Commit Graph
117 Commits
Author SHA1 Message Date
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)
game-maker / gate (push) Successful in 1m36s
game-maker / suite (push) Successful in 5m41s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 14:19:53 +02:00
adminandClaude Opus 5 bf02c9e8b3 Timeline keys can be copied and pasted at the playhead, duplicated with Ctrl+drag, and frames inserted or removed from a right-click menu (#102)
game-maker / gate (push) Successful in 1m34s
game-maker / suite (push) Successful in 5m38s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 12:53:56 +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)
game-maker / gate (push) Successful in 1m33s
game-maker / suite (push) Successful in 5m37s
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)
game-maker / gate (push) Successful in 1m33s
game-maker / suite (push) Successful in 5m34s
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)
game-maker / gate (push) Successful in 1m33s
game-maker / suite (push) Successful in 5m38s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 09:04:29 +02:00
adminandClaude Opus 5 b278605c53 Keys carry an easing for the span to the next key: linear, step, ease in, ease out, ease in-out (#101)
game-maker / gate (push) Successful in 1m32s
game-maker / suite (push) Successful in 5m36s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 07:27:44 +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)
game-maker / gate (push) Successful in 1m33s
game-maker / suite (push) Successful in 5m37s
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)
game-maker / gate (push) Successful in 1m47s
game-maker / suite (push) Failing after 4m55s
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 4ed2edd0f0 An animation is a value a graph can pick, and playing a running one makes it win again (#97)
Play, Pause and Stop animation take the animation on a port instead of a
fixed setting, fed by the new Animation literal or a list item tagged
`$animation`. Playing an animation already running keeps its frame but
counts it as started last, so turning back to a walk that never stopped
shows that walk. The actor demo walks through one Play animation over
`ItemAt(walk, facing)` again and stops every animation to stand.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 20:47:31 +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
adminandClaude Opus 5 bf0be66c9d A frame with borders tiles unless told to stretch
game-maker / gate (push) Successful in 1m32s
game-maker / suite (push) Successful in 5m47s
The fill of a sliced frame defaulted to `Stretch`. It is `Repeat` now, and the Fill dropdown lists
`Repeat` first.

The saved document keeps writing only the fill that differs from the default, so the key it
carries is now `stretch`, and a frame without it repeats. A frame saved before with the key
absent and meaning stretch would therefore tile; none of the stored projects has one - both sliced
frames on the server carry `fill: "repeat"` explicitly, so they draw as before.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 18:13:11 +02:00
adminandClaude Opus 5 94a0a578ed A border drawn in pixels is as wide as the texture says a pixel is, so a small sheet can frame a large sprite (#96)
A sliced frame drew its borders one source pixel to one sprite unit. Pixel-art sheets are small:
a 16px corner on a 400-unit button is a thin line, and the only way around it was a larger image.

The texture now carries `Nine-slice scale` (default 1), next to `Filter`. It sets how many sprite
units one border pixel takes, for every sliced frame of that texture. The UVs stay as they are -
a corner shows the same pixels, only larger or smaller. When the sprite is too small for both
borders they are still scaled down together, now starting from the scaled size. With `Repeat`
the tile size scales too, otherwise a doubled border would sit beside a pattern of the old size.

The value is a schema row, so inspector field, saving and undo come without their own code.
Anything that is not a size above 0 reads as 1, and documents without it draw as before.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 18:09:43 +02:00
adminandClaude Fable 5.1 cc6db5f350 Three stores, three importers and three pickers that differ only in their type are one of each (#85)
game-maker / gate (push) Successful in 1m33s
game-maker / suite (push) Successful in 5m46s
Refactoring round one: HttpFontStore/HttpSoundStore/HttpTextureStore collapse into a generic
HttpFileStore over a FileStore contract; fontImport/soundImport/textureImport share assetImport
with an ImportKind per sort; ImagePicker/FontPicker/SoundPicker sit on FilePicker and describe
only their row. The group/comment drag logic leaves GraphCanvas for annotationDrag.ts (with its
own unit test), declaredRows.ts replaces the duplicated row build in particles.ts and shaders.ts,
and dead code in font/sound/compile/emission/transform/actions is gone. README: asset list,
check count 958, the two-job CI, the Scenes wiki page.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-16 17:38:54 +02:00
adminandClaude Opus 5 be8f2331de A frame that keeps its corners can be stretched to any size (#41)
game-maker / suite (push) Successful in 6m21s
TextureFrame carries optional `border` (left/right/top/bottom) and
`fill` (stretch | repeat); absent keys mean "not sliced", so no format
bump and undo restores the plain frame instead of four zeroes.

