A transition carries a name, so a state needs no visible port (#52)
game-maker / suite (push) Successful in 10m22s

A state keeps its `in`/`out` exec pins in the model and the editor never draws
them. That is the whole trick: connecting, undo, deleting a state and saving all
keep working untouched, because `normalizeGraph` filters nodes and never edges,
and no edge ever checks its port key against a NodeDef. Only two places change --
`NodeView.redraw` stops drawing the row, and `portAt` refuses to hand one out, so
an invisible pin cannot be grabbed either.

Transitions are drawn by right-clicking a state, `Make transition`, then clicking
the target. The armed mode takes the same shape as a live drag, so the existing
preview draws it with no second code path, and it dies with Escape, a click on
empty canvas or a switch to another asset.

Removing the pins removed the only handle a transition had: edges have no
hit-test anywhere, and the pin right-click was the sole route to Disconnect.
The inspector's TRANSITIONS OUT / TRANSITIONS IN lists are therefore not a
convenience, they are the delete path.

`GraphEdge` gained an optional `label`, which `normalizeGraph` has to pass
through explicitly or a saved name is dropped on load. `State transition`
replaces `Next state`: it takes the machine on an input port and the name from a
picker, and resolves against the *current* state. Names are deliberately not
unique across a machine -- two states may both have an `alarm` -- so a node named
`alarm` moves whichever state has one, and an empty name follows the single
unnamed edge.

The geometry moved to a Pixi-free `transitions.ts`: a gap to the box border, and
a fan that puts a pair of opposite edges beside each other instead of on top of
each other. Keeping it as plain maths is what let a screenshot bug become a unit
test -- an earlier pin-to-pin line ran under the target node and took its
arrowhead with it, because `nodeLayer` sits above `edgeLayer`.

One limit stands and is not fixed here: `ConnectCommand` rejects a second edge
between the same two states ("Already connected"), because every transition
hangs off the same two ports. With names, `A --alarm--> B` beside
`A --seen--> B` is a sensible pair, so this is worth its own issue.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
rootandClaude Opus 5 committed 2026-09-14 14:05:18 +02:00
1 parent a041322a0e
commit 68c92daaa6
27 files changed
+1186 -38

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+2 -2
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@@ -83,8 +83,8 @@ export interface AnimationAsset extends AssetBase {
}
/**
* The graph holds one `State` node per state and nothing else; a behavior reads the machine's
* current state through `State branch` and moves it through `Set state`.
* The graph holds one `State` node per state and an edge per transition; a behavior reads the
* machine's current state through `State branch` and moves it through `Set state` or `State transition`.
*/
export interface StateMachineAsset extends AssetBase {
type: 'statemachine';
+7 -2
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@@ -1,5 +1,5 @@
import type { GraphLookup } from '../graph/lookup';
import { statesOf } from '../graph/stateMachine';
import { statesOf, transitionsOf } from '../graph/stateMachine';
import { resolveAssetProps } from '../properties/resolve';
import { findAssetOf, type Project } from './Project';
@@ -16,7 +16,12 @@ export function graphLookup(project: Project): GraphLookup {
},
machine: (assetId) => {
const asset = findAssetOf(project, assetId, 'statemachine');
return asset ? { name: asset.name, states: statesOf(asset.graph) } : null;
if (!asset) return null;
return {
name: asset.name,
states: statesOf(asset.graph),
transitions: transitionsOf(asset.graph),
};
},
};
}