Commit Graph
5 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 7dd3ae1131 Tie two objects with a hinge, a spring, a rope or for good (#154)
game-maker / gate (push) Successful in 3m19s
game-maker / suite (push) Failing after 11m41s
Two bodies could not be connected: no door on a hinge, no lamp on
a rope, no wheel on an axle. This is the first step of the issue,
the four joints without a motor. The slider and the motors follow
in a second step under the same issue.

- Joint is a new asset type, placed as a child of the object it
  holds, like a collider or a rigidbody. "Add joint…" in the
  object menu makes one or places one the project has. An object
  takes as many as it needs.
- Where the joint sits is the point it holds its object at. A
  hinge and a fixed joint have that one point only. A spring and a
  rope end at a connected anchor on the other object, counted in
  that object's own units, or in the scene's without one.
- The rows follow the type: length, stiffness and damping for a
  spring, length for a rope, an angle limit for a hinge. Length 0
  takes the distance the two ends were placed at. The limit counts
  from how the two were placed.
- The connected object is an object reference in the schema of the
  type. Pasting, containers and removing treat it as they treat
  every reference since #258.
- shownFor is a new schema option: a row is shown while an enum of
  the same bag holds one of the named values.
- The object needs a rigidbody, its own or one further up. Without
  one the joint holds nothing and the console says so once.
- A connected object without a rigidbody is a moving anchor: the
  joint has a kinematic body of its own that follows it.
- A connected object destroyed while playing makes the joint let go
  with a hint. Removed in the editor the reference empties, so the
  joint holds on to the scene. The issue asked for "inactive" there.
- "Add joint" ties two objects while the game runs, from a joint
  asset as the template. Destroy on the joint lets go, there is no
  Break joint node. Destroy with keep children takes the joints
  along with the object.
- The scene view draws a line from each joint to what it holds on
  to and rings the held point. A selected spring or rope has a
  round handle on its far end, and dragging it is one undo step.
- Joints hold in Play only. The editor run simulates nothing
  (#148), and the inspector of a placed joint says so.
- Rapier counts a revolute joint's limits absolutely, not from the
  start, so the placed angle is added. Measured with a probe.
- The + menu has 25 types now and no longer fits under its button
  on a canvas 800 high. It scrolls there, and e2e 04 scrolls to
  the last entry instead of expecting it in view.

Tests:
- Gate on melektaus-atx for this state: 218 files, 3390 tests
  (3336 + 54), exit 0.
- e2e 1-16,24,39-46,51,52,57,58 on melektaus-atx: 831 checks, all
  pass. Module 41 alone: 25 checks (21 + 4).
- 54 new unit tests: 40 in joints.test.ts (rope, spring, pendulum,
  limit, fixed, the other end, the node, containers, paste), 6 for
  the line the scene view draws, 4 catalog cases of the node. The
  remaining 4 come from tests that make a case per asset type.
- Four new e2e checks in module 41: Add joint from the menu, the
  rope to the hook with its line and handle, dragging the handle
  with one undo, the bob hanging in Play next to one that falls.
- e2e 04, 40 and 46 count the new type in their lists.
- 21 of 22 unit counter-probes fail their tests. The other one is
  equivalent: Rapier ignores removing a joint that left with its
  body, the guard stays.
- Three browser counter-probes fail their checks (2, 1 and 2).
- One screenshot looked at: icon, line, handle and the rope rows.
- The e2e sum of 1691 is counted (1687 + 4, 1687 measured by CI
  on e066613). The full suite and the smokes did not run.
- Not seen in the browser: spring, hinge with limit and fixed
  joint, the node Add joint, a connected object that moves, joints
  inside a container, the released game. Unit tests cover them
  but the last. Limits under a mirrored parent are not handled.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 21:43:12 +02:00
adminandClaude Opus 5.5 46c620ae3b Give a behavior more ways in and out, and hear it as an event (#294)
game-maker / gate (push) Successful in 2m48s
game-maker / suite (push) Failing after 13m34s
A behavior run by another one had a single flow port at its Start
and at its End, so it could not branch for its caller. And it could
not be used as an event: a call needs a pulse at its flow input,
and the events of a called graph never fire. An input like
"Confirm" (Space or Enter) had to be built again in every graph.

