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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@@ -133,8 +133,8 @@ describe('runtime hierarchy', () => {
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});
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it('Get position exposes local and world coordinates, Parent walks up', () => {
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const parent = { id: 'p', name: 'p', x: 100, y: 20, z: 0, props: {}, parent: null };
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const child = { id: 'c', name: 'c', x: 5, y: 5, z: 0, props: {}, parent };
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const parent = { id: 'p', assetId: 'a-p', name: 'p', x: 100, y: 20, z: 0, props: {}, parent: null };
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const child = { id: 'c', assetId: 'a-c', name: 'c', x: 5, y: 5, z: 0, props: {}, parent };
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const graph = { nodes: [
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{ id: 'start', type: 'OnStart', x: 0, y: 0, params: {} },
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{ id: 'self', type: 'Self', x: 0, y: 0, params: {} },
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@@ -156,7 +156,7 @@ describe('runtime hierarchy', () => {
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{ id: 'e9', from: { node: 'ppos', port: 'worldX' }, to: { node: 'log3', port: 'message' } },
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] };
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const logs: string[] = [];
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const ctx: NodeContext = { self: child, owner: parent, variables: {}, time: 0, dt: 0, findByName: () => null, isKeyDown: () => false, isTouching: () => false, moveAndSlide: () => ({ blockedX: false, blockedY: false }), log: (m) => logs.push(m), spawn: () => null, destroy: () => {}, stop: () => {} };
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const ctx: NodeContext = { self: child, owner: parent, variables: {}, time: 0, dt: 0, findByName: () => null, isKeyDown: () => false, pointer: { x: 0, y: 0, inside: false, down: false, pressed: false, released: false }, hitTest: () => false, isTouching: () => false, moveAndSlide: () => ({ blockedX: false, blockedY: false }), log: (m) => logs.push(m), spawn: () => null, destroy: () => {}, stop: () => {}, restart: () => {} };
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new GraphInterpreter(graph).fire('OnStart', ctx);
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expect(logs).toEqual(['105', '5', '100']);
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});
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