Commit Graph
4 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 64d0d472e5 Show a spawned object's first animation frame right away
An object that appears during a frame and plays an animation in its
On start was drawn once in its original state. A composition item
showed frame 0 one frame late. An object from the Spawn node even ran
its On start only on the next frame, after it had been drawn.

- BehaviorSystem: at the end of the behavior pass, objects that came
  to be in this frame hear On start and On enable. This covers spawned
  objects and behaviors switched on for the first time. Their
  On update starts with the next frame.
- AnimationSystem.showStarted: right after that, every animation
  started in this frame shows its frame 0. The clock runs from the next
  frame, and an end is told no earlier than then. A paused frame skips
  this, its animations stand still anyway.
- What such a late On start spawns in turn starts in the next frame.
  Otherwise a spawn chain could stretch one frame without end.
- Scene start is unchanged. There On start already ran before the
  first frame.
- Wiki Behaviors, Lifecycle: the new timing.

Tests: gate green on stein2 (melektaus-atx went offline mid-run),
305 files, 4716 tests (2 new). e2e 68 on melektaus-atx green,
10 checks. Without the late pass the Spawn test
reads 7 instead of 0, without showStarted both new tests are red.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 21:55:35 +02:00
adminandClaude Opus 5.5 6e6b6a4d9a Wait for a composition's videos and copy and paste its items (#417)
A composition lost the first frames of a video item. Its clock ran
while the player was still loading, in the tab and in the game. The
game only waited for videos once, when it started. A composition that
a behavior starts later spawned its items after that wait.

- The view now records which video sprites it left out for lack of a
  first picture, one entry per object.
- The composition tab holds its playhead while the preview misses a
  video, for at most VIDEO_WAIT_MS (3 s) like the game.
- CompositionSystem holds a composition's clock while one of its live
  items misses its video. The rest of the game keeps running.
- The editor play and the published game pass their view to the run
  as RunServices.pictures.
- VIDEO_WAIT_MS moves to core/model/video.ts, because the runtime
  does not import from viewport/.
- Videos loaded ahead for coming items do not hold the clock.

Items can now be copied and pasted inside the composition tab.

- Ctrl+C keeps the timing of the copied items next to the objects.
- Ctrl+V pastes objects and items in one undo step. The earliest item
  lands at the frame under the pointer, on the track there.
- Without the pointer over the tracks it lands at the playhead, on the
  selected track or on the top track of the selected items.
- Several items keep their distances and tracks to each other.
- The same copy pastes into a scene as plain objects. Objects copied
  from a scene do not paste into a composition, they have no timing.

Tests:
- Unit composition-edit, clipboard, composition-play: 3 new for
  pasting, 1 new for the clock waiting in the game
- e2e 69i (play from the end waits for the video), 69j (paste under
  the pointer and at the playhead), 68d (a composition started from
  On start waits for its video)
- each new check is red without its fix
- README: 2036 editor checks

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 10:38:19 +02:00
adminandClaude Opus 5.5 4f0272638e Load the next item's video before a composition cuts to it (#417)
Two sprites with videos back to back left a blank frame at the cut.
The video player only came into being once the item began, and a
sprite is not drawn until its video has a first frame. So the second
item was missing until its video had loaded.

- compositionAhead lists the items that begin within the next second.
  Near the end of a looping composition it also lists the items at
  its start.
- An item that is alive already is not loaded ahead. Two times would
  otherwise pull at the same player.
- The frame carries these videos hidden and paused on their first
  picture at the item's offset. Their players get the id the item
  will have, so the cut reuses them instead of opening a second one.
- This works the same in the tab's preview and in the game.
- One second of lead (AHEAD_SECONDS) is an assumption. It can go up
  if large videos still flash.

Tests:
- Unit composition: 27 green, 2 new. Unit composition-play: 14
  green, 1 new for the path in the game.
- e2e 69: ALL PASSED, 12 checks. The new 69h puts two video items
  back to back and checks the second player is open and paused at
  its offset before the cut, and drawn in the same redraw as the
  cut.
- Without loading ahead in the preview 69h fails with cut: null.
  Bending two spots in the model turned their unit tests red.
- Gate on melektaus-atx: CHECK EXIT 0, 302 files, 4665 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 08:07:46 +02:00
adminandClaude Opus 5.5 0334d2508d Place compositions in scenes and play them from behaviors (#417)
A composition can now sit in a scene like a container and play there.
Its items become real objects while they run, so behaviors, colliders
and events work on them as on any other object.

- A composition is placeable with its own symbol, transform and render
  layer. The scene view shows its picture at frame 0. A click on that
  picture selects the placement, not a single item.
- CompositionSystem spawns each item as an object under the placement
  when it begins, with the id <placement>~<item>. On start and the
  other events run. The object is destroyed when the item ends.
- The top track lies in front no matter which item started first.
  World.arrange() orders the entity list and the scene objects.
- Clips and driven videos follow the same rules as compositionAt().
  Loop, restart, stop and the game pause work.
- New nodes: Play composition (with restart), Stop composition and the
  event On composition finished. They were planned for step 4 but come
  now, because without autoplay nothing could play otherwise.
- The editor run ignores Play composition and says so in the log. It
  writes into the saved project, and the items would stay behind.
- contentId() moved to instance.ts. The animation system uses it for
  nested ids too.
- Compositions get no "Sort with parent" for now.

Tests: the gate passed with 301 files and 4643 tests, 18 more than
step 1. 13 of them are in tests/core/composition-play.test.ts. The
first gate run failed in event-order.test.ts, which counts the event
nodes and now finds 19. Five counter-checks each turned exactly their
test red. Two order tests stayed green without the fix at first and
were rebuilt. e2e 68 is new and passed with 5 own checks. Its
counter-check without arrange() failed as expected.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 07:06:33 +02:00