6 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 98b9b300d9 Zoom the scene view further in, up to 64 device pixels
The scene view stopped at 24 device pixels per world pixel, which is
too little to work on single texels of small pixel art.

- FREE_ZOOM_STEPS gains the steps 32, 48 and 64. All of them are whole
  numbers, so every texel keeps the same width on screen.
- The tile editor takes the same steps, so its fit can now land above
  24 on a small board.
- The unit test and the step list in e2e 39 follow the new top step.

Tests:
- ./check.sh: 178 files, 2573 tests, CHECK EXIT 0

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 12:12:01 +02:00
adminandClaude Opus 5.5 021a6dcb56 Zoom the tile tab in the same steps as the scene view
game-maker / gate (push) Successful in 2m58s
game-maker / suite (push) Failing after 8m34s
The tile tab zoomed freely, so the pixels of a tile could end up
unevenly wide at odd factors. Scene view, container tab and animation
preview already snap to FREE_ZOOM_STEPS. The tile tab now does the
same, so every pixel editor zooms alike.

- The wheel steps through FREE_ZOOM_STEPS, counted in device pixels.
  The board position is rounded to whole device pixels.
- New wheelSteps() in src/viewport/view.ts turns wheel events into
  steps: one notch is one step, a trackpad gathers 50 px per step.
  FreeViewport uses it too, so the rule exists only once.
- Fit takes the largest step at which the whole board fits. Refitting
  on a new tab or board size stays as before.
- panAndZoom takes an optional zoom rule instead of limits. Graph and
  node board keep zooming freely.
- A saved view from before the steps snaps to the nearest step.
- The cap parameter of frameBoxes from 4027afc has no user anymore.
  It is removed together with its unit test.

Fit rounds down, and below 100 percent the steps are far apart. In the
small e2e window the 48 px board lands at 25 instead of 41 percent,
the 16 px board at 100 instead of 124 percent.

Tests:
- check.sh: 161 files, 2370 tests, exit 0 (-1 cap test,
  +1 wheelSteps test)
- e2e 1-5 and 39: all passed, 169 checks. Three checks in 39 now
  expect steps: Fit on a step with the next one too large, one notch
  goes 0.25 to 0.5, 16 px tiles refit to at least 100 percent.
- Counter check: a free Fit factor fails exactly those three checks
  (zoom 0.413 and 1.2396).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 10:30:41 +02:00
adminandClaude Opus 5.5 4027afc228 Let Fit fill the tile tab instead of stopping at 100 percent
game-maker / gate (push) Successful in 3m1s
game-maker / suite (push) Failing after 8m34s
Fit in the tile tab left the board small in the middle of the tab.
It used frameBoxes, which never zooms past 1 so that two graph nodes
do not blow up to fill the screen. The tile board is measured in image
pixels, though, and with 16 px tiles it is only about 345 x 186 px.

- frameBoxes takes a new cap parameter, default 1. The graph and the
  node board keep their behaviour.
- The tile tab passes its zoom limit of 6, so Fit fills the tab up
  to 600 percent.
- TileCanvas remembers whether the view is still the one Fit set.
  While it is, a change in the size of the tab or of the board fits
  again. After a pan or zoom by hand the view stays until Fit.

Found on the way: switching the image to another tile size (48 to
16 px) kept the old zoom, and the board shrank to a third. The refit
above covers that too.

Tests:
- ./check.sh: 161 files, 2370 tests, CHECK EXIT 0 (was 2369).
- New unit test in graph-framing: with a raised cap Fit fills the
  view up to the limit. The graph test for "not past 100 %" holds.
- e2e 39: ALL PASSED, 31 checks (was 29). Fit fills the tab at 48 px
  (zoom 0.41) and fits again after the switch to 16 px (zoom 1.24).
- Counter probes: a cap of 1 and no refit on a new board size each
  fail exactly the 16 px check (zoom 1 and zoom 0.41).
- e2e sum in the README is 1384, computed, not yet seen in CI.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 09:35:50 +02:00
adminandClaude Opus 5.5 af6ac12ab5 Show sharp tile preview labels and paths with tunnels and crossings
game-maker / gate (push) Successful in 3m2s
game-maker / suite (push) Successful in 9m20s
The mask labels under the tile preview sat inside the zoomed board.
Pixi rendered them at 10 px and stretched them with the zoom, and
each label was shrunk to the width of its tile on its own. They came
out blurry and in different sizes. The example map also only showed
a ring, so narrow paths and crossings were never previewed.

