Commit Graph
9 Commits
Author SHA1 Message Date
rootandClaude Opus 5 58f19a3451 Replace the property nodes with one Properties node
Get/Set property, Get/Set properties, Set enabled and Set text are gone.
A single Properties node takes a fixed "object" input; every chosen
property is an output that reads the current value, and one switched to
Set is also an input written when the flow arrives. Exec pins only exist
while at least one entry writes.

The node carries a type (Sprite, Text, Collider, Camera, Container,
Behavior, Any) that decides what "+ Property" offers: the fields of that
type, the variables of the chosen behavior, or for Any a kind to pick
and a name to type. Each port takes the default and field of its type,
so a Camera width starts at 640. Switching the type keeps the ports and
marks those the new type lacks. At runtime the type is only an editor
aid; the node writes to whatever object it gets.

Old project files are converted on load. The type is inferred from the
keys: the first object type that has them all, else the one behavior
that declares them all, else Any. enabled belongs to every object, so a
converted Set enabled lands on Any.

The jump-run and tetris seeders use Properties throughout; draw-piece
switches its cell on in the same node that sets the colour.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 18:40:47 +02:00
rootandClaude Opus 5 8f92a06c84 Consolidate duplicated editor code, trim comments, refresh README
Split GraphCanvas (1076 -> 831 lines) into EdgeLayer and graphMenus;
the port and marker menus were the same list and are now one function.
Value specs of the inspector and the list tab share valueSpecs.ts, and
the remaining copies (compound commands, type glyphs, typed asset
lookup, name rule, play/editor world setup, marquee) are merged.

Four copies had already drifted apart; merging them fixes:
- "Disconnect N links" in the port menu is one undo step, not N
- "+ Add collider" is hidden on a placed container instance, as in
  the hierarchy menu, instead of always failing
- a bool property coerced from the text "false" becomes false
- a port command on an unknown node type reports instead of crashing

Comment-only edits leave the bundle byte-identical. README corrected in
35 places (step limit, jump-run clock, suite duration, 409 body, ...).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 11:00:30 +02:00
rootandClaude Opus 5 fe3c63c48c Collapse Tetris' variable clusters, and give the long runs a home
Next move held four clusters of Set variable in a row, fourteen single nodes
in all; clear-lines read three variables one after the other. They are now
one plural node each, which takes Next move 40 -> 30 nodes and clear-lines
25 -> 23. Every remaining single node was checked and really is single: ok/no
are the same variable in opposite branches, take/keep the same one across a
write, and the three key setters hang on three different events.

Two contracts carry those merges, both pinned as tests. Set variables writes
per port with writeTyped exactly as the singular node does, so a Pack{rot}
still merges instead of overwriting - without it, turning would have erased
the other three fields. And the interpreter collects every input before the
node runs, so no input may come from a variable the same node writes; a data
node is evaluated once per pulse and keeps its answer. That second rule is
invisible in the game, because OnUpdate re-reads each frame and heals it, so
it lives in a unit test rather than in the smoke.

/opt/node22 and /opt/npm are gone from the tree. build.sh ran into the empty
path once they were moved away; the other seven mentions were documentation.

e2e.sh and check.sh replace the bare npm calls. A long run does not survive
the end of its shell - four full e2e runs died mid-suite with oom_kill 0 -
so e2e.sh start hands the run to a transient game-maker-e2e.service, which
does. e2e.sh status reports the running job or the last result, and calls a
log without a closing line ABORTED rather than reporting the passes it got
to. Both scripts end on an explicit exit line, because set -o pipefail inside
a script does not protect the caller: measured, ./check.sh | tail still
reports 0. Logs carry a timestamp and land in logs/, which is ignored.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-10 16:00:28 +02:00
rootandClaude Opus 5 32a40ee34b Run the check browser on the GPU instead of rasterising in software
The harness forced software WebGL (--disable-gpu --use-gl=swiftshader) on every host.
Measured here on an idle editor page over 20 s: that costs 373% of a core at 8 fps,
while the Intel HD 630 via ANGLE/Vulkan costs 69% at 56 fps. The full suite now runs
in ~124 s. Note the app is not rendering 60 fps as previously assumed - in software
it only reaches 8, and a single frame costs more than any throttle interval would save,
which is why capping the framerate had measured no effect.

--use-angle=gl and --use-gl=egl look cheaper still but get no WebGL context at all,
so the app never renders. They are not usable and are named in the comment as such.

There is deliberately no software fallback: a host without a usable GPU should fail
loudly rather than drag the machine to a standstill. None of the 267 checks reads the
rendered image anyway - they read window.__gm.locate() and the debug hook, and the
screenshots assert nothing - but Pixi needs WebGL2 to run at all.

The browser launch moves out of harness.mjs into tools/lib/browser.mjs, which also
supports GM_REMOTE=user@host via an SSH-forwarded CDP port. That path is unfinished:
the tunnel degraded until the suite crawled at ~25 s per check, and forcing software
WebGL on a desktop with a real card brought it to its knees. README says so plainly
rather than advertising it.

Also: the jump-run HUD check asserted a fixed "Coins 1/10", which fails on a faster
host where the same walk sweeps up two coins. It now asserts the HUD against the count
the run actually reached - the real guarantee is that HUD and state agree.

