Commit Graph
63 Commits
Author SHA1 Message Date
adminandClaude Opus 5 3427f84a55 A game can pause itself and set its own time scale (#167)
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Until now only the editor toolbar could pause a running game. A pause
menu inside the game had no way to stop the world while its own graph
kept running, and there was no slow motion.

- Five new nodes: Pause game, Resume game, Is game paused, Set time
  scale and Time scale. Pause and resume take effect on the next frame.
- A game pause stops world time, physics, animations, particles and
  shader time. Only behaviors with the new "Run while paused" switch
  keep running.
- Set time scale 0 freezes the world but graphs keep running, as
  agreed in the issue.
- Play and Stop reset the time scale to 1, Load scene keeps it. The
  pause belongs to the scene, so Load scene and Restart unpause.
- The toolbar pause stays separate and also freezes the menu. When the
  game pauses itself the status line reads "The game paused itself".
- While paused, collision events are not reported, sounds keep
  playing, and the editor run ignores both nodes with a log line.

Findings:
- The first status line was longer than any before and got cut with
  an ellipsis. It is shorter now.
- The e2e harness did not know the key "p". It does now.

Tests:
- ./check.sh: 133 files, 1968 tests, exit 0 (before 132 / 1952)
- npm run build: exit 0
- GM_STEPS=18 fresh: ALL PASSED, 33 checks (before 26)
- 16 new unit tests: 8 catalog cases, game-pause.test.ts, editor run
- 7 new e2e checks in block 18i, driven by real keys in the game
- Six counter-checks all bite: behavior filter, collision lock, world
  time, editor run, clock reset and the game clock in the browser
- Check total 1217 in README is computed (1210 + 7), CI measures it

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 10:27:17 +02:00
adminandClaude Opus 5 f4ec23d3d3 Colliders take a frame's outline and tiles have their own surface (#193)
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Issue #193 asked where friction, bounciness and density of a tile
live. Tiles had a fixed surface (friction 0.5, bounciness 0) and a
collider could not use the outline drawn on a texture frame (#141).
Both gaps are closed here.

- A collider has a fifth shape "Frame collision" with a Frame row.
  The frame is picked like a sprite's texture and stored as the
  value 'frame'.
- The shape is linked, not copied. Redrawing the outline in the
  texture tab changes every collider using that frame, in the editor
  and on the next play.
- The frame centre sits on the collider origin, one image pixel is
  one unit. The shape turns, scales and mirrors like any other.
- Every outline ring blocks. Each ring is split into convex parts the
  same way a polygon is.
- Without a frame, with a whole texture or with a frame that has no
  outline, the collider is drawn red as a box and blocks nothing.
- Move, Rapier, raycast, detection, hit test, drawing and footprint
  all resolve the frame. At runtime an entity looks the frame up
  live in the current project.
- A tile has Friction and Bounciness next to Solid and One-way. The
  rows only show when Solid is on. Defaults and mixing rules match
  the collider. Density is left out because a tilemap never moves.
- Tilemap cells are grouped by surface as well as by one-way angle.
  Ice and stone never merge into one rectangle, and every cell brings
  its surface to Move and Rapier.

Findings:

- A tile with a collision scale below 1 is no longer flush with a
  neighbour of another surface. It is inset there like at an open
  side, the same as next to one-way tiles today.
- A bounce test first measured 0.84. The ball had landed on the hero
  at the origin, not on the tile. On the tile it measures 0.993.

Tests:

- ./check.sh: 130 files, 1931 tests, exit 0 (was 129 / 1917).
- 14 new unit tests in tests/core/surface.test.ts. The Move tests run
  against the editor run and the physics system.
- 3 new e2e checks: 40l (surface rows follow Solid), 42e (collider
  has frame size, a walker climbs the slope in the frame).
- GM_STEPS=1-8,39-43 freshly seeded: ALL PASSED, 376 checks.
- Three counter-probes bite: Move ignores the tile surface (2 fail),
  Rapier ignores it (1 fails), frame shape falls back to a box
  (5 fail).
- Check sum 1198 is computed (1195 + 3), the full run belongs to CI.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 07:29:26 +02:00
adminandClaude Opus 5 eac50e4194 Moving against a tilemap whose cells block with an outline no longer costs more than a whole frame: an outlined cell is its own polygon, split into convex parts, so a map that is a handful of merged rectangles when built from plain solid tiles is hundreds of solids under one entity - and Move brought every one of them into world coordinates and tested it exactly, including the ones on the far side of the map, which measured 148 ms per Move call on a 20x20 map with 16-corner outlines (34 ms at 8 corners, 0.4 ms with plain solid tiles), matching the report that standing still holds 60 fps while anything that moves stutters; the fix is a broad phase in two stages that decides nothing and only leaves out what cannot be reached - a move never ends further from its start than it is long, because sliding always shortens the rest, so every collider of the mover gets a rectangle grown by the move length and an obstacle whose rectangle does not meet it is never tested, a ray taking the rectangle around itself, and that rectangle is carried back into the map's own units with invert(m) and turned into cell coordinates (cellsWithin), a rotated map through its own axes, so a far cell is not brought into world form in the first place - solidShapesOf was O(cells) per call, which was the second cost block and the reason the 60x60 case still grew; CollisionSystem.overlaps takes the same range, so the editor run asks a map only for the cells within reach of the other side each frame, two maps narrowing nothing, and a Move obstacle now falls away at build time when its layer does not meet the mover's (#152) instead of inside the loop; the measurements after: 148 -> 0.26 ms, 34 -> 0.27 ms, 60x60 20 -> 3.5 ms, plain tiles unchanged; this is no regression of the recent commits - the same benchmark in worktrees against 947a6b1 (#141), 6a31f5e, 4f55f85 and ae3aa7d gives the same 85-148 ms, the cost has been there since outlined cells arrived with #141; new pure functions shapeBounds/grownBounds/boundsMeet in collider.ts and cellsWithin/cellsMeet in tilemapCollision.ts, 11 new unit tests in tests/core/broadphase.test.ts (the rectangles of all four shapes including a rotated box measuring its diagonal reach, touching counts as meeting, cellsWithin straight and turned by 90 degrees, a map handing out 400 cells without a range and under 10 with one, an 800 unit move from far away still stopping at the first cell, a rotated map blocking where its one painted cell was turned to, a ray across the whole map, and the editor run seeing a collider on a far cell), and four counter-checks hold: dropping the cell filter fails the counting test, padding without the move length fails 4 move tests, ignoring the rotation in cellsWithin fails 3, and a wrong range in the detection fails the touching test; one blunt test on the way - the first rotated map was painted on every cell, where even a wrongly computed cell range blocks and the counter-check stayed green, so exactly one cell is painted now and the test measures where it turned to; no e2e check and the check sum stays 1157, because a timing check in the browser would flutter under CI load while modules 40 and 42 cover the correctness anyway, the speed evidence being the node benchmark (#184)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 19:25:53 +02:00
adminandClaude Opus 5 ffdf0a8ddb The new node "Raycast all" answers with every collider along the ray instead of only the nearest one: it carries the same inputs and settings as Raycast (Ignore owner, Hit triggers, Layers from #158) plus "max hits" where 0 means all, and it hands back parallel lists sorted by distance - objects, colliders, points x/y, normals x/y, distances - next to count, so index i of every list speaks about the same hit; a collider counts once no matter how many convex parts its shape is built from, while a tilemap counts per cell it is hit in, and the filter sits in Solids.raycastAll like the one of #158, the one path the editor run and Play both take, so all 12 new unit tests run through describe.each against both systems; the node needed the value system to learn something it could not do - a graph list carried numbers, text, booleans and bundles but no object handles, asList turned an object into its name, so objects/colliders would have been lists of names, which loses the object when two carry the same name, and collider children usually do; Value now knows a travelling list that may hold handles and "Item at" gives such an item out as an object, ready for Destroy, Apply force or Name of, while the single door into a stored file - writeTyped/asTypeOf - runs the list through the new storedList() so every object becomes its name again and nothing living reaches a project file, which is its own unit test over JSON.stringify; three list nodes follow the handles: "Index of" compares objects by identity because a name is not the object of that name, "Set item" and "Fill" write an object as an object, and "Join text" prints the names instead of the innards; this decision was mine to make because the question ran into the MCP timeout - the alternative was a list of names plus "Object by name", which is the smaller change but lossy; 4 new e2e checks in the new block 43e (shield and floor in one go reading 2 and "145, 280", the second object answering to its name, which only a real object in a list can do, "max hits" 1 stopping at the nearest, and the node showing the row) and 18 new unit tests, 12 in raycast.test.ts, 4 on the value system and 2 in the node catalog; two counter-checks hold: not counting tilemap cells one by one drops 2 unit tests, and answering with the nearest hit only drops module 43 with 2 FAILs; one finding on the way - the node read "maxHits" while every other input carries a spoken label, because int() took the key as its label, so it has a third parameter now, and the e2e check caught that, no unit test did (#157)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 18:54:12 +02:00
adminandClaude Opus 5 0fdde6cb1e The Raycast node filters by collision layers: the node gained a "Layers" setting, a tickbox per collision layer of the project - the same field kind the collider uses for "Collides with" - and the ray only hits what sits on a ticked layer, tilemaps counting as colliders; the default is every layer, and a graph without the param answers exactly as before, which is its own unit test; the check is one-sided on purpose, unlike the symmetric rule of #152: a ray is not a collider, so it never reads the collidesWith of the thing it hits - a collider that meets nothing is still seen by a ray - because who a ray may look at is the ray's business, and a unit test holds that case; the filter sits in Solids.raycast in front of the intersection test, which is the one path the editor run and Play both take, so every unit test runs through describe.each against both systems; NodeView did not know the field kinds layer/layers, so the node would have read "Layers: 65533" - it now shows the name of the layer, or "All layers"; 5 new e2e checks in the new block 43d (a shield on its own layer between the caster and the floor stops the ray, the "Layers" row on the node, the tickbox menu with the project's layers, the ray reaching 280 instead of 145 units once the shield's layer is unticked, and the mask read as a name) and 6 new unit tests, three against each system; two counter-checks hold: disarming the filter line drops 6 unit tests and the unticking check in module 43, and switching the formatting off makes the node check fail with the raw bits; two findings from measuring came out of it and stand in the wiki and the notes - __gm.rays() only measures while the Scene tab is in front, so a node selection blinds it and the block measures through a Log node on distance instead, and a running behavior instance keeps the graph it started with, so the editor run casts with the old mask until the instance is built anew (#158)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 18:15:35 +02:00