The sliced sprite builds its own geometry instead of the shared
UNIT_QUAD: a 4x4 grid, and for `repeat` one quad per tile carrying the
frame cell's real UVs -- tiling in the geometry, not in the sampler, so
a frame out of a sheet cannot pull its neighbour in. Above 64 tiles per
axis it stretches, to bound the buffer.

A sprite narrower than left+right scales both borders down together
until the middle is exactly 0, so the corners meet at a seam and never
overlap.

The texture editor gets four draggable border lines plus the same four
numbers in the inspector. Hit order is resize handles, then the lines,
then the frame body -- handleAt reports 'move' anywhere inside a frame,
so lines placed after it were unreachable.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 12:04:09 +02:00
adminandClaude Opus 5 b9f1a9d319 A graph that grew past one screen needs somewhere to say what a part of it is for (#38)
game-maker / suite (push) Successful in 6m13s
The graph could hold any number of nodes and said nothing about which of them
belonged together. Groups and comments are two separate things, as decided in
the issue: a group is a titled box that carries the nodes it encloses, a
comment is free text that carries nothing.

Both live as optional arrays on Graph, not as registry nodes. A comment that
were a real node would run through the interpreter, show up in the drop
palettes and be compiled into a shader — the wrong place for a piece of text.
As arrays on Graph they exist in all four graph kinds at once, and a document
without them means exactly "no groups", so no format bump.

Membership is computed when the box is grabbed, never stored: the center of a
node inside the box travels with it, and a node dragged out is simply out. A
box inside a box travels with the outer one, its own nodes included. A group
is grabbed by its title bar only — its body stays transparent to the pointer,
or a rubber band could never be drawn across the nodes it holds. Deleting a
box deletes the box; the nodes stay where they are, because a box that
silently took ten nodes with it would be the most expensive surprise in the
feature.

The color is a free picker, and the title color follows from it: relative
luminance per WCAG, threshold at 0.179 where the two contrast ratios meet —
not 0.5, which would pick white on mid grey where black reads better.

Resizing snaps the far edge to the grid, not the width, so the corner that is
not being dragged stays put. The minimum size rises in whole steps for that
reason: 80 is no multiple of 24, so a box squeezed to the stop would have sat
off-grid in exactly the mode meant to keep it on.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 11:24:34 +02:00
adminandClaude Opus 5 1135205d69 A machine that arrives as a value can still be commanded, so a name may name its state (#58)
game-maker / suite (push) Successful in 6m12s
Set state and State branch derived their ports from the graph, so a machine
that came out of a variable or a list had no ports at all: nothing to set,
nowhere to branch. It could be passed around but not operated.

stateByName() resolves id first, then name; a name two states carry answers
with nothing, the same rule transitionTo already follows for two transitions
of one name — without something in the graph that decides between them, any
pick would be a guess.

Set state by name takes the machine and a text, and has a second exec output
not found, so a typo is not swallowed in silence. State branch gains a
derived else that fires whenever no state output matches — no state set, a
state of another machine, or a machine that arrives as a value and therefore
has no state outputs at all. A flow that enters State branch now always
leaves it somewhere.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 09:08:57 +02:00
admin c990dbcb26 A name that a sprite already owns cannot name a property, and a division by zero cannot answer (#63, #64)
game-maker / suite (push) Failing after 11m29s
#63: a shader Property node named "width" quietly took over the sprite
row of the same name. isSpriteProp lives in PropertySchema now and is
derived from FULL_SCHEMAS.sprite instead of being a second list that
drifts. isValidPropertyName rejects those ten names, and the compiler
reports it at the node as its own problem: "width" is a sprite
property, told apart from "not a word" and from a duplicate.

