9 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 cfd288c4b7 Halve the frame time of a playing scene with a tilemap (#284)
The performance panel showed Physics and Editor as the large parts of
a frame in a scene of 222 entities. Nearly all of it came from a
tilemap that only stands there.

- Whoever writes cells in place now says so with cellsChanged. Only
  then does cellsVersion compare the content. The comparison ran about
  60 times per frame and was the largest single item at 14 percent.
- The four writers call it: the painter during and at the end of a
  stroke, PaintTilesCommand on execute and on undo. A new writer that
  forgets it stays invisible.
- The game view is drawn once per frame in play. With an animated tile
  in view it was drawn twice, once by the run and once by animate().
  animate() now gets the redraw count from the start of the tick.
- TilemapField builds the geometry of a mesh only when its source
  changes: the cells, the tile size, the origin or the image. For that
  groupByTile and layerRows return the same objects for the same list.
- PhysicsSystem skips a tilemap whose source and switch are unchanged.
  The switch is kept because a map that starts switched off would
  otherwise have dead colliders once it is switched on.
- World.syncToModel looks entities and assets up in a map per pass
  instead of a linear search per object.

Measured on stein2 with a copy of the reference project, ms per frame:
Physics 2.64 to 0.97, Drawing 6.89 to 2.56, Editor 1.95 to 1.31.

Left open: syncToModel still mirrors every entity every frame. That
is its own issue.

Tests:
- Gate: 198 files, 2887 tests (2883 + 4), exit 0
- e2e 1-17,28,33,39-43,59: 810 checks passed, 40 has +3
- Smokes: 24 / 19 / 21, exit 0
- Three unit tests wrote cells directly and now call cellsChanged
- Eleven counter-probes fail. Two did not at first: the stroke needed
  a check of its own, the physics test has to start with the map
  switched off. That last one was repeated on stein2 only.
- e2e total 1613 is computed, not measured in a full run

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 09:52:57 +02:00
adminandClaude Opus 5.5 5fbc6eb088 Set the order in which event nodes run across behaviors (#264)
game-maker / gate (push) Successful in 3m42s
game-maker / suite (push) Failing after 11m7s
Which of two events ran first depended on hidden lists: the order of
the behavior instances and the order in which nodes were created. A
graph had no way to say that one On update must run before another,
and an On update of one behavior could run before a key event of
another.

- A frame now runs event kind by event kind over all behaviors: On
  disable and On enable, key down, key up, key held, timer, collision
  enter, stay and exit, animation finished, click, mouse wheel and at
  last On update.
- All 17 event nodes have a field Order, a whole number, default 0,
  negative allowed. Within one kind a lower Order runs earlier, no
  matter which behavior holds the node.
- On a tie the current hierarchy decides from top to bottom, then the
  order in which the nodes were created. The old rule that a behavior
  enabled later goes to the end is gone.
- The node shows Order: 5 only when the value is not 0, so existing
  graphs look the same.
- The rule lives as pure functions in core/graph/eventOrder.ts. The
  interpreter can now fire a single event node.

Changes in existing projects:

- An object destroyed in a frame gets no further event in that frame.
  On disable and On destroy still come at the end of the frame.
- New instances get all their On start first, then all On enable.
  Teardown runs all On disable first, then all On destroy.
- State events follow right after the event kind that caused them.
- Four unit tests had fixed the old order and are adjusted:
  two in behavior-events, one in physics-system, one in key-repeat.

Tests:

- ./check.sh: 191 files, 2784 tests, CHECK EXIT 0.
- GM_STEPS=1-6: ALL PASSED, 280 checks.
- Full e2e run (local): ALL PASSED, 1551 checks, measured.
- tests/core/event-order.test.ts: 11 tests for the rule, the field on
  all 17 nodes, order across behaviors, key before update, two nodes
  in one graph, On start, hierarchy after late enable and reorder at
  runtime, state events, save and load.
- e2e 6z-viii, 2 checks with real mouse and keyboard: Order -1 set in
  the inspector shows on the node, and a run logs B, A although B is
  lower in the hierarchy.
- Counter-checks: 5 in unit tests and 1 in the browser, all fail as
  expected. The originals were restored and checked with cmp.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 09:21:31 +02:00
adminandClaude Opus 5.5 d257298bc7 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>
2026-09-23 21:16:06 +02:00
adminandClaude Opus 5.5 d444b27fae Let behaviors read and set tilemap cells while the game runs (#135)
game-maker / gate (push) Successful in 2m59s
game-maker / suite (push) Successful in 9m22s
A behavior could move sprites around but had no way to look at or
change the tilemap it was standing on. Doors, breakable blocks and
"is there ground ahead?" checks all need that.

