best translate a user's flick gesture into the ball's physics. Considering utilizing a dedicated \"flick zone\" to capture inputs and map them to velocity and direction. Exploring the use of Unity's physics engine for accurate and responsive ball movement. Thinking about how to provide clear visual feedback during the flick.","timestamp":"2026-05-02T13:56:35.789Z"}],"tokens":{"input":27686,"output":164,"cached":0,"thoughts":416,"tool":0,"total":28266},"model":"gemini-3-flash-preview"} -{"$set":{"lastUpdated":"2026-05-02T13:56:36.797Z"}} -{"id":"030702cc-0cc3-4d52-9cdf-7b0641da0168","timestamp":"2026-05-02T13:56:36.796Z","type":"gemini","content":"","thoughts":[{"subject":"Contemplating Flick Mechanics","description":"I'm currently focused on how to best translate a user's flick gesture into the ball's physics. Considering utilizing a dedicated \"flick zone\" to capture inputs and map them to velocity and direction. Exploring the use of Unity's physics engine for accurate and responsive ball movement. Thinking about how to provide clear visual feedback during the flick.","timestamp":"2026-05-02T13:56:35.789Z"}],"tokens":{"input":27686,"output":164,"cached":0,"thoughts":416,"tool":0,"total":28266},"model":"gemini-3-flash-preview","toolCalls":[{"id":"update_topic_1777730196662_1","name":"update_topic","args":{"strategic_intent":"I am brainstorming a new \"smarter\" ball shooting mechanic using a flick gesture area. This phase involves analyzing the current implementation and exploring physics-based gesture recognition for direction and velocity.","summary":"The user wants to refactor the ball shooting mechanics in their Unity project to use a dedicated flick area where the direction and strength of the shot are determined by the user's swipe gesture. I have activated the brainstorming skill to explore this design. Next, I will read the current BallShooter.cs and research best practices for implementing flick-based physics in Unity.","title":"Brainstorming Smart Flick Shooting Mechanic"},"result":[{"functionResponse":{"id":"update_topic_1777730196662_1","name":"update_topic","response":{"output":"Current topic: \"Brainstorming Smart Flick Shooting Mechanic\"\nTopic summary: The user wants to refactor the ball shooting mechanics in their Unity project to use a dedicated flick area where the direction and strength of the shot are determined by the user's swipe gesture. I have activated the brainstorming skill to explore this design. Next, I will read the current BallShooter.cs and research best practices for implementing flick-based physics in Unity.\n\nStrategic Intent: I am brainstorming a new \"smarter\" ball shooting mechanic using a flick gesture area. This phase involves analyzing the current implementation and exploring physics-based gesture recognition for direction and velocity."}}}],"status":"success","timestamp":"2026-05-02T13:56:53.961Z","resultDisplay":"## 📂 Topic: **Brainstorming Smart Flick Shooting Mechanic**\n\n**Summary:**\nThe user wants to refactor the ball shooting mechanics in their Unity project to use a dedicated flick area where the direction and strength of the shot are determined by the user's swipe gesture. I have activated the brainstorming skill to explore this design. Next, I will read the current BallShooter.cs and research best practices for implementing flick-based physics in Unity.\n\n> [!STRATEGY]\n> **Intent:** I am brainstorming a new \"smarter\" ball shooting mechanic using a flick gesture area. This phase involves analyzing the current implementation and exploring physics-based gesture recognition for direction and velocity.","description":"Update topic to: \"Brainstorming Smart Flick Shooting Mechanic\"","displayName":"Update Topic Context","renderOutputAsMarkdown":true},{"id":"activate_skill_1777730196645_0","name":"activate_skill","args":{"name":"brainstorming"},"result":[{"functionResponse":{"id":"activate_skill_1777730196645_0","name":"activate_skill","response":{"output":"\n \n # Brainstorming Ideas Into Designs\n\nHelp turn ideas into fully formed designs and specs through natural collaborative dialogue.\n\nStart by understanding the current project context, then ask questions one at a time to refine the idea. Once you understand what you're building, present the design and get user approval.