Add ESLint and Prettier, and close the node test gaps
Tooling: - Prettier as the single formatting authority (110 columns, single quotes, measured against the existing style); Markdown excluded because table-cell padding turns the README glossary into 1000-character lines. - Type-aware ESLint ending in eslint-config-prettier, so a rule always means "this is a bug", never "this looks different". - .editorconfig and an `npm run check` that runs typecheck, lint, format and tests in one go. Findings fixed on the first run: three more duplicate imports, four String(unknown) calls (parameter types narrowed instead of casts), two dead initialisers, two redundant casts, a console.log for a real error. Two warnings were false here and are disabled with a reason in place. Tests 132 -> 269: - node-catalog.test.ts covers every node with a run(), with a guard that fails when a new node has no row. - behavior-events.test.ts covers the ten event nodes through a running World, checking timing rather than existence. - Input's state machine (press/release/releaseAll) is reachable without DOM events now; the DOM handlers are thin adapters. Compare fell back to == without a configured operator although the schema default is <; aligned. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -213,9 +213,10 @@ twice a second) in edit and play mode alike; `__gm.fps()` exposes the same numbe
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Rules that keep it organised: `core/` imports nothing from other layers; `ui/` never sees
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assets; position exists only on scene objects; overrides are merged in exactly one place
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(`core/properties/resolve.ts`); the inspector is generated from `PropertySchema` – a new
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property is one schema line; a new node is one file. Comments state contracts and reasons, not
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what the code does: a `/** */` on every export whose name does not say it all, `//` only for a
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decision or gotcha.
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property is one schema line; a new node is one file **plus a row in the table in
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`tests/core/node-catalog.test.ts`**, which fails if a node has no case. Comments state contracts
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and reasons, not what the code does: a `/** */` on every export whose name does not say it all,
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`//` only for a decision or gotcha.
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## Development
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@@ -226,11 +227,21 @@ npm install
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npm run dev # http://localhost:5175/game-maker/dist/ – API calls are proxied to production
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npm test # unit tests (core)
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npm run typecheck
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npm run lint # ESLint, type-aware; --fix for the fixable half
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npm run format # Prettier over src, tests and tools
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npm run check # typecheck + lint + format:check + tests, what CI would run
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npm run build # writes dist/ and regenerates index.html
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 140 editor checks, screenshots in /tmp/gm-e2e-*.png
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node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs # the example game, played end to end
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```
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**Prettier owns the formatting** (110 columns, single quotes, `.prettierrc.json`); Markdown is
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excluded because it pads table cells to equal width. ESLint therefore only ever means "this is a
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mistake", never "this looks different": `eslint-config-prettier` switches every stylistic rule
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off, and what is left is type-aware – unnecessary conditions, floating promises, duplicate
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imports, base-to-string. Where a rule fires on something deliberate, the disable comment states
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why (the `Log` node's `console.log`, a guard against untyped test hooks).
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Each script writes to its own project (`tools/lib/projects.mjs`): the **fixture** project is
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rewritten by every e2e run and the **jump-run** project by its seeder. The **playground**
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project is the author's own and is maintained in the editor – every tool refuses to touch it.
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