#64: Divide emitted (a / b) and handed NaN to the driver. It emits
divide(a, b) now, with the guard in the prologue next to straight(),
scalar and per channel: zero divided by zero is zero. That was already
the house rule in the behavior and particle graphs - only the shader
had never been told. Clamp comes along as a shader node for the same
reason: the behavior catalog has had it all along.
2026-09-15 18:43:40 +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)
game-maker / suite (push) Failing after 11m6s
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
adminandClaude Opus 5 2637feb715 A square root is one node everywhere else, so the shader graph gets its own (#92)
game-maker / suite (push) Successful in 10m29s
`Sqrt` already exists in the behavior graph (`data/Sqrt.ts`) and in particles
(`ParticleSqrt`); the shader was the only graph without it. `Pow` with exponent
0.5 does the same job, so this is convenience, not a missing capability -- a
radial falloff no longer needs a node whose purpose has to be read off its
parameter.

Like `Pow` it cannot go through `unary()`: GLSL leaves `sqrt` undefined below 0,
so the value is held there with `max(value, 0.0)`. That form takes a float
second argument for a `vec3` too, so unlike `pow` the exponent broadcast has no
counterpart here.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 19:35:00 +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
rootandClaude Opus 5 9027a86edd A behavior has rows of its own, so loading no longer drops Run in editor
`deserializeProject` builds each asset's effective schema in pass 1 and coerces
`props` against it in pass 2. For a behavior that schema was
`[...COMMON_PROPS, ...variables]` -- but `runInEditor` lives in
`ASSET_SCHEMAS.behavior`, not in `COMMON_PROPS`, so `normalizeBag` dropped the
value as undeclared. The flag therefore survived no save: every reload switched
it back off.

The fix is the full schema, `schemaFor('behavior')`, which is what
`schemaForAsset` hands out everywhere else.

Found by a round-trip test comparing the whole project rather than one field. An
existing test had the loss written down as its expectation
(`{ enabled, speed }`), which is why nothing ever reported it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 16:13:40 +02:00
rootandClaude Opus 5 68c92daaa6 A transition carries a name, so a state needs no visible port (#52)
game-maker / suite (push) Successful in 10m22s
A state keeps its `in`/`out` exec pins in the model and the editor never draws
them. That is the whole trick: connecting, undo, deleting a state and saving all
keep working untouched, because `normalizeGraph` filters nodes and never edges,
and no edge ever checks its port key against a NodeDef. Only two places change --
`NodeView.redraw` stops drawing the row, and `portAt` refuses to hand one out, so
an invisible pin cannot be grabbed either.

Transitions are drawn by right-clicking a state, `Make transition`, then clicking
the target. The armed mode takes the same shape as a live drag, so the existing
preview draws it with no second code path, and it dies with Escape, a click on
empty canvas or a switch to another asset.

Removing the pins removed the only handle a transition had: edges have no
hit-test anywhere, and the pin right-click was the sole route to Disconnect.
The inspector's TRANSITIONS OUT / TRANSITIONS IN lists are therefore not a
convenience, they are the delete path.

`GraphEdge` gained an optional `label`, which `normalizeGraph` has to pass
through explicitly or a saved name is dropped on load. `State transition`
replaces `Next state`: it takes the machine on an input port and the name from a
picker, and resolves against the *current* state. Names are deliberately not
unique across a machine -- two states may both have an `alarm` -- so a node named
`alarm` moves whichever state has one, and an empty name follows the single
unnamed edge.

The geometry moved to a Pixi-free `transitions.ts`: a gap to the box border, and
a fan that puts a pair of opposite edges beside each other instead of on top of
each other. Keeping it as plain maths is what let a screenshot bug become a unit
test -- an earlier pin-to-pin line ran under the target node and took its
arrowhead with it, because `nodeLayer` sits above `edgeLayer`.

One limit stands and is not fixed here: `ConnectCommand` rejects a second edge
between the same two states ("Already connected"), because every transition
hangs off the same two ports. With names, `A --alarm--> B` beside
`A --seen--> B` is a sensible pair, so this is worth its own issue.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 14:05:18 +02:00
root a041322a0e An edge to a vanished port needs a handle, so the port stays as a ghost (#60)
game-maker / suite (push) Successful in 10m7s
Four ways erase a derived port and take no edge with them: deleting a state,
deleting the `State machine` literal, deleting `Behavior start`/`end`, deleting
the asset. The common cause is `RemoveNodeCommand` clearing only its own graph,
so the fix sits in `drawnDef` (graph/nested.ts) and touches no delete site.

A right-click on an edge goes through `view.portAt` only — there is no curve
hit-test. Without a port row such an edge is not merely invisible, it is
unreachable, so the ghost row is the handle Disconnect hangs on.

