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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@@ -32,7 +32,7 @@ describe('asset commands', () => {
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const { project, sceneId, spriteId } = setup();
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expect(project.assets).toHaveLength(2);
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expect(project.activeSceneId).toBe(sceneId);
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expect(project.assets.find((a) => a.id === spriteId)?.props).toEqual({ width: 100, height: 100, color: 0xe0553f });
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expect(project.assets.find((a) => a.id === spriteId)?.props).toEqual({ enabled: true, width: 100, height: 100, color: 0xe0553f });
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});
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it('renames and sets properties with undo/redo', () => {
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