\n\n\nDo NOT invoke any implementation skill, write any code, scaffold any project, or take any implementation action until you have presented a design and the user has approved it. This applies to EVERY project regardless of perceived simplicity.\n\n\n## Anti-Pattern: \"This Is Too Simple To Need A Design\"\n\nEvery project goes through this process. A todo list, a single-function utility, a config change — all of them. \"Simple\" projects are where unexamined assumptions cause the most wasted work. The design can be short (a few sentences for truly simple projects), but you MUST present it and get approval.\n\n## Checklist\n\nYou MUST create a task for each of these items and complete them in order:\n\n1. **Explore project context** — check files, docs, recent commits\n2. **Offer visual companion** (if topic will involve visual questions) — this is its own message, not combined with a clarifying question. See the Visual Companion section below.\n3. **Ask clarifying questions** — one at a time, understand purpose/constraints/success criteria\n4. **Propose 2-3 approaches** — with trade-offs and your recommendation\n5. **Present design** — in sections scaled to their complexity, get user approval after each section\n6. **Write design doc** — save to `docs/superpowers/specs/YYYY-MM-DD--design.md` and commit\n7. **Spec self-review** — quick inline check for placeholders, contradictions, ambiguity, scope (see below)\n8. **User reviews written spec** — ask user to review the spec file before proceeding\n9. **Transition to implementation** — invoke writing-plans skill to create implementation plan\n\n## Process Flow\n\n```dot\ndigraph brainstorming {\n \"Explore project context\" [shape=box];\n \"Visual questions ahead?\" [shape=diamond];\n \"Offer Visual Companion\\n(own message, no other content)\" [shape=box];\n \"Ask clarifying questions\" [shape=box];\n \"Propose 2-3 approaches\" [shape=box];\n \"Present design sections\" [shape=box];\n \"User approves design?\" [shape=diamond];\n \"Write design doc\" [shape=box];\n \"Spec self-review\\n(fix inline)\" [shape=box];\n \"User reviews spec?\" [shape=diamond];\n \"Invoke writing-plans skill\" [shape=doublecircle];\n\n \"Explore project context\" -> \"Visual questions ahead?\";\n \"Visual questions ahead?\" -> \"Offer Visual Companion\\n(own message, no other content)\" [label=\"yes\"];\n \"Visual questions ahead?\" -> \"Ask clarifying questions\" [label=\"no\"];\n \"Offer Visual Companion\\n(own message, no other content)\" -> \"Ask clarifying questions\";\n \"Ask clarifying questions\" -> \"Propose 2-3 approaches\";\n \"Propose 2-3 approaches\" -> \"Present design sections\";\n \"Present design sections\" -> \"User approves design?\";\n \"User approves design?\" -> \"Present design sections\" [label=\"no, revise\"];\n \"User approves design?\" -> \"Write design doc\" [label=\"yes\"];\n \"Write design doc\" -> \"Spec self-review\\n(fix inline)\";\n \"Spec self-review\\n(fix inline)\" -> \"User reviews spec?\";\n \"User reviews spec?\" -> \"Write design doc\" [label=\"changes requested\"];\n \"User reviews spec?\" -> \"Invoke writing-plans skill\" [label=\"approved\"];\n}\n```\n\n**The terminal state is invoking writing-plans.** Do NOT invoke frontend-design, mcp-builder, or any other implementation skill. The ONLY skill you invoke after brainstorming is writing-plans.\n\n## The Process\n\n**Understanding the idea:**\n\n- Check out the current project state first (files, docs, recent commits)\n- Before asking detailed questions, assess scope: if the request describes multiple independent subsystems (e.g., \"build a platform with chat, file storage, billing, and analytics\"), flag this immediately. Don't spend questions refining details of a project that needs to be decomposed first.\n- If the project is too large for a single spec, help the user decompose into sub-projects: what are the independent pieces, how do they relate, what order should they be built? Then brainstorm the first sub-project through the normal design flow. Each sub-project gets its own spec → plan → implementation cycle.