adminandClaude Opus 5 ae3aa7d3bd Refactoring round 5 covers the code since round 4 without changing behaviour: four identical copies of dot() and three of "nearest point on a segment" stood in the collision math, in the hit area of the collider outlines and in the polygon handles, so they moved into the new module src/core/util/vec.ts; the warning line, the busy state, info() and the caret reset were written out line by line in both the sign-in screen and the password dialog and are now FormStatus; the closing row "Cancel plus a confirming button, optionally one on the left" was built by hand in FormDialog, FilePicker, OpenProjectDialog and PasswordDialog and is now dialogButtons(); the header bar was drawn by the toolbar, the TabHeader and the Breadcrumb each on its own and is now drawHeaderBar(); AddColliderCommand and AddRigidbodyCommand share a base, each subclass only builds its own asset; Editor.ts derives the panes from assetEditors instead of repeating eight entries and clamps its splitters with clamp(); jscpd over src falls from 0.19 % to 0.14 %; dead code is gone - listScenes() has been orphaned since the Scene picker fell away (#183), DEFAULT_FILTER (#152) was never used, the two test hooks projectPickerRowAt/rowPosition and particleCompiles are read by no tool, and four functions lost an export they did not need; seven comments that told history ("used to", "no longer", "since #...") describe the state of things now, and that this changed nothing was proved by a rebuild - the bundle is md5 identical, b4ad0dfe... before and after; the README said Logout sits at the far right of the toolbar, which has been the Account menu since #182, and wiki/Architecture.md was missing src/core/util/ altogether; 4 new unit tests cover vec.ts, and switching the clamp on the segment off makes exactly one of them fail while none of the 76 neighbouring tests notice, so that clamping was covered nowhere before (#85)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 17:24:42 +02:00
adminandClaude Opus 5 4f55f85ad4 Collision layers and masks: a collider carries a layer and a mask of the layers it meets, and the pair only meets when both masks name the other's layer - the rule is one pure module (src/core/model/collisionLayers.ts) with layerBit, layersMeet and the names a project starts with, so the three places that have to agree read the same function: the editor run through CollisionSystem, the Solids sweep per pair and Rapier, where the mask becomes the collider's interaction groups; the project file gained collisionLayers: ["Default"] (default one layer, no formatVersion bump), the collider schema two new kinds - layer as a dropdown of the project's layers and layerMask as a menu of tickboxes that stays open while it is ticked (Menu.ts learned rows that do not close on a pick) - and the names are edited through "Collision layers..." in the toolbar's Project menu, not a Project tab, which is the decision I made myself because the question ran into the MCP timeout: the dialog (src/editor/CollisionLayersDialog.ts) holds up to 16 names, Add layer appends "Layer <n>" and Apply writes all of them as one undo step (SetCollisionLayersCommand); a mask read from a file goes through a check that refuses anything that is not a finite number, because Number(null) is 0 and a collidesWith: null would silently have meant "meets nothing"; 9 new e2e checks in module 8 cover the menu entry, the dialog, Add layer, Apply and its undo, both inspector rows, the tickbox menu, and the mover walking straight through the crate that 8c blocked on once their layers no longer meet, and 21 new unit tests cover the rule, the schema and the command (#152)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 15:31:22 +02:00
adminandClaude Opus 5 5385d9e152 The one-way tolerance angle is a field: a one-way collider and a one-way tile gain One-way angle (0 to 90 degrees, default 45), a contact blocks when its normal is within that angle of the blocking side, without a value the limit is bit-identical to before, and the rule holds for Move, Raycast and dynamic bodies in Rapier; tiles with different angles never merge into one rectangle, the scene view draws the angle as a cone in the middle of the thick side, and the inspector shows Blocks from and One-way angle only while One-way is on, through the new schema option shownWith (#159)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 13:13:29 +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
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 11:36:11 +02:00
adminandClaude Opus 5 32057a96fc Physics stage 2: colliders gain the shapes capsule and polygon, a polygon keeps its corners in the property points, turns, scales and mirrors with its object and is edited in the scene view (drag a corner, click an edge to insert one, double-click to delete, at least three stay, each step one undo step), a concave polygon is split into convex parts, a self-intersecting one is drawn red and collides with nothing, Rapier gets a capsule and one convex collider per part on the same body, and Move and the editor run use our own f64 geometry for the new shapes, where on a tie between two normals the one that blocks the move least wins, so a box no longer stops at the foot of a slope (#151); first version of a collision outline per texture frame, edited in the texture tab with the new Collision toggle, which a plain tile blocks with instead of its rectangle (#141, to be reworked)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 22:56:25 +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)
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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)
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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)
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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)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 18:11:43 +02:00
adminandClaude Opus 5 d02bcca266 Rapier 2D (@dimforge/rapier2d-compat 0.20) comes in as the physics engine: the editor loads it once in the background right after opening a project from its own chunk, so the main bundle grows by 0.19 KB gzip and the first frame does not wait; loadPhysics, physicsStatus and the 100 px = 1 m conversion live in src/runtime/physics/engine.ts, __gm.physics() reports the state, unit tests pin free fall and a box resting on a box, and e2e module 41 pins that Rapier is ready from its own chunk without console noise (#145)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 16:56:47 +02:00
adminandClaude Opus 5 4c411c1ff3 Tilemaps can block movement: a tile gains a Solid switch, the solid cells of all layers are merged into rectangles and the placed tilemap takes part in the collision system as one body, reported as other in collision events (#132)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 09:47:03 +02:00
adminandClaude Opus 5 2a390e52ff The scene view and the animation preview share one camera, the three form dialogs one base, and keys are found through one set of helpers (#85)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 14:19:53 +02:00
adminandClaude Opus 5 195fc94e08 Animations blend out on Stop and at the end of Once (reset), and Play can restart a running animation (#106)
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Stop animation gets a blend (s) port that fades the animation back to what
lies underneath. Play animation gets blend out (s) for Once (reset) and a
restart port that starts a running, paused or fading animation from frame 0.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 11:50:10 +02:00
adminandClaude Opus 5 8a377d9239 Play animation's blend is given in seconds, not in frames of the new animation (#106)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 11:14:15 +02:00
adminandClaude Opus 5 04dc254b3d Play animation can blend into the new animation over a number of frames (#106)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 10:03:53 +02:00
adminandClaude Opus 5 beeea355d9 Animation rows can target behavior variables and shader parameters (#104)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 09:04:29 +02:00
adminandClaude Opus 5 cc14988338 Ping-pong turns on the last key, and stepped rows hold the key they last passed (#112)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 07:08:44 +02:00
adminandClaude Opus 5 f68941fa3a An animation reaches the scene's own background and objects inside placed containers (#109)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 06:48:21 +02:00
adminandClaude Fable 5.1 89c46c30a0 An animation is previewed above its timeline: the root at the playhead, drawn but never written (#99)
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The Animation tab shows the root asset over the timeline, with every row's value at the
playhead written onto a copy of it – the sprite, text or container placed at the origin as a
scene would place it, a scene as itself. Rows reach the root through that placed object and its
children through the object's instance edits, the route a placed container's content takes,
so the ids match what the runtime gives them. The runtime player and the preview evaluate a row
through one function (trackWriteAt), relative rows included; past the end of a once-reset pass
the preview shows the starting values, as the player would. Play, pause and the ruler drive the
preview through the timeline's playhead; a drag pans, the wheel zooms, Centre frames it. The
document is never touched and undo never hears of scrubbing.

