Commit Graph
10 Commits
Author SHA1 Message Date
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 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
rootandClaude Opus 5 a9c3111377 Let a variable hold a list
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>
2026-09-09 21:26:31 +02:00
root d7c8d3e579 Measure a deviation against the base, not the innermost template
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.
2026-09-09 13:45:27 +02:00
rootandClaude Opus 5 4d84231b9f Trim needless comments and fix the picker width
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>
2026-09-08 15:52:05 +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
rootandClaude Opus 5 2511483a67 Reset/apply buttons only for real deviations, collapsible hierarchy tree
- 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>
2026-09-08 06:56:10 +02:00
rootandClaude Fable 5.1 922774778b Behaviors with Blueprint-style node graph, graph editor tab and BehaviorSystem
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 12:44:43 +02:00
rootandClaude Fable 5.1 d4b1ffa051 Z-order via position.z and reset-to-default for asset properties
- 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>
2026-09-07 11:42:18 +02:00
rootandClaude Fable 5.1 5a46124454 Initial commit: Game Maker phase 1
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>
2026-09-07 10:07:06 +02:00