Get/Set property, Get/Set properties, Set enabled and Set text are gone.
A single Properties node takes a fixed "object" input; every chosen
property is an output that reads the current value, and one switched to
Set is also an input written when the flow arrives. Exec pins only exist
while at least one entry writes.
The node carries a type (Sprite, Text, Collider, Camera, Container,
Behavior, Any) that decides what "+ Property" offers: the fields of that
type, the variables of the chosen behavior, or for Any a kind to pick
and a name to type. Each port takes the default and field of its type,
so a Camera width starts at 640. Switching the type keeps the ports and
marks those the new type lacks. At runtime the type is only an editor
aid; the node writes to whatever object it gets.
Old project files are converted on load. The type is inferred from the
keys: the first object type that has them all, else the one behavior
that declares them all, else Any. enabled belongs to every object, so a
converted Set enabled lands on Any.
The jump-run and tetris seeders use Properties throughout; draw-piece
switches its cell on in the same node that sets the colour.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A single node now lists any number of variables. Every entry is an output
that reads the current value whenever it is pulled; an entry switched to
Set is also an input and is written when the flow arrives. Exec pins only
exist while at least one entry writes, and all inputs are read before any
write, so one node can swap two variables.
Get/Set variable, Get/Set variables and Variable are gone. Old project
files are converted on load: each old node becomes a Variables node with
the same variables, edges and typed values.
A written port without a typed value now shows the zero of its kind on
the node body, matching what the inspector shows and what the run writes.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Next move held four clusters of Set variable in a row, fourteen single nodes
in all; clear-lines read three variables one after the other. They are now
one plural node each, which takes Next move 40 -> 30 nodes and clear-lines
25 -> 23. Every remaining single node was checked and really is single: ok/no
are the same variable in opposite branches, take/keep the same one across a
write, and the three key setters hang on three different events.
Two contracts carry those merges, both pinned as tests. Set variables writes
per port with writeTyped exactly as the singular node does, so a Pack{rot}
still merges instead of overwriting - without it, turning would have erased
the other three fields. And the interpreter collects every input before the
node runs, so no input may come from a variable the same node writes; a data
node is evaluated once per pulse and keeps its answer. That second rule is
invisible in the game, because OnUpdate re-reads each frame and heals it, so
it lives in a unit test rather than in the smoke.
/opt/node22 and /opt/npm are gone from the tree. build.sh ran into the empty
path once they were moved away; the other seven mentions were documentation.
e2e.sh and check.sh replace the bare npm calls. A long run does not survive
the end of its shell - four full e2e runs died mid-suite with oom_kill 0 -
so e2e.sh start hands the run to a transient game-maker-e2e.service, which
does. e2e.sh status reports the running job or the last result, and calls a
log without a closing line ABORTED rather than reporting the passes it got
to. Both scripts end on an explicit exit line, because set -o pipefail inside
a script does not protect the caller: measured, ./check.sh | tail still
reports 0. Logs carry a timestamp and land in logs/, which is ignored.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Steps 18 and 20 both hand-rolled the same object-plus-behavior scaffold, down
to lane offsets that nothing kept distinct. Step 19 claimed in a comment that it
cleaned up after itself but never checked it – the only one of the four that
did not.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A scene now stores only the container object; its content is resolved from
the template on every read, with deviations kept as sparse instanceEdits on
the container object. This drops the propagation bookkeeping entirely --
templateSync.ts is gone and the three structural gaps (add, remove, reparent)
cannot diverge any more.
Values stay editable on an instance, structure does not; Unpack writes the
content into the scene, keeping ids. Play mode bakes containers into the
throwaway copy before entities are built. No migration: formatVersion is 2
and the seeders write the new format.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Tooling:
- Prettier as the single formatting authority (110 columns, single quotes,
measured against the existing style); Markdown excluded because table-cell
padding turns the README glossary into 1000-character lines.
- Type-aware ESLint ending in eslint-config-prettier, so a rule always means
"this is a bug", never "this looks different".
- .editorconfig and an `npm run check` that runs typecheck, lint, format and
tests in one go.
Findings fixed on the first run: three more duplicate imports, four
String(unknown) calls (parameter types narrowed instead of casts), two dead
initialisers, two redundant casts, a console.log for a real error. Two
warnings were false here and are disabled with a reason in place.
Tests 132 -> 269:
- node-catalog.test.ts covers every node with a run(), with a guard that fails
when a new node has no row.
- behavior-events.test.ts covers the ten event nodes through a running World,
checking timing rather than existence.
- Input's state machine (press/release/releaseAll) is reachable without DOM
events now; the DOM handlers are thin adapters.
Compare fell back to == without a configured operator although the schema
default is <; aligned.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- SceneObject.editorOffset (x/y): shifts only where an object is drawn in
the Scene tab, cascades to children, undo-able with a reset action.
Never written into container templates.
- On click without an owner now fires for any click inside the camera
frame instead of hit-testing the (editor-only) behavior symbol.
- seed-jumprun: coins are a "Coin" container (sprite + trigger), nested
containers are expanded recursively, Destroy targets the coin's parent,
and the clock uses a Ceil node instead of ToText.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>