Duplicate an asset from its right-click menu (#297)
game-maker / gate (push) Successful in 3m4s
game-maker / suite (push) Successful in 14m16s

A new asset that starts out like an existing one (a death animation
next to "Break", a second slime) had to be built again by hand. Now
the asset panel's right-click menu has Duplicate.

- The copy lands right below the original and is named the way a new
  asset would be ("Crate 2"). It is selected and its tab opens where
  it has one. A copied scene does not become the active one.
- One undo step takes it out again. A redo brings back the same id.
- The copy is a deep copy: values, graph, tracks, layers and objects
  are its own, and editing it leaves the original alone.
- Frames of a texture or of pixel art get fresh ids, because a sprite
  names a frame across the whole document.
- Objects of a scene or container get fresh ids the way pasted ones
  do. Parents and object references among them follow the copy.
- Whatever pointed at the original keeps pointing at the original: a
  sprite wearing it, an animation's root, a placed object.

Tests:
- 3 new unit tests (DuplicateAssetCommand). One counter-check run:
  without renaming the references the scene test fails.
- e2e 04: 2 new checks with the real menu (copy named "Crate 2" right
  behind the Crate and selected, one undo removes it).
- Gate: 221 files, 3445 tests, CHECK EXIT 0.
- e2e total 1703 is computed (1701 + 2). Full suite left to CI.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-10-03 11:17:02 +02:00
1 parent 0dda6a012a
commit 4f4c149211
5 files changed
+128 -3