On animation finished no longer describes itself as hearing "a sprite of the owner".

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-16 21:00:18 +02:00
adminandClaude Opus 5 193378e6a9 An animation is a timeline of rows over one asset, played on an object rather than worn as a picture (#97)
Part (a) of the animation rework: model, commands, saving, runtime and nodes.

- AnimationAsset holds a root (sprite, text, container or scene) and rows; a row keys one
  property of the root or of an object inside it, keys sit on whole frames.
- The last key decides the length (its frame counts as a frame of its own). The playhead runs
  between frames, so numbers and colors blend every tick even at 10 fps; everything else holds.
- Playback gains `once-reset`, which puts back what was there before the start. A row can be
  relative, adding to where its target stood.
- Play / Pause / Stop animation act on an object; each instance plays on its own, the later
  start wins on a shared property, and a behavior writing the same property still writes last.
- A sprite no longer wears an animation through `texture`. "Create animation from texture"
  builds a sprite plus a texture row keyed frame by frame instead.
- The Animation tab shows a placeholder until the timeline editor (part b) lands.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 20:02:25 +02:00
admin 1e9d21cd5d A game that is more than one scene needs a way from one to the next, so the graph can load one (#39)
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Load scene sets a flag on the World like Stop and Restart do; the swap
happens after the tick, and the last wish of a tick wins. Exactly one
thing crosses over: the SharedState, so global variables and global
machines keep what they know while everything local is built anew.
Loading the scene that is already running rebuilds it, which is what
"reset the level" means when the score must survive.

A run starts either from the start scene (a new project field, set from
the asset panel and marked with an arrow in the list) or from whatever
scene is open. The toggle next to Play says which question is asked and
remembers the answer in localStorage: it is a way of working, not part
of the game.

Sounds no longer end because a scene ends. A voice belongs to the
behavior that started it and stops right after On destroy, so the scene
swap is no longer a special case at all. For the enemy that plays its
explosion and destroys itself in the same breath there is now a
detached input on Play sound.

