Enabled switch, text assets, mouse input and the jump-and-run example game
Engine additions that the example game needed: - `enabled` as a shared property of every placeable asset (default on, an override on the scene object). A switched-off object is not drawn, does not collide and its behavior does not run - and neither does anything parented below it. Disabled objects are now hidden in the scene view as well, so the editor shows what the game shows; they stay in the hierarchy panel, which is where they are selected and switched back on. - Asset type `text` (text, fontSize, color, align), rendered in scene and game. - Pointer input in the game view: `On click`, `Mouse position`, `Mouse button`, `Is hovered`, hit-tested against colliders, else sprite/text footprints. - New nodes: Set/Is enabled, Set text, Is asset, Name of, Equals, To text, Join text, Floor/Ceil/Round, Modulo, Random, Time, Restart game. Tooling: shared CDP harness (tools/harness.mjs), central project registry with a guard that keeps destructive scripts off the playground (tools/projects.mjs), plus smoke suites for the demo scene and the jump-and-run game. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -20,6 +20,14 @@ export interface CameraAsset extends AssetBase {
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type: 'camera';
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}
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/**
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* A line of text drawn in the scene (titles, HUD readouts, buttons). Its content is the
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* ordinary property `text`, so behaviors change it with `Set text` (or `Set property`).
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*/
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export interface TextAsset extends AssetBase {
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type: 'text';
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}
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/** A scene is an asset that additionally owns the objects placed into it. */
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export interface SceneAsset extends AssetBase {
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type: 'scene';
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@@ -57,7 +65,7 @@ export interface ContainerAsset extends AssetBase {
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objects: SceneObject[];
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}
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export type Asset = SpriteAsset | CameraAsset | SceneAsset | BehaviorAsset | ColliderAsset | ContainerAsset;
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export type Asset = SpriteAsset | CameraAsset | TextAsset | SceneAsset | BehaviorAsset | ColliderAsset | ContainerAsset;
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export function isSceneAsset(asset: Asset): asset is SceneAsset {
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return asset.type === 'scene';
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