The active tilemap layer can be renamed from the painting section, and a Show setting fades or hides the other layers in the scene view while the tilemap is selected (#138)
game-maker / gate (push) Successful in 1m40s
game-maker / suite (push) Successful in 6m4s

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5 committed 2026-09-18 10:56:32 +02:00
1 parent bfbcbe604c
commit f53279d065
10 files changed
+248 -13

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+1 -1
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@@ -38,7 +38,7 @@ npm run build # writes dist/ and regenerates index.html; the folder is wh
The browser suite and the three example games need a machine with a GPU:
```bash
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1023 checks (GM_STEPS=20 for one step)
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1027 checks (GM_STEPS=20 for one step)
node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs
node tools/seed-actor.mjs && node tools/smoke-actor.mjs
+3 -1
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@@ -147,8 +147,10 @@ export class RenameTilemapLayerCommand implements Command {
execute(project: Project): void {
const layer = requireTilemapLayer(project, this.assetId, this.layerId);
const name = this.name.trim();
if (!name) throw new CommandError('A layer needs a name');
this.previous = layer.name;
layer.name = this.name;
layer.name = name;
}
undo(project: Project): void {
+9
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@@ -571,6 +571,15 @@ export function installDebugHook(app: Application, state: EditorState, editor: E
const button = currentTilemapSection()?.addLayer;
return button ? centreOf(button) : null;
},
/** The name field of the painted layer and the Show dropdown, with what they hold (#138). */
layerNameAt: () => {
const field = currentTilemapSection()?.layerName;
return field ? { ...centreOf(field), value: field.value } : null;
},
focusAt: () => {
const button = currentTilemapSection()?.focus;
return button ? { ...centreOf(button), label: button.text } : null;
},
/** One row of the layer list, top-down as drawn: the layer, its switch and its buttons. */
layerRowAt: (index: number) => {
const row = currentTilemapSection()?.layers[index];
+46 -5
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@@ -10,15 +10,23 @@ import {
AddTilemapLayerCommand,
MoveTilemapLayerCommand,
RemoveTilemapLayerCommand,
RenameTilemapLayerCommand,
SetTilemapLayerHiddenCommand,
} from '../../core/commands/tilemapCommands';
import type { TilemapAsset } from '../../core/model/Asset';
import { isLayerVisible } from '../../core/model/tilemap';
import { Button, Checkbox, HStack, Theme } from '../../ui';
import type { EditorState, TilemapTool } from '../state';
import { findLayer, isLayerVisible } from '../../core/model/tilemap';
import { Button, Checkbox, Dropdown, HStack, Menu, TextField, Theme } from '../../ui';
import type { EditorState, TilemapFocus, TilemapTool } from '../state';
import { TilePalette } from '../tile/TilePalette';
import { labelledRow } from './fieldFactory';
import { addGap, addNote, addTitle, type InspectorHost } from './host';
const FOCUS: { focus: TilemapFocus; label: string }[] = [
{ focus: 'all', label: 'All layers' },
{ focus: 'dim', label: 'Others faded' },
{ focus: 'solo', label: 'Active layer only' },
];
const TOOLS: { tool: TilemapTool; label: string; hint: string }[] = [
{ tool: 'select', label: 'Select', hint: 'Drag the map to move it, as any other object.' },
{ tool: 'brush', label: 'Brush', hint: 'Drag over the map to paint a line of cells.' },
@@ -46,6 +54,10 @@ export interface TilemapSectionWidgets {
/** Null while the project has no tile. */
palette: TilePalette | null;
layers: { id: string; name: Button; visible: Checkbox; up: Button; down: Button; remove: Button }[];
/** The name of the layer painted on (#138). */
layerName: TextField;
/** How the other layers are shown in the scene view (#138). */
focus: Dropdown;
addLayer: Button;
}
@@ -58,10 +70,31 @@ export function currentTilemapSection(): TilemapSectionWidgets | null {
export function buildTilemapSection(host: InspectorHost, asset: TilemapAsset): void {
const { state } = host;
const paint = state.tilemapPaint;
const painted = paintedLayerId(state, asset);
const paintedName = findLayer(asset, painted)?.name ?? '';
const layerName: TextField = new TextField(paintedName, {
onChange: (name) => {
// The command rejects a blank name but cannot put the old text back into the field,
// so an empty one is not sent at all.
