Commit Graph
33 Commits
Author SHA1 Message Date
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 06e1494f94 Textures: Linear/Nearest labels; prove the filter pass does not resample pixel art (#68)
game-maker / suite (push) Successful in 8m13s
Dropdown labels are now Linear (default) and Nearest; the stored values
linear/nearest are unchanged, old project files load as before.

e2e 12c-ii measures in Play at camera zoom 1.37 (screen scale 1.434): a
Nearest edge sampled across seven pixels is byte-identical with and without
a neutral Adjust colors shader, and brightness 0.5 on the same path darkens,
so the pass really runs there. New hook __gm.gameRect(id).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 12:53:21 +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 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 Opus 5 3ed8b68ecf Describe every value kind in one table instead of spreading it over the code
A kind like colour or texture used to be spelled out in five parallel
lists, its port type, its empty value, its glyph, its label and its list
tag - 22 literal places for texture alone. core/properties/kinds.ts now
holds one row per kind and the rest is derived from it, so adding a kind
is one row. The five literal nodes collapse into literals.ts, the six
kind menus into one helper.

Number, Text, Boolean is now the one order everywhere; the variable and
port menus used to list Boolean before Text.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-12 14:47:17 +02:00
rootandClaude Fable 5.1 8a7185948d Make texture and colour full kinds and drop the load-time migrations
- `Texture` and `Color` can be picked as a variable kind, a struct field
  kind and a declared port kind; a new `Texture` node hands a picture id
  into the graph. Declared, a texture is its bare id – the `$texture` tag
  stays a list-only thing.
- The `String` node is labelled "Text" like its kind; the type id stays.
- Whole-number inputs (`Item at`, `Set item`, `Sub list`, `Fill`,
  `Repeat`, `Substring`, `To text`) show no decimals (`int()` in shared.ts).
- All server projects are reseeded, so `legacyNodes.ts`,
  `migrateDeclaredLists` and the `ownerId` fallback go, with their tests.
- Note `reseed-because-of-list` moved to done/; new note `refactor-types`.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 14:06:14 +02:00
rootandClaude Fable 5.1 11c900c998 Drop the per-list item declaration; every item carries its own kind
A list no longer says what its items are. ListDef.items, ListDef.fields,
ListFieldDef.items and SetListItemsCommand are gone; the single seam is
src/core/properties/listItems.ts. JSON already tells number, text, boolean
and struct apart, so only two kinds need a tag: {"$color": n} and the new
{"$texture": id}. Field names cannot start with "$", so a tag never
collides with a struct field. On a data link a texture item arrives as
its bare id; the graph has no images.

List tab: the mark in front of each row is the kind picker, "+ Item"
asks for the kind, both are ordinary value edits (one undo step). A list
inside a struct field only offers the flat kinds because the depth rule
forbids a struct item there (ListAccess.kinds); the menu used to offer
it and silently do nothing.

Legacy lists that declared items: 'color' are tagged on load.

Actor demo: the four walk animations and four standing frames live in
two list variables of texture items indexed by facing (Item at), so the
graph can be rebuilt in the editor. The stand frames get their grid ids
back; 44 nodes instead of 46.

Also: the user's edits to on-start-during-play.md and the new note
reseed-because-of-list.md.

Verified: check.sh 794 tests, full e2e 631 checks, smokes 24/19/20.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 13:35:02 +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 58f19a3451 Replace the property nodes with one Properties node
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>
2026-09-11 18:40:47 +02:00
rootandClaude Opus 5 854ae2e756 Add Get/Set properties nodes and a breadcrumb for opened sub-behaviors
Get properties / Set properties work like their variable counterparts:
one port per chosen property, an unconnected input writes its inline
value. A port chosen from the built-in list keeps that property's field
and default (height starts at 100, color is a colour field). "object" is
reserved for the fixed input, checked by the command and on load.

The property picker names the owning type ("Sprite width"), and text
fields can now carry a suggestion list; Get/Set property use it.

Double-clicking a call node shows the path of opened behaviors under the
graph header. Clicking an entry jumps back and trims the path; choosing
a behavior any other way hides it. Reopening a behavior already on the
path steps back to it instead of repeating it. The bar shows before the
graph switches, otherwise it clips the graph that was just fitted.