- A declared port of a Start or an End node can be of the kind
  Flow. It sits above the values and shares their names, exec stays
  reserved. Only these two nodes declare one, a struct does not.
- Run behavior shows a flow port of the Start as a further flow
  input. A call arriving through it leaves the Start through the
  output of that name and not through exec.
- Run behavior shows a flow port of the End as a further flow
  output. The call goes on through the one the End was reached by
  last, and then through exec. exec fires always, as before.
- On behavior is a new event node without a flow input. The
  behavior it names runs at the node for as long as the behavior
  around it runs, with all of its own events and one set of
  variables per node.
- Its outputs are those of the End. It fires once the inner pulse
  is through, by the output the End was reached by last, exec only
  for End.exec. A pulse that never reaches the End is not seen.
- The value ports of the Start are its inputs, read anew for each
  inner pulse. The Start itself never fires there.
- It nests to any depth. Under a Run behavior it stays silent. A
  behavior hearing itself, however far round, is not started and
  the node says "A behavior cannot listen to itself".
- The palette offers every other behavior with an End once more as
  "On <name>". A node naming one without End says so.
- An On node removed while the game runs ends its behavior with On
  disable and On destroy. The sounds of the entity end only with
  the behavior placed on it.
- Renaming and deleting a declared port follows the edges at On
  behavior nodes as it does at Run behavior nodes.
- The flow outputs of the Start of a behavior placed on an object
  never fire, like its exec.
- The engine prompt of the benchmark names flow ports and On
  behavior.

Tests:
- Gate on melektaus-atx right before this commit: 215 files, 3319
  tests (3278 + 41), exit 0.
- e2e 19 on melektaus-atx: 39 checks (+4), all pass. e2e
  1-6,17-24,26,36,51: 628 checks, all pass.
- 19 unit tests in flow-ports.test.ts, 19 in on-behavior.test.ts
  on a real world, the rest in the node catalog.
- Four new e2e checks in module 19: a flow port declared by mouse
  at the End, On Confirm in the graph, the call leaving through the
  further output while playing, Enter and Space on a real keyboard.
- 19 unit counter-probes all fail their tests. One did not at first
  (a removed node kept its instance), a test was added. Two browser
  counter-probes fail their checks.
- One screenshot looked at: On Confirm with exec and pressed, the
  second flow pin at the calling node.
- The e2e sum of 1680 is counted (1676 + 4), the full suite and
  the smokes did not run.
- Not seen in the browser: flow inputs at the Start, nesting, the
  ring, values through On behavior, the palette entry. No test
  holds that the sounds of the entity go on when a heard behavior
  ends.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 19:33:34 +02:00
adminandClaude Opus 5.5 b5339b96c2 Tell a graph the frame a key went down or came up
game-maker / gate (push) Successful in 2m49s
game-maker / suite (push) Successful in 13m49s
Key is down says whether a key is held. To act once on a press, a
graph had only the events On key down and On key up. A behavior
that is called by another one and reads its input as data had to
keep the state of the last frame in a variable of its own.

- Key was pressed is true for the one frame in which the key goes
  down, the frame On key down fires in. Key was released is the
  same for the frame the key comes up.
- Both sit next to Key is down in the palette and have the key as
  their only setting.
- NodeContext gains wasKeyPressed and wasKeyReleased. The behavior
  context answers them from justPressed and justReleased of the
  input, through keyName, so a key saved as "A" meets the key "a".
- No repeat. On key down may fire again while a key stays held, a
  held key is pressed once here.
- When the window loses the keyboard, every held key counts as
  released in that frame, as On key up has it.
- The engine prompt of the benchmark names the two nodes.

Tests:
- Gate on melektaus-atx right before this commit: 213 files, 3278
  tests (3264 + 14), exit 0.
- e2e 18,20,43 on melektaus-atx: 57 checks, all pass.
- Ten unit tests in key-edges.test.ts on a real world, four cases
  in the node catalog.
- Eight counter-probes all fail their tests. One did not at first
  (the case of the key saved on the node), a test was added.
- No e2e check of its own, the sum stays 1676. The nodes were not
  looked at in the browser, neither in the palette nor with a real
  keyboard.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 17:59:22 +02:00
adminandClaude Opus 5.5 3e8c88c66d Add a node that names the collision layer of an object (#211)
game-maker / gate (push) Successful in 2m36s
game-maker / suite (push) Successful in 13m16s
The issue asked for three nodes: Set layer, Set collides with and Layer
of. A probe showed that the finding behind the first two is outdated.
The Properties node of type Collider already writes both settings while
the game runs, and both collision systems see the change at once. As
agreed, only Layer of is built, and writing stays with Properties.

- Layer of is a data node with the input object and the outputs name
  and number. The name is what the project calls the layer.
- NodeContext.collisionLayerOf answers the number, and the new field
  collisionLayers on GraphLookup brings the names to the node.
- layerHolderOf in solids.ts says whose layer counts. An object stands
  for its first collider child, a collider or tilemap for itself.
- Decided here: a collider that is switched off counts too, because
  its layer is set either way.
- Decided here: without a collider the name is empty and the number
  is -1.
- The node is a read, not a run, so it answers at the moment it is
  asked. Right after a Set in the same flow it names the new layer.
- The output number was not asked for. It fits the layer port of
  Properties as it is.

