Editor offset, global On click, Coin container in the jump-and-run seed
- SceneObject.editorOffset (x/y): shifts only where an object is drawn in the Scene tab, cascades to children, undo-able with a reset action. Never written into container templates. - On click without an owner now fires for any click inside the camera frame instead of hit-testing the (editor-only) behavior symbol. - seed-jumprun: coins are a "Coin" container (sprite + trigger), nested containers are expanded recursively, Destroy targets the coin's parent, and the clock uses a Ceil node instead of ToText. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -15,6 +15,12 @@ export interface SceneObject {
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* draw order `z`, which is relative as well. See `hierarchy.ts` for world coordinates.
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*/
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position: Position;
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/**
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* Editor-only shift of where this object (and everything below it) is *drawn* in the scene
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* view – never part of the game. It exists to pull objects apart that sit on top of each
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* other, such as the title/win/lose screens of a game, without moving them for real.
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*/
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editorOffset: Vec2;
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overrides: PropertyBag;
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/**
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* Parent object of the same scene, empty string = top level. Children move with their
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@@ -37,6 +43,7 @@ export function createSceneObject(id: string, assetId: string, position: Vec2 |
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assetId,
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name: '',
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position: { x: position.x, y: position.y, z: 'z' in position ? position.z : 0 },
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editorOffset: { x: 0, y: 0 },
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overrides: {},
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parentId,
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templateId: '',
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