Textures are uploaded files named by their content, so they cannot
be edited in place. Pixel art is therefore its own asset type, like
vector art. Its pixels live in the project and the tab rasters them
into a texture that sprites, tiles and animations can use.
- New asset types Pixel art and Palette. The first pixel art of a
project gets a palette with the 16 PICO-8 colours in the same undo
step. Every pixel is a palette index, 0 is transparent.
- Each layer on each frame is its own file data/pixels/<sha256>.px.
The project only holds the names, so undo swaps names. The browser
computes the hash and uploads new cels before the project is saved.
- New route POST ?r=pixels in api/lib/PixelStore.php. It answers 201
and 422 for broken data. data/pixels/ is git-ignored.
- Tools: pencil, eraser, fill (contiguous or all pixels of a colour),
eyedropper, line, rectangle and ellipse (outline or filled), brush
size 1 to 8.
- Layers can be added, deleted, renamed, reordered, hidden, faded and
merged down. Frames can be added, duplicated, deleted and reordered,
with onion skin and a small playing preview.
- Zoom 1x to 32x in whole steps, grid from 8x, a 3x3 tile preview and
Resize... with a 3x3 anchor.
- All frames sit side by side in one image. Each frame is a region
like a cut texture frame, so texture rows offer "Asset / Frame 2"
and the context menu has Create animation from frames.
Decisions:
- Merging down drops the opacity of the upper layer. Indexed colours
know no blends.
- Only the last palette colour can be removed. Otherwise the indices
of every image using the palette would shift.
- Undo stores the whole layer per stroke instead of pixel diffs.
- Alt+click picks a colour. It is a mouse gesture, not a shortcut.
Follow-up issues: #197 import from texture, #198 selection and
flipping, #199 PNG export, #200 more tools.
Tests:
- ./check.sh: 136 files, 2049 tests (before 135 / 2011). 34 new in
tests/core/pixel-art.test.ts, 4 from the icon tables.
- e2e module 48 fresh: ALL PASSED, 29 checks, console empty.
- Counter-probes bite: five on the unit tests, upload order (2 tests
fail) and cels not uploaded in the browser (1 check fails).
- Check total 1259 in README is computed (1232 measured in CI + 27).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A vector shape could only be filled and outlined with one flat colour.
Shading, glows and patterned surfaces had to be faked with stacks of
shapes. Every shape now has a paint type for its fill and its outline.
- Fill type: solid colour, linear gradient, radial gradient or
texture. Line type offers the same without texture.
- Colour stops are edited on a bar in the inspector, as agreed in the
issue. A click on the bar adds a stop in the colour the gradient
already has there, so adding never changes the picture. At least two
stops remain.
- The new Paint tool in the tab shows two handles for the selected
shape: axis start and end, centre and radius, or the corners of one
texture tile. "Handles: Fill / Outline" picks which paint is edited.
- Moving a whole shape moves its gradients and tile with it. Every
gesture is one undo step.
- A texture fill always tiles, because Pixi turns a non-repeating
pattern into a repeating one anyway. When switched on, one tile
covers the whole shape.
- Only uploaded textures and frames can be a fill, never a drawing.
A drawing filled with itself would rasterise itself mid-raster.
- The fingerprint of a drawing includes the texture and frame a fill
points to, so the picture redraws when the image is swapped.
Findings:
- graphics.destroy(true) also destroyed the textures of the fills.
With a texture fill it deleted the tile slice and the next redraw
crashed on reading 'scaleMode' of null. It is now destroy().
- The gradient cache destroyed old gradients itself, which gave 20
Pixi warnings "destroyed while still bound". They are now handed to
Pixi's texture GC with autoGarbageCollect switched on. The console
of module 47 is empty again, the last CI log had 0 of them.
Tests:
- ./check.sh: 135 files, 2011 tests, exit 0 (before 134 / 1986)
- npm run build: exit 0
- GM_STEPS=47, freshly seeded: ALL PASSED, 54 checks (before 44),
0 console warnings
- 25 new unit tests, 10 new e2e checks in block 47i
- Four counter-checks bite, originals restored and verified with cmp
- Check sum 1232 in README and wiki, calculated (1222 + 10)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Building a shape out of simpler ones meant drawing the result point by
point. The Vector Art tab now selects several shapes at once and
combines them with a boolean operation into one ordinary shape.
