Commit Graph
17 Commits
Author SHA1 Message Date
rootandClaude Opus 5 854ae2e756 Add Get/Set properties nodes and a breadcrumb for opened sub-behaviors
Get properties / Set properties work like their variable counterparts:
one port per chosen property, an unconnected input writes its inline
value. A port chosen from the built-in list keeps that property's field
and default (height starts at 100, color is a colour field). "object" is
reserved for the fixed input, checked by the command and on load.

The property picker names the owning type ("Sprite width"), and text
fields can now carry a suggestion list; Get/Set property use it.

Double-clicking a call node shows the path of opened behaviors under the
graph header. Clicking an entry jumps back and trims the path; choosing
a behavior any other way hides it. Reopening a behavior already on the
path steps back to it instead of repeating it. The bar shows before the
graph switches, otherwise it clips the graph that was just fitted.

The "Add node..." header button is gone; nodes come from the context menu.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 15:07:07 +02:00
rootandClaude Opus 5 e9fa592078 Add the Variable node and show the variable name in node titles
Get/Set variable nodes now title themselves "Get <name>" / "Set <name>", and
the new Variable node just "<name>"; the title is the same folded or open,
and a collapsed node shrinks to it. The redundant "Variable: <name>" row is
gone unless the variable was deleted ("<name>?" is the only hint then).

The Variable node sets its value when an exec flow arrives and exposes the
value at any time. Its output is read when a downstream node pulls it, not
frozen at the write, so count = count + 1 is one Variable node plus an Add.
Get variable keeps reading once per pulse: switching it would change the
behaviour of existing games.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 13:34:09 +02:00
rootandClaude Opus 5 f60358c951 Let a list hold structs, and read or write variables in bundles
A list item may now be a struct. The depth is bounded in the declaration
rather than by a comment: FieldKind (number|text|boolean|color) says what a
struct field holds, ListItemKind adds struct on top and says what a list
holds, so list -> struct -> primitive is the deepest storable shape and
sameValue stays finite. A struct item renders inline in the List tab, which
is why it needs no path in the slot address.

Four paths silently assumed a list item was a primitive: sameValue compared
items with ===, textOf would have printed [object Object], asListItem turned
a struct into text on Set item and Fill, and Index of used indexOf, which is
reference equality and could never have found a struct.

Tetris now runs on bundles. shapes is 112 {x, y} structs instead of 224 loose
numbers, piece and the candidate are structs, so Next move hands back a whole
candidate and each strand packs only the field it changes, since mergeStruct
leaves the rest standing. Declared behavior ports drop 49 -> 35, the master's
variables 18 -> 13, its graph 84/94 -> 69/76 nodes/edges.

Get variables and Set variables declare their ports from a list of variable
names, the way Pack and Expand already do, so one node can read or write
several at once. Renaming a variable rewires them, because there the port key
is the variable name.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-10 14:01:56 +02:00
rootandClaude Opus 5 4d07946c74 Lay out a scroll container's content when the content changes
A short list opened after a long one drew all its rows stacked on one
point. The fault was not in the list tab: rebuild() handed the row stack
to setContent() while it was still empty, so the content was sized to
max(rows, viewport) = the viewport. The rows arrived after that, and for
a short list the same formula yields the same height, so resize() saw no
change and skipped layout(). A long list changes the height and never
showed it.

relayoutContent() now runs whenever the content changed, rather than
leaning on resize()'s change detection - that detection is the wrong
instrument for "the children moved".

The list tab was the only affected caller: the panels use ListView,
which positions its rows itself, and the inspector fills its body
before setContent.

Also drops the comma line under the list. Every section that can carry a
list supplies openList, so the comma fallback in fieldFactory was
unreachable; listToText/listFromText go with it. The list-value test now
covers coerceListItem through coerceValue instead, so the boolean
spelling stays guarded.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-10 10:58:40 +02:00
root 3c76106fd2 Let a Sequence grow an output as you connect the last one
The Outputs setting is gone. A Sequence now keeps one free output below the
last connected one: nothing plugged in is one output, connecting the spare
grows a new one, unplugging the bottom edge shrinks it back.

It counts the last *connected* port rather than the number of edges, so
unplugging a middle one leaves a gap instead of silently dropping an edge.

