Commit Graph
4 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 d6fd000160 Let a behavior hear the end of an animation it played itself
game-maker / gate (push) Successful in 3m11s
game-maker / suite (push) Failing after 12m9s
A behavior that played an animation on the parent of its owner never
heard it finish. On animation finished listened to the owner and to
what stands below it, and the parent stands above.

- Play animation notes on the player which behavior asked for it.
- On animation finished hears, as before, every animation on the
  owner or below it, and now also every animation the behavior
  played itself, on whatever object. Its output object names that
  object.
- Two behaviors that both played the same animation on the same
  object each hear its end once.
- A behavior that is called by Run behavior or heard by an On node
  counts as the behavior it sits in.
- The description of the node and the engine prompt say so.

Tests:
- Gate on melektaus-atx: 218 files, 3392 tests, CHECK EXIT 0.
- Two new unit tests: the behavior hears the animation on the parent
  of its owner while a bystander does not, and two starters hear it
  once each.
- Both counter-probes bite.
- e2e 6,17-26 on melektaus-atx: 480 checks, all pass.
- No new e2e check, and nothing was looked at in the browser. The
  rule for called and heard behaviors has no test of its own.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 22:37:04 +02:00
adminandClaude Opus 5.5 46c620ae3b Give a behavior more ways in and out, and hear it as an event (#294)
game-maker / gate (push) Successful in 2m48s
game-maker / suite (push) Failing after 13m34s
A behavior run by another one had a single flow port at its Start
and at its End, so it could not branch for its caller. And it could
not be used as an event: a call needs a pulse at its flow input,
and the events of a called graph never fire. An input like
"Confirm" (Space or Enter) had to be built again in every graph.

- A declared port of a Start or an End node can be of the kind
  Flow. It sits above the values and shares their names, exec stays
  reserved. Only these two nodes declare one, a struct does not.
- Run behavior shows a flow port of the Start as a further flow
  input. A call arriving through it leaves the Start through the
  output of that name and not through exec.
- Run behavior shows a flow port of the End as a further flow
  output. The call goes on through the one the End was reached by
  last, and then through exec. exec fires always, as before.
- On behavior is a new event node without a flow input. The
  behavior it names runs at the node for as long as the behavior
  around it runs, with all of its own events and one set of
  variables per node.
- Its outputs are those of the End. It fires once the inner pulse
  is through, by the output the End was reached by last, exec only
  for End.exec. A pulse that never reaches the End is not seen.
- The value ports of the Start are its inputs, read anew for each
  inner pulse. The Start itself never fires there.
- It nests to any depth. Under a Run behavior it stays silent. A
  behavior hearing itself, however far round, is not started and
  the node says "A behavior cannot listen to itself".
- The palette offers every other behavior with an End once more as
  "On <name>". A node naming one without End says so.
- An On node removed while the game runs ends its behavior with On
  disable and On destroy. The sounds of the entity end only with
  the behavior placed on it.
- Renaming and deleting a declared port follows the edges at On
  behavior nodes as it does at Run behavior nodes.
- The flow outputs of the Start of a behavior placed on an object
  never fire, like its exec.
- The engine prompt of the benchmark names flow ports and On
  behavior.

Tests:
- Gate on melektaus-atx right before this commit: 215 files, 3319
  tests (3278 + 41), exit 0.
- e2e 19 on melektaus-atx: 39 checks (+4), all pass. e2e
  1-6,17-24,26,36,51: 628 checks, all pass.
- 19 unit tests in flow-ports.test.ts, 19 in on-behavior.test.ts
  on a real world, the rest in the node catalog.
- Four new e2e checks in module 19: a flow port declared by mouse
  at the End, On Confirm in the graph, the call leaving through the
  further output while playing, Enter and Space on a real keyboard.
- 19 unit counter-probes all fail their tests. One did not at first
  (a removed node kept its instance), a test was added. Two browser
  counter-probes fail their checks.
- One screenshot looked at: On Confirm with exec and pressed, the
  second flow pin at the calling node.
- The e2e sum of 1680 is counted (1676 + 4), the full suite and
  the smokes did not run.
- Not seen in the browser: flow inputs at the Start, nesting, the
  ring, values through On behavior, the palette entry. No test
  holds that the sounds of the entity go on when a heard behavior
  ends.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 19:33:34 +02:00
adminandClaude Opus 5.5 b5339b96c2 Tell a graph the frame a key went down or came up
game-maker / gate (push) Successful in 2m49s
game-maker / suite (push) Successful in 13m49s
Key is down says whether a key is held. To act once on a press, a
graph had only the events On key down and On key up. A behavior
that is called by another one and reads its input as data had to
keep the state of the last frame in a variable of its own.

- Key was pressed is true for the one frame in which the key goes
  down, the frame On key down fires in. Key was released is the
  same for the frame the key comes up.
- Both sit next to Key is down in the palette and have the key as
  their only setting.
- NodeContext gains wasKeyPressed and wasKeyReleased. The behavior
  context answers them from justPressed and justReleased of the
  input, through keyName, so a key saved as "A" meets the key "a".
- No repeat. On key down may fire again while a key stays held, a
  held key is pressed once here.
- When the window loses the keyboard, every held key counts as
  released in that frame, as On key up has it.
- The engine prompt of the benchmark names the two nodes.

Tests:
- Gate on melektaus-atx right before this commit: 213 files, 3278
  tests (3264 + 14), exit 0.
- e2e 18,20,43 on melektaus-atx: 57 checks, all pass.
- Ten unit tests in key-edges.test.ts on a real world, four cases
  in the node catalog.
- Eight counter-probes all fail their tests. One did not at first
  (the case of the key saved on the node), a test was added.
- No e2e check of its own, the sum stays 1676. The nodes were not
  looked at in the browser, neither in the palette nor with a real
  keyboard.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 17:59:22 +02:00
adminandClaude Opus 5.5 defc34bd09 Add a single prompt that builds the engine from scratch
The prompt is meant as a benchmark: one agent, one prompt, and the goal
is a finished engine rather than a measure of how far it gets.

- The scope follows the decisions made on 2026-10-01. In: projects,
  scenes with a hierarchy, camera, containers with nesting and instance
  edits, behaviors, shaders and particle effects as graphs, colliders,
  animations, text with custom fonts, textures and sprites, state
  machines, variables assets, structs, typed lists, sound, the console
  and custom curves.
- Out: accounts, plugins, the performance panel, export and player,
  tilemaps, the pixel art and vector art editors, run in editor,
  snapshots and hierarchy groups.
- The stack is fixed except for the UI framework, which the agent
  picks itself. The interface is DOM, Pixi only draws the views.
- "Done" is checkable: three sample games with smoke tests, numbered
  acceptance criteria and an ACCEPTANCE.md the agent has to fill in.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 14:44:52 +02:00