Let a texture frame set where a sprite stands for Y sorting (#228)
A sprite sorted by Y stood on the bottom of its box. With a shadow or empty rows under the feet that is too low, so a figure slipped in front of a tree it should stand behind. The line belongs to the frame, not the texture, because one texture can hold several sprite sheets. - New field `sortLine` on a frame: whole image pixels up from the frame's bottom edge, 0 to the frame height. 0 is stored as nothing, so old projects stay the same. Shrinking a frame keeps the line inside it. - `feetOf` in drawOrder.ts lifts a sprite by the same share of its box. Scene view, game view, play and picking all use it. In an animation the line of the frame shown right now counts. - The texture tab draws the selected frame's line dashed in yellow with a knob left of the frame. At 0 the line shares the bottom edge with the nine-slice border and a resize handle, so the knob is tested first. A line inside the frame can be dragged directly, tested after the nine-slice lines. - The inspector has a new "Sorting" section with a "Sort line" field. Dragging or typing is one undo step each. Limit: frames of one walk cycle need the same value, set by hand. Otherwise the figure changes its place in the order while walking. Tests: - ./check.sh: 160 files, 2356 tests, CHECK EXIT 0 (before 2350). - 6 new unit tests in tests/viewport/sort-by-y.test.ts. - e2e 37 and 39-43: ALL PASSED, 162 checks. New check 37b-ii drags the knob up 6 px and undoes it, plus the inspector row. - Counter checks: if feetOf ignores the line, exactly the 3 order tests fail. If the knob cannot be grabbed, 37b-ii fails. - The e2e sum in the README is 1380, counted, not yet seen in CI. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -109,6 +109,11 @@ export interface TextureFrame {
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* – its bordered tile and its notches. Absent is none; one of fewer than three corners collides as none.
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*/
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collision?: Vec2[][];
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/**
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* Where a sprite wearing this frame stands when a layer sorts by Y (#228): whole image pixels up
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* from the frame's bottom edge. Absent is 0, the bottom edge itself.
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*/
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sortLine?: number;
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}
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/**
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@@ -33,6 +33,8 @@ export interface TextureRef {
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sourceHeight: number;
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/** Set when the frame this ref names is sliced (#41); null means "draw it over the whole box". */
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slice: NineSlice | null;
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/** The frame's sort line (#228) in image pixels up from its bottom; absent is 0. */
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sortLine?: number;
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}
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/**
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@@ -119,6 +121,7 @@ function generatedRef(asset: Asset, project: Project, rect: FrameRect | null = n
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function refFor(asset: TextureAsset, frame: TextureFrame | null): TextureRef | null {
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if (!isTextureFile(asset.file)) return null;
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const sortLine = frame ? frameSortLine(frame) : 0;
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return {
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file: asset.file,
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smooth: textOf(asset.props.filter ?? 'linear') !== 'nearest',
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@@ -126,9 +129,28 @@ function refFor(asset: TextureAsset, frame: TextureFrame | null): TextureRef | n
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sourceWidth: asset.width,
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sourceHeight: asset.height,
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slice: frame ? nineSliceOf(frame, sliceScaleOf(asset)) : null,
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...(sortLine > 0 ? { sortLine } : {}),
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};
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}
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/** Whole pixels from the frame's bottom edge up to its top edge at most. */
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export function normalizeSortLine(value: number, h: number): number {
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const line = Math.round(Number.isFinite(value) ? value : 0);
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return Math.max(0, Math.min(Math.floor(h), line));
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}
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/** Read against the frame as it is now, so a frame resized smaller keeps its line inside it. */
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export function frameSortLine(frame: TextureFrame): number {
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return normalizeSortLine(frame.sortLine ?? 0, frame.h);
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}
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/** 0 removes the key, so a frame nobody gave a line saves as it did before. */
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export function setFrameSortLine(frame: TextureFrame, value: number | undefined): void {
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const line = normalizeSortLine(value ?? 0, frame.h);
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if (line > 0) frame.sortLine = line;
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else delete frame.sortLine;
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}
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const NO_BORDERS: FrameBorders = { left: 0, top: 0, right: 0, bottom: 0 };
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export const DEFAULT_FILL: FrameFill = 'repeat';
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