- Ctrl/Cmd+click in the tab and Ctrl or Shift+click in the shape list
add a shape to the selection. Shift stays pan in the canvas.
- A COMBINE block in the inspector offers Union, Subtract, Intersect
and Exclude. Subtract removes every upper shape from the lowest one.
- The result replaces the lowest selected shape and keeps its name,
colours, stroke and place in the order. It is one undo step.
- Curves are flattened to 0.2 canvas pixels, a circle gets about 48
points. Open lines and single shapes cannot be combined, the buttons
are off and a hint gives the reason. An empty result is rejected.
- Delete now removes every selected shape, and the selection drops
shapes that no longer exist.
- The geometry comes from clipper2-ts 2.0.1, pinned. It has no
dependencies and speaks even-odd directly. Only the engine module
is imported, the bundle grows by 55 kB instead of 110 kB.
Findings:
- clipper2-js was tried and dropped. It pulls in Angular 15 with a
high npm audit finding and no fix.
- Pixi finds holes by containment, not by even-odd depth. An island
inside a hole would be drawn as a hole again. Result rings are
emitted outer ring before its islands, and a test mirrors Pixi's
rule.
- A depth sort turned out to be dead code in a counter-check and was
removed. A pixel check in 47h stayed green without the subtract
and now checks both colours.
Tests:
- ./check.sh: 134 files, 1986 tests, exit 0 (before 133 / 1968)
- npm run build: exit 0
- GM_STEPS=47, freshly seeded: ALL PASSED, 44 checks (before 39)
- 18 new unit tests, 5 new e2e checks in block 47h
- Five counter-checks bite, originals restored and verified with cmp
- Check sum 1222 in README and wiki, calculated (1217 + 5)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Drawing an outline by hand for every frame of a sheet is slow, and the
outline mostly follows the opaque part of the image anyway. The texture
tab now traces it: one click, a corner budget, and every Frame
collision collider and tile using that frame blocks with the result.
- "Generate collision..." sits in the texture tab header and is off
while the texture has no frames.
- The dialog has Max points (default 8, 3 to 64), Solid from ... %
alpha (default 50) and All frames of the texture. A live line says
what Generate will write, and Generate stays off when nothing is
solid enough.
- traceCollision walks each island of solid pixels along the pixel
edges, then drops the least important corners until at most N are
left and no stair step remains. A slope becomes one straight edge.
- An outline never crosses itself. Where the image would force that,
the island's convex hull is taken instead.
- Crumbs under 1 % of the frame area are dropped unless they are the
only island. Holes are not reproduced.
- Existing outlines are replaced. One frame or all frames is a single
undo step.
- TextureLibrary hands out the sheet's RGBA data, and a pure function
cuts a frame's region from it.
Findings:
- The wedge in the e2e fixture gets 4 corners, not 3. Its tip is one
pixel wide in the image, and that real edge stays while corners are
still free.
Tests:
- ./check.sh: 131 files, 1941 tests, CHECK EXIT 0 (was 130 / 1931).
- 10 new unit tests in tests/core/trace-collision.test.ts, including
150 random shapes that must all be valid and within the budget.
- GM_STEPS=42, freshly seeded: ALL PASSED, 20 checks (was 16).
- Three counter-probes bite: no hull fallback, no stair threshold,
dialog ignoring the alpha threshold.
- Check sum 1202 in README is computed (1198 + 4), CI measures it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Issue #193 asked where friction, bounciness and density of a tile
live. Tiles had a fixed surface (friction 0.5, bounciness 0) and a
collider could not use the outline drawn on a texture frame (#141).
Both gaps are closed here.
- A collider has a fifth shape "Frame collision" with a Frame row.
The frame is picked like a sprite's texture and stored as the
value 'frame'.
