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