A kind like colour or texture used to be spelled out in five parallel
lists, its port type, its empty value, its glyph, its label and its list
tag - 22 literal places for texture alone. core/properties/kinds.ts now
holds one row per kind and the rest is derived from it, so adding a kind
is one row. The five literal nodes collapse into literals.ts, the six
kind menus into one helper.
Number, Text, Boolean is now the one order everywhere; the variable and
port menus used to list Boolean before Text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- `Texture` and `Color` can be picked as a variable kind, a struct field
kind and a declared port kind; a new `Texture` node hands a picture id
into the graph. Declared, a texture is its bare id – the `$texture` tag
stays a list-only thing.
- The `String` node is labelled "Text" like its kind; the type id stays.
- Whole-number inputs (`Item at`, `Set item`, `Sub list`, `Fill`,
`Repeat`, `Substring`, `To text`) show no decimals (`int()` in shared.ts).
- All server projects are reseeded, so `legacyNodes.ts`,
`migrateDeclaredLists` and the `ownerId` fallback go, with their tests.
- Note `reseed-because-of-list` moved to done/; new note `refactor-types`.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
A list no longer says what its items are. ListDef.items, ListDef.fields,
ListFieldDef.items and SetListItemsCommand are gone; the single seam is
src/core/properties/listItems.ts. JSON already tells number, text, boolean
and struct apart, so only two kinds need a tag: {"$color": n} and the new
{"$texture": id}. Field names cannot start with "$", so a tag never
collides with a struct field. On a data link a texture item arrives as
its bare id; the graph has no images.
List tab: the mark in front of each row is the kind picker, "+ Item"
asks for the kind, both are ordinary value edits (one undo step). A list
inside a struct field only offers the flat kinds because the depth rule
forbids a struct item there (ListAccess.kinds); the menu used to offer
it and silently do nothing.
Legacy lists that declared items: 'color' are tagged on load.
Actor demo: the four walk animations and four standing frames live in
two list variables of texture items indexed by facing (Item at), so the
graph can be rebuilt in the editor. The stand frames get their grid ids
back; 44 nodes instead of 46.
Also: the user's edits to on-start-during-play.md and the new note
reseed-because-of-list.md.
Verified: check.sh 794 tests, full e2e 631 checks, smokes 24/19/20.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
An animation asset is a list of pictures (whole textures or frames) with
frames per second and Loop/Once/Ping-pong playback. A sprite wears it
through its texture property, so the picker, instance overrides and the
Properties node work unchanged; there is no dedicated play node.
A different animation starts from its first frame, the same one set again
runs on, so a graph may choose Run or Idle every frame. The clock lives on
the entity, not in props, which the world writes back as overrides. The
AnimationSystem ticks before behaviors, and On animation finished fires
once when a Once animation reaches its end.
The Animation tab plays a preview above a frame strip: reorder by dragging,
Delete, duplicate, + Frames, pause/resume, and wheel zoom about the pointer
with pan and Fit. Scene and Container tabs show the first frame; edit mode
has no clock. Right-clicking a texture creates an animation from its frames.
Button now measures its label with the bold font it draws in, which cut
the Animation tab and red dialog buttons short.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A reference search over every export and method in src/ found code that
only tests still called, or that was never called at all:
- RemoveSceneObjectCommand: the product only removes through the
multi-object command; the tests now use that one too.
- NodeRegistry.requireNodeDef: a second function of the same name in
commands/require.ts raises a CommandError instead of throwing, and is
the one the product uses. The twin invited the wrong import.
- isTextureAsset, listContainers, AssetTabEditor.show,
FocusManager.destroy, KeyboardBridge.selectAll and the getters
ColorField.value, ListView.selected, NumberField.number.
Also: Theme.controlActive now matches the resting control colour, and a
new note asks what editing the graph during play would take.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Split GraphCanvas (1076 -> 831 lines) into EdgeLayer and graphMenus;
the port and marker menus were the same list and are now one function.
Value specs of the inspector and the list tab share valueSpecs.ts, and
the remaining copies (compound commands, type glyphs, typed asset
lookup, name rule, play/editor world setup, marquee) are merged.
Four copies had already drifted apart; merging them fixes:
- "Disconnect N links" in the port menu is one undo step, not N
- "+ Add collider" is hidden on a placed container instance, as in
the hierarchy menu, instead of always failing
- a bool property coerced from the text "false" becomes false
- a port command on an unknown node type reports instead of crashing
Comment-only edits leave the bundle byte-identical. README corrected in
35 places (step limit, jump-run clock, suite duration, 409 body, ...).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A list item may now be a struct. The depth is bounded in the declaration
rather than by a comment: FieldKind (number|text|boolean|color) says what a
struct field holds, ListItemKind adds struct on top and says what a list
holds, so list -> struct -> primitive is the deepest storable shape and
sameValue stays finite. A struct item renders inline in the List tab, which
is why it needs no path in the slot address.
