A composition can now sit in a scene like a container and play there.
Its items become real objects while they run, so behaviors, colliders
and events work on them as on any other object.
- A composition is placeable with its own symbol, transform and render
layer. The scene view shows its picture at frame 0. A click on that
picture selects the placement, not a single item.
- CompositionSystem spawns each item as an object under the placement
when it begins, with the id <placement>~<item>. On start and the
other events run. The object is destroyed when the item ends.
- The top track lies in front no matter which item started first.
World.arrange() orders the entity list and the scene objects.
- Clips and driven videos follow the same rules as compositionAt().
Loop, restart, stop and the game pause work.
- New nodes: Play composition (with restart), Stop composition and the
event On composition finished. They were planned for step 4 but come
now, because without autoplay nothing could play otherwise.
- The editor run ignores Play composition and says so in the log. It
writes into the saved project, and the items would stay behind.
- contentId() moved to instance.ts. The animation system uses it for
nested ids too.
- Compositions get no "Sort with parent" for now.
Tests: the gate passed with 301 files and 4643 tests, 18 more than
step 1. 13 of them are in tests/core/composition-play.test.ts. The
first gate run failed in event-order.test.ts, which counts the event
nodes and now finds 19. Five counter-checks each turned exactly their
test red. Two order tests stayed green without the fix at first and
were rebuilt. e2e 68 is new and passed with 5 own checks. Its
counter-check without arrange() failed as expected.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Choosing the target of an object variable meant finding its name in
a dropdown. With many objects, or several with the same sprite, the
name alone does not say which one it is. The eyedropper lets you
click the object where you see it instead.
- Every object dropdown gets an eyedropper button next to it. This
covers variables, struct fields and list entries, in the Inspector
and in the Variables tab.
- The button opens the Scene View or the container tab the object
lives in. A strip above the view names the field and the current
candidate and offers Take and Cancel. The cursor is a crosshair.
- A click picks a candidate and writes nothing yet. The candidate
gets its own cyan frame, the selection stays on the object with
the variable.
- Clicking follows the selection rule. `pickOn` in
`src/viewport/pick.ts` uses `pressOn` and only counts objects the
dropdown offers. A click on empty space keeps the candidate.
- Enter or Take writes through the same handlers as the dropdown.
That is one undo step, or none if nothing changes.
- Esc, Cancel, a right click in the view or a second click on the
button cancel without writing. So do a tab switch, another
selection, undo, redo, play and loading a project.
- After Take or Cancel the editor goes back to the tab the pick came
from.
- While the eyedropper runs, the view does not drag, marquee, paint,
show handles or open its context menu. Panning and zooming stay.
Found on the way:
- Started from the Variables tab, the click missed the object. The
Scene View is hidden while that tab is open, and the layout skips
hidden children. The strip appeared then, the view moved down by
32 px but kept its old height. `Editor.display()` now lays the row
out again after showing it.
Tests (on melektaus-atx):
- unit pick and object-pick: 27 passed, 13 new
- gate: 196 files, 2844 tests, CHECK EXIT 0. Two more come from
svg-icons, which checks every icon twice.
- e2e 57: ALL PASSED, 12 checks, 5 new (57e to 57g)
- Counter-checks work. Without the layout fix 57g fails. Picking
objects the dropdown does not offer fails 2 tests. Writing on
cancel fails 2 more.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A tilemap layer was one piece in the draw order, so a figure stood
either in front of a whole layer of trees or behind all of it. For a
top-down game the trees in front of the figure's feet have to cover
it and the ones behind must not.
- A new "Sort by Y" box under the layer list sets `sortByY` on the
painted layer. Every change is its own undo step.
- Such a layer comes as one draw slot per row. On its `z`, the rows
and all objects on that `z` are sorted by where they stand: the
bottom of an object's box, the bottom of a row. Ties keep the
hierarchy order, and other `z` values are untouched.
- A layer drawn as one piece and the map's own node stay behind the
sorted ones on the same `z`, since neither has a single place to
stand. Ground belongs on a lower `z` or stays unsorted.