if (name.trim()) state.execute(new RenameTilemapLayerCommand(asset.id, painted, name));
else layerName.setValue(paintedName);
},
});
const focus: Dropdown = new Dropdown(FOCUS.find((f) => f.focus === paint.focus)?.label ?? '', {
onClick: () =>
new Menu(
FOCUS.map((f) => ({
label: f.focus === paint.focus ? `● ${f.label}` : f.label,
onSelect: () => state.setTilemapPaint({ focus: f.focus }),
})),
).openBelow(focus),
});
const widgets: TilemapSectionWidgets = {
tools: new Map(),
palette: null,
layers: [],
layerName,
focus,
addLayer: new Button('Add layer', {
onClick: () => state.execute(new AddTilemapLayerCommand(asset.id)),
}),
@@ -98,7 +131,6 @@ export function buildTilemapSection(host: InspectorHost, asset: TilemapAsset): v
addTitle(host, 'LAYERS');
addNote(host, 'The last layer is drawn on top.', 'small');
const painted = paintedLayerId(state, asset);
// Bottom-up on screen, as in every layer list: the topmost row is the one drawn last.
for (let index = asset.layers.length - 1; index >= 0; index--) {
const layer = asset.layers[index]!;
@@ -134,6 +166,15 @@ export function buildTilemapSection(host: InspectorHost, asset: TilemapAsset): v
widgets.layers.push({ id: layer.id, name: choose, visible, up, down, remove });
host.body.add(row);
}
// Below the list rather than in it: a row is a button that picks the layer, and a text field
// in its place would take the click that chooses it.
const nameRow = labelledRow('Name').row;
nameRow.add(layerName, 1);
host.body.add(nameRow);
const showRow = labelledRow('Show').row;
showRow.add(focus, 1);
host.body.add(showRow);
addNote(host, 'Show only changes the scene view, not the game.', 'small');
addGap(host);
host.body.add(widgets.addLayer);
}
@@ -152,5 +193,5 @@ export function tilemapSignature(state: EditorState, asset: TilemapAsset): strin
const paint = state.tilemapPaint;
const layers = asset.layers.map((l) => `${l.id}:${l.name}:${isLayerVisible(l) ? 1 : 0}`).join(',');
const tiles = tileIdsOf(state).join(',');
return `${paint.tool}|${paint.tileId}|${paintedLayerId(state, asset)}|${layers}|${tiles}`;
return `${paint.tool}|${paint.tileId}|${paintedLayerId(state, asset)}|${paint.focus}|${layers}|${tiles}`;
}
+9 -1
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@@ -146,10 +146,18 @@ function pickIds(input: readonly string[], primary?: string): { ids: string[]; p
*/
export type TilemapTool = 'select' | 'brush' | 'erase' | 'rect';
/**
* How the scene view shows the layers of the selected tilemap next to the one painted on (#138):
* all as they are, the others faded, or the painted one alone. A way of looking while painting,
* so it leaves the model – and with it the game – untouched.
*/
export type TilemapFocus = 'all' | 'dim' | 'solo';
export interface TilemapPaint {
tool: TilemapTool;
tileId: string;
layerId: string;
focus: TilemapFocus;
}
export type EditorMode = 'edit' | 'play';
@@ -202,7 +210,7 @@ export class EditorState {
* on. Editor state, not model state – like the picked tile of the Animation tab, it is a way of
* working rather than something the project remembers.
*/
tilemapPaint: TilemapPaint = { tool: 'select', tileId: '', layerId: '' };
tilemapPaint: TilemapPaint = { tool: 'select', tileId: '', layerId: '', focus: 'all' };
/** The real (saved) model and its undo stack while `project` is the play-mode copy. */
private edit: { project: Project; commands: CommandStack } | null = null;
+16
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@@ -42,6 +42,7 @@ import { type EditorState, objectSelection, type TilemapTool } from '../state';
import { paintedLayerId } from '../inspector/tilemapSection';
import { activeDrag, drawBand, drawGrid, endDrag, onDragChange, Theme, textStyle } from '../../ui';
import { collectHolderItems, type DrawItem } from '../../viewport/items';
import type { LayerFocus } from '../../viewport/tilemap';
import { dashedLine, drawSourceIcon, placeNode } from '../../viewport/symbols';
import { screenToWorld, type View, worldToScreen } from '../../viewport/view';
import { FreeViewport } from './FreeViewport';
@@ -185,6 +186,21 @@ export class SceneViewport extends FreeViewport {
return true;
}
/**
* The selected tilemap shows its layers the way the inspector asks (#138), whatever the tool:
* the painted layer is worth seeing alone before the brush is taken up, too. Every other map,
* and this one once it is deselected, is drawn whole.