\n- For appropriately-scoped projects, ask questions one at a time to refine the idea\n- Prefer multiple choice questions when possible, but open-ended is fine too\n- Only one question per message - if a topic needs more exploration, break it into multiple questions\n- Focus on understanding: purpose, constraints, success criteria\n\n**Exploring approaches:**\n\n- Propose 2-3 different approaches with trade-offs\n- Present options conversationally with your recommendation and reasoning\n- Lead with your recommended option and explain why\n\n**Presenting the design:**\n\n- Once you believe you understand what you're building, present the design\n- Scale each section to its complexity: a few sentences if straightforward, up to 200-300 words if nuanced\n- Ask after each section whether it looks right so far\n- Cover: architecture, components, data flow, error handling, testing\n- Be ready to go back and clarify if something doesn't make sense\n\n**Design for isolation and clarity:**\n\n- Break the system into smaller units that each have one clear purpose, communicate through well-defined interfaces, and can be understood and tested independently\n- For each unit, you should be able to answer: what does it do, how do you use it, and what does it depend on?\n- Can someone understand what a unit does without reading its internals? Can you change the internals without breaking consumers? If not, the boundaries need work.\n- Smaller, well-bounded units are also easier for you to work with - you reason better about code you can hold in context at once, and your edits are more reliable when files are focused. When a file grows large, that's often a signal that it's doing too much.\n\n**Working in existing codebases:**\n\n- Explore the current structure before proposing changes. Follow existing patterns.\n- Where existing code has problems that affect the work (e.g., a file that's grown too large, unclear boundaries, tangled responsibilities), include targeted improvements as part of the design - the way a good developer improves code they're working in.\n- Don't propose unrelated refactoring. Stay focused on what serves the current goal.\n\n## After the Design\n\n**Documentation:**\n\n- Write the validated design (spec) to `docs/superpowers/specs/YYYY-MM-DD--design.md`\n - (User preferences for spec location override this default)\n- Use elements-of-style:writing-clearly-and-concisely skill if available\n- Commit the design document to git\n\n**Spec Self-Review:**\nAfter writing the spec document, look at it with fresh eyes:\n\n1. **Placeholder scan:** Any \"TBD\", \"TODO\", incomplete sections, or vague requirements? Fix them.\n2. **Internal consistency:** Do any sections contradict each other? Does the architecture match the feature descriptions?\n3. **Scope check:** Is this focused enough for a single implementation plan, or does it need decomposition?\n4. **Ambiguity check:** Could any requirement be interpreted two different ways? If so, pick one and make it explicit.\n\nFix any issues inline. No need to re-review — just fix and move on.\n\n**User Review Gate:**\nAfter the spec review loop passes, ask the user to review the written spec before proceeding:\n\n> \"Spec written and committed to ``. Please review it and let me know if you want to make any changes before we start writing out the implementation plan.\"\n\nWait for the user's response. If they request changes, make them and re-run the spec review loop. Only proceed once the user approves.\n\n**Implementation:**\n\n- Invoke the writing-plans skill to create a detailed implementation plan\n- Do NOT invoke any other skill. writing-plans is the next step.\n\n## Key Principles\n\n- **One question at a time** - Don't overwhelm with multiple questions\n- **Multiple choice preferred** - Easier to answer than open-ended when possible\n- **YAGNI ruthlessly** - Remove unnecessary features from all designs\n- **Explore alternatives** - Always propose 2-3 approaches before settling\n- **Incremental validation** - Present design, get approval before moving on\n- **Be flexible** - Go back and clarify when something doesn't make sense\n\n## Visual Companion\n\nA browser-based companion for showing mockups, diagrams, and visual options during brainstorming. Available as a tool — not a mode. Accepting the companion means it's available for questions that benefit from visual treatment; it does NOT mean every question goes through the browser.