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+1 -1
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@@ -45,7 +45,7 @@ npm run build # writes dist/ and regenerates index.html; the folder is wh
The browser suite and the three example games need a machine with a GPU:
```bash
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1701 checks (GM_STEPS=20 for one step)
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1703 checks (GM_STEPS=20 for one step)
# every tool signs in first – see the Accounts page
node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs
+40 -1
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@@ -15,7 +15,7 @@ import { isFontFile } from '../model/font';
import { DEFAULT_PALETTE, PIXEL_CANVAS_DEFAULT } from '../model/pixelart';
import { isSoundFile } from '../model/sound';
import { removeSubtrees } from '../model/hierarchy';
import { dropReferencesToGone, shownObjectIds } from '../model/objectRefs';
import { dropReferencesToGone, renamedReference, shownObjectIds, swapReferences } from '../model/objectRefs';
import type { PropertyBag, PropertyValue } from '../model/Properties';
import { objectHolders, type Project } from '../model/Project';
import {
@@ -33,6 +33,7 @@ import { coerceValue, defaultsFor, initialOf, initialPropsFor } from '../propert
import { type Removed, removeById, removeFirst, restoreAt } from '../util/list';
import { Recorder } from '../util/recorder';
import { type Command, CommandError } from './Command';
import { nextAssetName } from './naming';
import { requireAsset, requirePropDef, requireStateMachine, requireVariablesAsset } from './require';
import { SetBagValueCommand } from './SetBagValueCommand';
@@ -133,6 +134,44 @@ export class CreateAssetCommand implements Command {
}
}
/**
* A copy of an asset right behind it (#297), named the way a new one would be. What other assets
* point at stays with the original. Ids a copy cannot share get fresh ones: frames are named across
* the document, and objects get new ids the way pasted ones do (references among them follow).
*/
export class DuplicateAssetCommand implements Command {
readonly label = 'Duplicate asset';
readonly copyId = newId();
private copy?: Asset;
constructor(private readonly assetId: string) {}
execute(project: Project): void {
const original = requireAsset(project, this.assetId);
this.copy ??= copyOf(original, this.copyId, nextAssetName(project, original.name));
project.assets.splice(project.assets.indexOf(original) + 1, 0, this.copy);
}
undo(project: Project): void {
project.assets = removeById(project.assets, this.copyId);
}
}
function copyOf(original: Asset, id: string, name: string): Asset {
const copy = { ...structuredClone(original), id, name };
if (copy.type === 'texture' || copy.type === 'pixelart')
for (const frame of copy.frames) frame.id = newId();
if (copy.type === 'scene' || copy.type === 'container') {
const ids = new Map(copy.objects.map((o) => [o.id, newId()]));
for (const object of copy.objects) {
object.id = ids.get(object.id)!;
object.parentId = ids.get(object.parentId) ?? object.parentId;
}
swapReferences(copy.objects, (ref) => renamedReference(ref, ids), new Recorder());
}
return copy;
}
/** The upload result a texture asset is built from (see `TextureStore.upload`). */
export interface TextureImage {
file: string;
+7
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@@ -5,6 +5,7 @@ import {
} from '../../core/commands/animationCommands';
import {
CreateAssetCommand,
DuplicateAssetCommand,
SetActiveSceneCommand,
SetStartSceneCommand,
} from '../../core/commands/assetCommands';
@@ -214,6 +215,11 @@ export class AssetPanel extends Panel {
if (this.state.execute(command)) this.state.openAsset(command.asset.id);
}
private duplicateAsset(id: string): void {
const command = new DuplicateAssetCommand(id);
if (this.state.execute(command)) this.state.openAsset(command.copyId);
}
/**
* A sprite wearing the texture and an animation over it whose one row keys the frames in order,
* one per frame – what a picture sequence is on a timeline. One undo step for all of it.
@@ -364,6 +370,7 @@ export class AssetPanel extends Panel {
if (asset.type === 'pixelart' && asset.frames.length > 1)
items.push({ label: 'Create animation from frames', onSelect: () => this.createAnimation(asset) });
}
items.push({ label: 'Duplicate', onSelect: () => this.duplicateAsset(id) });
items.push({ label: 'Delete…', danger: true, onSelect: () => confirmDeleteAsset(this.state, id) });
const menu = new Menu(items);
menu.open(x, y);
+62
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@@ -0,0 +1,62 @@
/** Duplicate in an asset's menu (#297): a copy right behind the original that shares nothing with it. */
import { describe, expect, it } from 'vitest';
import { CreateAssetCommand, DuplicateAssetCommand } from '../../src/core/commands/assetCommands';
import { SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
import { AddVariableCommand } from '../../src/core/commands/variableCommands';
import type { BehaviorAsset, PixelArtAsset, SceneAsset } from '../../src/core/model/Asset';
import { objectReference } from '../../src/core/model/objectRefs';
import { findAsset } from '../../src/core/model/Project';
import { makeBehavior, makeSpriteScene, place } from '../helpers';
describe('duplicating an asset', () => {
it('puts a copy of a scene behind it, with fresh object ids that still point at each other', () => {
const f = makeSpriteScene();
const behavior = makeBehavior(f, 'Watcher');
f.stack.execute(new AddVariableCommand(behavior.id, 'target', 'object'));
const crate = place(f, f.spriteId, { x: 10, y: 0 });
const watcher = place(f, behavior.id, { x: 0, y: 0 }, crate);
f.stack.execute(new SetOverrideCommand(f.sceneId, watcher, 'target', objectReference(crate)));
const before = structuredClone(f.sceneOf());
const command = new DuplicateAssetCommand(f.sceneId);
f.stack.execute(command);
const copy = findAsset(f.project, command.copyId) as SceneAsset;
expect(f.project.assets.map((a) => a.name)).toEqual(['Level', 'Level 2', 'Box', 'Watcher']);
expect(copy.objects).toHaveLength(2);
const [copiedCrate, copiedWatcher] = copy.objects;
expect([crate, watcher]).not.toContain(copiedCrate!.id);
expect([crate, watcher]).not.toContain(copiedWatcher!.id);
expect(copiedWatcher!.parentId).toBe(copiedCrate!.id);
expect(copiedWatcher!.overrides.target).toEqual(objectReference(copiedCrate!.id));
expect(f.sceneOf()).toEqual(before);
f.stack.undo();
expect(findAsset(f.project, command.copyId)).toBeUndefined();
f.stack.redo();
expect(f.project.assets[1]?.id).toBe(command.copyId);
});
it('gives the frames of pixel art new ids, since a sprite names a frame across the document', () => {
const f = makeSpriteScene();
const create = new CreateAssetCommand('pixelart', 'Slime');
f.stack.execute(create);
const original = create.asset as PixelArtAsset;
const command = new DuplicateAssetCommand(original.id);
f.stack.execute(command);
const copy = findAsset(f.project, command.copyId) as PixelArtAsset;
expect(copy.name).toBe('Slime 2');
expect(copy.frames[0]?.id).not.toBe(original.frames[0]?.id);
expect(copy.layers).toEqual(original.layers);
});
it('copies a graph by value, so editing the copy leaves the original alone', () => {
const f = makeSpriteScene();
const behavior = makeBehavior(f, 'Mover');
const command = new DuplicateAssetCommand(behavior.id);
f.stack.execute(command);
const copy = findAsset(f.project, command.copyId) as BehaviorAsset;
expect(copy.graph).toEqual(behavior.graph);
copy.graph.nodes.push({ ...copy.graph.nodes[0]!, id: 'extra' });
expect(behavior.graph.nodes.some((n) => n.id === 'extra')).toBe(false);
});
});
+18 -1
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@@ -31,7 +31,24 @@ export async function assets(t) {
check('asset context menu opens', Boolean(await evaluate(`__gm.locate('Delete…')`)));
check('placing is no longer a menu item', !(await evaluate(`__gm.locate('Place in scene')`)));
await shot('11-context-menu');
await press('Escape');
await clickText('Duplicate');
const copy = await json(`(() => {
const assets = __gm.state.project.assets;
const c = assets[assets.findIndex((a) => a.id === 'crate') + 1];
const s = __gm.state.selection;
return c ? { name: c.name, type: c.type, open: s?.kind === 'asset' && s.assetId === c.id } : null;
})()`);
check(
'Duplicate puts "Crate 2" right behind the Crate and opens it',
copy?.name === 'Crate 2' && copy.type === 'sprite' && copy.open,
JSON.stringify(copy),
);
await undo();
check(
'one undo takes the copy back out',
!(await json("__gm.state.project.assets.some((a) => a.name === 'Crate 2')")),
);
await showTab('scene');
await addMenuOnRightClick(t);