Four paths silently assumed a list item was a primitive: sameValue compared
items with ===, textOf would have printed [object Object], asListItem turned
a struct into text on Set item and Fill, and Index of used indexOf, which is
reference equality and could never have found a struct.
Tetris now runs on bundles. shapes is 112 {x, y} structs instead of 224 loose
numbers, piece and the candidate are structs, so Next move hands back a whole
candidate and each strand packs only the field it changes, since mergeStruct
leaves the rest standing. Declared behavior ports drop 49 -> 35, the master's
variables 18 -> 13, its graph 84/94 -> 69/76 nodes/edges.
Get variables and Set variables declare their ports from a list of variable
names, the way Pack and Expand already do, so one node can read or write
several at once. Renaming a variable rewires them, because there the port key
is the variable name.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Ports that vary per node already existed, but only for the three nested-behavior
types, and the rule for them sat as a switch on type names in nested.ts – the
one place in the project that knew node types by name. It dissolves into two
optional contracts on NodeDef, so a type carries its own rule:
declaresPorts the node holds an editable list, shown as a section in the
inspector – behavior start/end, and now Pack/Expand
derivePorts the node computes them from its settings – Sequence from a
count, Run behavior from the behavior it names
Sequence gains an Outputs setting (2 to 26). Its keys stay a, b, c and count on
with d, e, so the edges of the sequences already out there survive.
A param can now take a port away, and the edge on it would stay: it draws as
nothing yet survives every save, and comes back to life if the port returns.
SetNodeParamCommand takes those edges with it, which also closes the same leak
that switching a Run behavior node's target has always had.
The port editor addresses its node by id rather than by type, so two Pack nodes
can live in one graph, and it calls the rows Fields when they are not a
behavior's signature.
PropertyValue was number | string | boolean | list. A struct joins it, which
costs two things the typechecker found rather than I did.
An object on a data edge used to mean a live entity, so asEntity would have
taken a struct for one and asString would have read .name off it. EntityHandle
now carries a symbol brand – a symbol so no field name can impersonate it, and
it never serializes, which suits a thing that exists only while the game runs.
It is built in exactly one place.
String(value) would have written a struct as [object Object] at 39 call sites.
They go through textOf(), which is identical for primitives.
normalizeGraph dropped everything but primitives from node params, so the List
node lost its value on every save ([3,1,4] round-tripped to undefined).
Variables were spared: they have a schema, params have none.
findPropertyUsages walks override sites, so Project.ts imported instance.ts
while instance.ts imported Project.ts – the repo's only value-level import
cycle. The queries now sit in usages.ts and Project.ts is a base type module
again. requireScene has had no caller since holderId replaced sceneId.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A variable could only be a number, a text or a yes/no, so every set of values had
to be smuggled through a string - which is where Tetris got its unreadable
"03066326048763714" colours from. A list is now a value of its own, with an item
kind (number, text, yes/no, colour) that decides how the inspector reads the one
comma-separated line it is typed as, and eight nodes to work with: List, Fill,
Count, Item at, Set item, Sub list, Join lists, Index of.
Two traps came with it. An array is typeof 'object', so every place that told a
value from an entity had to learn the difference, or a list would have been
passed around as a game object. And a value was compared by identity in three
places - with lists that marks everything as an overridden property after each
reload, so those comparisons now compare contents.
There is no list of objects: a list is written to the project file and an object
is a live handle that no reload survives. A set of objects stays a list of names.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A behavior that has a Start and an End node can now be dropped into any
other graph as a node of its own. What is declared on the start node
becomes the inputs of that node, what hangs on the end node its outputs;
the port list is derived from the sub graph, not copied, so declaring a
port in one graph grows the node in the other without touching it. The
node carries the behavior's name and the palette lists behaviors by
name, so a call is one grab instead of a node plus a dropdown.
An embedded behavior has no object and therefore no place for
variables: every call starts on the asset defaults and communicates
only through its ports. That is the conservative direction - state can
still be added later, and shared state already has a home in a behavior
object in the scene. Node ids are unique per graph only, so each call
gets its own pulse cache; without that, two graphs would collide.
Renaming a port used to silently drop the value typed on the calling
node. It is carried along now, project wide, like the edges.
An instance edit was dropped as soon as its value matched the template
object. With nested containers the template is not what the value falls
back to: the outer container holds an edit for the object below it, and
that one wins. If the inner template happened to carry the same value the
user typed, the edit was thrown away and the value jumped to whatever the
container in between says.
Reported against the Jump-and-Run project: a coin narrowed to 8 inside
"level", then set back to the sprite's own 24 in the scene, snapped back
to 8. Reproduced through the inspector before touching anything.
