2D tilemap performance sandbox — game, city generation, world routing, and terrain debug tools. All tools reuse the same ES module codebase as the live game.
Serve over HTTP — do not open files directly from disk.
Example: npx --yes serve .
Single-city generator with every config param, layer toggles, tile inspector,
and catalog building sprites. Uses city-generator.js directly.
city-editor.html
WorldUnified per-world authoring — terrain & climate, Voronoi regions, roads, cities, shrines, and wild spawns. Pick a save-library world so overrides never bleed across slots.
world-editor.html
DeprecatedLegacy direct entry — use World Editor with a world id instead. Inter-city A* routing, road stamping, terrain heightfield, and city connectors.
world-roads-editor.html
TerrainPaintable grid for debugging conc-conv-d autotile rim logic and terrain skin stamping with the same bake path as in-game chunks.
splat-editor.html
Shrines
Procedural ice elemental shrine interiors — frozen-rock walls, meltable 2×2 ice-rock obstacles,
ice-stone reward, and interior-meta export via generateIceDungeon().
ice-dungeon-editor.html
Terrain
Paint land/water micro-grids and preview coast flags, shore underlay, and bake layers
via finalizeSampledTile with seaEnabled — isolate tiling bugs.
coast-shore-editor.html
Terrain
Paint height steps and preview cliff erosion, land roles, and terrace sprites
via erodeLandHeightStep + collectBakeLayers — same path as the game.
terrace-editor.html
DeprecatedLegacy direct entry — use World Editor with a world id instead. Land-biome thresholds, elevation noise, and Voronoi region groups.
biome-world-editor.html
Biomes
Temperature × precipitation coverage map — highlights which Whittaker zones are
registered in live land[] vs planned targets still missing from
biomes.json.
whittaker-chart.html
Biomes
React UI for vegetation, land biomes, and terraform groups — wind, splat, height bands,
wild spawn pools, and ladder editing with save to biomes.json.
procgen-editor/index.html
BiomesCreate elevation ladders (dirty-sand → light-grass → stone → snow) and assign them to Voronoi regions in the World editor.
biome-groups-editor.html
Biomes
Browse vegetation sprites, edit biomes.json entries (grass, trees, rocks, land),
add new types, and save directly to the repo via the dev server.
biomes-catalog-editor.html
Vegetation
Tune one grass / tree / rock entry from biomes.json — density, wind,
colliders, land mask — with live chunk bake and JSON export.
vegetation-type-editor.html
Vegetation
Paint land biomes and preview multi-type vegetation placement — same
collectChunkPlacements path as the game.
biome-vegetation-editor.html
Wild
Toy grass arena with pre-spawned wild roster — wander, flee, aggro, and sim-tier
gizmos via shared wild-ai-gizmos (behavior testing, not spawn ecology).
wild-ai-debug.html
CombatEvery evolution-line species — scrub all baked animations with foot pivot, ref pivot, collision capsule, shadow tier, and live melee hitbox overlays.
pokemon-anim-debug.html
CombatEdit ground / ref / shadow pivots and hurtbox / hitbox per frame or globally. Saves PNG offsets and JSON directly into the repo via the dev server.
pokemon-pivot-editor.html
UI
Live preview of the cinematic boot / shrine loading HUD — tune layout, scrim, art,
and logo motion. Saves to assets/loading-screen-visual.json for the game.
loading-screen-editor.html
Weather
Polish screen-space weather on real biome terrain — rain, snow, fog, sandstorm,
heat shimmer, and storms via WeatherScreenFx (game-ready overlay module).
weather-preview.html
Background
Magic void + split Palkia layers — spin galaxy.png between the hands
while palkia.png stays fixed. Toggle reference overlay and tune pivot.
palkia-bg-preview.html