The "Add node..." header button is gone; nodes come from the context menu.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 15:07:07 +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
rootandClaude Opus 5 10d030376a Finish the struct and list leftovers: inline lists, list fields, item kinds
An unconnected list input is a button into the List tab instead of a number
field; a struct field can hold a list, so ListSlot carries an optional field
name and the three owner cases only say what sits at a key; and a list
variable picks its item kind in the inspector (marker doubles as the chooser),
so a list of structs no longer has to be born from a project file.

The declaration keeps the storable shapes finite: a struct field may be a list,
but that list holds primitives only, so list->struct->primitive and
struct->list->primitive are the two deepest forms.

check 674, e2e 483, jump-run 24, Tetris 19.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-10 16:36:15 +02:00
rootandClaude Opus 5 f60358c951 Let a list hold structs, and read or write variables in bundles
A list item may now be a struct. The depth is bounded in the declaration
rather than by a comment: FieldKind (number|text|boolean|color) says what a
struct field holds, ListItemKind adds struct on top and says what a list
holds, so list -> struct -> primitive is the deepest storable shape and
sameValue stays finite. A struct item renders inline in the List tab, which
is why it needs no path in the slot address.

Four paths silently assumed a list item was a primitive: sameValue compared
items with ===, textOf would have printed [object Object], asListItem turned
a struct into text on Set item and Fill, and Index of used indexOf, which is
reference equality and could never have found a struct.

Tetris now runs on bundles. shapes is 112 {x, y} structs instead of 224 loose
numbers, piece and the candidate are structs, so Next move hands back a whole
candidate and each strand packs only the field it changes, since mergeStruct
leaves the rest standing. Declared behavior ports drop 49 -> 35, the master's
variables 18 -> 13, its graph 84/94 -> 69/76 nodes/edges.

Get variables and Set variables declare their ports from a list of variable
names, the way Pack and Expand already do, so one node can read or write
several at once. Renaming a variable rewires them, because there the port key
is the variable name.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-10 14:01:56 +02:00
rootandClaude Opus 5 0449218cb6 Let a variable declare struct fields
The value type was already there: StructValue, textOf, sameValue,
writeTyped/mergeStruct and the struct port type came with the first
part, and Get/Set variable carry any-ports, so a bundle already flowed
through the graph unchanged. What was missing was the declaration.

PropertyDef gains kind 'struct' with a list of fields, VARIABLE_KINDS a
fifth kind, variableDef a fifth parameter. A declared field is a
primitive - a list field would need a nested editor and therefore the
path in the slot address, the same step "a list of structs" is waiting
for. coerceValue now returns PropertyValue rather than FieldValue, the
first value type that is not a field; none of its five callers break.

In the inspector a struct variable is a block, not a tab. The list tab
exists because hundreds of rows fit in no inspector row; a struct is the
opposite case - few fields that fit under each other. It is the port
editor Pack already has, one level down and with a value column: type,
key and default value in one place. A placed object sees the same fields
as plain value rows: overriding yes, declaring no.

Adding or removing a field touches the declaration, the default, the
behavior's value and every instance override in one command, so a stored
value can never keep a shape its declaration no longer promises. The row
handlers read the bundle at the moment of the change rather than closing
over a snapshot - a field writes the whole bundle, so with a snapshot
the second edited row revives the first one's old value. defSignature
carries the fields, otherwise a new row appears only at the next
rebuild.

Fixes a fixture fault this uncovered: step 10 pushed its text object
into the scene without instanceEdits, which overrideSites walks with
Object.entries. AddStructFieldCommand is the first caller to reach it
from that state; the step was green alone and failed three checks in the
full suite.

Moves the dynamic-ports note to done - all three of its parts are built.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-10 12:29:01 +02:00
rootandClaude Opus 5 4d07946c74 Lay out a scroll container's content when the content changes
A short list opened after a long one drew all its rows stacked on one
point. The fault was not in the list tab: rebuild() handed the row stack
to setContent() while it was still empty, so the content was sized to
max(rows, viewport) = the viewport. The rows arrived after that, and for
a short list the same formula yields the same height, so resize() saw no
change and skipped layout(). A long list changes the height and never
showed it.

relayoutContent() now runs whenever the content changed, rather than
leaning on resize()'s change detection - that detection is the wrong
instrument for "the children moved".

The list tab was the only affected caller: the panels use ListView,
which positions its rows itself, and the inspector fills its body
before setContent.

