Keep a dragged rigidbody on the mouse while the game plays
game-maker / gate (push) Successful in 2m55s
game-maker / suite (push) Successful in 9m16s

Dragging a sprite with a dynamic rigidbody in the scene view during
play barely moved it. Only a quick drag and release got through. A
dragged object should follow the mouse as if it had no rigidbody and
start from rest when it is let go.

- The scene view reports the dragged objects as held through
  EditorState. The game tick no longer writes its own position over a
  drag position that has not been read in yet. This affected every
  object in play, not only rigidbodies.
- A held dynamic body turns kinematic and is set straight to the drag
  target. Gravity and velocity no longer pull it away between two
  mouse moves, and the "moved directly" warning stays quiet.
- A body counts as held when the object itself, an object above it
  or its rigidbody is dragged.
- On release the body turns dynamic again with linear and angular
  velocity set to 0.

Not changed: a press on an unselected crate still lands on its
same-sized collider (rule from #203). Dragging while play is paused
and in the editor run is untouched.

Tests:
- ./check.sh: 155 files, 2273 tests, CHECK EXIT 0 (before 2271).
- e2e 41 alone: 21 checks. e2e 1-16,39-43: 641 checks, all passed.
- 2 unit tests: a held body stays where the drag puts it and starts
  from rest, also for a grip shorter than one physics step. The tick
  does not overwrite a drag position that is not read in yet.
- 1 e2e check in 41b: the crate is lifted 150 units with the real
  mouse, holds exactly at -3490 for a second, then falls from rest
  (1.3 px, then 5.1 px) with an empty log.
- Counter-checks: without holding in physics the crate falls back to
  the ground and the old warning shows. With the tick writing back
  the unit test fails. Without zeroing, a short grip keeps 490 px/s
  and the test fails.
- Check total 1356 + 1 = 1357, calculated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-09-23 21:16:06 +02:00
1 parent d444b27fae
commit d257298bc7
8 files changed
+136 -4

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+11
View File
@@ -81,6 +81,8 @@ export class World {
pressed: false,
released: false,
};
/** Objects the editor is dragging (ids): the physics puts them where the drag does, at rest. */
held: ReadonlySet<string> = new Set();
/** Messages logged by behaviors (Log node), newest last. */
readonly log: string[] = [];
/** The rays cast lately (#153), for the editor run to draw: where from, where to, whether they met anything. */
@@ -163,6 +165,13 @@ export class World {
return false;
}
/** Whether a drag holds the object: itself, an object above it, or its rigidbody is dragged. */
holds(entity: Entity): boolean {
if (this.held.size === 0) return false;
for (let e: Entity | null = entity; e; e = e.parent) if (this.held.has(e.objectId)) return true;
return this.childrenOf(entity).some((c) => c.type === 'rigidbody' && this.held.has(c.objectId));
}
/** The asset of a placed tilemap; undefined for anything else. */
private tilemapAssetOf(entity: Entity): TilemapAsset | undefined {
return entity.type === 'tilemap' ? findAssetOf(this.project, entity.assetId, 'tilemap') : undefined;
@@ -288,6 +297,8 @@ export class World {
if (asset && isPlaceableType(asset.type) && !alive.has(object.id)) scene.objects.splice(i, 1);
}
for (const object of resolveObjects(this.project, scene)) {
// A dragged object's place belongs to the drag, which reaches the entity on the next re-read.
if (this.held.has(object.id)) continue;
const entity = this.findByObjectId(object.id);
const asset = entity && findAsset(this.project, entity.assetId);
if (!entity || !asset) continue;
+16 -2
View File
@@ -88,6 +88,8 @@ interface Body {
turns: boolean;
/** The mass it carries of its own because no collider gives it one (kg, 0 = none). */
ownMass: number;
/** A dynamic body the editor is dragging: kinematic until let go, then at rest (`World.holds`). */
held: boolean;
/** Where the pose was last put, by us or by the object moving. */
placed: Pose;
/** A dynamic body's pose before and after the last step, for drawing in between. */
@@ -426,6 +428,7 @@ export class PhysicsSystem implements System, CollisionSource {
settingsKey: '',
turns: false,
ownMass: 0,
held: false,
placed: pose,
previous: pose,
current: pose,
@@ -451,21 +454,32 @@ export class PhysicsSystem implements System, CollisionSource {
/**
* Puts the body where its object is. A dynamic body is only moved when something else moved the
* object since we last wrote it – that is a teleport, and the body keeps its velocity (#146, 3).
* One the editor drags goes where the drag puts it, as if it had no rigidbody, and is let go at rest.
*/
private place(body: Body, want: Wanted, key: Entity, world: World): void {
const settings = want.settings;
const held = settings?.type === 'dynamic' && world.holds(key);
const letGo = body.held && !held;
if (held !== body.held) {
body.held = held;
body.settingsKey = '';
}
const settingsKey = settings ? JSON.stringify(settings) + hasTransformProps(key.type) : '';
if (settings && settingsKey !== body.settingsKey) {
body.settingsKey = settingsKey;
this.applySettings(body, settings, key);
}
if (letGo) {
body.body.setLinvel({ x: 0, y: 0 }, true);
body.body.setAngvel(0, true);
}
const on = isHandleEnabled(key);
if (body.body.isEnabled() !== on) body.body.setEnabled(on);
const pose = this.poseWanted(want, key);
if (samePose(pose, body.placed)) return;
body.placed = pose;
const t = { x: toMetres(pose.x), y: toMetres(pose.y) };
if (body.body.isKinematic() && want.kind === 'rigid') {
if (body.body.isKinematic() && want.kind === 'rigid' && !body.held) {
body.body.setNextKinematicTranslation(t);
body.body.setNextKinematicRotation(pose.angle);
return;
@@ -485,7 +499,7 @@ export class PhysicsSystem implements System, CollisionSource {
private applySettings(target: Body, settings: RigidbodySettings, owner: Entity): void {
const body = target.body;
body.setBodyType(this.bodyType(settings.type), true);
body.setBodyType(this.bodyType(target.held ? 'kinematic' : settings.type), true);
body.setGravityScale(settings.gravityScale, true);
body.setLinearDamping(settings.linearDamping);
body.setAngularDamping(settings.angularDamping);