`resolveDef` stays untouched: it is the truth for interpreter, compiler,
ConnectCommand and dropTarget, so nothing runs or connects through a ghost
without a second guard.
2026-09-14 11:50:36 +02:00
rootandClaude Opus 5 d5e67cd80c A shader costs a source nothing, because a field was already one draw call (#88)
game-maker / suite (push) Successful in 10m9s
A particle source can wear a shader asset the way a sprite does, and it is the
cheapest place in the editor to wear one: a shaded sprite gives up its batch and
costs a draw call of its own, while `ParticleContainerPipe` breaks the batch for
every field regardless. Five hundred shaded particles are the one call five
hundred plain ones were.

The fragment the compiler emits needed no change, only a second vertex stage:
Pixi's particle vertex is GLSL ES 1.00 and ours is ES 3.00, so it is translated
rather than invented. What it sees is a particle's picture, not its life — the
buffer carries five fixed attributes and takes no sixth, so age, index and seed
stay on the graph, which is what the graph is for.

Two things the issue did not ask about:

`Shader.resources` is an accessor over the names its constructor declared, so a
slot that is not declared becomes a loose JS property and is never bound. The
adaptor writes `uTranslationMatrix` into whichever shader the container names —
without an empty block for it the vertex gets no matrix and the particles land
elsewhere.

`schemaOf` in serialize.ts hung on `schema !== schemaFor('sprite')`, an identity
check a source never satisfies, so its shader values would have been dropped on
save.

A source is the one asset drawing rows from two graphs, so a name can arrive
twice. Its own row wins and the uniform keeps its default; nothing is rejected
on the shader's side, because the collision exists only at this one wearer.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 11:06:45 +02:00
rootandClaude Opus 5 0e0a21dee1 One clock under everything that moves by itself (#90)
game-maker / suite (push) Successful in 10m4s
Particle age and shader time each read performance.now() off their own
library, and the world got the frame's delta straight from the ticker. Three
clocks, so a global time scale would have been three multiplications and a
pause three separate freezes.

core/time.ts holds one clock instead: it accumulates dt x scale per frame
rather than reading the wall clock, and Editor.tick hands the very step it
took to the play session, the editor run and the animation preview. Delta
time, particle age, shader time and that preview are the same quantity now,
so the scale is a single multiplication and a pause is that scale at 0 —
nothing underneath needs rebasing, because the clock itself stands still.
The Math.min(dt, 0.1) caps in PlaySession and EditorRun are gone: the cap
(MAX_FRAME) now sits on the raw frame before scaling, and capping twice would
make the world run slower than the particles at scale 2.

A pause gates the scale rather than overwriting it — effectiveScale() answers
0 while paused, and for anything that is not a positive finite number, while
gameClock.scale keeps its value. A slider later survives a pause that way;
the issue asks for none yet.

The clock goes back to zero at both ends of a run, so a run is reproducible
from second 0 and the scene view looks freshly loaded after Stop. Resetting
only on Stop would not do it: the editor clock runs on afterwards, and the
next Play would start at "seconds since the last Stop".

The trap in that: ParticleField keeps its origin as an absolute second of
this clock, so after a reset it lies in the future and every particle would
age backwards. One line in sync() starts such a field over, which covers the
scene, the game and the tab preview at once — and fixes an older bug of the
same shape, where releasing a particleTime() freeze left the preview empty
for good.

Found while measuring that: ParticlePreview stood at second 0.5 by computing
the clock reading that would mean 0.5 since the field started. Over 200000
random origins the round trip misses the last bit in 18.8% of them and shows
one particle too few in 9.4%, because floor(0.5 * 20) comes out 9. The check
had been flaky since it was written. The panel hands the field the age itself
now (ParticleField.hold), and the faked clock is gone.

833 checks (824 + 9), 931 unit tests (921 + 10).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 09:31:53 +02:00
rootandClaude Opus 5 78baf0c719 A source wears an icon without becoming decoration (#89)
game-maker / suite (push) Successful in 9m49s
Behavior and Container draw an icon because isSymbolType() is true for them,
but that predicate does not mean "draws an icon" — it means "is editor
decoration". Four places read it that way: collectWorldItems, GameViewport.
collectFrame and syncDrawOrder all drop symbols out of the running world and
the game picture, and placementOf() gives them an upright unscaled box.
Listing 'particles' there would have handed the source an icon and taken away
its particles, in the scene view as well as in the game.