*/
protected override tilemapFocus(item: DrawItem): LayerFocus | null {
const mode = this.state.tilemapPaint.focus;
const s = this.state.selection;
if (mode === 'all' || item.type !== 'tilemap' || s?.kind !== 'object' || s.objectId !== item.id)
return null;
const object = findObject(this.resolved() ?? { objects: [] }, item.id);
const asset = object && findAssetOf(this.state.project, object.assetId, 'tilemap');
return asset ? { layerId: paintedLayerId(this.state, asset), mode } : null;
}
private onPointerDown(e: FederatedPointerEvent): void {
if (e.button === 1 || (e.button === 0 && e.target === this && e.shiftKey)) {
this.startPan(e);
+10 -2
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@@ -29,7 +29,7 @@ import {
placeNode,
syncSpriteMesh,
} from '../../viewport/symbols';
import { cellCentre, TilemapField } from '../../viewport/tilemap';
import { cellCentre, type LayerFocus, TilemapField } from '../../viewport/tilemap';
import { textureLibrary } from '../../viewport/TextureLibrary';
import { gameClock } from '../../core/time';
import { type View, worldBounds, worldToScreen } from '../../viewport/view';
@@ -348,10 +348,18 @@ export abstract class WorldViewport extends Widget {
this.objects.addChild(field.container);
}
field.container.visible = true;
field.sync(item, textureLibrary, gameClock.now);
field.sync(item, textureLibrary, gameClock.now, this.tilemapFocus(item));
if (field.animated) this.animated = true;
}
/**
* Which layer of a tilemap is singled out and how (#138). The game view shows every map as the
* game does; only the scene view, where one paints, has a say.
*/
protected tilemapFocus(_item: DrawItem): LayerFocus | null {
return null;
}
/** Where the centre of one cell of a placed tilemap is on screen, so a check can sample it. */
cellScreen(objectId: string, x: number, y: number): Vec2 | null {
const view = this.currentView();
+23 -2
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@@ -12,6 +12,21 @@ import { placeNode } from './symbols';
import type { TextureLibrary } from './TextureLibrary';
import { groupByTile, type TileSheet, tileMesh } from './tilemapMesh';
/** The layer painted on and how the others are shown next to it (#138); null shows every layer. */
export interface LayerFocus {
layerId: string;
mode: 'all' | 'dim' | 'solo';
}
/** How far the others fade in `dim`: still readable as a map, plainly not what the brush reaches. */
export const DIMMED_LAYER_ALPHA = 0.3;
/** How opaque one layer is drawn; 0 means it is not drawn at all. */
export function layerAlpha(layerId: string, focus: LayerFocus | null): number {
if (!focus || focus.mode === 'all' || layerId === focus.layerId) return 1;
return focus.mode === 'dim' ? DIMMED_LAYER_ALPHA : 0;
}
export class TilemapField {
readonly container = new Container();
private readonly meshes = new Map<string, Mesh>();
@@ -28,7 +43,7 @@ export class TilemapField {
* `now` is the global clock, so every tilemap showing the same tile is on the same step –
* animated water does not run out of phase between two maps.