\n\n**Offering the companion:** When you anticipate that upcoming questions will involve visual content (mockups, layouts, diagrams), offer it once for consent:\n> \"Some of what we're working on might be easier to explain if I can show it to you in a web browser. I can put together mockups, diagrams, comparisons, and other visuals as we go. This feature is still new and can be token-intensive. Want to try it? (Requires opening a local URL)\"\n\n**This offer MUST be its own message.** Do not combine it with clarifying questions, context summaries, or any other content. The message should contain ONLY the offer above and nothing else. Wait for the user's response before continuing. If they decline, proceed with text-only brainstorming.\n\n**Per-question decision:** Even after the user accepts, decide FOR EACH QUESTION whether to use the browser or the terminal. The test: **would the user understand this better by seeing it than reading it?**\n\n- **Use the browser** for content that IS visual — mockups, wireframes, layout comparisons, architecture diagrams, side-by-side visual designs\n- **Use the terminal** for content that is text — requirements questions, conceptual choices, tradeoff lists, A/B/C/D text options, scope decisions\n\nA question about a UI topic is not automatically a visual question. \"What does personality mean in this context?\" is a conceptual question — use the terminal. \"Which wizard layout works better?\" is a visual question — use the browser.\n\nIf they agree to the companion, read the detailed guide before proceeding:\n`skills/brainstorming/visual-companion.md`\n \n\n \n Showing up to 200 items (files + folders).\n\nC:\\Users\\scove\\.gemini\\extensions\\superpowers\\skills\\brainstorming\\\n├───SKILL.md\n├───spec-document-reviewer-prompt.md\n├───visual-companion.md\n└───scripts\\\n ├───frame-template.html\n ├───helper.js\n ├───server.cjs\n ├───start-server.sh\n └───stop-server.sh\n \n"}}}],"status":"success","timestamp":"2026-05-02T13:56:53.961Z","resultDisplay":"Skill **brainstorming** activated. Resources loaded from `C:\\Users\\scove\\.gemini\\extensions\\superpowers\\skills\\brainstorming`:\n\nShowing up to 200 items (files + folders).\n\nC:\\Users\\scove\\.gemini\\extensions\\superpowers\\skills\\brainstorming\\\n├───SKILL.md\n├───spec-document-reviewer-prompt.md\n├───visual-companion.md\n└───scripts\\\n ├───frame-template.html\n ├───helper.js\n ├───server.cjs\n ├───start-server.sh\n └───stop-server.sh","description":"\"brainstorming\": You MUST use this before any creative work - creating features, building components, adding functionality, or modifying behavior. Explores user intent, requirements and design before implementation.","displayName":"Activate Skill","renderOutputAsMarkdown":true}]} -{"id":"bffe759c-c855-47b5-b792-9cfe10f16aa8","timestamp":"2026-05-02T13:56:56.608Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":30882,"output":71,"cached":27540,"thoughts":138,"tool":0,"total":31091},"model":"gemini-3-flash-preview"} -{"$set":{"lastUpdated":"2026-05-02T13:56:56.608Z"}} -{"id":"bffe759c-c855-47b5-b792-9cfe10f16aa8","timestamp":"2026-05-02T13:56:56.608Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":30882,"output":71,"cached":27540,"thoughts":138,"tool":0,"total":31091},"model":"gemini-3-flash-preview","toolCalls":[{"id":"read_file_1777730216449_0","name":"read_file","args":{"file_path":"Assets/Script/BallShooter.cs"},"result":[{"functionResponse":{"id":"read_file_1777730216449_0","name":"read_file","response":{"output":"using UnityEngine;\n\npublic class BallShooter : MonoBehaviour\n{\n public GameObject ballPrefab; // Kéo prefab quả bóng vào đây\n public Transform shootPoint; // Kéo điểm ShootPoint vào đây\n public float shootForce = 500f;\n public float upwardForce = 200f; // Lực ném vòng cung lên trên\n\n // Gọi hàm này khi bấm nút Ném trên UI\n public void ShootBall()\n {\n GameObject newBall = Instantiate(ballPrefab, shootPoint.position, shootPoint.rotation);\n Rigidbody rb = newBall.GetComponent();\n \n // Thêm lực để quả bóng bay về phía trước và hơi hếch lên trên\n rb.AddForce(shootPoint.forward * shootForce + Vector3.up * upwardForce);\n \n // Hủy quả bóng sau 5 giây để tránh lag game\n Destroy(newBall, 5f);\n }\n}"}}}],"status":"success","timestamp":"2026-05-02T13:56:56.670Z","resultDisplay":"","description":"Assets\\Script\\BallShooter.cs","displayName":"ReadFile","renderOutputAsMarkdown":true},{"id":"read_file_1777730216463_1","name":"read_file","args":{"file_path":"Assets/Script/PlayerController.cs"},"result":[{"functionResponse":{"id":"read_file_1777730216463_1","name":"read_file","response":{"output":"using UnityEngine;\n\npublic class PlayerController : MonoBehaviour\n{\n public Joystick joystick; // Kéo Fixed Joystick ở Canvas vào đây\n public float moveSpeed = 2f;\n\n void Update()\n {\n if (joystick == null)\n {\n Debug.LogWarning(\"Joystick is not assigned in PlayerController!