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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@@ -64,6 +64,7 @@ import {
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normalizeFrameRect,
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setFrameCollision,
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setFrameSlice,
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setFrameSortLine,
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} from '../model/texture';
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import { pointsOf } from '../model/polygon';
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import { canvasSide, PALETTE_MAX } from '../model/pixelart';
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@@ -581,6 +582,7 @@ function normalizeTexture(
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// Corners that are no numbers fall away; what is left is kept only as an outline (#141).
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const outlines = collisionOutlines(f.collision).filter((outline) => outline.length >= 3);
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if (outlines.length > 0) setFrameCollision(frame, outlines);
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setFrameSortLine(frame, toNumber(f.sortLine));
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frames.push(frame);
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}
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return { file, width, height, frames };
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