Place compositions in scenes and play them from behaviors (#417)

A composition can now sit in a scene like a container and play there.
Its items become real objects while they run, so behaviors, colliders
and events work on them as on any other object.

- A composition is placeable with its own symbol, transform and render
  layer. The scene view shows its picture at frame 0. A click on that
  picture selects the placement, not a single item.
- CompositionSystem spawns each item as an object under the placement
  when it begins, with the id <placement>~<item>. On start and the
  other events run. The object is destroyed when the item ends.
- The top track lies in front no matter which item started first.
  World.arrange() orders the entity list and the scene objects.
- Clips and driven videos follow the same rules as compositionAt().
  Loop, restart, stop and the game pause work.
- New nodes: Play composition (with restart), Stop composition and the
  event On composition finished. They were planned for step 4 but come
  now, because without autoplay nothing could play otherwise.
- The editor run ignores Play composition and says so in the log. It
  writes into the saved project, and the items would stay behind.
- contentId() moved to instance.ts. The animation system uses it for
  nested ids too.
- Compositions get no "Sort with parent" for now.

Tests: the gate passed with 301 files and 4643 tests, 18 more than
step 1. 13 of them are in tests/core/composition-play.test.ts. The
first gate run failed in event-order.test.ts, which counts the event
nodes and now finds 19. Five counter-checks each turned exactly their
test red. Two order tests stayed green without the fix at first and
were rebuilt. e2e 68 is new and passed with 5 own checks. Its
counter-check without arrange() failed as expected.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-10-12 07:06:33 +02:00
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@@ -16,7 +16,8 @@ export interface PointerHit {
* What lies under the pointer, front to back as it is drawn (#203). A tilemap counts only where
* one of its layers has a tile, and at the height of the highest such layer: an empty cell is
* empty space, and a sprite drawn above those layers is in front of the map. Symbols are drawn
* above everything, so they come first.
* above everything, so they come first. What a placed composition shows answers as the placement,
* once, where its frontmost part lies (#417).
*/
export function stackAt(items: readonly DrawItem[], hits: readonly PointerHit[]): string[] {
const rank = new Map<string, number>();
@@ -35,7 +36,8 @@ export function stackAt(items: readonly DrawItem[], hits: readonly PointerHit[])
const best = Math.max(-1, ...ranks);
if (best >= 0) ranked.push({ id: hit.id, rank: best });
}
return ranked.sort((a, b) => b.rank - a.rank).map((r) => r.id);
const ids = ranked.sort((a, b) => b.rank - a.rank).map((r) => items[index.get(r.id)!]!.sealedIn ?? r.id);
return [...new Set(ids)];
}
/**