InstanceTarget now offers `base`: the template with the edits of every
container in between woven in. Everything that judges deviation uses it -
setOverride/setName/setPosition, both Revert commands, and the gold marks
in the inspector. Writing still goes into the real template, which is
where "apply to container" belongs.
`base` is built on every read. Apply writes into the template and then
asks whether the edit still deviates, so a base captured beforehand would
answer for the template as it was - the e2e suite caught exactly that.
Also in here, because it corrects the commit before it: placing an asset
by double-clicking its row is gone, as asked for in asset-doppelklick.md.
Dragging is the only way to place now. That took AssetPanel.place, the
PlacementTarget interface, Editor.placementTarget and the two worldCenter()
methods that existed only to feed it. A double-click on a scene asset still
makes it the active scene.
The context menu entry is gone; dragging replaces it entirely. The drop
target is the view under the pointer, not the active tab, so the same
gesture works for scenes and for container templates.
While dragging, an outline shows the footprint the object will have plus
a crosshair on its origin, turning red when the drop would be refused.
Preview and command share one function (placementRejection), so the
outline cannot promise something the drop then rejects.
A left-press used to select the list row immediately. Since the container
tab follows the selection, it switched to the very container being dragged
and every drop would have nested it inside itself. The list now selects on
release without a drag: picking something up is not the same as choosing it.
The aspect button now carries two offers, so it becomes a menu: fit one
side to the texture ratio, or set both sides to the exact pixel size as a
single undo step.
Dropping a row on the outer quarter of another row inserts it into that
gap instead of parenting into it, reordering among the siblings there.
Order is the stored order, so ReorderObjectCommand is a splice; equal z
falls back to tree order, which makes this the way to draw one object in
front of another. Rejected on container content like the other structural
edits.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Two regressions from the template-resolution rework, plus the harness gap
that hid them:
- `instanceTargetOf` decided from the shape of the id. Unpacking keeps the
derived ids, so unpacked content still counted as template content. It now
asks whether the object is spelled out in the holder.
- The parent picker captured its holder when the row was built. Since
`viewOf()` returns a derived copy, the menu listed the objects of that
moment (measured: 40 in the model, 17 in the menu). It resolves on open.
- `evaluate()` swallowed page exceptions, so a mutate that died half-way let
every later check pass or fail for the wrong reason.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A scene now stores only the container object; its content is resolved from
the template on every read, with deviations kept as sparse instanceEdits on
the container object. This drops the propagation bookkeeping entirely --
templateSync.ts is gone and the three structural gaps (add, remove, reparent)
cannot diverge any more.
Values stay editable on an instance, structure does not; Unpack writes the
content into the scene, keeping ids. Play mode bakes containers into the
throwaway copy before entities are built. No migration: formatVersion is 2
and the seeders write the new format.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The Container tab reuses SceneViewport against any object holder, so a
container template is edited exactly like a scene. Right-click no longer
changes the selection, which previously made nesting impossible: opening
the menu on a container loaded it, and "Place in container" then targeted
itself.
Template edits (move, rename, override) now reach already-placed instances
per slot, through a shared templateSync used by both the apply path and the
plain object commands. Copies the user has touched keep their own value.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Remove comments that only restate the code, keeping the section banners
and the notes that carry a reason, a measured fact or an external
contract.
ButtonOptions.width claimed to be a fixed width but only set minWidth,
so the Graph and Texture pickers grew with the name they showed. It is
now what it promises, with a separate minWidth for the buttons that have
two forms. Narrow buttons shrink their padding, otherwise a 24px icon
button had 8px left for its glyph and truncate dropped it entirely.
__gm.labelsDropped() guards that class: the overflow guard only saw text
that was too wide, never a label truncated to nothing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A new Texture tab next to Scene/Game/Graph shows a texture sheet and lets
frames be drawn on it: drag to create, move, resize via eight handles, edit
name and rect in the inspector, Delete to remove. Every change is a command,
so one gesture is one undo step. "Slice..." cuts a grid from columns and rows
with optional offset and spacing, previewing the resulting frame count and
cell size live.
Sprites pick a frame instead of the whole texture through the same `texture`
property: it now holds either a texture id or a frame id. Frame ids come from
the same generator and are document-wide unique, so one picker, one property
and one set of instance overrides cover both cases, and every sprite written
before this still means the same thing.
A Graphics fill ignores a Pixi sub-texture's frame and draws the whole image,
because it derives its uvs from the shape bounds and the inverted style
matrix. The cutout is therefore a matrix (`viewport/textureFill.ts`), which
keeps a sheet at a single GPU upload no matter how many of its frames are on
screen at once.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Images are uploaded to a content-addressed blob endpoint and stored as
data/textures/<sha256>.<ext>; the project only keeps the file name. The
sprite points at a texture asset through an ordinary property of the new
kind `asset`, so instance overrides, "Apply to container", "Reset to
asset", undo and `Set property` work without any extra code. The new kind
also replaces the ad-hoc asset picker the graph nodes faked as an enum.
