Commit Graph
21 Commits
Author SHA1 Message Date
rootandClaude Opus 5 6168df41f8 Show number fields with three decimals and snap dragging to the step
Number fields derived their display precision from `step`, so `step: 1`
(X/Y/Z, width, height, font size) rendered a stored 100.234 as "100" — and
because `onChange` parses the text, touching the field wrote the rounded
value back into the project. `formatNumber` now renders every number with
three decimals, independent of `step`, which is left to control the scrub
and arrow-key increment only.

Dragging now snaps to the increment's grid (`snapToStep`), so a scrub at
`step: 1` always lands on whole numbers even from a fractional start, while
Alt (x0.1) and the 0.1-step fields keep their precision. Typed values and
arrow keys are untouched.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 11:48:32 +02:00
rootandClaude Opus 5 15ffcd5739 Left-align menu entries, add a Dropdown field, scrollable and searchable menus
Menu entries are left-aligned and live in a ScrollContainer capped at 320 px, so a
long list (the parent picker holds every object of the scene) scrolls instead of
running off the screen. `Menu(items, { searchable: true })` puts a filter box above
the scroll area; Enter takes the first match. Filtering forces a relayout because
two queries with the same hit count leave the height unchanged, which would keep
the stale row positions.

Fields that open a menu are a new `Dropdown` widget: the value sits flush left and
the chevron is drawn flush right instead of being written into the label. A menu
opened below a field is never narrower than that field.

New debug hooks `overlayTexts()` / `overlayRect()` make the popup contents
assertable; e2e step 11 covers the cap, the scrolling and the search box.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 11:31:14 +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 3234eb480f Editor offset, global On click, Coin container in the jump-and-run seed
- 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>
2026-09-08 07:34:00 +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 Opus 5 3379232e64 Apply/revert buttons for overrides, container instances and child positions
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-07 17:59:35 +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 91ee2feadd Spawn node: place assets at runtime into the play copy, Spawner demo behavior
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 16:57:19 +02:00
rootandClaude Fable 5.1 c3a533c4e5 Editing while playing: play runs on a runtime copy, new Game tab (Scene | Game | Graph)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 16:34:26 +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 26d5edc496 Scene hierarchy: parentId with local positions, tree panel, reparenting and Parent node
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 15:04:56 +02:00
rootandClaude Fable 5.1 551a50ffc9 Play switches to scene tab; graph tab strictly follows selection
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 14:28:43 +02:00
rootandClaude Fable 5.1 9060da615a Replace Move 'per second' setting with a dt data input
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 14:21:46 +02:00
rootandClaude Fable 5.1 06b1007015 Fix double node creation when picking a palette entry by click
- TextField: new onSubmit callback (Enter only, independent of value change)
- NodePalette: use onSubmit instead of onChange, add per-open picked guard
- e2e: new check 13a (type + click row -> exactly one node), wait for
  Chromium exit in finally with SIGKILL escalation after 5s

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 13:03:10 +02:00
rootandClaude Fable 5.1 922774778b Behaviors with Blueprint-style node graph, graph editor tab and BehaviorSystem
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 12:44:43 +02:00
rootandClaude Fable 5.1 d4b1ffa051 Z-order via position.z and reset-to-default for asset properties
- Position is now { x, y, z }; higher z draws on top, ties keep hierarchy order
- Viewport sorts the objects layer deterministically (syncDrawOrder)
- Inspector shows a Z field; asset properties that differ from the schema
  default are marked bold with a reset button (ResetAssetPropertyCommand)
- isModified() helper, unit tests, E2E checks and seed updated

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 11:42:18 +02:00
rootandClaude Fable 5.1 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