Scene view symbols come from SVG files: the behavior, container, rigidbody, camera and particles icons live in src/viewport/icons/ and are changed by editing the file and running npm run build; they are bundled, parsed once and drawn into a Graphics by the new module symbolIcons.ts, currentColor becomes the theme color of the symbol, the origin sits in the middle with a centered viewBox and the same units as before, so the symbols are pixel for pixel unchanged; what depends on the object (camera frame, collider outline, one-way cone) stays in code; unit tests keep the files to what Pixi's SVG parser and a browser draw alike (no transform, no polygon, fill always given), e2e 5c reads the five symbols in the theme color (#175)
game-maker / gate (push) Successful in 1m56s
game-maker / suite (push) Successful in 6m48s

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5 committed 2026-09-19 17:07:56 +02:00
1 parent 25ec7879a0
commit 1c212b1ccc
12 files changed
+195 -72

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+55
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@@ -1,3 +1,5 @@
import { LANES, MAKE_OBJECT } from './lib/scaffold.mjs';
/** Draw order: symbols always above sprites, `z` above hierarchy order. */
export async function drawing(t) {
const { check, json, shot, click, locate, typeText, press, undo, mutate, select, object } = t;
@@ -48,4 +50,57 @@ export async function drawing(t) {
await shot('14-z-order');
await undo();
check('undo restores z', (await object('o1')).position.z === 0, `z=${(await object('o1')).position.z}`);
// 5c. The symbols are SVG files (#175): one of each in a lane of its own, read where each has a
// solid colour of the theme. Offsets are in world units from the symbol's centre.
const PLACED = { 's-beh': 'mover', 's-box': 's-box-a', 's-rb': 's-rb-a', 's-cam': 'cam', 's-pt': 's-pt-a' };
const SPOTS = [
['s-beh', 8, 0, '#b066ff'],
['s-beh', -6, -3, '#ffffff'],
['s-box', -4, -4, '#3fb8c9'],
['s-box', 4, 4, '#3fb8c9'],
['s-rb', 0, 3, '#4fd18b'],
['s-rb', 0, -4, '#4fd18b'],
['s-cam', 0, 0, '#8a90a0'],
['s-cam', 17, 0, '#8a90a0'],
['s-pt', 12.728, 12.728, '#c26a1f'],
['s-pt', -12.728, -12.728, '#c26a1f'],
];
const ids = Object.keys(PLACED);
await mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
${MAKE_OBJECT}
p.assets.push(
{ id: 's-box-a', type: 'container', name: 's-box-a', props: { enabled: true }, objects: [] },
{ id: 's-rb-a', type: 'rigidbody', name: 's-rb-a', props: { bodyType: 'static' } },
{ id: 's-pt-a', type: 'particles', name: 's-pt-a', props: {}, graph: { nodes: [], edges: [] } },
);
Object.entries(${JSON.stringify(PLACED)}).forEach(([id, assetId], i) => {
const o = make(id, assetId, '', ${LANES.symbols}, id);
o.position.x = (i - 2) * 120;
scene.objects.push(o);
});
__gm.state.select(null);
__gm.lookAt(0, ${LANES.symbols});`);
const wrong = await json(`(() => {
const zoom = __gm.objectRect('s-beh').w / 28;
return ${JSON.stringify(SPOTS)}.flatMap(([id, dx, dy, want]) => {
const r = __gm.objectRect(id);
const got = __gm.pixelAt(Math.floor(r.x + dx * zoom), Math.floor(r.y + dy * zoom));
return got === want ? [] : [id + ' ' + dx + ',' + dy + ': ' + got + ' != ' + want];
});
})()`);
check(
'every symbol draws its SVG in the theme colour',
wrong.length === 0,
wrong.join('; ') || `${SPOTS.length} spots`,
);
await shot('15-symbols');
await mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
scene.objects = scene.objects.filter((o) => !${JSON.stringify(ids)}.includes(o.id));
p.assets = p.assets.filter((a) => !['s-box-a', 's-rb-a', 's-pt-a'].includes(a.id));
__gm.lookAt(0, 0);`);
}
+1
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@@ -24,6 +24,7 @@ export const LANES = {
physics: -3500,
shapes: -3900,
queries: -4300,
symbols: -4700,
};
/**