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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@@ -6,7 +6,17 @@ import { isHandleEnabled } from '../../src/core/graph';
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import { findAsset, findScene } from '../../src/core/model/Project';
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import { schemaFor } from '../../src/core/properties/PropertySchema';
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import { resolveSceneObjectProps } from '../../src/core/properties/resolve';
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import { fakeHandle, graphEditor, makeBehavior, makeProject, makeSpriteScene, place, roundTrip, runNode, startWorld } from '../helpers';
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import {
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fakeHandle,
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graphEditor,
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makeBehavior,
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makeProject,
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makeSpriteScene,
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place,
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roundTrip,
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runNode,
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startWorld,
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} from '../helpers';
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/** A 100×100 wall at x = 200 and a 100×100 mover at the origin, both with box colliders, in a running world. */
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function wallAndMover() {
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@@ -17,7 +27,12 @@ function wallAndMover() {
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f.stack.execute(new AddColliderCommand(f.sceneId, moverId));
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f.stack.execute(wallCollider);
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const { world, collisions } = startWorld(f, { collisions: true });
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return { world, collisions, mover: world.findByObjectId(moverId)!, wall: world.findByObjectId(wallCollider.objectId)! };
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return {
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world,
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collisions,
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mover: world.findByObjectId(moverId)!,
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wall: world.findByObjectId(wallCollider.objectId)!,
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};
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}
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describe('the enabled switch', () => {
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