Removing the setting also removes a bug it caused. Typing in the Outputs field
did nothing and the arrow keys did nothing, while dragging the value worked:
onInput fires per keystroke, the preview writes into node.params, that emits
'project', and Inspector.refreshValues() sees the node's signature change --
the port list is part of it -- so it rebuilds and destroys the row being typed
in. A drag survives because it keeps receiving globalpointermove on the old
widget. refreshValues() has no focus guard where refreshLive() does; the trap
is still there for the next typed field that changes a node's shape.

Ports that depend on the edges around a node mean derivePorts needs the graph,
not just the params, so resolveDef and portSignature take it too. And a node
whose ports are derived cannot know how many it has from its type, so run is
handed the definition resolved for it.
2026-09-10 08:32:14 +02:00
root b6a609ae24 Let a node work out its own ports
Ports that vary per node already existed, but only for the three nested-behavior
types, and the rule for them sat as a switch on type names in nested.ts – the
one place in the project that knew node types by name. It dissolves into two
optional contracts on NodeDef, so a type carries its own rule:

  declaresPorts  the node holds an editable list, shown as a section in the
                 inspector – behavior start/end, and now Pack/Expand
  derivePorts    the node computes them from its settings – Sequence from a
                 count, Run behavior from the behavior it names

Sequence gains an Outputs setting (2 to 26). Its keys stay a, b, c and count on
with d, e, so the edges of the sequences already out there survive.

A param can now take a port away, and the edge on it would stay: it draws as
nothing yet survives every save, and comes back to life if the port returns.
SetNodeParamCommand takes those edges with it, which also closes the same leak
that switching a Run behavior node's target has always had.

The port editor addresses its node by id rather than by type, so two Pack nodes
can live in one graph, and it calls the rows Fields when they are not a
behavior's signature.
2026-09-10 08:14:18 +02:00
root 2cf788eedd Let a value be a bundle of named fields
PropertyValue was number | string | boolean | list. A struct joins it, which
costs two things the typechecker found rather than I did.

An object on a data edge used to mean a live entity, so asEntity would have
taken a struct for one and asString would have read .name off it. EntityHandle
now carries a symbol brand – a symbol so no field name can impersonate it, and
it never serializes, which suits a thing that exists only while the game runs.
It is built in exactly one place.

String(value) would have written a struct as [object Object] at 39 call sites.
They go through textOf(), which is identical for primitives.

normalizeGraph dropped everything but primitives from node params, so the List
node lost its value on every save ([3,1,4] round-tripped to undefined).
Variables were spared: they have a schema, params have none.
2026-09-10 08:14:18 +02:00
rootandClaude Opus 5 3b3f374e10 Split the object inspector, and sweep out the section banners
objectSection.ts had grown to 559 lines around three separable parts: the
queries, the vector rows and the parent row. Four object commands repeated the
same capture/restore preamble – applyCommands stays out, its five carry extra
undo state whose restore order matters.

58 dashed banner comments are gone. The nine labels in nodes/index.ts stay:
they are the only structure a flat 90-entry array has.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-10 07:14:45 +02:00
root 338ff4389f Type a repeat delay as whole milliseconds
The two On key down fields read in milliseconds now, and say so in their
labels. A number field shows three decimals unless a property asks for
fewer, so both params set decimals: 0 – the field reads 300, not 300.000,
and rounds to whole milliseconds while typing or scrubbing. The clock
behind it still counts seconds; the conversion sits at the one place that
reads the properties.
2026-09-10 05:59:39 +02:00
rootandClaude Opus 5 3ab8d88ad6 Let On key down repeat while the key stays held
A held key fired once and then nothing, so sliding a Tetris piece sideways or
walking a menu meant building a timer next to every key node. Two settings on
the node do it now: Repeat after and Repeat interval, both in milliseconds so
the usual values stay whole numbers (300, 50) instead of 0.3 and 0.05. A delay
of 0 keeps the node exactly as it was, an interval of 0 means every frame.

The browser's own auto-repeat is deliberately not used - Input.press has always
dropped it - because its delay and rate are an operating-system setting of the
player's, not a game's. The repeat is built from the measured hold time instead,
per node, so two nodes on one key keep their own clocks. The rule itself is a
pure function in keyRepeat.ts and is checked without a world.