Changing the layer during a run had no test at all so far. Five tests
now hold it in both systems.

Tests:
- Gate: 198 files, 2929 tests (2914 + 15), exit 0
- e2e 1-6: 285 checks passed (06: +2 for block 6z-x)
- Five unit tests for the change during a run: a mover is blocked,
  passes and is blocked again, a ray with a layer filter follows the
  change, and a dynamic body falls through the ground in Play
- Six unit tests for Layer of, three against each system, and four
  cases in the node catalog
- 6z-x finds the node in the palette, checks its ports and logs
  "Ghost" and "1" for the owner's collider in a Play run
- Two counter-probes for the change during a run fail 1 and 4 tests,
  and only new ones, so those places were unguarded before
- Six counter-probes for Layer of fail 2 to 3 tests each. All eight
  ran on stein2, not in the container.
- The browser counter-probe fails 6z-x with "Layer 1" and "1"
- The e2e sum of 1619 is calculated (1617 measured in CI run 276,
  plus 2). Neither the full suite nor the smokes ran for this state.
- Not looked at in the browser: that the layer port of Properties
  shows the same picker as the inspector.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 16:16:43 +02:00
adminandClaude Opus 5.5 bc688f3efc Refactoring round 7: split BehaviorSystem, fewer copies (#85)
game-maker / gate (push) Successful in 3m50s
game-maker / suite (push) Successful in 12m3s
Recurring cleanup round over the code since round 6 (056a622), 105
commits. Behaviour is unchanged. Duplicated code in src went from 29
clones with 229 lines (0.32 %) to 14 clones with 109 lines (0.15 %),
measured with jscpd and the same settings as round 6.

- BehaviorSystem.ts shrinks from 941 to 589 lines. Collecting the
  pulses (keys, timers, collisions, animations) moved to
  behaviorPulses.ts. The NodeContext the nodes receive moved to
  behaviorContext.ts. Imports from outside stay the same, TimeScaled
  is still exported from BehaviorSystem.ts.
- PointKindButton and drawPointGrip replace the "Point:" button with
  its menu and the point and handle drawing that the curve and the
  vector art tab each had on their own.
- lerpVec, cubicAt and splitCubic in src/core/util/vec.ts replace four
  copies of the cubic curve and two de Casteljau splits.
- mapNested in Properties.ts is the one walk over lists and structs
  that liveObjects and objectRefs did separately. withFieldRenamed
  and withoutField replace three copies of renaming a struct field
  and two of removing one.
- jsonBody and staleRevision build the JSON body and turn a 409 into
  StaleRevisionError for all stores. The auth store turns a 401 into
  its error in one place.
- Smaller helpers: structAssetFrom for the two "Make struct type"
  commands, shownObject in the inspector, selectedItem for the size
  gizmo and the polygon corners, solidTiles in the tilemap collision,
  requireVariablesAsset and requireBehaviorVariable.
- Left as is on purpose: the plain forwarding from the collision and
  physics systems to Solids, the pointer wiring of the canvases and
  the identical last lines of the two make commands.
- Removed unused code: tilemapTileIds and tilemapsUsing were never
  called since #128 and #131. EditorState.runtimeProject became unused
  with GameRun in #266. The assetId getter of the make commands was
  read only by a test.
- 60 values used only in their own file lost their export. The shader
  and particle node catalogues stay exported as in round 6.
- Five comments that told history now describe the current state. The
  doc comment of BehaviorSystem sits on the class again.
- README lists the struct, clip area and curve assets and mentions the
  game link from #266.

Findings:
- Deleting a tile that is painted on a tilemap leaves its cells in
  place, and they draw nothing. The delete dialog does not mention the
  tilemaps. That was probably the job of the unused tilemapsUsing.
  Left as is, because fixing it changes behaviour.
- The solid filter for tile surfaces was untested. A bent filter
  stayed green. A new test in tests/core/surface.test.ts now fails
  against it.

Tests:
- ./check.sh: 195 files, 2815 tests, exit 0 (one test removed with
  tilemapsUsing, one added for tile surfaces).
- Full e2e run: ALL PASSED, 1580 checks.
- Smokes jumprun, tetris, actor: 24, 19 and 21 checks, all passed.
  The example project files were restored byte for byte afterwards.
- Counter-checks, 12, all fail as expected: 10 in unit tests (among
  them mapNested, splitCubic, cubicAt, staleRevision, the stay pulse,
  the late timer and the time scale), 2 in the browser (Point button
  always enabled fails 47, selectedItem without a hit fails 29).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 16:16:37 +02:00