Refactoring round 10 covers everything since round 9 (808e1ee): 110
commits with about 47 000 new lines, nearly all of them sound, sound
FX, instruments, patterns and songs. Behaviour is unchanged.
Duplicate code (jscpd over src, 50 tokens, TypeScript only, measured
on 808e1ee and here alike: 47 clones / 426 lines before, 33 / 245
after; round 9 itself ended at 22 / 160 by this count):
- PreviewParams (new, editor/soundfx) is the header's parameter bar
of the Sound FX and the Instrument tab: values, defaults, fields
and the voices a moved field reaches. Both tabs had it line for
line.
- fxWorklet: an Effect base runs the bit crusher, phaser, flanger,
limiter, LFO and bus shifter, a Source base the pitch player and
the Chip. Start is the one wait for a voice's first sample, which
four processors wrote out each.
- nodes/shared has checkPort, detachedPort, fxParamsPort and
letRingPort. The Play and Stop nodes of sounds, notes, patterns and
songs spelled each port out, up to five times.
- parameterValues builds both Sound FX parameters and Instrument
parameters, which differed in name and text only.
- SetLoopCommand sets the ruler loop of a pattern or a song. It
replaces SetPatternLoopCommand and SetSongLoopCommand.
- addLink in music/routing is the one rule for a link that both the
song routing and the Master routing keep.
- eqCurves works out each band and their sum for the EQ tab, which
did that in its drawing code. It replaces eqCurveDb, which only a
test called.
- Smaller ones: the eight neighbour directions of a tile cell, and
drawFloatingBox for the shadowed box of Popup and FloatWindow.
- Left on purpose: Play pattern and Play song stay two parallel node
definitions, and the smaller clones under ten lines stay.
Architecture:
- SoundLibrary.ts goes from 2897 to 2188 lines. What a stage of a
sound FX becomes as Web Audio nodes, and how the knobs of a playing
voice move, is now viewport/fxNodes.ts. None of it keeps state of
the library.
Dead code (TS language service, references per export and member):
- soundRefIds, LFO_SHAPE_INDEX, TREMOLO_ROWS, VIBRATO_ROWS and
REVERB_ROWS had no reader. The four routing node defs are
registered without an unused exported name.
- soundFileOf and portTypeOf were called by tests only. The tests
now ask findSound and portOf, which the editor uses. DRY moves
from src into the one test that uses it.
- 51 values used only in their own file lose their `export`. Types
and the node catalogues stay exported.
- Kept on purpose: neighboursOf is the cell by cell reading the
indexed neighboursIn is checked against, and PitchShifter.latency
is the test's one view of how late the shifter is.
Comments and docs:
- Seven comments told history ("no longer", "any more", "as
before", "of before #354"). Nine comment blocks ran far past the
line width. Proof that this changed no code: the bundle was md5
identical, and the touched tests and e2e modules were identical
after esbuild.
- README: sound FX, instrument, pattern, song and bus in the asset
list, the pages Instruments, Patterns and Songs, 1919 checks.
- Wiki: see its own commit.
Tests:
Gate (melektaus-atx) 274 files, 4236 tests, CHECK EXIT 0
e2e 34, 64, 65 ALL PASSED, 180 checks
Unit, touched areas 16 files, 804 tests
No check was added, the e2e sum stays at 1919. Counter-checks, each
put back by copy and compared with cmp:
- addLink without the loop rule: 2 tests fail, one per routing.
- eqCurves with the sum of the last band only: 1 test fails.
- Start in the worklet never waiting: e2e 34 fails in exactly the
four checks that hang on a voice's first sample (Flanger, Tremolo,
Chip, a pitched note planned ahead).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A camera that follows smoothly stands between pixels most of the time,
and pixel art then wanders between them. The new camera switch draws
what the camera shows on the game view's own grid, while positions in
the model keep their fractions.
- `Pixel perfect` is a camera row, off by default. It works at every
fixed game scale and at Auto, but not at Fit and not in the Scene
tab, where one works with the fractions.
- The grid has one step per device pixel of a world unit. At 100% that
is whole units, at 500% fifths. The view carries it (`View.grid`),
so no view draws with the grid of another.
- The view looks from a point that puts the world's origin on a whole
device pixel (`lookFrom`). This also covers odd camera sizes and
views that cut the picture to an odd size.
- Sprites, texts and tilemaps snap their top left corner when they are
unturned, so an odd size lands on whole pixels too. A turned object
snaps its pivot (`snapPlacement` in `pixelGrid.ts`).
- Under a camera shader the picture is taken the same way, and the
objects in it use the picture's grid. With Camera pixels that is one
step per camera pixel.
- An overlay camera has its own switch and snaps only while the main
picture is at a fixed scale.
- Particles are drawn where they are.
- New test hook `__gm.gameDrawnRect(id)` reads where a sprite's picture
is drawn, which `gameRect` (the model's) cannot tell.
Found: the e2e fixture at 300% drew the crate at y 205.5 device pixels
without moving the camera, because the view cut to an odd height puts
its centre on half a pixel. With the switch on it is at 206.
Tests:
- Gate: 237 files, 3587 tests (+10 in pixel-grid.test.ts)
- e2e 2,3: ALL PASSED, 75 checks (+1, 3j)
- Counter-checks: without the origin snap 3 unit tests fail, with the
centre snapped instead of the corner 2 fail
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>