Variables and state machines can reset with every scene (#164)
game-maker / gate (push) Successful in 2m43s
game-maker / suite (push) Successful in 8m40s

A shared variable or machine used to live either per object or for the
whole run. Levels need a third lifetime: shared like global, but built
fresh from the declarations whenever a scene is loaded.

- New scope `scene` for Variables assets and state machines. A missing
  field keeps the old meaning: `global` for assets, `local` for
  machines, so existing projects do not change.
- Returning to a scene that was visited before is fresh as well. There
  is no memory per scene.
- A `scene` machine announces its start state again after a scene swap,
  so `On state entered` in the new scene hears it. A global machine
  stays quiet because it never left its state.
- The rule lives in two pure functions in `sharedState.ts`
  (`carriedForward`, `restartedAssets`). BehaviorSystem only calls them.
- The inspector shows a Scope dropdown on Variables assets and a third
  step on the machine dropdown, with a note on what `scene` means.

Decisions:
- `scene` and `persistent` exclude each other (variant A). The choice
  dialog was cancelled, so this is an assumption to revisit. A
  scene-scoped asset hides the Persistent switch, and switching to
  `scene` drops the flag (undo restores it). The guard sits in
  `isPersistent` itself, so no path can save values the scope throws
  away anyway.

Findings:
- `clickText('Scene')` hits the Scene tab, not the menu entry. One e2e
  check was red because of that, and its partner was falsely green
  because it compared `undefined` with `undefined`. Both use `clickLast`
  now.

Tests:
- ./check.sh: 144 files, 2142 tests, CHECK EXIT 0 (before 143 / 2133)
- 9 new unit tests in tests/core/scene-scope.test.ts
- e2e 32 fresh: ALL PASSED, 17 checks
- e2e 1-3,17,18,26,32,35 fresh: ALL PASSED, 213 checks
- 3 new e2e checks (35: scene-scoped asset resets on swap, 32h: dropdown,
  note, hidden Persistent switch)
- Counter-checks bite: ignoring `restarted` fails 2 unit tests and the
  new check in 35, the old announcement rule fails 1, dropping the scope
  guard in `isPersistent` fails 1. Originals restored, cmp IDENTICAL.
- Check sum 1307 (1304 + 3) is computed. Last CI measurement: 1293.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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adminandClaude Opus 5.5 committed 2026-09-23 06:06:53 +02:00
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@@ -43,11 +43,16 @@ export interface BehaviorAsset extends AssetBase {
*
* A `persistent` asset keeps its values past the end of the run (#166): the next run starts from
* what the last one left, not from `props`. Absent is not persistent.
*
* `scope` says how long one set of values lives: absent is `global`, the whole run, and `scene`
* builds them again from the declarations with every scene that is loaded (#164). A `scene` asset
* is never persistent – what a scene swap throws away has nothing to keep between runs.
*/
export interface VariablesAsset extends AssetBase {
type: 'variables';
variables: PropertyDef[];
persistent?: boolean;
scope?: Scope;
}
/** Placed as a child of the object it belongs to; its position is the offset from that body. */
@@ -159,7 +164,8 @@ export interface AnimationAsset extends AssetBase {
/**
* The graph holds one `State` node per state and an edge per transition; a behavior reads the
* machine's current state through `State branch` and moves it through `Set state` or `State transition`.
* A `global` machine has one current state for the whole run instead of one per behavior instance.
* A `global` machine has one current state for the whole run instead of one per behavior instance;
* a `scene` machine shares one too, but starts over with every scene that is loaded (#164).
*
* `start` is the id of the state every instance begins in, empty when the machine has no start –
* then it is in no state until `Set state` runs. It lives on the asset rather than on the node