So the two questions are two functions now. hasSceneIcon() says a type draws
an icon; isSymbolType() keeps meaning decoration. The icon itself is a
SceneViewport decoration, which is editor-only for free because GameViewport
never syncs decorations.

A ring (r 10, #c26a1f) with four sparks, upright and unscaled like the other
symbols, its middle left open — unlike Behavior and Container a source draws
something of its own, and the field is densest exactly there. The name sits
beside it and a dashed line runs to the parent, same colour.

Found while writing the tests: the source's grab box scaled with its transform
while the icon did not, so the two came apart. placementOf() returns only the
translation for 'particles', making the box the upright 24 x 24 that covers
its icon. The source's own transform still feeds every particle untouched.

824 checks (821 + 3).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 08:25:49 +02:00
rootandClaude Opus 5 8ae20d044f Time is an argument, so speed scales it and a prewarm offsets it (#87)
game-maker / suite (push) Successful in 9m48s
Speed and Prewarm are not state and not a second loop: both are arithmetic
on the clock argument the field already passes to every particle formula.
fieldTime = elapsed * timeScale + prewarmOffset, a pure rule next to
liveRange, called at the one place ParticleField.sync forms its time, so
preview and world inherit it together.

Prewarm offsets by one lifetime because that is the smallest offset which
fills a continuous emitter; a burst is dead at time >= lifetime, so the
same offset would skip it entirely and it is suppressed there.

The tab's slider counts wall-clock seconds, so its span divides by the
scale. A missing row falls back to 1 / off, so old project files need no
migration.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 07:31:07 +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
admin e0c459ce92 Shader graph: Clamp is the Output's default edge, and the sheet's own mode is a constant of its own (#81)
game-maker / suite (push) Successful in 9m16s
The default of the Edge param and the address mode the shared sheet physically
carries were the same constant; changing the value would have turned every
sentinel with it and given each shader sprite a full copy of its texture.
SHEET_EDGE ('mirror', what TextureLibrary uploads) is now separate from
DEFAULT_EDGE ('clamp'). A graph whose Sample reads nothing but its own pixel
draws with the plain sheet whatever the Edge says, so the common shader costs
no second copy.

Without a shader the quad's coordinates never leave 0..1, and mirror-repeat
reads like clamp within a texel - so clamp is what a sprite shows anyway.
2026-09-13 21:33:41 +02:00
DeveloperandClaude Opus 5 99c5d2ad78 Uploads carry the name the file came with (#83)
An upload sends its file name next to the raw bytes, and the server keeps
it in a sidecar next to the content-addressed file. Both pickers caption
every tile and row with it, and an asset made there is named after the
file instead of "Texture" / "Font". Last upload of the same content wins.

The API's own set_error_handler ignores error_reporting(), so @-silenced
warnings still throw: a missing sidecar took the whole listing down with a
500. Existence is checked instead of suppressed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-13 20:32:45 +02:00
rootandClaude Opus 5 86b5363a01 Fonts: a new asset type, picked from the server or dropped in, worn by text objects (#74)
game-maker / suite (push) Successful in 9m10s
A font asset holds a file and nothing else, the twin of a texture: the server keeps it
content-addressed under data/fonts/{sha256}.{ext}, with the format read from the file's own
four-byte signature (finfo reports fonts inconsistently across libmagic versions). A text
wears one through its ordinary Font property, so overrides, reset, undo and the Properties
node come for free; no font means the editor's own typeface.