\");\n return;\n }\n\n // Lấy input từ Joystick\n float horizontal = joystick.Horizontal;\n float vertical = joystick.Vertical;\n\n // Di chuyển object theo trục X và Z\n Vector3 direction = new Vector3(horizontal, 0, vertical).normalized;\n transform.Translate(direction * moveSpeed * Time.deltaTime, Space.World);\n \n // (Tùy chọn) Xoay object theo hướng di chuyển\n if (direction != Vector3.zero)\n {\n transform.forward = direction;\n }\n }\n}"}}}],"status":"success","timestamp":"2026-05-02T13:56:56.670Z","resultDisplay":"","description":"Assets\\Script\\PlayerController.cs","displayName":"ReadFile","renderOutputAsMarkdown":true},{"id":"list_directory_1777730216471_2","name":"list_directory","args":{"dir_path":"Assets/Script"},"result":[{"functionResponse":{"id":"list_directory_1777730216471_2","name":"list_directory","response":{"output":"Directory listing for E:\\Learning_Progress\\Projects\\VR-GAME\\Assets\\Script:\nBallShooter.cs (869 bytes)\nBallShooter.cs.meta (60 bytes)\nPlayerController.cs (900 bytes)\nPlayerController.cs.meta (60 bytes)\nScoreManager.cs (733 bytes)\nScoreManager.cs.meta (60 bytes)"}}}],"status":"success","timestamp":"2026-05-02T13:56:56.670Z","resultDisplay":{"summary":"Found 6 item(s).","files":["BallShooter.cs","BallShooter.cs.meta","PlayerController.cs","PlayerController.cs.meta","ScoreManager.cs","ScoreManager.cs.meta"]},"description":"Assets/Script","displayName":"ReadFolder","renderOutputAsMarkdown":true}]} -{"id":"7ce85974-dc30-42de-a80d-21e3596f0f12","timestamp":"2026-05-02T13:57:00.211Z","type":"gemini","content":"Some of what we're working on might be easier to explain if I can show it to you in a web browser. I can put together mockups, diagrams, comparisons, and other visuals as we go. This feature is still new and can be token-intensive. Want to try it? (Requires opening a local URL)","thoughts":[{"subject":"Defining Ballistic Trajectory","description":"I'm now diving into the flick area implementation. Initially, I'll define how to capture the flick gesture - a simple drag from a start point to an end point. This gives me a direction. Then I need to derive the force from the distance.","timestamp":"2026-05-02T13:56:59.389Z"}],"tokens":{"input":31601,"output":67,"cached":27516,"thoughts":290,"tool":0,"total":31958},"model":"gemini-3-flash-preview"} -{"$set":{"lastUpdated":"2026-05-02T13:57:00.212Z"}} -{"id":"96f23ba0-a091-447b-8962-390d02361b54","timestamp":"2026-05-02T13:58:18.440Z","type":"user","content":[{"text":"hmmm, try me"}]} -{"$set":{"lastUpdated":"2026-05-02T13:58:18.441Z"}} -{"id":"54987588-bd1c-4812-b196-21cf44f7c6c7","timestamp":"2026-05-02T13:58:24.972Z","type":"gemini","content":"","thoughts":[{"subject":"Examining the Core Problem","description":"I've been breaking down the user's need, focusing on the UI/screen space interactions for the flick mechanic. The user needs a defined \"flick area,\" and this directly influences how I'll design the input handling, considering mouse and finger flicks. This involves how the game recognizes and responds to user input in the \"flick area\".","timestamp":"2026-05-02T13:58:22.262Z"},{"subject":"Querying the Details","description":"I'm now formulating questions, focusing on the \"flick area.