Verified: npm run check green (404 tests), 267 e2e ALL PASSED and 24 jump-run checks
ALL PASSED against the GPU flags. The fallback removal leaves the flag set on this host
identical (same flags, different order), so it was not re-run.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-09 08:46:16 +02:00
rootandClaude Opus 5 ead649eec3 Resolve container content from the template instead of copying it
A scene now stores only the container object; its content is resolved from
the template on every read, with deviations kept as sparse instanceEdits on
the container object. This drops the propagation bookkeeping entirely --
templateSync.ts is gone and the three structural gaps (add, remove, reparent)
cannot diverge any more.

Values stay editable on an instance, structure does not; Unpack writes the
content into the scene, keeping ids. Play mode bakes containers into the
throwaway copy before entities are built. No migration: formatVersion is 2
and the seeders write the new format.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 21:09:53 +02:00
rootandClaude Opus 5 d54a620ebd Add ESLint and Prettier, and close the node test gaps
Tooling:
- Prettier as the single formatting authority (110 columns, single quotes,
  measured against the existing style); Markdown excluded because table-cell
  padding turns the README glossary into 1000-character lines.
- Type-aware ESLint ending in eslint-config-prettier, so a rule always means
  "this is a bug", never "this looks different".
- .editorconfig and an `npm run check` that runs typecheck, lint, format and
  tests in one go.

Findings fixed on the first run: three more duplicate imports, four
String(unknown) calls (parameter types narrowed instead of casts), two dead
initialisers, two redundant casts, a console.log for a real error. Two
warnings were false here and are disabled with a reason in place.

Tests 132 -> 269:
- node-catalog.test.ts covers every node with a run(), with a guard that fails
  when a new node has no row.
- behavior-events.test.ts covers the ten event nodes through a running World,
  checking timing rather than existence.
- Input's state machine (press/release/releaseAll) is reachable without DOM
  events now; the DOM handlers are thin adapters.

Compare fell back to == without a configured operator although the schema
default is <; aligned.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 10:02:22 +02:00
rootandClaude Fable 5.1 1eb28314cf Refactoring: one file per node, consistent comments, shared helpers, split large modules
- Graph: nodes.ts split into nodes/<category>/<Type>.ts (62 files) with
  shared.ts factories and index.ts registry; NodeContext/values/NodeRegistry
  separated, writeTyped() replaces duplicated typed writes
- Comments: one style (JSDoc on non-obvious exports, // for decisions and
  traps), wrong/stale comments fixed or removed, ids.ts now real 10 base-36 chars
- Core: chainOf, shared worldPosition/editorPosition core, commands/require.ts,
  commands/naming.ts, util/list.ts, setBagValue/toPosition/propDef; dead code
  removed (isBehaviorAsset, SCENE_OBJECT_SCHEMA, CommandStack.subscribe,
  Input.axis, setMode, titleText, World.worldPosition, unused ctor params)
- Editor: Inspector split into inspector/ sections, App.ts into Editor.ts +
  debugHook.ts + shortcuts.ts, Viewport into items.ts + symbols.ts, shared
  "Add collider" action, unified type labels/swatches
- UI toolkit: Widget.trackHover/onPointerRelease, drawControlBox, math helpers,
  Popup.openBelow, Menu/Dialog/ColorPicker/ListRow in own files, named Theme sizes
- Tools: seed-demo/smoke-demo and demo-check project removed, tools/lib
  (harness, projects, builders), e2e.mjs as runner over tools/e2e/*.mjs sections
- Tests: tests/helpers.ts replaces copied fixtures and NodeContext doubles

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-08 08:37:22 +02:00
rootandClaude Opus 5 3234eb480f Editor offset, global On click, Coin container in the jump-and-run seed
- SceneObject.editorOffset (x/y): shifts only where an object is drawn in
  the Scene tab, cascades to children, undo-able with a reset action.
  Never written into container templates.
- On click without an owner now fires for any click inside the camera
  frame instead of hit-testing the (editor-only) behavior symbol.
- seed-jumprun: coins are a "Coin" container (sprite + trigger), nested
  containers are expanded recursively, Destroy targets the coin's parent,
  and the clock uses a Ceil node instead of ToText.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 07:34:00 +02:00
rootandClaude Opus 5 76aa441dce Enabled switch, text assets, mouse input and the jump-and-run example game
Engine additions that the example game needed:
- `enabled` as a shared property of every placeable asset (default on, an
  override on the scene object). A switched-off object is not drawn, does not
  collide and its behavior does not run - and neither does anything parented
  below it. Disabled objects are now hidden in the scene view as well, so the
  editor shows what the game shows; they stay in the hierarchy panel, which is
  where they are selected and switched back on.
- Asset type `text` (text, fontSize, color, align), rendered in scene and game.
- Pointer input in the game view: `On click`, `Mouse position`, `Mouse button`,
  `Is hovered`, hit-tested against colliders, else sprite/text footprints.
- New nodes: Set/Is enabled, Set text, Is asset, Name of, Equals, To text,
  Join text, Floor/Ceil/Round, Modulo, Random, Time, Restart game.

Tooling: shared CDP harness (tools/harness.mjs), central project registry with
a guard that keeps destructive scripts off the playground (tools/projects.mjs),
plus smoke suites for the demo scene and the jump-and-run game.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-07 20:52:10 +02:00