*/
sync(item: DrawItem, textures: TextureLibrary, now: number): void {
sync(item: DrawItem, textures: TextureLibrary, now: number, focus: LayerFocus | null = null): void {
const draw = item.tilemap;
this.animated = false;
// The whole map sits under one node, so the object's own transform is applied once rather
@@ -39,6 +54,8 @@ export class TilemapField {
const drawn: Mesh[] = [];
const alive = new Set<string>();
for (const layer of draw?.layers ?? []) {
const alpha = layerAlpha(layer.id, focus);
if (alpha === 0) continue;
for (const [tileId, tiles] of groupByTile(layer.tiles)) {
const source = draw?.tiles.get(tileId);
const picture = source && pictureNow(source, now);
@@ -48,7 +65,11 @@ export class TilemapField {
const key = `${layer.id}|${tileId}`;
alive.add(key);
const { positions, uvs, indices } = tileMesh(tiles, tile, origin, sheetOf(source, picture, texture));
drawn.push(this.meshFor(key, new MeshGeometry({ positions, uvs, indices }), texture));
const mesh = this.meshFor(key, new MeshGeometry({ positions, uvs, indices }), texture);
// Per mesh rather than per layer: the meshes of one layer never overlap, so fading each
// one looks the same as fading the layer as a whole.
mesh.alpha = alpha;
drawn.push(mesh);
}
}
for (const [key, mesh] of this.meshes) {
+24
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@@ -34,6 +34,7 @@ import {
tilemapSize,
} from '../../src/core/model/tilemap';
import { tilemapsUsing } from '../../src/core/model/usages';
import { DIMMED_LAYER_ALPHA, layerAlpha } from '../../src/viewport/tilemap';
import { groupByTile, tileMesh } from '../../src/viewport/tilemapMesh';
import { makeProject, roundTrip } from '../helpers';
@@ -318,6 +319,18 @@ describe('the layers of a tilemap', () => {
expect(f.assetOf().layers.map((l) => l.name)).toEqual(['Layer 1', 'Roofs']);
});
it('renames a layer without the spaces around it, refuses a blank name and undoes to the old one', () => {
const f = makeTilemap();
f.stack.execute(new RenameTilemapLayerCommand(f.tilemapId, f.layerId(), ' Ground '));
expect(f.assetOf().layers[0]!.name).toBe('Ground');
expect(() => f.stack.execute(new RenameTilemapLayerCommand(f.tilemapId, f.layerId(), ' '))).toThrow(
'A layer needs a name',
);
expect(f.assetOf().layers[0]!.name).toBe('Ground');
f.stack.undo();
expect(f.assetOf().layers[0]!.name).toBe('Layer 1');
});
it('keeps the last layer, because there has to be one to paint on', () => {
const f = makeTilemap();
expect(() => f.stack.execute(new RemoveTilemapLayerCommand(f.tilemapId, f.layerId()))).toThrow(
@@ -338,6 +351,17 @@ describe('the layers of a tilemap', () => {
});
});
describe('how the scene view shows the layers next to the painted one', () => {
it('draws all of them whole, fades the others or leaves them out', () => {
expect(layerAlpha('a', null)).toBe(1);
expect(layerAlpha('b', { layerId: 'a', mode: 'all' })).toBe(1);
expect(layerAlpha('a', { layerId: 'a', mode: 'dim' })).toBe(1);
expect(layerAlpha('b', { layerId: 'a', mode: 'dim' })).toBe(DIMMED_LAYER_ALPHA);
expect(layerAlpha('a', { layerId: 'a', mode: 'solo' })).toBe(1);
expect(layerAlpha('b', { layerId: 'a', mode: 'solo' })).toBe(0);
});
});
describe('a tilemap in the document', () => {
it('survives a round trip with its layers and cells', () => {
const f = makeTilemap();
+107 -1
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@@ -64,8 +64,31 @@ async function cellShows(t, x, y, quadrants) {
return { ok: off.length === 0, detail: JSON.stringify({ read, want }) };
}
/** `over` laid at `alpha` on `under`, both `#rrggbb` as `pixelAt` reads them. */
function blend(over, under, alpha) {
const channel = (hex, i) => parseInt(hex.slice(i, i + 2), 16);
return `#${[1, 3, 5]
.map((i) => Math.round(channel(over, i) * alpha + channel(under, i) * (1 - alpha)))
.map((c) => c.toString(16).padStart(2, '0'))
.join('')}`;
}
export async function tilemap(t) {
const { check, json, evaluate, mutate, click, clickText, drag, press, shot, settle, undo, select } = t;
const {
check,
json,
evaluate,
mutate,
click,
clickText,
drag,
press,
typeText,
shot,
settle,
undo,
select,
} = t;
const { saved, api, navigate, projectId } = t;
await press('Escape');
@@ -283,6 +306,89 @@ export async function tilemap(t) {
await undo();
await settle();
// 40m. The painted layer is named in the field below the list, and Show singles it out in the
// scene view (#138). It sits here, not at the end, because here both layers exist: the upper
// one is painted on and holds the cell (4,0), the lower one the 3 × 3 block.