- The shape is linked, not copied. Redrawing the outline in the
texture tab changes every collider using that frame, in the editor
and on the next play.
- The frame centre sits on the collider origin, one image pixel is
one unit. The shape turns, scales and mirrors like any other.
- Every outline ring blocks. Each ring is split into convex parts the
same way a polygon is.
- Without a frame, with a whole texture or with a frame that has no
outline, the collider is drawn red as a box and blocks nothing.
- Move, Rapier, raycast, detection, hit test, drawing and footprint
all resolve the frame. At runtime an entity looks the frame up
live in the current project.
- A tile has Friction and Bounciness next to Solid and One-way. The
rows only show when Solid is on. Defaults and mixing rules match
the collider. Density is left out because a tilemap never moves.
- Tilemap cells are grouped by surface as well as by one-way angle.
Ice and stone never merge into one rectangle, and every cell brings
its surface to Move and Rapier.
Findings:
- A tile with a collision scale below 1 is no longer flush with a
neighbour of another surface. It is inset there like at an open
side, the same as next to one-way tiles today.
- A bounce test first measured 0.84. The ball had landed on the hero
at the origin, not on the tile. On the tile it measures 0.993.
Tests:
- ./check.sh: 130 files, 1931 tests, exit 0 (was 129 / 1917).
- 14 new unit tests in tests/core/surface.test.ts. The Move tests run
against the editor run and the physics system.
- 3 new e2e checks: 40l (surface rows follow Solid), 42e (collider
has frame size, a walker climbs the slope in the frame).
- GM_STEPS=1-8,39-43 freshly seeded: ALL PASSED, 376 checks.
- Three counter-probes bite: Move ignores the tile surface (2 fail),
Rapier ignores it (1 fails), frame shape falls back to a box
(5 fail).
- Check sum 1198 is computed (1195 + 3), the full run belongs to CI.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The pen only pulled out the outgoing handle of a new point, because
the opposite handle was mirrored only if it already existed. The
first segment of every dragged point was therefore half a curve.
Beyond that bug, a point had no way to say how its handles relate.
- A vector point has an optional mode: straight, corner, smooth or
symmetric. Missing means corner. The mode is not part of the
fingerprint, because it changes no pixel, only the next drag.
- Dragging a handle follows the mode. Corner leaves the other handle
alone, smooth turns it along and keeps its length, symmetric
mirrors it exactly.
- The pen pulls out both handles mirrored and marks the point
symmetric. A plain click still sets a point without handles.
- The tab header has a "Point: ..." menu for the last clicked or set
point. That point is drawn filled. Changing its type is one undo
step. Text instead of four icons, because the UI kit has no
tooltips.
- Switching a point without handles to a curved type first grows
handles along its neighbours. Smooth and symmetric line the
handles up and keep the rough direction of the curve.
- A point inserted on a curve is smooth. Symmetric neighbours become
smooth, because the split shortens one of their handles.
- Alt-click still toggles between straight and symmetric.
Found on the way: the old Alt rounding took the point at the other
end of an open line as a neighbour, so its handles came out skewed.
Fixed and held by a unit test.
Existing points with handles now count as corner. Before, every drag
mirrored. No pixel changes, only the next drag behaves differently.
Tests:
- ./check.sh: 129 files, 1917 tests, exit 0 (before 1903)
- GM_STEPS=47, freshly seeded: ALL PASSED, 39 checks (before 32)
- Check sum 1195 in README and wiki is computed (1188 + 7), CI
measures it
- Counter-checks: pen without 'symmetric' fails 3 checks, no smooth
branch fails 1 unit test and 1 e2e check
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Stages 1 and 2 gave the asset a model and a picture, but the only way
to put a shape into it was a test calling mutate. The tab closes that
gap: what you draw there is what the sprite in the scene carries, with
no extra step, because the fingerprint changes and the picture registry
of #185 redraws.
- The tab has a header with Select, Pen, Grid and Fit, a chequerboard
behind the canvas and the canvas itself as a frame. It paints with
the same commands as the rasterizer, paintDrawing being exported
from viewport/vectorArtPicture.ts for it, so the tab cannot drift
away from the picture.