The picker lists everything the server holds and renders each row in the face it offers.
The family name is gm-font-<hash16>, never the name inside the file, so two "Regular" cannot
collide. WorldViewport.syncText is the single place that draws it, which covers scene, game
preview and play at once.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-13 20:09:59 +02:00
rootandClaude Fable 5.1 28c0789b19 Shader graph: Abs node, the distance from 0 per channel
game-maker / suite (push) Failing after 8m10s
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 18:46:20 +02:00
rootandClaude Fable 5.1 a399795772 Shader graph: Pow node, base held at 0, exponent broadcast for colours (#80)
game-maker / suite (push) Failing after 8m13s
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 18:29:04 +02:00
rootandClaude Fable 5.1 102a649a35 Shader library: fingerprint without node positions, a drag no longer recompiles (#65)
game-maker / suite (push) Successful in 9m5s
shaderFingerprint(graph) covers node id/type/params/ports and edge endpoints only;
x/y, collapsed, folded and edge ids stay out. ShaderLibrary keys on it and counts
compiles (__gm.shaderCompiles()). Measured before: one compile per preview step of a
node drag (12 for a harness drag); after: 0, a param change exactly +1.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 18:00:48 +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 f85606427b Shader graph: UV, Sample texture, Texture size, Time, Sin/Floor/Fract/Step; edge mode on Output (#78)
game-maker / suite (push) Successful in 8m38s
Fragment-side coordinate nodes instead of vertex nodes: the quad stays the
quad, a UV read plus a sample at a computed coordinate covers flip, scroll,
wave, pixelate and scanlines. Time is a uniform only when a Time node reaches
the Output; a viewport that drew a Time shader redraws from the ticker so the
Scene tab animates without a running world. Edge (Mirror/Repeat/Clamp) is a
second texture variant in TextureLibrary because WebGL binds no TextureStyle
resource of the shader. The compiler now emits #version 300 es first: Pixi
only compiles as ES 3.00 when the fragment says so, and textureSize needs it.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 16:18:22 +02:00
rootandClaude Fable 5.1 0e5e5ef925 Shaders draw in the sprite's own pass: a Mesh with the graph's fragment, no filter (#77)
game-maker / suite (push) Successful in 8m24s
A sprite's picture is now a Mesh (unit quad, sibling of its Graphics node, which keeps
only the hit area); a worn shader replaces Pixi's fragment in that draw, so there is no
intermediate texture and no extra render pass. Measured on the HD 630: 400 shaded
sprites hold 60 fps (was 34), 800 hold 56 (was 20).

Two Pixi facts the code leans on: a mesh's texture is bound only for Pixi's own shader,
so GraphShader.wear hands it over; and MeshPipe caches whether a mesh batches and
re-checks it only in a frame without structure changes, so switching a shader on or
off calls mesh.unload().

The console panel mirrors console.group/groupCollapsed/groupEnd and fills the %s %d
%o %c directives, so Pixi's deprecation warning shows its head, not only its stack.
E2E 12 guards against the addChild-on-Graphics warning, 28 counts shaders instead of
filters.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 15:31:08 +02:00
rootandClaude Opus 5 5c1c3c6fd6 Properties node: name each shader param by its shader (#66)
game-maker / suite (push) Successful in 8m23s
The + Property menu of the Properties node offered every shader's params
for every sprite. Each shader row now carries its shader name, and a name
shared by two shaders lists both: "brightness (Adjust colors, Neon glow)".
Sprite-owned rows stay unlabelled.

The note hangs off a map keyed by the def object, not by the name -- a
sprite property and a shader param may share a name (#63), and keying by
name would label the wrong row.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-13 14:05:01 +02:00
rootandClaude Fable 5.1 ccc6dc5b6e Shader graph: Number node, a typed constant like Color (#72)
game-maker / suite (push) Canceled after 6m55s
No input, one Value param (step 0.05, drawn on the node), output `value`
as a float literal via floatLiteral (2 -> 2.0, NaN -> 0.0). No uniform,
no sprite row - that is the difference to Property.

The e2e negative check for "no behavior node in the palette" now uses
Boolean as its marker, and step 28 types the palette search first
because the palette scrolls from twelve entries on.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 12:26:53 +02:00
rootandClaude Fable 5.1 3da0ef1be2 Shader graph: alpha input on Output, Texture alpha node (#70)
game-maker / suite (push) Successful in 7m55s
Output gains a number input `alpha`; unconnected it reads the texel's
alpha, like `color` reads the texel. The epilogue premultiplies with the
resolved alpha. New `Texture alpha` node exposes texel.a for maths.

PortDef.inline=false keeps the alpha port without an inline field: every
number port is inline by default, and a typed default of 0 would have made
every shaded sprite invisible. The compiler's texel fallback is typed:
colour ports get rgb, number ports get texel.a.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 11:51:59 +02:00
rootandClaude Fable 5.1 a32b7c6daa Adjust colors: brightness adds instead of multiplying (#62)
game-maker / suite (push) Failing after 4m1s
The shipped shader graph gains a `brightness - 1` offset node, so 1 stays
neutral and brightness lifts every channel by the same amount; contrast keeps
multiplying, saturation keeps mixing with the luma. Fixture, seeds, unit and
e2e expectations follow (twelve nodes, 1.25 -> #80c0ff).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 22:58:50 +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