The scene selector stays usable while a run plays, because a double
click in the asset panel already did the same thing unguarded. It moves
what the editor looks at, not what the run plays.
2026-09-15 13:24:26 +02:00
admin 5671a38044 A game that stays silent is only half a game, so a sound is an asset like any other (#45)
game-maker / suite (push) Successful in 12m1s
Sounds follow the road fonts already paved: the file goes to the server
content-addressed under its sha256, the project keeps a named asset that
points at it, and nothing is ever re-encoded. The format is read from the
file's own signature, not from what the browser claims - the same .m4a
arrives as audio/mp4, audio/x-m4a or as nothing at all.

Playing is two nodes. "Play sound" takes the asset and may raise or lower
its volume; every call is its own voice, so two jumps in a row are two
jumps heard. Its loop input is a choice of three - from the asset, on,
off - because a checkbox has to spend one of its two positions on "not
set" and would lose a case: an asset that loops could then never be
played once.

Below the graph core stays browser-free: NodeContext hands out an asset
id, BehaviorSystem resolves it against the project and folds the asset's
own volume and loop into the call, and only viewport/SoundLibrary knows
about Web Audio. A run without a sink plays nothing instead of throwing.

The CI browser is muted, so the ear is no witness: the debug hook counts
started and stopped voices, and step 34 reads that counter.
2026-09-15 07:54:28 +02:00
adminandClaude Opus 5 7babf88636 A state change is something the graph can react to, so the machine announces it (#53, #54, #55, #57)
game-maker / suite (push) Successful in 10m58s
Four issues that all reach for the same line: how the current state is
read and written. Splitting them into four commits would mean four
states of the tree that do not compile, so they arrive together.

#55 start state — the machine asset carries an optional `start` holding
a State node's id. Right-click a state to set or remove it, a ring in
the node's title says which one it is. A dead id (the state was deleted)
reads as "no start", so nothing has to clean up after a deletion.

#53 entered/exited — `On state entered` and `On state exited`, one exec
output per state. Every change now goes through a single `setState`
that reports it; BehaviorSystem delivers it after the exec flow that
caused it, `exited` of the old before `entered` of the new, round after
round until the queue is empty, with a cap that stops a ping-pong graph
with an endless-loop error. A local machine tells the instance that
switched, a global one tells every instance holding a matching event
node. The start state fires `entered` too: per instance for a local
machine, once per run for a global one.

#57 reading — `Current state` with `name` for showing and `id` for
comparing, `Is in state` with one boolean per state. Neither has a
`run`, so `read` learned `def` and `lookup`, and the catalog test knows
this third kind of node.

#54 seeing it — during a run the state machine tab marks every state
some instance is holding faintly, and the one held by the selected
scene object's instance strongly.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 06:18:20 +02:00
rootandClaude Opus 5 8143130ed2 A shared value belongs to no behavior, so it becomes an asset of its own (#91)
game-maker / suite (push) Failing after 8m59s
This reverses the design of the previous commit. `PropertyDef.scope` is gone
without replacement: a behavior variable is an object property again, without
exception, and sharing is something you point at rather than something you
declare twice.

A **Variables asset** is declarations and nothing else -- no graph, no position,
never placed, no tab of its own (`TAB_OF_ASSET` is already `Partial<>`, so that
costs no line). A `Variables` node names one through its new `variablesAsset`
setting, empty meaning the behavior's own variables as before, and then reads
and writes one value per key for the whole run. Its property list follows the
chosen source, which was the actual request: a value another graph declared is
now offerable, where before every participant had to declare the name itself.

That deletes more than it adds (-72 lines net): `globalConflicts` and its
run-stopping kind clash, `SetVariableScopeCommand`, the scope picker, both
object-inspector filters and the "shared by the whole run" note on the placed
object. A typo is no longer a silent second variable -- naming an asset is
picking from a list. And two Variables assets may carry the same key without
meeting, because the asset is the key, not the name. The one shape it copies is
the one that already existed: `Set state` picks its machine the same way.

Lifetime is unchanged. The bag is built at `BehaviorSystem.start()` from the
declarations and never written back, so playing in the editor cannot change the
project -- which is the whole reason a counter must not be an object property
(`World.syncToModel` would `commit()` it, and the coin counter would stand at 7
for good).

Full symmetry across that gap, without mirroring anything. Two named wires:
`Inspector.liveVariables` shows the values as they stand while a run is on and
falls back to the declarations when it ends, and `adoptDeclarations()` takes a
key into the run *only where the document changed it since the last sync*.
Without that condition any unrelated project edit would snap a running counter
back to its starting value; a counter-test bends exactly that and falls over.
Nothing was ever cached, incidentally: `GraphInterpreter` only pulse-caches
nodes without a `read`, and the variable node has one. The wire was missing.

The state machine `Scope` row is now an ordinary `enum` row through
`createFieldRow`. It was hand-built from an `HStack` with a ghost dropdown and
began ~34px left of every value above it; the explanations beside `Local` and
`Global` are gone from the menu, the sentence below the row keeps saying it.
Machine scope is otherwise untouched -- `StateMachineAsset.scope`,
`SetMachineScopeCommand`, `stateBag()` and its persistence all stand, so #59
stays closed as built and `Scope` as a type now carries machines alone.