- Pen sets points on a click and pulls the handles out on a drag, both
of them mirrored; a click on the first point closes the ring and Esc
ends an open line.
- Select drags a point, a handle or a whole shape, a click on an edge
puts a point there, a double click takes one away, and Alt turns a
corner round and back. Delete removes the selected shape.
- The rules grew inside polygonEdit.ts instead of a second module, as
the plan says, so a collider polygon and a frame outline get the
same behaviour where it applies.
- A point on a curved edge splits the curve by de Casteljau instead of
cutting it: both halves together draw exactly what was there before.
- A curved edge is walked instead of measured over its chord, or a
click on the bow of a curve would grab nothing; the same walk carries
the test for the inside of a ring.
- One gesture is one undo step. The preview writes the model directly
and the old state is put back on release before the command runs,
which is the pattern the frame outlines of #141 already use.
- state.ts gained a selection kind "shape". The inspector shows the
rows of the asset for it, the shape list with colour, opacity and
stroke being stage 4.
One counter-check was no counter-check: disabling the pen's closing
tolerance by multiplying it with 0 left the run green, and rightly so,
because the closing click lands on exactly the screen coordinate point
0 came from, so the distance is 0 and <= 0 is true. Only an
unsatisfiable condition really switched it off, and then 2 checks fail.
A second trap on the way: a false && in front of the guard breaks the
TS narrowing, npm run build bails out, and two runs went against the
old bundle.
Tests: check.sh 127 files, 1878 tests, EXIT 0 (was 126 / 1860).
Full e2e suite ALL PASSED - 1172 checks, module 47 alone 17 (was 10).
18 new unit tests in tests/editor/ring-edit.test.ts and 7 new e2e
checks in blocks 47c and 47d. Two counter-checks hold: no de
Casteljau fails 1 unit test, measuring a curve over its chord fails
another. Originals checked back with cmp and rebuilt.
The corner tables are now derived from rmmz_core.js (Tilemap._addAutotile,
FLOOR_AUTOTILE_TABLE, WALL_AUTOTILE_TABLE): the fill quadrants are taken
rotated by half a tile so that neighbouring tiles meet with the quarters that
sit next to each other on the sheet, and the inner corners come from the upper
right tile of the block, not the upper left one. A test pins the model against
both MZ tables, generated from rmmz_core.js rather than typed out.
The animation check in e2e module 39 read its four pixels one by one and could
straddle a frame change; step and pixels are now read in a single call.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Stop animation gets a blend (s) port that fades the animation back to what
lies underneath. Play animation gets blend out (s) for Once (reset) and a
restart port that starts a running, paused or fading animation from frame 0.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The Animation tab shows the root asset over the timeline, with every row's value at the
playhead written onto a copy of it – the sprite, text or container placed at the origin as a
scene would place it, a scene as itself. Rows reach the root through that placed object and its
children through the object's instance edits, the route a placed container's content takes,
so the ids match what the runtime gives them. The runtime player and the preview evaluate a row
through one function (trackWriteAt), relative rows included; past the end of a once-reset pass
the preview shows the starting values, as the player would. Play, pause and the ruler drive the
preview through the timeline's playhead; a drag pans, the wheel zooms, Centre frames it. The
document is never touched and undo never hears of scrubbing.
On animation finished no longer describes itself as hearing "a sprite of the owner".
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Play, Pause and Stop animation take the animation on a port instead of a
fixed setting, fed by the new Animation literal or a list item tagged
`$animation`. Playing an animation already running keeps its frame but
counts it as started last, so turning back to a walk that never stopped
shows that walk. The actor demo walks through one Play animation over
`ItemAt(walk, facing)` again and stops every animation to stand.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Part (a) of the animation rework: model, commands, saving, runtime and nodes.
- AnimationAsset holds a root (sprite, text, container or scene) and rows; a row keys one
property of the root or of an object inside it, keys sit on whole frames.
- The last key decides the length (its frame counts as a frame of its own). The playhead runs
between frames, so numbers and colors blend every tick even at 10 fps; everything else holds.
