Describe every value kind in one table instead of spreading it over the code

A kind like colour or texture used to be spelled out in five parallel
lists, its port type, its empty value, its glyph, its label and its list
tag - 22 literal places for texture alone. core/properties/kinds.ts now
holds one row per kind and the rest is derived from it, so adding a kind
is one row. The five literal nodes collapse into literals.ts, the six
kind menus into one helper.

Number, Text, Boolean is now the one order everywhere; the variable and
port menus used to list Boolean before Text.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
rootandClaude Opus 5 committed 2026-09-12 14:47:17 +02:00
1 parent 8a7185948d
commit 3ed8b68ecf
39 files changed
+699 -565

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@@ -19,16 +19,7 @@
*/
import { fileURLToPath } from 'node:url';
import {
edge,
node,
port,
propertiesOf,
sceneObject,
textureItem,
variable,
written,
} from './lib/builders.mjs';
import { edge, node, port, propertiesOf, sceneObject, tagged, variable, written } from './lib/builders.mjs';
import { PROJECTS, cliArgs, uploadTexture, writeProject } from './lib/projects.mjs';
const { projectId, baseUrl } = cliArgs('seed-actor.mjs', PROJECTS.actor);
@@ -80,8 +71,8 @@ const walkAnimations = DIRECTIONS.map((dir, row) => ({
}));
/** The two lists the graph indexes: one walk animation and one standing frame per direction. */
const WALK_PICTURES = DIRECTIONS.map((dir) => textureItem(WALK(dir)));
const IDLE_PICTURES = DIRECTIONS.map((_, row) => textureItem(idleFrame(row)));
const WALK_PICTURES = DIRECTIONS.map((dir) => tagged('texture', WALK(dir)));
const IDLE_PICTURES = DIRECTIONS.map((_, row) => tagged('texture', idleFrame(row)));
/**
* Sets `facing` to a constant – one per direction, so no edge has to cross the graph. It is the row