Both rows stay off the node body while the delay is 0: two lines of "0" on every
key node in every graph would be noise, and the screenshot said so. NodeDef gains
hiddenParams for that; the inspector still shows them.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-09 22:44:00 +02:00
rootandClaude Opus 5 a9c3111377 Let a variable hold a list
A variable could only be a number, a text or a yes/no, so every set of values had
to be smuggled through a string - which is where Tetris got its unreadable
"03066326048763714" colours from. A list is now a value of its own, with an item
kind (number, text, yes/no, colour) that decides how the inspector reads the one
comma-separated line it is typed as, and eight nodes to work with: List, Fill,
Count, Item at, Set item, Sub list, Join lists, Index of.

Two traps came with it. An array is typeof 'object', so every place that told a
value from an entity had to learn the difference, or a list would have been
passed around as a game object. And a value was compared by identity in three
places - with lists that marks everything as an overridden property after each
reload, so those comparisons now compare contents.

There is no list of objects: a list is written to the project file and an object
is a live handle that no reload survives. A set of objects stays a list of names.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-09 21:26:31 +02:00
root 6702ff8abe Let a behavior be a node in another graph
A behavior that has a Start and an End node can now be dropped into any
other graph as a node of its own. What is declared on the start node
becomes the inputs of that node, what hangs on the end node its outputs;
the port list is derived from the sub graph, not copied, so declaring a
port in one graph grows the node in the other without touching it. The
node carries the behavior's name and the palette lists behaviors by
name, so a call is one grab instead of a node plus a dropdown.

An embedded behavior has no object and therefore no place for
variables: every call starts on the asset defaults and communicates
only through its ports. That is the conservative direction - state can
still be added later, and shared state already has a home in a behavior
object in the scene. Node ids are unique per graph only, so each call
gets its own pulse cache; without that, two graphs would collide.

Renaming a port used to silently drop the value typed on the calling
node. It is carried along now, project wide, like the edges.
2026-09-09 20:01:49 +02:00
rootandClaude Opus 5 4f78c7518c Give the graph a loop, and build Tetris with it
A Tetris example project needs to draw 200 board cells and scan rows
for a full line. Neither is expressible without iteration, so the node
system gets a Repeat node plus the missing text side: Substring, Find
text and To number. The interpreter drops its data cache once per
round -- otherwise every round would recompute with the first round's
values.

Object by name takes its name as an input now, not just as a setting;
addressing "c" + index is impossible otherwise. An unconnected input
reads the stored setting, so saved projects are untouched.

The board itself is a 200-character text, "." for empty. That makes
both operations of Tetris a single expression instead of a loop, and
each frame attempts exactly one move -- rotate beats sideways beats
fall -- so the fit check exists once in the whole graph.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-09 19:10:41 +02:00
rootandClaude Opus 5 4d84231b9f Trim needless comments and fix the picker width
Remove comments that only restate the code, keeping the section banners
and the notes that carry a reason, a measured fact or an external
contract.

ButtonOptions.width claimed to be a fixed width but only set minWidth,
so the Graph and Texture pickers grew with the name they showed. It is
now what it promises, with a separate minWidth for the buttons that have
two forms. Narrow buttons shrink their padding, otherwise a 24px icon
button had 8px left for its glyph and truncate dropped it entirely.

__gm.labelsDropped() guards that class: the overflow guard only saw text
that was too wide, never a label truncated to nothing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 15:52:05 +02:00
rootandClaude Opus 5 5a6af74e44 Add textures for sprites
Images are uploaded to a content-addressed blob endpoint and stored as
data/textures/<sha256>.<ext>; the project only keeps the file name. The
sprite points at a texture asset through an ordinary property of the new
kind `asset`, so instance overrides, "Apply to container", "Reset to
asset", undo and `Set property` work without any extra code. The new kind
also replaces the ad-hoc asset picker the graph nodes faked as an enum.

Import goes through + -> Texture, drag & drop onto the canvas or Ctrl+V.
Images wider than 2048px are downscaled client-side and re-encoded to
WebP if needed, because nginx caps uploads at 1MB; an image that already
fits is uploaded byte for byte so pixel art is never resampled.

The sprite colour default changes from red to white, since colour tints
the texture multiplicatively and a tint of white shows an image as it is.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 13:43:08 +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