const nameField = await inInspector(t, '__gm.tilemap.layerNameAt()');
if (nameField) {
await click(nameField.x, nameField.y);
await press('a', { ctrl: true });
await typeText('Roofs');
await press('Enter');
}
await settle();
layers = await json(`__gm.tilemap.layers(${JSON.stringify(made.id)})`);
const renamedRow = await json('(__gm.tilemap.layerRowAt(0) || {}).id');
const nameNow = await json('(__gm.tilemap.layerNameAt() || {}).value');
check(
'the name field renames the layer painted on, and the list shows the new name',
layers[1].name === 'Roofs' &&
layers[0].name === 'Layer 1' &&
renamedRow === layers[1].id &&
nameNow === 'Roofs',
JSON.stringify({ layers, renamedRow, nameNow }),
);
// Pixels again, so the animation is cut down to one step for the reading, as in 40e.
await mutate("__gm.state.project.assets.find((a) => a.id === 'at-grass').pictures = ['at-floor-1']");
await settle();
const quarter = async (x, y) => (await cellQuarters(t, x, y))?.[0] ?? null;
const lowerWhole = await quarter(1, 1);
const emptyCell = await quarter(5, 3);
const upperWhole = await quarter(4, 0);
/** Chooses an entry of the Show dropdown: the topmost hit, which is the open menu. */
const show = async (label) => {
const button = await inInspector(t, '__gm.tilemap.focusAt()');
if (button) await click(button.x, button.y);
await settle();
const entry = await t.locate(label, true);
await click(entry.x, entry.y);
await settle();
};
await show('Others faded');
const faded = await quarter(1, 1);
// The lower layer is laid over the background at 30 %, so its colour lands in between.
const mix = lowerWhole && emptyCell && blend(lowerWhole, emptyCell, 0.3);
const focusLabel = await json('(__gm.tilemap.focusAt() || {}).label');
check(
'Others faded draws the other layers at 30 % and the painted one whole',
Boolean(mix) &&
colourDistance(faded, mix) <= 16 &&
colourDistance(await quarter(4, 0), upperWhole) <= 12 &&
focusLabel === 'Others faded',
JSON.stringify({ faded, mix, lowerWhole, emptyCell, focusLabel }),
);
await show('Active layer only');
const solo = await quarter(1, 1);
const soloInfo = await json(`__gm.tilemap.info(${JSON.stringify(MAP_OBJECT)})`);
check(
'Active layer only leaves the other layers out and keeps the painted one',
colourDistance(solo, emptyCell) <= 12 &&
colourDistance(await quarter(4, 0), upperWhole) <= 12 &&
soloInfo.drawCalls === 1,
JSON.stringify({ solo, emptyCell, soloInfo }),
);
// Only the selected map is singled out; deselected it is drawn whole, and the model never changed.
await evaluate('__gm.state.select(null)');
await settle();
const deselected = await quarter(1, 1);
layers = await json(`__gm.tilemap.layers(${JSON.stringify(made.id)})`);
check(
'a deselected map is drawn whole again, and Show hid nothing in the model',
colourDistance(deselected, lowerWhole) <= 12 && layers.every((l) => !l.hidden),
JSON.stringify({ deselected, lowerWhole, layers }),
);
await select({ kind: 'object', holderId: 'scene1', objectIds: [MAP_OBJECT], objectId: MAP_OBJECT });
await show('All layers');
await mutate(
"__gm.state.project.assets.find((a) => a.id === 'at-grass').pictures = ['at-floor-1', 'at-floor-2']",
);
await undo(); // the rename
await settle();
// 40i. Back to Select: the map is moved again instead of painted on.
await clickInInspector(t, '__gm.tilemap.toolAt("select")');
await settle();