Commit Graph
9 Commits
Author SHA1 Message Date
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 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 5a6af74e44 Add textures for sprites
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>
2026-09-08 13:43:08 +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 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 Opus 5 76aa441dce Enabled switch, text assets, mouse input and the jump-and-run example game
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>
2026-09-07 20:52:10 +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