Import goes through + -> Texture, drag & drop onto the canvas or Ctrl+V.
Images wider than 2048px are downscaled client-side and re-encoded to
WebP if needed, because nginx caps uploads at 1MB; an image that already
fits is uploaded byte for byte so pixel art is never resampled.
The sprite colour default changes from red to white, since colour tints
the texture multiplicatively and a tint of white shows an image as it is.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Tooling:
- Prettier as the single formatting authority (110 columns, single quotes,
measured against the existing style); Markdown excluded because table-cell
padding turns the README glossary into 1000-character lines.
- Type-aware ESLint ending in eslint-config-prettier, so a rule always means
"this is a bug", never "this looks different".
- .editorconfig and an `npm run check` that runs typecheck, lint, format and
tests in one go.
Findings fixed on the first run: three more duplicate imports, four
String(unknown) calls (parameter types narrowed instead of casts), two dead
initialisers, two redundant casts, a console.log for a real error. Two
warnings were false here and are disabled with a reason in place.
Tests 132 -> 269:
- node-catalog.test.ts covers every node with a run(), with a guard that fails
when a new node has no row.
- behavior-events.test.ts covers the ten event nodes through a running World,
checking timing rather than existence.
- Input's state machine (press/release/releaseAll) is reachable without DOM
events now; the DOM handlers are thin adapters.
Compare fell back to == without a configured operator although the schema
default is <; aligned.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- SceneObject.editorOffset (x/y): shifts only where an object is drawn in
the Scene tab, cascades to children, undo-able with a reset action.
Never written into container templates.
- On click without an owner now fires for any click inside the camera
frame instead of hit-testing the (editor-only) behavior symbol.
- seed-jumprun: coins are a "Coin" container (sprite + trigger), nested
containers are expanded recursively, Destroy targets the coin's parent,
and the clock uses a Ceil node instead of ToText.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- Inspector rows compute their reset/apply entries through providers, so an
entry that would not change anything is dropped; a single remaining entry
renders as a direct button instead of a menu, none removes it entirely.
- Bold and buttons now follow the same rule (deviatesFromAsset /
deviatesFromTemplate in core/properties/resolve.ts).
- Hierarchy panel is a collapsible tree: chevrons, arrow keys, double click,
expand/collapse all. Everything starts collapsed; selecting an object
expands its ancestors and scrolls it into view.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Engine additions that the example game needed:
- `enabled` as a shared property of every placeable asset (default on, an
override on the scene object). A switched-off object is not drawn, does not
collide and its behavior does not run - and neither does anything parented
below it. Disabled objects are now hidden in the scene view as well, so the
editor shows what the game shows; they stay in the hierarchy panel, which is
where they are selected and switched back on.
- Asset type `text` (text, fontSize, color, align), rendered in scene and game.
- Pointer input in the game view: `On click`, `Mouse position`, `Mouse button`,
`Is hovered`, hit-tested against colliders, else sprite/text footprints.
- New nodes: Set/Is enabled, Set text, Is asset, Name of, Equals, To text,
Join text, Floor/Ceil/Round, Modulo, Random, Time, Restart game.
Tooling: shared CDP harness (tools/harness.mjs), central project registry with
a guard that keeps destructive scripts off the playground (tools/projects.mjs),
plus smoke suites for the demo scene and the jump-and-run game.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- Asset type 'collider' (box/circle) placed as child of a body object
- 'Add collider' shortcut (hierarchy context menu + inspector)
- CollisionSystem with enter/stay/exit pairs, sibling colliders excluded
- Nodes: On collision enter/stay/exit, Is touching
- Green outline in edit mode, hidden in play
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
- Position is now { x, y, z }; higher z draws on top, ties keep hierarchy order
- Viewport sorts the objects layer deterministically (syncDrawOrder)
- Inspector shows a Z field; asset properties that differ from the schema
default are marked bold with a reset button (ResetAssetPropertyCommand)
- isModified() helper, unit tests, E2E checks and seed updated
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Canvas-only 2D game editor/runtime built on PixiJS v8 + Vite + TypeScript.
- core: asset model (Scene/Camera/Sprite), scene objects with sparse
overrides, property schema + resolve, command stack (undo/redo),
serialization and project store interface (16 unit tests)
- ui: custom in-canvas widget toolkit (panels, fields, color picker,
list/scroll, popup) with a hidden <input> keyboard bridge
- editor: asset/hierarchy panels, schema-driven inspector, toolbar
- viewport: box rendering, camera frame, selection gizmo, drag/zoom/pan
- runtime: world/entity instantiation for play mode, input, camera follow
- api: PHP JSON project store with revision counter (409 on conflict)
- tools: CDP-based e2e smoke test
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>