- Playback gains `once-reset`, which puts back what was there before the start. A row can be
relative, adding to where its target stood.
- Play / Pause / Stop animation act on an object; each instance plays on its own, the later
start wins on a shared property, and a behavior writing the same property still writes last.
- A sprite no longer wears an animation through `texture`. "Create animation from texture"
builds a sprite plus a texture row keyed frame by frame instead.
- The Animation tab shows a placeholder until the timeline editor (part b) lands.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The fill of a sliced frame defaulted to `Stretch`. It is `Repeat` now, and the Fill dropdown lists
`Repeat` first.
The saved document keeps writing only the fill that differs from the default, so the key it
carries is now `stretch`, and a frame without it repeats. A frame saved before with the key
absent and meaning stretch would therefore tile; none of the stored projects has one - both sliced
frames on the server carry `fill: "repeat"` explicitly, so they draw as before.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A sliced frame drew its borders one source pixel to one sprite unit. Pixel-art sheets are small:
a 16px corner on a 400-unit button is a thin line, and the only way around it was a larger image.
The texture now carries `Nine-slice scale` (default 1), next to `Filter`. It sets how many sprite
units one border pixel takes, for every sliced frame of that texture. The UVs stay as they are -
a corner shows the same pixels, only larger or smaller. When the sprite is too small for both
borders they are still scaled down together, now starting from the scaled size. With `Repeat`
the tile size scales too, otherwise a doubled border would sit beside a pattern of the old size.
The value is a schema row, so inspector field, saving and undo come without their own code.
Anything that is not a size above 0 reads as 1, and documents without it draw as before.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Refactoring round one: HttpFontStore/HttpSoundStore/HttpTextureStore collapse into a generic
HttpFileStore over a FileStore contract; fontImport/soundImport/textureImport share assetImport
with an ImportKind per sort; ImagePicker/FontPicker/SoundPicker sit on FilePicker and describe
only their row. The group/comment drag logic leaves GraphCanvas for annotationDrag.ts (with its
own unit test), declaredRows.ts replaces the duplicated row build in particles.ts and shaders.ts,
and dead code in font/sound/compile/emission/transform/actions is gone. README: asset list,
check count 958, the two-job CI, the Scenes wiki page.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
TextureFrame carries optional `border` (left/right/top/bottom) and
`fill` (stretch | repeat); absent keys mean "not sliced", so no format
bump and undo restores the plain frame instead of four zeroes.
The sliced sprite builds its own geometry instead of the shared
UNIT_QUAD: a 4x4 grid, and for `repeat` one quad per tile carrying the
frame cell's real UVs -- tiling in the geometry, not in the sampler, so
a frame out of a sheet cannot pull its neighbour in. Above 64 tiles per
axis it stretches, to bound the buffer.
A sprite narrower than left+right scales both borders down together
until the middle is exactly 0, so the corners meet at a seam and never
overlap.
The texture editor gets four draggable border lines plus the same four
numbers in the inspector. Hit order is resize handles, then the lines,
then the frame body -- handleAt reports 'move' anywhere inside a frame,
so lines placed after it were unreachable.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Load scene sets a flag on the World like Stop and Restart do; the swap
happens after the tick, and the last wish of a tick wins. Exactly one
thing crosses over: the SharedState, so global variables and global
machines keep what they know while everything local is built anew.
Loading the scene that is already running rebuilds it, which is what
"reset the level" means when the score must survive.
A run starts either from the start scene (a new project field, set from
the asset panel and marked with an arrow in the list) or from whatever
scene is open. The toggle next to Play says which question is asked and
remembers the answer in localStorage: it is a way of working, not part
of the game.
Sounds no longer end because a scene ends. A voice belongs to the
behavior that started it and stops right after On destroy, so the scene
swap is no longer a special case at all. For the enemy that plays its
explosion and destroys itself in the same breath there is now a
detached input on Play sound.
The scene selector stays usable while a run plays, because a double
click in the asset panel already did the same thing unguarded. It moves
what the editor looks at, not what the run plays.