- The labels live in their own layer in screen space and are
  re-rendered at the fitting font size on every zoom.
- All labels share one size, at most the 10 px of the theme. Below
  6 px they are hidden.
- A label has two lines: the sides on top, the corners dimmed below.
- The example map keeps the ring cell for cell and adds a network of
  1 tile wide paths below it. It has straight 1xN and Nx1 pieces,
  curves, two T junctions, a crossing and a dead end.
- The map stands next to the grid in a wide panel and below it in a
  tall one. Fit picks the layout with the larger tiles, and only Fit
  changes it, so zooming does not make the board jump.
- The new hook __gm.tile.captions() reports size, scale and lines.

Found on the way: the taller map made Fit zoom out further, and 3
pixel checks on the 16 px terrain tiles failed. The side by side
layout fixed that.

Tests:
- ./check.sh: 160 files, 2364 tests, CHECK EXIT 0 (was 2363).
- e2e 39: ALL PASSED, 29 checks (was 28).
- New unit test: the example map has straights, a curve, a crossing
  with four notched corners, a T junction and a dead end.
- Counter check: with the labels back in the zoomed board the new
  caption check fails (scales [0.648, 1]).
- The e2e sum in the README is now 1381. It is calculated only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 06:18:41 +02:00
adminandClaude Opus 5.5 c1a702bc39 Add a terrain autotile kind for 6x4 sheets like TD Plains
game-maker / gate (push) Successful in 3m7s
game-maker / suite (push) Successful in 9m54s
Sheets such as "TD - Tileset - Plains" draw an autotile as a 6 x 4
block: a 3 x 3 nine-slice, a vertical and a horizontal strip and a
single tile on the left, the inner corners on the right. The floor
kind only knew the RPG Maker 2 x 3 layout, so these sheets could not
be used as autotiles at all.

- New TileKind "terrain" with 16 px tiles in a 6 x 4 block. All 47
  neighbour combinations are resolved per quarter, so the renderer,
  the collision and the palette stay untouched.
- Whole tiles are used where the sheet draws them: the 16 side cases,
  the four single notches and the two diagonal pairs. Hand-drawn
  strips and single blocks therefore look as drawn.
- Only the missing cases are composed, for example an edge with a
  notch or two notches side by side. They take the side tile and put
  the notch quarters in.
- A notch also takes the quarter above or below from its notch tile
  when fill would stand there. Tall cliff notches keep their wall.
  On ground and stones fill meets fill, so nothing changes there.
- The label rule for floor and terrain now runs through one notch
  function. Floor still passes the MZ table test.

Not touched: the tile board only refits on open and on Fit. Switching
an open tile to a kind with another tile size leaves it small until
Fit is pressed. That was the case before.

Tests:
- ./check.sh: 156 files, 2290 tests, CHECK EXIT 0 (before 2283).
- e2e 39,40: ALL PASSED, 90 checks (before 86). 39j checks 47 tiles,
  pixels of single, notch, pair and composed tiles, and undo to floor.
- Counter-checks: without whole notch and pair tiles one unit test
  and one e2e check fail. Without the taken quarter one of each
  fails. Originals restored by cmp and rebuilt.
- Check sum: 1363 measured by CI plus 4 is 1367, computed only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 06:14:51 +02:00
adminandClaude Opus 5 732f6518ae The autotile asset is renamed to tile and gains a plain None (1 × 1) kind, which is now the default; older projects load their autotiles as floor tiles (#131)
game-maker / gate (push) Successful in 1m40s
game-maker / suite (push) Successful in 5m56s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 08:01:07 +02:00