The timeline offered X and Y as position rows but never Z. The list
of position rows was simply written without it when animations came
in with #97. A swinging weapon could therefore not go behind its
character.
- Z is the third position row, after X and Y, on every placed root
or object. A scene and a behavior still offer no position.
- Play and preview already read and write any position row by name,
so the one entry in POSITION_KEYS is all the code change.
- The draw order is sorted on every render, and play writes z back
into the scene each frame. A keyed Z therefore takes effect at
once. A blended 4.5 sits above 4 and below 5.
Tests:
- ./check.sh: 165 files, 2416 tests, CHECK EXIT 0.
- 3 new unit tests in tests/core/animation.test.ts: Z is offered
after X and Y and not on a behavior or scene, a running game moves
the object from behind to in front of another one, and play,
scene write-back and preview agree on z.
- e2e 25: ALL PASSED, 29 checks. The new check reads X, Y, Z as the
first rows of the row dialog. Check sum 1396 -> 1397.
- Counter-check: without z in the list all 3 new unit tests fail.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Until now only the editor toolbar could pause a running game. A pause
menu inside the game had no way to stop the world while its own graph
kept running, and there was no slow motion.
- Five new nodes: Pause game, Resume game, Is game paused, Set time
scale and Time scale. Pause and resume take effect on the next frame.
- A game pause stops world time, physics, animations, particles and
shader time. Only behaviors with the new "Run while paused" switch
keep running.
- Set time scale 0 freezes the world but graphs keep running, as
agreed in the issue.
- Play and Stop reset the time scale to 1, Load scene keeps it. The
pause belongs to the scene, so Load scene and Restart unpause.
- The toolbar pause stays separate and also freezes the menu. When the
game pauses itself the status line reads "The game paused itself".
- While paused, collision events are not reported, sounds keep
playing, and the editor run ignores both nodes with a log line.
Findings:
- The first status line was longer than any before and got cut with
an ellipsis. It is shorter now.
- The e2e harness did not know the key "p". It does now.
Tests:
- ./check.sh: 133 files, 1968 tests, exit 0 (before 132 / 1952)
- npm run build: exit 0
- GM_STEPS=18 fresh: ALL PASSED, 33 checks (before 26)
- 16 new unit tests: 8 catalog cases, game-pause.test.ts, editor run
- 7 new e2e checks in block 18i, driven by real keys in the game
- Six counter-checks all bite: behavior filter, collision lock, world
time, editor run, clock reset and the game clock in the browser
- Check total 1217 in README is computed (1210 + 7), CI measures it
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>
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>
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>