# SKATEMAKER PRO — stand-alone park builder The park editor for **BOOKQUOY** (and whatever comes after it). Born from bookquoy's one rule: **`heightAt(x,z)` is the single source of truth** — the same element data drives the editor viewport, the collision, the test ride, and the exported game level. Shape it in the editor and it *is* the real thing. ## Run it ``` python3 serve.py # http://localhost:8093 ``` `serve.py` is static hosting **plus** the MODELBEAST proxy (token read from `~/Documents/backnforth/.env` server-side — never shipped to the browser) and park/asset persistence (`parks/`, `assets/uploads/`). ## The editor - **BUILD palette** — quarter, bank, funbox, pyramid, ledge, stairs, spine, mogul, bowl, island. Click a piece, click the ground. Drag to move, `[` `]` rotate, `D` dupe, `⌫` delete, `⌘Z` undo, optional 0.5m grid snap (THPS style). - **SPOTS** — rails/ledge-caps (two clicks, draggable end-balls), named score gaps, B·O·O·K·Q·U·O·Y letters, spawn point. - **SURFACE** — paint zones (rect/ellipse, any color), **image decals** (drop any image on the window, or generate one on the farm), and a **reference underlay** for tracing a real park from an aerial photo. - **MODELBEAST panel** — browse farm assets, one-click **PLACE** any GLB as a park prop, use any farm image as a decal, **GEN IMAGE** (flux_local, ~9s), **MAKE 3D** (hunyuan3d_mlx image→GLB). Everything free and local on the m3ultra queue. - **PARK CHECK** — live design linter encoding `docs/DESIGN_PRINCIPLES.md`: pumping geometry, run-out clearance, crossing lines, skill tiering, buried/floating steel. - **▶ TEST RIDE** (`Enter`) — instant Create-A-Park-style build↔skate toggle with bookquoy's physics constants over the live data. W push, A/D steer, Space ollie. ## Park format `parks/*.json` — bounds, spawn, `elements` (parametric primitives evaluated by `js/parkmath.js`), `rails`, `gaps`, `letters`, `zones`, `decals`, `props`, optional `underlay`. `parks/paddo.json` is Paddington Skatepark ported from bookquoy — load it, ride it, remix it. ## Export → BOOKQUOY **⬇ LEVEL.JS** generates `level..js` exporting bookquoy's exact `level.js` contract (`heightAt, normalAt, BOUNDS, RAILS, GAPS, LETTERS, SPAWN, buildLevel`). To ship a park: 1. copy `js/parkmath.js` + `js/parkbuild.js` + the generated `level..js` into `bookquoy/js/`, and any `assets/uploads/` files it references 2. point the two imports (`main.js`, `player.js`) at the new level file **⬇ JSON** downloads the raw park data; **SAVE/LOAD…** persist to `parks/` on disk. ## Lineage - bookquoy (`../bookquoy`) — the game this feeds; level 01 PADDO - `~/Documents/thwk/THPS_STUDY.md` — Neversoft architecture study (technique only, no extracted assets ever ship) - THPS Create-A-Park — inspiration for the palette/test-loop/themes/premade-parks shape