Also drops the comma line under the list. Every section that can carry a
list supplies openList, so the comma fallback in fieldFactory was
unreachable; listToText/listFromText go with it. The list-value test now
covers coerceListItem through coerceValue instead, so the boolean
spelling stays guarded.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-10 10:58:40 +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 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 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
root 1b16a55ffc Round number fields to the precision they display
`decimals` only reached `formatNumber`, so it changed the label and nothing else: typing 640.5 into
a field with `decimals: 0` stored 640.5 and displayed 641. The two existing users got away with it
because rounding happened outside the widget (`normalizeFrameRect`, the slice dialog), which their
comments had to point out.

`NumberField.clampValue` now rounds before it clamps, and every path that sets a value goes through
it (typing, scrubbing, arrow keys, the constructor), so the stored number matches the shown one and
`min`/`max` stay exact. The rounding is `roundTo` in math.ts, which `snapToStep` already did inline.

With that safe, camera `View width`/`View height` and text `Font size` become integers – they were
showing 640.000 and 32.000. Everything else that looked integral is not: positions, sprite and
collider sizes and zoom are all scrubbed, and `z` is a summed coordinate (walk.ts), not a layer.

Verified remotely against the RTX 4070 host: 270 checks, all passed (step 10 gained a check that the
field text has no decimal point and survives a reopen). `npm run check` green, 407 tests.
2026-09-09 10:11:06 +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 Opus 5 f16801aef3 Add a decimals option, fix dropdown overflow and the texture filter
- NumberField takes a decimals option (default 3); frame rects and the
  slice dialog use 0, matching their integer model.
- Button truncates its label to the drawn width; Dropdown reserves the
  chevron slot. NodeView reuses the shared truncate().
- Setting scaleMode leaves the style's shared resource id in place, so
  the old GPU sampler stayed in use until a reload. Call style.update().
- Graph gets a header bar like the Texture tab: GraphEditor is now the
  frame, the former editor is GraphCanvas. A selection the tab does not
  concern no longer unloads the behavior.
- New e2e step 14 guards text overflow across all widgets.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 15:05:28 +02:00
rootandClaude Opus 5 35a1a23af8 Add a Texture tab for defining frames
A new Texture tab next to Scene/Game/Graph shows a texture sheet and lets
frames be drawn on it: drag to create, move, resize via eight handles, edit
name and rect in the inspector, Delete to remove. Every change is a command,
so one gesture is one undo step. "Slice..." cuts a grid from columns and rows
with optional offset and spacing, previewing the resulting frame count and
cell size live.

Sprites pick a frame instead of the whole texture through the same `texture`
property: it now holds either a texture id or a frame id. Frame ids come from
the same generator and are document-wide unique, so one picker, one property
and one set of instance overrides cover both cases, and every sprite written
before this still means the same thing.

A Graphics fill ignores a Pixi sub-texture's frame and draws the whole image,
because it derives its uvs from the shape bounds and the inverted style
matrix. The cutout is therefore a matrix (`viewport/textureFill.ts`), which
keeps a sheet at a single GPU upload no matter how many of its frames are on
screen at once.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 14:27:23 +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 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
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 0b78382bcc Multiselection and container assets: create container from selection, template instances
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 17:40:51 +02:00
rootandClaude Fable 5.1 6ecb20cf02 Trigger colliders and Move and slide against solid colliders
- Collider property isTrigger (no blocking, still reports enter/stay/exit)
- Node 'Move and slide' with blocked x/y outputs, axis-wise resolution
- axisSeparation/axisCorrection geometry for box/box, circle/circle, box/circle
- Amber outline for trigger colliders in the viewport
- Demo mover uses Move and slide; E2E step 15b, 7 new unit tests

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 15:38:14 +02:00
rootandClaude Fable 5.1 0a59513b74 Collider asset type, CollisionSystem and collision nodes
- Asset type 'collider' (box/circle) placed as child of a body object
- 'Add collider' shortcut (hierarchy context menu + inspector)
- CollisionSystem with enter/stay/exit pairs, sibling colliders excluded
- Nodes: On collision enter/stay/exit, Is touching
- Green outline in edit mode, hidden in play

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 15:25:04 +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 aaa8154adf Camera view frame, viewport clipping, overlay layer for editor symbols
- Camera assets get width/height properties; play mode renders only the
  camera frame (letterboxed, masked, culled) and nothing without a camera
- Remove demo arrow-key/camera-follow systems from play mode
- Clip world and gizmos to the viewport (selection frame no longer leaks
  over the left panel)
- Blur focused widget on pointerdown outside it so inspector edits commit
  before selection changes
- Separate objects/overlay layers so camera symbols always render on top
- Add tools/seed-demo.mjs for reproducible E2E runs

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 11:13:08 +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