- A new tile property "Sort offset" (whole rows, -16 to 16) lets a
crown sort with the trunk below it.
- `TilemapField` draws a container per row for such a layer, and
picking takes the row into account, so a click picks what is drawn
in front. Scene view, game view and play share the same rule.
Limits: on a rotated map "down" is world Y. A layer sorted by Y costs
about one draw call per row and tile instead of one per tile.
Tests:
- ./check.sh: 160 files, 2350 tests, CHECK EXIT 0 (before 2340).
- 10 new unit tests in tests/viewport/sort-by-y.test.ts.
- e2e 39-43: ALL PASSED, 148 checks. New check 40p-iii ticks the box
and finds the slot of row 0, undo brings back the whole layer.
- Counter checks: without the Y sort 5 unit tests fail, with the
offset ignored 5, with no row in picking 1. If TilemapField draws
no rows, exactly 40p-iii fails in e2e.
- The e2e sum in the README is 1378, counted, not yet seen in CI.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The object menu lived only on the hierarchy rows. Now a right-click in
the scene view opens the same menu for the object under the cursor.
- The menu moves out of HierarchyPanel into src/editor/objectMenu.ts.
Hierarchy and scene view call the same function, so their entries
cannot drift apart. Only the hierarchy adds "Expand all" and
"Collapse all".
- Which object the menu is for follows the press rule from #203. A
selected object under the cursor, even a hidden one, keeps the
selection and the menu acts on all of it. Otherwise the topmost
object is selected first.
- The rule is the pure function menuTargetOf in src/viewport/pick.ts,
next to pressOn.
- Empty space, including an empty tilemap cell, opens no menu.
- The container tab gets the same, because ContainerCanvas extends the
scene view.
Tests:
- ./check.sh: 142 files, 2094 tests, exit 0 (was 2090)
- e2e 39,40 fresh: ALL PASSED, 80 checks
- e2e 1-16,39,40 fresh: ALL PASSED, 565 checks
- New block 40r (3 checks): menu on a hidden selected crate, topmost
object without a selection, no menu on an empty cell.
- Counter-check: a right-click that always takes the topmost object
fails 2 unit tests and the hidden-crate e2e check.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Pixi's own hit test decided what a click in the scene view selected.
A tilemap caught clicks over its whole area, even on empty cells and
over sprites sorted above one of its layers. A press always grabbed
the topmost object, so a hidden selected object could not be dragged,
and there was no way to reach an object underneath another one.
- New pure rule in src/viewport/pick.ts. It lists the objects under
the cursor front to back, in the order they are drawn.
- A tilemap counts only where it has a tile. Its depth there is the Z
of the highest layer with a tile at that spot. An empty cell is
empty space, so a click clears the selection or starts a marquee.
- Pressing on any selected object, hidden ones included, drags the
selection. Otherwise the press selects the topmost object and drags
it, as before.
- A click without drag on a selected object selects the next one
underneath. After the lowest it starts again at the top.
- New debug hook __gm.sceneStack(x, y) returns that list.
Decisions:
- With a paint tool the selected tilemap paints anywhere on its grid,
even under a sprite. With empty cells as empty space an empty cell
could not be painted otherwise.
- Icons such as colliders and cameras stay in front. A second click
now reaches the sprite under a collider.
Tests:
- ./check.sh: 142 files, 2090 tests, exit 0 (was 141 / 2080)
- 10 new unit tests in tests/viewport/pick.test.ts
- GM_STEPS=39,40: ALL PASSED, 77 checks
- GM_STEPS=1-16,29,39-43: ALL PASSED, 626 checks
- 4 new checks in block 40q: sprite over a lower layer, empty cell,
cycling crate, map, crate, dragging the hidden selected crate.
- Counter test: whole-area tilemap hits and always-topmost presses
fail 4 unit tests and all 4 new checks.
- Check total 1290 (1286 + 4), computed, not yet counted by CI.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>