- New nodes Tile at, Set tile, World to cell and Cell to world. The
  conversion honours position, rotation, scale and mirroring of the
  placed map. A small Tile literal node lets a graph compare what it
  read against a fixed tile.
- The layer is picked by name from all tilemap layers in the project
  through a new field kind. "First layer" takes the map's first one.
  Because layer is an input, a text can also be wired in.
- Each placement keeps only its edited cells in liveTilemap.ts,
  layered over the asset's cells. A second placement of the same map
  stays untouched, and the asset itself is never written.
- A read sees a Set tile from earlier in the same flow. Drawing picks
  up the edit at once and neighbouring autotile edges adapt.
- Solids see the edits straight away, so a Move in the same frame
  already hits the new cell. Rapier rebuilds its shapes on the next
  step.
- After Stop the map is back to what was painted. The editor run shows
  the edit in the scene view while it lasts and does not touch the
  project.
- An unwired tilemap input means no map, like Get position. Cells
  outside the grid are refused and done reports false.

Tests:
- ./check.sh: 155 files, 2271 tests, CHECK EXIT 0 (before 2245).
- tests/core/tile-access.test.ts (14), one physics test for a floor
  set at runtime, catalog entries for the five nodes.
- e2e 39,40: all passed, 86 checks (before 81), five new in 40s.
- Counter-checks: collision ignoring edits fails 3 unit tests, the
  solids cache missing same-tick edits fails only the "at once" test,
  drawing ignoring edits fails the 2 drawing checks, the editor run
  not reporting a new tile fails only its check.
- 40s uses a still tile. The animated fixture tile redraws every frame
  and hid the last counter-check at first.
- Check total 1351 + 5 = 1356, computed. CI confirmed 1351 at cb32b4b.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 20:45:29 +02:00
adminandClaude Opus 5 6a31f5e0ad One-way platforms, raycast and collision stay with contact data: a collider can be one-way with a side it blocks from (turning with its object, drawn thick in the scene view) and a tile can be one-way from above, one-way cells never merge with solid tiles, a contact blocks only when its normal is within 45 degrees of the blocking side, the new node Ignore one-way lets an object drop through for a while, and it all holds for Move and for dynamic bodies in Rapier, where the decision is made before each step because the hook may not touch the engine (#155); the new Raycast node answers hit, object, collider, point, normal and distance in our own f64 geometry, the same in editor run and play, and the editor run draws each ray for 0.25 s (#153); On collision stay gains an interval with its own clock per pair, and stay and enter gain the contact point next to normal and impulse (#149); fixes that every Rapier collider of a tilemap had the shape of its last cell
game-maker / gate (push) Successful in 1m55s
game-maker / suite (push) Successful in 6m50s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 11:36:11 +02:00
adminandClaude Opus 5 1b5e386b60 Move with collision reacts along the contact normal: it travels to the surface, stays flush and slides the rest of the move along it with Coulomb friction (the mean of both colliders, a tile counts as 0.5), a circle now rolls over an edge instead of catching on it, pushed dynamic bodies move off along the normal, Move gains the outputs hit, normal x and normal y, an object without its own collider moves freely, and editor run and play share the same path through Solids; contact point and normal come from our own f64 geometry (contactBetween), because Rapier's castShape lands 3e-6 px inside the wall in f32 (#150)
game-maker / gate (push) Successful in 1m48s
game-maker / suite (push) Successful in 6m23s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 21:52:11 +02:00
adminandClaude Opus 5 328f978d3c Set gravity survives a re-read of the model during play: World.setSceneProp remembers what the run itself set on the scene and syncFromModel lays it back over the copied scene props, so a project event mid-play no longer resets the gravity to the saved 980; the unit test re-reads the model mid-run and e2e 41c forces a project event right after play starts (#147)
game-maker / gate (push) Successful in 1m46s
game-maker / suite (push) Failing after 5m35s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 20:08:09 +02:00
adminandClaude Opus 5 0ff3c8b742 Physics stage 1b: six new nodes act on dynamic bodies in play (Apply force over the frame, independent of the frame rate, Apply impulse, Set velocity, Set angular velocity, Get velocity, Set gravity for the rest of the run), a node on an object without a dynamic body and moving a dynamic body directly each log a hint once per object, and Move with collision now pushes dynamic bodies with a mass-dependent push while the mover stays flush; Move keeps its own move-and-slide instead of Rapier's character controller, which measurably snags on seams between colliders (#147)
game-maker / gate (push) Successful in 1m46s
game-maker / suite (push) Failing after 5m35s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 19:19:21 +02:00
adminandClaude Opus 5 78899b1ace Physics stage 1a runs on Rapier: a new Rigidbody child object (body type, mass, gravity scale, damping, fixed rotation, CCD) makes its parent fall, bounce and come to rest in play, colliders gain friction, bounciness and density, the scene gains gravity (0, 980), the new PhysicsSystem steps at a fixed 60 Hz with interpolation in world coordinates and treats a tilemap as static ground, On collision enter gains normal and impulse, play waits for Rapier and does not start without it, and the editor run keeps the old CollisionSystem; the existing collision tests run against both systems unchanged (#146)
game-maker / gate (push) Successful in 1m46s
game-maker / suite (push) Successful in 6m17s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 18:11:43 +02:00