Six counter-proofs, each biting at its own guard. One of them did not bite at
first: the suggestion list was computed twice, in `nodeSection` and
`portSection`, so only the browser test covered the request itself. It is one
named function now, `variableChoices`, with a unit test of its own.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 18:05:36 +02:00
rootandClaude Opus 5 d1fcfe8b81 A shared value belongs to the run, so a declaration carries its scope (#91)
A variable or a state machine declared `global` keeps one value for the whole
run instead of one per behavior instance. The scope sits on the declaration --
`PropertyDef.scope` and `StateMachineAsset.scope`, both optional, absence
meaning `local` -- and `local` is never written, so every project made before
this saves back unchanged.

**The name is the key.** Two behaviors declaring a global `score` mean one
variable; a behavior declaring `score` locally keeps its own. Kinds that
disagree about one global name stop the run before it starts, with the two
behaviors named; starting values that disagree are a warning on the behavior
that declares it, and the first declaration wins (`globalConflicts`).

The runtime needs no redirection layer. A global variable falls out of
`schemaForObject`, so it never reaches `entity.props` -- and then the whole rule
is "whoever declares the name takes their own value" (`graph/sharedState.ts`).
The `Variables` node is untouched and stays transparent: switching a variable to
global breaks no existing graph, because `GraphInterpreter.readAll` builds a
fresh object per read anyway and only asks `port.key in all`.

That same cut answers the inspector. A shared value has no owner, so the placed
object shows no row for it and can hold no override -- `SetVariableScopeCommand`
takes the deviations that were there and undo gives them back.

Both places say it in words rather than leaving a glyph to be guessed: the
declaration explains the mark below the list, and the placed object names the
variable it no longer holds instead of claiming the behavior declares none --
which is what it said before, untruthfully. Screenshots of the e2e run turned
that up; no check had been looking at it.

`SharedState` hangs off `NodeContext`, is built in `BehaviorSystem.start()` from
the *declarations* rather than from any instance (a global variable exists
before its behavior is placed), and is thrown away with the run: nothing is
written back, not even in the editor run. `GraphInterpreter.call` passes it on
through `...ctx` while nested calls keep getting fresh local variables, which is
why `program.defaults` is stripped of global keys.

Two traps this hit. `defSignature`/`assetSignature` have to carry the scope or
the inspector does not rebuild after the switch -- and a state machine has no
rows at all, so its scope is appended to the signature by hand. And the object
inspector does not go through `schemaForObject` for behaviors, it reads
`asset.variables` directly; filtering in one place was not enough, and no unit
test covered that path. The e2e caught it (`global: true` where false belonged),
and the rule now lives in one named function, `objectRows`.

Scopes `object` and `scene` are deliberately not built. The object case already
has a route (`Object by name` -> `Properties`), and a run knows exactly one
scene, so `scene` would be indistinguishable from `global` until #39 exists.

Closes #59: a machine's scope is a word on the machine asset, not a setting per
`Set state` node, so the same machine cannot live in two places at once.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 16:22:53 +02:00
root 0f9e1611d1 A particle is a function of its age, not a thing that is stepped (#73)
game-maker / suite (push) Failing after 4m22s
The asset type `particles` is placeable and carries a graph at the same time —
`behavior` was the blueprint. Because a continuous emitter gives birth to particle n
at time n/rate, the whole field is a function of the clock rather than of the frames:
no ring-buffer bookkeeping, exact time jumps, reproducibility as a measurable property.

compile.ts follows compileShader's frame but emits JS closures into a Float64Array
instead of GLSL, and without eval; a node with two consumers is evaluated once.
Drawing is one Pixi ParticleContainer per source, so one draw call.

Collision, wind and braking in flight are out for good — that is the price of the
formula model, not an omission.

The tab count goes from nine to ten, which is exactly the case #84 was built for one
day earlier: at 1280 px the row no longer holds every tab, so guard 14b now asks for
hidden.length > 0 instead of === 0.
2026-09-14 05:44:25 +02:00
rootandClaude Fable 5.1 016e83c9b5 Transform: scale, rotation and mirror as properties, world transform as a matrix chain, oriented colliders (#76)
game-maker / suite (push) Successful in 9m5s
Four new rows on sprite, text, collider and container (block TRANSFORM):
scale, rotation in degrees clockwise, mirrorX, mirrorY. As properties they
get override/reset/apply, loading of old projects, write-back after play and
the Properties node for free; camera and behavior have none.

The hierarchy composes T*R*S per level (composeAlongChain replaces
sumAlongChain), so children rotate and scale with their parent. Reparenting
and grouping keep the look (carriedTransform). Drawing goes through
placeNode, the gizmo is a polygon, cull and objectRect use the AABB, drags
are computed in the parent's system.