\" I need to clarify its physical presence – is it UI-based or a world space volume? Additionally, the camera's behavior during a flick is crucial; is it fixed, or does the player have aiming control? Understanding these factors will drive the implementation.","timestamp":"2026-05-02T13:58:23.897Z"},{"subject":"Analyzing Platform Constraints","description":"The target platform, and specifically the mobile aspects, now dominates my focus. I am checking if I can activate the server for the visual companion. Currently, I need to know screen layout to implement flick mechanics correctly. I have revised my first question to refine the screen layouts. I am formulating and refining questions to clarify the \"flick area\" and screen layout to get the best implementation.","timestamp":"2026-05-02T13:58:24.247Z"}],"tokens":{"input":31119,"output":43,"cached":27497,"thoughts":776,"tool":0,"total":31938},"model":"gemini-3-flash-preview"} -{"$set":{"lastUpdated":"2026-05-02T13:58:24.972Z"}} -{"id":"54987588-bd1c-4812-b196-21cf44f7c6c7","timestamp":"2026-05-02T13:58:24.972Z","type":"gemini","content":"","thoughts":[{"subject":"Examining the Core Problem","description":"I've been breaking down the user's need, focusing on the UI/screen space interactions for the flick mechanic. The user needs a defined \"flick area,\" and this directly influences how I'll design the input handling, considering mouse and finger flicks. This involves how the game recognizes and responds to user input in the \"flick area\".","timestamp":"2026-05-02T13:58:22.262Z"},{"subject":"Querying the Details","description":"I'm now formulating questions, focusing on the \"flick area.\" I need to clarify its physical presence – is it UI-based or a world space volume? Additionally, the camera's behavior during a flick is crucial; is it fixed, or does the player have aiming control? Understanding these factors will drive the implementation.","timestamp":"2026-05-02T13:58:23.897Z"},{"subject":"Analyzing Platform Constraints","description":"The target platform, and specifically the mobile aspects, now dominates my focus. I am checking if I can activate the server for the visual companion. Currently, I need to know screen layout to implement flick mechanics correctly. I have revised my first question to refine the screen layouts. I am formulating and refining questions to clarify the \"flick area\" and screen layout to get the best implementation.","timestamp":"2026-05-02T13:58:24.247Z"}],"tokens":{"input":31119,"output":43,"cached":27497,"thoughts":776,"tool":0,"total":31938},"model":"gemini-3-flash-preview","toolCalls":[{"id":"read_file_1777730304834_0","name":"read_file","args":{"file_path":"C:\\Users\\scove\\.gemini\\extensions\\superpowers\\skills\\brainstorming\\visual-companion.md"},"result":[{"functionResponse":{"id":"read_file_1777730304834_0","name":"read_file","response":{"output":"# Visual Companion Guide\n\nBrowser-based visual brainstorming companion for showing mockups, diagrams, and options.\n\n## When to Use\n\nDecide per-question, not per-session. The test: **would the user understand this better by seeing it than reading it?**\n\n**Use the browser** when the content itself is visual:\n\n- **UI mockups** — wireframes, layouts, navigation structures, component designs\n- **Architecture diagrams** — system components, data flow, relationship maps\n- **Side-by-side visual comparisons** — comparing two layouts, two color schemes, two design directions\n- **Design polish** — when the question is about look and feel, spacing, visual hierarchy\n- **Spatial relationships** — state machines, flowcharts, entity relationships rendered as diagrams\n\n**Use the terminal** when the content is text or tabular:\n\n- **Requirements and scope questions** — \"what does X mean?\", \"which features are in scope?\"\n- **Conceptual A/B/C choices** — picking between approaches described in words\n- **Tradeoff lists** — pros/cons, comparison tables\n- **Technical decisions** — API design, data modeling, architectural approach selection\n- **Clarifying questions** — anything where the answer is words, not a visual preference\n\nA question *about* a UI topic is not automatically a visual question. \"What kind of wizard do you want?\" is conceptual — use the terminal. \"Which of these wizard layouts feels right?\" is visual — use the browser.\n\n## How It Works\n\nThe server watches a directory for HTML files and serves the newest one to the browser. You write HTML content to `screen_dir`, the user sees it in their browser and can click to select options. Selections are recorded to `state_dir/events` that you read on your next turn.\n\n**Content fragments vs full documents:** If your HTML file starts with `/.superpowers/brainstorm/` for the session directory.\n\n**Note:** Pass the project root as `--project-dir` so mockups persist in `.superpowers/brainstorm/` and survive server restarts. Without it, files go to `/tmp` and get cleaned up. Remind the user to add `.superpowers/` to `.gitignore` if it's not already there.\n\n**Launching the server by platform:**\n\n**Claude Code (macOS / Linux):**\n```bash\n# Default mode works — the script backgrounds the server itself\nscripts/start-server.sh --project-dir /path/to/project\n```\n\n**Claude Code (Windows):**\n```bash\n# Windows auto-detects and uses foreground mode, which blocks the tool call.\n# Use run_in_background: true on the Bash tool call so the server survives\n# across conversation turns.\nscripts/start-server.sh --project-dir /path/to/project\n```\nWhen calling this via the Bash tool, set `run_in_background: true`. Then read `$STATE_DIR/server-info` on the next turn to get the URL and port.\n\n**Codex:**\n```bash\n# Codex reaps background processes. The script auto-detects CODEX_CI and\n# switches to foreground mode. Run it normally — no extra flags needed.\nscripts/start-server.sh --project-dir /path/to/project\n```\n\n**Gemini CLI:**\n```bash\n# Use --foreground and set is_background: true on your shell tool call\n# so the process survives across turns\nscripts/start-server.sh --project-dir /path/to/project --foreground\n```\n\n**Other environments:** The server must keep running in the background across conversation turns. If your environment reaps detached processes, use `--foreground` and launch the command with your platform's background execution mechanism.\n\nIf the URL is unreachable from your browser (common in remote/containerized setups), bind a non-loopback host:\n\n```bash\nscripts/start-server.sh \\\n --project-dir /path/to/project \\\n --host 0.0.0.0 \\\n --url-host localhost\n```\n\nUse `--url-host` to control what hostname is printed in the returned URL JSON.\n\n## The Loop\n\n1. **Check server is alive**, then **write HTML** to a new file in `screen_dir`:\n - Before each write, check that `$STATE_DIR/server-info` exists. If it doesn't (or `$STATE_DIR/server-stopped` exists), the server has shut down — restart it with `start-server.sh` before continuing. The server auto-exits after 30 minutes of inactivity.\n - Use semantic filenames: `platform.html`, `visual-style.html`, `layout.html`\n - **Never reuse filenames** — each screen gets a fresh file\n - Use Write tool — **never use cat/heredoc** (dumps noise into terminal)\n - Server automatically serves the newest file\n\n2. **Tell user what to expect and end your turn:**\n - Remind them of the URL (every step, not just first)\n - Give a brief text summary of what's on screen (e.g., \"Showing 3 layout options for the homepage\")\n - Ask them to respond in the terminal: \"Take a look and let me know what you think. Click to select an option if you'd like.\"\n\n3. **On your next turn** — after the user responds in the terminal:\n - Read `$STATE_DIR/events` if it exists — this contains the user's browser interactions (clicks, selections) as JSON lines\n - Merge with the user's terminal text to get the full picture\n - The terminal message is the primary feedback; `state_dir/events` provides structured interaction data\n\n4. **Iterate or advance** — if feedback changes current screen, write a new file (e.g., `layout-v2.html`). Only move to the next question when the current step is validated.\n\n5. **Unload when returning to terminal** — when the next step doesn't need the browser (e.g., a clarifying question, a tradeoff discussion), push a waiting screen to clear the stale content:\n\n ```html\n \n
\n

Continuing in terminal...

\n
\n ```\n\n This prevents the user from staring at a resolved choice while the conversation has moved on. When the next visual question comes up, push a new content file as usual.\n\n6. Repeat until done.\n\n## Writing Content Fragments\n\nWrite just the content that goes inside the page. The server wraps it in the frame template automatically (header, theme CSS, selection indicator, and all interactive infrastructure).\n\n**Minimal example:**\n\n```html\n

Which layout works better?

\n

Consider readability and visual hierarchy

\n\n
\n
\n
A
\n
\n

Single Column

\n

Clean, focused reading experience

\n
\n
\n
\n
B
\n
\n

Two Column

\n

Sidebar navigation with main content

\n
\n
\n
\n```\n\nThat's it. No ``, no CSS, no `