Colliders are oriented boxes: SAT for box/box, box-circle in the box frame;
exitDistance replaces axisSeparation/axisCorrection, moveAndSlide moves along
the object's own axes.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 17:25:06 +02:00
rootandClaude Fable 5.1 42cafa7543 Shader assets: graph-built shaders, the Shader tab and sprite rows from the graph (#62)
game-maker / suite (push) Failing after 3m59s
A shader is an asset carrying a node graph (Texture color, Output, Property,
Color, Add/Subtract/Multiply/Divide, Mix, Luminance) that compiles to the GLSL
fragment of a Pixi filter. The Shader tab reuses the Behavior canvas; a sprite
wears a shader through its Shader picker, and the rows below it are the
graph's Property nodes. Property schema, resolution and deviation take the
project because a sprite's rows now live in another asset. The built-in
registry of the prototype is gone; "Adjust colors" ships as a graph in the
fixture and the three example games.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 22:41:14 +02:00
rootandClaude Fable 5.1 6141d07d4f Behavior lifecycle: On enable, On disable and On destroy events (#42)
game-maker / suite (push) Successful in 7m29s
Order per instance: On start -> On enable -> On update ... -> On disable
-> On destroy. On enable fires right after On start and whenever the
behavior comes back on (itself and its parents); On disable in the frame
it goes off, the instance stays frozen. On destroy fires when the entity
leaves the world (Destroy node, child of a destroyed object) and when the
world is torn down on stop/restart, preceded by On disable if still on.
A new On start node added while playing still does not fire for a
running instance (kept as is, documented in the wiki).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 21:21:35 +02:00
rootandClaude Fable 5.1 e7d82bd1a9 State machines: asset, tab, State branch and Set state nodes (#51)
A state machine is an asset whose graph holds one `State` node per state
(no ports, name as title), edited in a new "State machine" tab that reuses
the graph canvas: right-click places "State n", snap toggle shared with the
Behavior tab via SnapToggle. `statemachine` is a value kind like texture
(port, literal node, variable, struct field, tagged list item).

Behaviors use it through `State branch` (one exec output per state) and
`Set state` (one exec input per state; the interpreter now hands `run` the
entry port). States live per behavior instance in NodeContext.states, with
no initial state. Ports derive from the inline picker or a wired
`State machine` literal; BehaviorLookup became GraphLookup with
behavior(id) and machine(id).

The Graph tab is labelled "Behavior" (key unchanged). Unit tests
(state-machine, kinds, catalog, ports), e2e step 26 and README added.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 18:00:23 +02:00
rootandClaude Fable 5.1 6471671f7d Refactor round: ship web/index.html, drop the remote browser, fix stale comments and README
- `.gitignore` said `index.html` unanchored, which also caught the Vite source page;
  a fresh clone could neither `dev` nor `build`. Anchored to `/index.html`, page added.
- Removed GM_REMOTE (tools/remote/gm-browser.ps1 and the ssh/scp branch in browser.mjs):
  the Windows test machine is gone and the only flaky check that lived on it is closed (#37).
- Removed `npm run preview`, undocumented and unused.
- Comments: wrong number in collider.test.ts (250 → 200), the "declarations used to…"
  history in listItems.ts and friends, the 24 px/28 contradiction, section banners in
  nodes/index.ts, node-catalog.test.ts and api/index.php, name paraphrases, and the stale
  step numbers in tools/e2e/11-…23- from the old global count.
- README: asset types include `animation`, kind order Number/Text/Boolean, tagged colour
  and texture items, 6/5 kinds, the `Texture` node, `./build.sh`, PROJECT_FORMAT_VERSION,
  and the file tree (kinds.ts, listItems.ts, propertyPorts.ts, Breadcrumb.ts, beads.ts,
  tools/assets/).
- tests/helpers.ts takes the duplicated `findObject` and `sceneWithCamera`.

Proof: ./check.sh 797 tests, full e2e ALL PASSED 633 checks against this bundle.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 15:44:05 +02:00
rootandClaude Opus 5 1135bf4562 Play sprite animations from an animation asset worn through texture
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>
2026-09-11 23:52:34 +02:00
rootandClaude Opus 5 656d61f187 Edit the graph during play and watch values and flow run through it
The graph was only locked by five edit-mode guards in GraphCanvas. The
running game reads the graph by reference each frame, so a new node, edge,
changed value, disconnect or undo takes effect from the next frame. Stop
discards these edits like everything else changed in play. A new On start
node does not fire for a behavior that has already started.

During play every data output shows the value it last produced, in the
highlight colour and refreshed ten times a second. Values are kept per
graph, because node ids are only unique within one; with several
instances the most recent value wins. The Variables node reads the live
variable bag, so only its own outputs are kept, as a snapshot.

Each time an exec edge fires, a bead runs along it in 0.3 s, at most one
every 0.15 s per edge, following the same curve the edge is drawn with.
Beads run on game time and freeze while paused; the game logic is
unchanged.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 21:19:07 +02:00
rootandClaude Opus 5 8f92a06c84 Consolidate duplicated editor code, trim comments, refresh README
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>
2026-09-11 11:00:30 +02:00
root 2cf788eedd Let a value be a bundle of named fields
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.
2026-09-10 08:14:18 +02:00
rootandClaude Opus 5 3b3f374e10 Split the object inspector, and sweep out the section banners
objectSection.ts had grown to 559 lines around three separable parts: the
queries, the vector rows and the parent row. Four object commands repeated the
same capture/restore preamble – applyCommands stays out, its five carry extra
undo state whose restore order matters.

58 dashed banner comments are gone. The nine labels in nodes/index.ts stay:
they are the only structure a flat 90-entry array has.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-10 07:14:45 +02:00
rootandClaude Opus 5 3ab8d88ad6 Let On key down repeat while the key stays held
A held key fired once and then nothing, so sliding a Tetris piece sideways or
walking a menu meant building a timer next to every key node. Two settings on
the node do it now: Repeat after and Repeat interval, both in milliseconds so
the usual values stay whole numbers (300, 50) instead of 0.3 and 0.05. A delay
of 0 keeps the node exactly as it was, an interval of 0 means every frame.

The browser's own auto-repeat is deliberately not used - Input.press has always
dropped it - because its delay and rate are an operating-system setting of the
player's, not a game's. The repeat is built from the measured hold time instead,
per node, so two nodes on one key keep their own clocks. The rule itself is a
pure function in keyRepeat.ts and is checked without a world.

Both rows stay off the node body while the delay is 0: two lines of "0" on every
key node in every graph would be noise, and the screenshot said so. NodeDef gains
hiddenParams for that; the inspector still shows them.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-09 22:44:00 +02:00
root 6702ff8abe Let a behavior be a node in another graph
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.
2026-09-09 20:01:49 +02:00
root 9c4148dc1b Hold a running game, and let the editor run reach into containers
Pause is a sub-state of play, not a third mode: the toolbar button and
Ctrl+Enter stop ticking the world, the clock included. A held frame still
drops the input edges, so resuming does not fire a pause worth of keys in
one go.

The editor run missed the case it is most wanted for. hasEditorRun only
looked at the stored scene objects, so a behavior inside a placed
container never started one; the world now builds from resolveObjects and
writes back through objectRef, keeping the move as an instance edit
instead of baking the instance out.

Keys and clicks go to the run while the Game tab is on screen, where no
key means anything to the editor, and are handed back on leaving it -
held keys released, so nothing keeps walking unpressed.
2026-09-09 18:16:28 +02:00
root 8f31afac37 Let a behavior run while the editor is open
A behavior object carries a "Run in editor" switch next to Enabled. When
it is on, the behavior ticks outside of Play and works on the saved model
directly - Unity semantics: what it moves is a real change, autosaved and
not undoable.

Input stays with the editor, so On key never fires while typing. The
editor run never bakes placed containers into the model, since that would
silently drop their instanceEdits.

syncToModel reports whether it wrote anything, and the dirty flag is only
raised on change - otherwise a behavior moving something every frame
would trigger ~60 saves a second.
2026-09-09 17:13:07 +02:00
rootandClaude Opus 5 37fff5dabf Play through the first camera that is switched on
The game view took whatever camera came first in the scene, ignoring the
switch, so `enabled = false` on a camera did nothing and a second camera
never got its turn. `World.activeCamera()` now decides: of the cameras
switched on – the whole parent chain counted, as for any object – the
first in hierarchy order, and none on renders nothing at all. It is asked
per frame, so a graph switching cameras hands the view over immediately.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-09 16:13:30 +02:00
rootandClaude Opus 5 ead649eec3 Resolve container content from the template instead of copying it
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>
2026-09-08 21:09:53 +02:00
rootandClaude Opus 5 d54a620ebd Add ESLint and Prettier, and close the node test gaps
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>
2026-09-08 10:02:22 +02:00
rootandClaude Opus 5 f140c2fd77 Fix findUsages/undo/node-lookup bugs, split Viewport and Editor, share command and inspector helpers
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 09:22:49 +02:00
rootandClaude Fable 5.1 1eb28314cf Refactoring: one file per node, consistent comments, shared helpers, split large modules
- Graph: nodes.ts split into nodes/<category>/<Type>.ts (62 files) with
  shared.ts factories and index.ts registry; NodeContext/values/NodeRegistry
  separated, writeTyped() replaces duplicated typed writes
- Comments: one style (JSDoc on non-obvious exports, // for decisions and
  traps), wrong/stale comments fixed or removed, ids.ts now real 10 base-36 chars
- Core: chainOf, shared worldPosition/editorPosition core, commands/require.ts,
  commands/naming.ts, util/list.ts, setBagValue/toPosition/propDef; dead code
  removed (isBehaviorAsset, SCENE_OBJECT_SCHEMA, CommandStack.subscribe,
  Input.axis, setMode, titleText, World.worldPosition, unused ctor params)
- Editor: Inspector split into inspector/ sections, App.ts into Editor.ts +
  debugHook.ts + shortcuts.ts, Viewport into items.ts + symbols.ts, shared
  "Add collider" action, unified type labels/swatches
- UI toolkit: Widget.trackHover/onPointerRelease, drawControlBox, math helpers,
  Popup.openBelow, Menu/Dialog/ColorPicker/ListRow in own files, named Theme sizes
- Tools: seed-demo/smoke-demo and demo-check project removed, tools/lib
  (harness, projects, builders), e2e.mjs as runner over tools/e2e/*.mjs sections
- Tests: tests/helpers.ts replaces copied fixtures and NodeContext doubles

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-08 08:37:22 +02:00